The Facepunch Model Ports and Hacks Thread V5 - NEVER GONNA BE A REQUEST THREAD
2,432 replies, posted
[QUOTE=maddogsamurai;51107143][t]http://images.akamai.steamusercontent.com/ugc/267226090086996779/C446D9C44A44E343609E0610F89D2C1C387E3924/[/t]
Soon to be released.[/QUOTE]you REALLY should start giving your models some damn smoothing groups.
[QUOTE=Joazzz;51108343]you REALLY should start giving your models some damn smoothing groups.[/QUOTE]
I've been smoothing the vertexes since day 1. Perhaps the poor lighting made them turn out like that?
I'm a bit of a perfectionist when it comes to smoothing, and I don't see anything wrong with those smoothing-wise.
The only thing I can see that could be interpreted as smoothing issues is the inner upper thigh area, but I suspect it's probably supposed to look like that.
[QUOTE=FloaterTWO;51108945]I'm a bit of a perfectionist when it comes to smoothing, and I don't see anything wrong with those smoothing-wise.[/QUOTE]then i don't want to question your perfectionism but:
[img]http://www.wduwant.com/index_uploads/uploads/59bf40d426a6.jpg[/img]
this just doesn't look right.
[editline]26th September 2016[/editline]
what do the model normal maps look like?
I noticed all of those, but they looked more like fucked up normal maps to me.
Especially because the contours they follow don't exactly seem to look like vertices.
About FCW guys...
[IMG]https://pp.vk.me/c627322/v627322484/3e8da/NH3VFkfUUrU.jpg[/IMG]
[IMG]https://pp.vk.me/c627322/v627322484/3e8e3/_hKU3pOIHFc.jpg[/IMG]
[IMG]https://pp.vk.me/c627322/v627322484/3e8f5/4KmXVK_vRTU.jpg[/IMG]
[IMG]https://pp.vk.me/c638230/v638230924/11b/msSs_7kFuWk.jpg[/IMG]
Given the general lack of compression artifacts on the normal shown chances are it is an error on part of Maddogsamurai not giving them enough hard edges.
On the topic of smoothing and normalmaps.
You must account for the normalmap when smoothing a model to begin with. If possible you need to have it exactly how it was smoothed in the original game.
Basically how it would make sense to smooth a model =/= how you should smooth a model. The reason comes down to uv seams and projection but those aren't something you really have to deal with when porting.
At least not often anyway.
Heavy gradients along what would otherwise be hard seams generally means leave them on the same smoothing group.
This does mean though than when the smoothing is set proper your model will often looked sort of fucked up. That isn't an issue given the normalmap was authored explicitly to correct that after all.
As an example: How something looks like it should be smoothed versus how it really needs to be smoothed.
[T]http://orig08.deviantart.net/3e62/f/2016/270/9/e/lsm0_by_blueflytrap998-daj2xom.jpg[/T][T]http://orig02.deviantart.net/8dff/f/2016/270/4/8/lsm1_by_blueflytrap998-daj2xov.jpg[/T]
[T]http://orig04.deviantart.net/ddd9/f/2016/270/6/d/lsm3_by_blueflytrap998-daj2xpd.jpg[/T][T]http://orig04.deviantart.net/bbb6/f/2016/270/0/f/lsm2_by_blueflytrap998-daj2xp7.jpg[/T]
For those concerned about my models, Here's what it looks like in the model viewer with the normal mapping on.
[t]http://i.imgur.com/StzJz7W.png[/t]
Here are the normal maps that I made by combining the alphas of the normX (placed in the red channel) and normY textures(placed in the green channel) and inverted the green channel.
[t]http://i.imgur.com/i4T5WVF.png[/t]
[t]http://i.imgur.com/T7ezSgu.png[/t]
Not like I can overhaul the whole thing right now; I only have the .smd's, the .QC's, and Source material files while my partner has the modified in-game files and textures atm and right now I got word that he's fixing bugs of his own.
It looks awfully similar to Mi-28 of the Russian Federation.
[QUOTE=Falkok15;51111847][t]http://i.imgur.com/YNYHyKw.png[/t]
[I]A Hind-D?[/I][/QUOTE]
Isn't that the enemy gunship from the new Metal Gear Solid?
Enemy Gunship in The Phantom Pain, Friendly transport in Ground Zeroes
[QUOTE=maddogsamurai;51110747]Here are the normal maps that I made by combining the alphas of the normX (placed in the red channel) and normY textures(placed in the green channel) and inverted the green channel.
[t]http://i.imgur.com/i4T5WVF.png[/t]
[t]http://i.imgur.com/T7ezSgu.png[/t][/QUOTE]i'm far from an expert but i feel you should flip the green channel back. it also looks like the normals are supposed to define the hard edges instead of smoothing groups.
