The Facepunch Model Ports and Hacks Thread V5 - NEVER GONNA BE A REQUEST THREAD
2,432 replies, posted
[QUOTE=Portugalotaku;51674886]I will not comment on the quality since I do not know how difficult editing textures from this game is, but, if you release it, could you include the default color scheme? Black and gold is really tacky.[/QUOTE]
Without the deluxe skin they are using, Frost Prime's default colors are actually black and gold. With the skin, it's silver and a purplish-blue color scheme.
I know. I play warframe a lot. By default color scheme I was talking about the skin, it's clearly the one he's using.
Then again I painted my frost prime white because I could not stand the default black color so I guess I am disqualified of commenting on it.
[QUOTE=Portugalotaku;51674886]I will not comment on the quality since I do not know how difficult editing textures from this game is, but, if you release it, could you include the default color scheme? Black and gold is really tacky.[/QUOTE]
I made this skin mostly for personal use, hence the reference image above.
[QUOTE=SkullManPL;51675664]Which textures you used to make $basetexture? Models looks really good, but they have more scratches than in-game version. Also there is a little glitch on XR-2 - both, folded and unfolded sights are there:
[t]http://i.imgur.com/JYkdGmB.jpg[/t]
Also, here is my Man-O-War:
[t]http://orig07.deviantart.net/0986/f/2017/014/c/c/_sfm__man_o_war_by_loneheadhunter3-davdd0a.png[/t][/QUOTE]
I just blended the base texture that extracted from the game with spec texture,AO texture and gloss texture.
[QUOTE=Loyalists;51677923]I just blended the base texture that extracted from the game with spec texture,AO texture and gloss texture.[/QUOTE]
Try to use only textures "_c" and "_s" (and "_e" if it's appear) for basetexture. It will make them look more like original versions. "_g" can be used as phong texture (sometimes after few changes), but I'm not sure. I don't need to say how to use "_n" and "_o" :)
There is also texture "_r", but it's useless if you don't want to put camo on weapon.
More stuff:
[t]http://orig07.deviantart.net/3c34/f/2017/015/4/6/_sfm__argus_by_loneheadhunter3-davit1v.png[/t]
[t]http://orig07.deviantart.net/4827/f/2017/001/b/3/_sfm__vultures_by_loneheadhunter3-dattbei.png[/t]
[t]http://orig05.deviantart.net/afde/f/2017/005/7/6/_sfm__peacekeeper_mk1_mk2_hybrid_by_loneheadhunter3-daubo2v.png[/t]
[QUOTE=ComradIvan;51660185]Ryse models
[/QUOTE]
Those are incredible, will we see a release?
So I bought Quixel Suite 2 and holy shit it's fun.
I reskinned those Red Orchestra 2 vehicles with a desert theme, "for a mod" I sometimes think about doing when I'm at the john.
Here's some pics.
[t]http://i.imgur.com/2LCIriX.jpg[/t][t]http://i.imgur.com/McHASrX.jpg[/t][t]http://i.imgur.com/ABrCgli.jpg[/t]
[t]http://i.imgur.com/Way8JHk.jpg[/t][t]http://i.imgur.com/ua9IK4o.jpg[/t]
Don't know if it belongs to this thread, but still.
[t]http://i.imgur.com/m37QTa8.jpg[/t]
Civilian VTOL from Black Ops 2 (WIP):
[t]http://i.imgur.com/H3rRjDu.png[/t]
[t]http://i.imgur.com/F0LTuG6.png[/t]
[t]http://i.imgur.com/TE3GZVk.png[/t]
I'm need to fix some bones.
So I'm doing the Universal Carrier now.
[t]https://i.imgur.com/4iAp8FB.jpg[/t][t]https://i.imgur.com/F329go1.jpg[/t][t]https://i.imgur.com/K2IwfYt.jpg[/t]
I think I'm gonna run out of vehicles on which I could practice.
i dont remember if theres a question thread for modelling so ill just post here
I'm planning on porting a WoW model with a lot of bodygroups. If I map the same texture to various bodygroups, and then change that texture via material override, will it replace the texture on all the corresponding bodygroups, or would I have to do it for every bodygroup individually?
[QUOTE=erkor;51683698]i dont remember if theres a question thread for modelling so ill just post here
I'm planning on porting a WoW model with a lot of bodygroups. If I map the same texture to various bodygroups, and then change that texture via material override, will it replace the texture on all the corresponding bodygroups, or would I have to do it for every bodygroup individually?[/QUOTE]
Should just automatically replace it on all corresponding bodygroups. Note that override materials sometimes doesn't let you alter alternate skins.
