The Facepunch Model Ports and Hacks Thread V5 - NEVER GONNA BE A REQUEST THREAD
2,432 replies, posted
Wait where did you get the new Berserk game files ?
The PS3 version is already out.
[QUOTE=Fredrika;51717443]HAI YO
[/QUOTE]
Why won't you wait for PC release in Februrary?
Or it is PC/PS4 fidelity models?
for creating playermodels, do the skeletons only need to have the same names as the valve one, or do they also need to have the same hierarchy/order?
identical to the Valve skeleton for the best results
[QUOTE=Vasey105;51725021]for creating playermodels, do the skeletons only need to have the same names as the valve one, or do they also need to have the same hierarchy/order?[/QUOTE]
Both.
[t]http://i.imgur.com/dKAsWnv.jpg[/t] [t]http://i.imgur.com/11fyurH.jpg[/t]
(taken at 3200x1800 btw)
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=838807948[/url]
I've tried to create a playermodel with proportions massively different to that of the standard skeleton.
[IMG]http://image.prntscr.com/image/5d8cc71fcef94f85af33f647432d2cc0.png[/IMG]
Clearly it doesn't work, is there a way to get these custom proportions to work, or would I have more luck trying to adjust the mesh proportions?
the only ways i can think of would be to modify the animations - all of them - or stretching the model to its intended proportions with PAC or something.
I've rigged the model and such, so this is a model I've ported and not just a ragdoll I've got off the workshop.
Would modifying the animations be particularly troublesome?
just about finishing up a skyrim imperial dungeon model pack
[thumb]http://i.imgur.com/oWlrJm8.jpg[/thumb]
[thumb]http://i.imgur.com/N7XDYZX.jpg[/thumb]
[thumb]http://i.imgur.com/yML3Ipo.jpg[/thumb]
42 models altogether, though quite a few are very similar with minor variations
probs be uploading it to the workshop at some point today
How did you resolve the thing where Skyrim dungeon pieces use overlaid textures for things like grass / mold / dirt, when there's no (obvious) alpha maps being used?
It was an issue I came across when porting those pieces myself. I was never able to resolve it, which is why I never released mine.
there's a seperate mesh that mimics the walls and floor and stuff in patchy amounts which is where the moss and stuff goes
i made the moss texture translucent and it works pretty well, you can still see the fact its just kindve blockily laid over the top if you look at them in fullbright
[IMG]http://i.imgur.com/yip7ZiL.jpg[/IMG]
If I recall correctly, those meshes actually use some sort of metadata in the NIFs that gives the vertices "weight", where that weight is translated to transparency, and that data is lost when imported into 3dsmax / Blender.
I'm not certain, but that sounds familiar to me.
Your method of just making the moss texture transparent isn't a bad one, though. Better than my solution of "fuck it, leave it alone, and let them flicker" anyways. :v:
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=850386735[/url]
I wanted to do a lot more models but I was concerned for filesize and the like, so I'll make a few seperate packs with different categories of models.
[QUOTE=Portugalotaku;51708637]Awesome. Are we getting remi too?[/QUOTE]
Probably not,because I have never found a remilia model which looks good to me personally.
[QUOTE=Vasey105;51728363]42 models altogether, though quite a few are very similar with minor variations
probs be uploading it to the workshop at some point today[/QUOTE]
If there are minor variations in some of them, why not just turn them into bodygroups? Just sayin'
[QUOTE=T553412;51731142]If there are minor variations in some of them, why not just turn them into bodygroups? Just sayin'[/QUOTE]
i didnt really pay attention when i was like mass exporting and scaling them so then when it came to it i couldnt be bothered to go back into everything and reposition it to be aligned correctly
its still only 11mb on the workshop though so i dont feel like im wasting too much space, though for the next set of models i do ill probably do that (presuming you can use bodygroups on effects)
[QUOTE=Vasey105;51731510]i didnt really pay attention when i was like mass exporting and scaling them so then when it came to it i couldnt be bothered to go back into everything and reposition it to be aligned correctly
its still only 11mb on the workshop though so i dont feel like im wasting too much space, though for the next set of models i do ill probably do that (presuming you can use bodygroups on effects)[/QUOTE]
I'm pretty sure you can. Effects are, after all, models without a collision mesh
It's hard to impress me, outstanding work there CSLeader!
[QUOTE=Vasey105;51727250]I've rigged the model and such, so this is a model I've ported and not just a ragdoll I've got off the workshop.
Would modifying the animations be particularly troublesome?[/QUOTE]
It kind of is kind of isn't. hmu on steam if you want more detail into the process.
[QUOTE=Stiffy360;51738871]It kind of is kind of isn't. hmu on steam if you want more detail into the process.[/QUOTE]
I've kind've abandoned that, but the model was being made for a dude offering money here on FP. [url]https://facepunch.com/showthread.php?t=1549901[/url]
I've given him a ZIP of the progress I made, so if you want to add him and help him make it/do it for him. I got the model out of the game and put the textures into VTFs, with a normal and specular.
The .b3d (the original game file) actually holds a bunch of custom animations for the model, but getting out the base mesh and hastily strapping it to the valve skeleton is all I got done.
Should I make a release thread with Lotr models from conquest (in obj)? I know there are already some of them on the workshop but it's a missed opportunity considering all the models left in the game.
[t]http://i.imgur.com/wAxs5fL.png[/t]
Shield isn't from conquest.
[t]http://i.imgur.com/B991Hkr.png[/t]
[B]Edited:[/B]
[url]https://facepunch.com/showthread.php?t=1550534[/url]
yes yes yes yes YES [B]YES[/B]
[QUOTE=erkor;51710689]
$collapsebones in the .qc removes all non-animating bones, right? if I use it with this model, can i spare myself from deleting the millions of unused bones?[/QUOTE]
someone answer this tho please
Yup!
[QUOTE]Removes all bones that aren't connected to vertices, attachment points, ik rules, or don't animate. Vertices or attachment points that are connected to a collapsed bone are reconnected to the bones parent.[/QUOTE]
[URL="https://developer.valvesoftware.com/wiki/$collapsebones"]https://developer.valvesoftware.com/wiki/$collapsebones[/URL]
t h a n k s
-Solved by updating Crowbar-
Sorry, you need to Log In to post a reply to this thread.