[t]http://images.akamai.steamusercontent.com/ugc/250337591492272313/8F9DC9A999AE856AE016F8E4ED39D3C616155A18/[/t]
[t]http://images.akamai.steamusercontent.com/ugc/250337591492272891/FEFC968A56D804B948FDE3771F8B22EE712BBE26/[/t]
[t]http://images.akamai.steamusercontent.com/ugc/250337591492273539/A9AC73966B31628D7A538356EEF1EFC11243CC19/[/t]
[t]http://images.akamai.steamusercontent.com/ugc/250337591487248591/31D4360011A53467B61057B77CE443FEDFACAC3B/[/t]
[t]http://images.akamai.steamusercontent.com/ugc/250337591487249014/609F440629DF22D269BF0803756C0EFC0AE6D2FE/[/t]
I've always liked this FAL and the FAMAS, but they don't hold up quite as well as I remember. I attempted to add a wood furniture skin for the FAL, but the UVs on the furniture are not great and it looked pretty awful.
I've only got two more guns left to polish off and I've saved the worst for last.
Would love that FAL, tbh the black ops guns look quite nice even by today's standards.
I might end up doing the FAL too for the wood furniture, liked too much how it looked in game.
[QUOTE=Kommandant298;51115462]Enemy Gunship in The Phantom Pain, Friendly transport in Ground Zeroes[/QUOTE]
Yes, this is specifically the HP48 from Ground Zeroes, but even then, GZ had both the Soviet and MSF versions.
Okay, so I experimented with adding decal plates to the WoT models for the insignias and inscriptions, but I am having some problems.
Namely, when I move away from the model, the decal plate starts flickering. Anyone know what is causing this?
Here's what the plate looks like in-editor:
[t]http://i68.tinypic.com/11vh5eb.png[/t]
Move the decal away from the hull a bit, like a couple millimeters. If two faces share the exact same position they'll usually start flipping out like that.
I've had that happen, it's definitely not pretty.
[QUOTE=Doctor_Lazlo;51104061][t]http://i.imgur.com/hEX6vcB.jpg[/t]
still working on Dempsey/Polonsky/whatever[/QUOTE]
Are you using Wraith to get the models? Whenever I compile anything Wraith exports, I end up with a mess like this:
[img]https://i.gyazo.com/74def089155244c71a730560de09f5b3.png[/img]
What the Samuel Helsinki is - or rather, was - [I]that[/I]?
[QUOTE=SergerantJoe;51119502]Move the decal away from the hull a bit, like a couple millimeters. If two faces share the exact same position they'll usually start flipping out like that.
I've had that happen, it's definitely not pretty.[/QUOTE]
It seems to have helped a little, however I noted this problem when I moved away:
[t]http://i65.tinypic.com/15r0bd4.jpg[/t]
[QUOTE=Kommandant298;51121084]What the Samuel Helsinki is - or rather, was - [I]that[/I]?[/QUOTE]
It's supposed to be Firebreak's Orbit skin.
[t]https://www.callofduty.com/content/dam/atvi/callofduty/blackops3/black-market/redesign/supplydrops/specialists/Firebreak-Orbit.jpg[/t]
Doing Stupid hacky things is fun. Got lightmaps on models working
[media]http://imgur.com/a/wue14[/media]
Uses a single 2048 lightmap texture
[t]http://i.imgur.com/dArhAWY.png[/t]
Does this mean we have conquered source engine's poor model lighting at last?
[QUOTE=F T;51119956]Are you using Wraith to get the models? Whenever I compile anything Wraith exports, I end up with a mess like this:
[img]https://i.gyazo.com/74def089155244c71a730560de09f5b3.png[/img][/QUOTE]I think mine were already set up for Source. It's mostly fixing it up that I'm taking care of.
also holy jesus what happened to firebreak
[QUOTE=Doctor_Lazlo;51123555]I think mine were already set up for Source. It's mostly fixing it up that I'm taking care of.
also holy jesus what happened to firebreak[/QUOTE]
I have no damn clue. I exported his model in XNALara's format, imported it into 3DS Max, exported it as SMD, renamed a few bones, compiled, and this is what I got.
[QUOTE=Stiffy360;51122697]Doing Stupid hacky things is fun. Got lightmaps on models working[/QUOTE]
the question is: ... how did you do that? :v: can we expect a tutorial soon..ish? that be cool. if i'd guess... it's... 'something'... i don't wanna guess.
[QUOTE=Stiffy360;51122697]Doing Stupid hacky things is fun. Got lightmaps on models working
-snip-
Uses a single 2048 lightmap texture
-snip-[/QUOTE]
Does it affect other models placed on it, or does it only affect the model the lightmap is on?
Obviously it only affects the model that has the map, you would need custom code to actually have it change lighting on other models that interact with it.
TF2 supports it I think, and generates the lightmaps at map compile but your models have to be authored in a very specific way (cannot have overlapping UVs)
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