[editline]17th January 2017[/editline]
Also, have a peep at one of the Splicers I've been working on:
[img]https://my.mixtape.moe/ppixto.jpg[/img]
[QUOTE=ComradIvan;51577255]WW2 US Paratroopers with m42 and m43 uniforms.
[IMG]https://pp.vk.me/c637931/v637931484/20851/SLkz4nfn6nk.jpg[/IMG]
[IMG]https://pp.vk.me/c637931/v637931484/2085a/8vw9eBU7LWc.jpg[/IMG]
[IMG]https://pp.vk.me/c637931/v637931484/20863/WzxyKeV6_4g.jpg[/IMG]
Special thanks SkullManPL for WW2 Dempsey head[/QUOTE]
can u give a link, pleease
[editline]17th January 2017[/editline]
[QUOTE=Lenoax;51522099]I'm little tired with the models of R6S, so I will do this as rest.
Is the Adjutant or "Advisor" of Terran from "Starcraft II", and by the moment, I don't know how this will work in gmod.
[IMG]http://image.prntscr.com/image/a17f51bef7b24282a33f117027d67c6f.png[/IMG][/QUOTE]
can u give a link of advisors model, please
No, they can't give you a link.
[QUOTE=erkor;51683698]i dont remember if theres a question thread for modelling so ill just post here
I'm planning on porting a WoW model with a lot of bodygroups. If I map the same texture to various bodygroups, and then change that texture via material override, will it replace the texture on all the corresponding bodygroups, or would I have to do it for every bodygroup individually?[/QUOTE]
You just use $texturegroup, and it replaces every material on the model
So for example, you'd have
[code]
$texturegroup skin
{
"mat_1_1" "mat_2_1".
"mat_1_2" "mat_2_2"
}
[/code]
Btw only materials specified in $texturegroup will be replaced.
Also look up the actual code on vdc because I'm not sure I remember it correctly.
[img]http://i.imgur.com/qB2nQNS.jpg[/img]
The whole Rapture Family is here now. Now to do the big daddies, Ryan, Cohen, and tweak these goons. Then onto the weapons and Jack's hands. I'm dissatisfied with the ports I made back in the day, so I'm re-porting everything (except Toasty and Bread, who are still fantastic due to Ninja Nub's assistance)
I can't verbalize to you how much I love you right now, DOCTOR LIGHT.
You're saving me so much work by porting these.
Out of curiosity, are you building flexes for them?
I always wondered if the Siberian aspect of Rapture's policemen was wether an "homage" from Ryan to his russian origins, or a foreshadowing of the fall of Rapture into a dystopia.
Nice work!
[QUOTE=Trek;51684090]You just use $texturegroup, and it replaces every material on the model
So for example, you'd have
[code]
$texturegroup skin
{
"mat_1_1" "mat_2_1".
"mat_1_2" "mat_2_2"
}
[/code]
Btw only materials specified in $texturegroup will be replaced.
Also look up the actual code on vdc because I'm not sure I remember it correctly.[/QUOTE]
i'd use $texturegroup but if i want to add all the skins, including face variations, for the model, it'd easily be over 32 textures which is as far as i know the absolute max for skingroups in source
[QUOTE=erkor;51685361]i'd use $texturegroup but if i want to add all the skins, including face variations, for the model, it'd easily be over 32 textures which is as far as i know the absolute max for skingroups in source[/QUOTE]
Cra0kalo's StudioMDL edit has let me compile models with more than 32 materials, with a maximum of 64 materials, and the compiled models run fine in Garry's Mod.
I'd recommend trying it out.
heh ill look into it
i doubt itll be enough but thanks anyways
[QUOTE=irohTguy-NO;51685440]Cra0kalo's StudioMDL[/QUOTE]
Where can I find this?
[QUOTE=DOCTOR LIGHT;51684506][img]http://i.imgur.com/qB2nQNS.jpg[/img]
The whole Rapture Family is here now. Now to do the big daddies, Ryan, Cohen, and tweak these goons. Then onto the weapons and Jack's hands. I'm dissatisfied with the ports I made back in the day, so I'm re-porting everything (except Toasty and Bread, who are still fantastic due to Ninja Nub's assistance)[/QUOTE]
I was going to port the big daddies with animations but it seems I will not have to.
Are you adding animations to the daddies by the way? It would be really neat.
Found this old thing Me and -Rusty- were working on before my hard drive died:
[T]https://s23.postimg.org/dutl0xpq3/Rustys_US_Mil_Mahreens01_render.jpg[/T][T]https://s28.postimg.org/c3y7qsugt/Rustys_US_Mil_Arrr_Mee01_render.jpg[/T][T]https://s28.postimg.org/m474m186l/Rustys_US_Mil_Arr_Mee02_render.jpg[/T]
[QUOTE=Gmod4ever;51684749]I can't verbalize to you how much I love you right now, DOCTOR LIGHT.
You're saving me so much work by porting these.
Out of curiosity, are you building flexes for them?[/QUOTE]
Ninja will be doing flexes, [B]but[/B] only when we've got the Remastered splicers too. It's gonna take some time for Gildor to add Remastered skeletalmesh support, and in that time I'm basically just gonna go through any and all Bioshock assets that take my fancy.
Please don't use these for porn.
[QUOTE=Portugalotaku;51685600]I was going to port the big daddies with animations but it seems I will not have to.
Are you adding animations to the daddies by the way? It would be really neat.[/QUOTE]
There isn't animation support for Bioshock, since it uses a very bizarre file format. Porting these alone requires a lot of finagling of catalogue files.
[editline]17th January 2017[/editline]
For the record, the Bioshock remaster has 2048x to 4096x textures for almost everything, and most things are the higher-def versions created by the original modellers. There's less variety in the splicers, but they look so much fucking better. Really, I'm amazed at the effort. Instead of just taking the Burial at Shit assets and fancying them up they [I]completely repainted[/I] some textures. Here's a comparison:
[t]http://i.imgur.com/cXTs9vM.jpg[/t]
Left is the original, right is remaster. Rosie wasn't even in Burial at Sea so this isn't a reuse. It's staggering. I can't wait to get my mitts on the skeletalmeshes from the Remaster.
i just did a little math on how many textures there would be if i were to get -every- face texture and every skin texture as a skin group
assuming there's 15 male faces for the WoW human model as there is for females, and approximating it to 10 skin colors, we'll have 150 standalone textures and that's not even including the beard textures necessary to make some facial hair look better
:suicide:
[QUOTE=DOCTOR LIGHT;51686077]Ninja will be doing flexes, [B]but[/B] only when we've got the Remastered splicers too. It's gonna take some time for Gildor to add Remastered skeletalmesh support, and in that time I'm basically just gonna go through any and all Bioshock assets that take my fancy.
Please don't use these for porn.
There isn't animation support for Bioshock, since it uses a very bizarre file format. Porting these alone requires a lot of finagling of catalogue files.
[editline]17th January 2017[/editline]
For the record, the Bioshock remaster has 2048x to 4096x textures for almost everything, and most things are the higher-def versions created by the original modellers. There's less variety in the splicers, but they look so much fucking better. Really, I'm amazed at the effort. Instead of just taking the Burial at Shit assets and fancying them up they [I]completely repainted[/I] some textures. Here's a comparison:
[t]http://i.imgur.com/cXTs9vM.jpg[/t]
Left is the original, right is remaster. Rosie wasn't even in Burial at Sea so this isn't a reuse. It's staggering. I can't wait to get my mitts on the skeletalmeshes from the Remaster.[/QUOTE]
Umodel does not work with them? That's odd.
Like I say, it's a format issue. It ports everything but animations for Bioshock.
Had a question I didn't want to have to just make a whole new thread for: I was wondering, does anyone know how to get models out of Dying Light?
I've checked around everywhere and come up empty, but somehow several models have been ripped from it. I'm looking to snag the suit model from the DLC for my John Wick model I'm making.
If anyone has any information on this, I'd really appreciate it!
Rusty and I updated on the US troop uniforms:
US Army ACU (UCP & OCP)
[T]https://s28.postimg.org/c3y7qsugt/Rustys_US_Mil_Arrr_Mee01_render.jpg[/T][T]https://s28.postimg.org/m474m186l/Rustys_US_Mil_Arr_Mee02_render.jpg[/T]
USMC MCCU (MARPAT Desert & Woodland)
[T]https://s23.postimg.org/dutl0xpq3/Rustys_US_Mil_Mahreens01_render.jpg[/T][T]https://s30.postimg.org/ka78hd3g1/Rustys_US_Mil_Mahreens02_render.jpg[/T]
US Navy NWU (NAVPAT?)
[T]https://s30.postimg.org/f5oi0i0q9/Rustys_US_Mil_Naae_Veey01_render.jpg[/T]
USAF ABU (Airman Tigerstripe)
[T]https://s28.postimg.org/86u3oj7vh/Rustys_US_Mil_UEss_Ayy_Eff01_render.jpg[/T]
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