The Facepunch Model Ports and Hacks Thread V5 - NEVER GONNA BE A REQUEST THREAD
2,432 replies, posted
[QUOTE=E3245;51792803]I don't know if this is the right place to ask about normal maps, but I need some guidance on this.
I'm messing with Call of Duty: Infinite Warfare's _NOG textures, and I'm having trouble producing a proper normal map. Here's the layout of the channels.
-layer snip-
My question is, how do I assemble a proper normal map from the Green and Alpha Channels, and do I need to flip any of them?[/QUOTE]
It appears that the channels themselves are incompatible with how Source does bumpmapping.
To Source, both channels in question (in any arrangement) would generate a "twisted" and "skewed" look.
Open up the channels of some existing Source bumpmaps to see what I mean.
Edit:
Example:
[img]https://puu.sh/tTopD/a89de8a0f8.png[/img] R: [img]https://puu.sh/tToo8/842d39e21d.png[/img] G: [img]https://puu.sh/tToos/d3e7ef7dc5.png[/img]
Notice that the red channel doesn't show anything where the horizontal groves would be, and green doesn't show anything where the vertical groves would be. Red is for straight horizontal, and green for vertical.
With this in mind, your green and alpha channels would have to be rotated 45 degrees to function properly.
[del]did i do good?[/del]
[QUOTE=fancy990;51792919]It appears that the channels themselves are incompatible with how Source does bumpmapping.
To Source, both channels in question (in any arrangement) would generate a "twisted" and "skewed" look.
Open up the channels of some existing Source bumpmaps to see what I mean.
Edit:
Will put example soon.[/QUOTE]
Yeah. I was about to say.
Looks like he has tangentspace normals somehow baked at 45 degrees off the usual axis. Never seen that before.
I'm also not sure how you would go about fixing that either. At least not in a way too lossy to even consider.
[B]Edit:[/B]
Hypothetically you could write up a photoshop plugin that replaces specific red and green values with the equivalent normal at 45 degrees.
[QUOTE=fancy990;51792919]It appears that the channels themselves are incompatible with how Source does bumpmapping.
To Source, both channels in question (in any arrangement) would generate a "twisted" and "skewed" look.
Open up the channels of some existing Source bumpmaps to see what I mean.
Edit:
Example:
[img]https://puu.sh/tTopD/a89de8a0f8.png[/img] R: [img]https://puu.sh/tToo8/842d39e21d.png[/img] G: [img]https://puu.sh/tToos/d3e7ef7dc5.png[/img]
Notice that the red channel doesn't show anything where the horizontal groves would be, and green doesn't show anything where the vertical groves would be. Red is for straight horizontal, and green for vertical.
With this in mind, your green and alpha channels would have to be rotated 45 degrees to function properly.
[del]did i do good?[/del][/QUOTE]
Thanks for the advice. I didn't know the normals were this bad.
My next question is, how exactly do I rotate the channels in the manner you suggested? I'm using Photoshop CS2.
[QUOTE=E3245;51792986]Thanks for the advice. I didn't know the normals were this bad.
My next question is, how exactly do I rotate the channels in the manner you suggested? I'm using Photoshop CS2.[/QUOTE]
Wouldn't know where to start, unfortunately. Unless you can figure out how to [i]unbake[/i] a normal, there is no way to fix it.
[QUOTE=BlueFlytrap;51792937]Yeah. I was about to say.
Looks like he has tangentspace normals somehow baked at 45 degrees off the usual axis. Never seen that before.
I'm also not sure how you would go about fixing that either. At least not in a way too lossy to even consider.
[B]Edit:[/B]
Hypothetically you could write up a photoshop plugin that replaces specific red and green values with the equivalent normal at 45 degrees.[/QUOTE]
This is your best bet. Hope you know photoshop plugin-ing.
I know how to fix this shit.
Photoshop lets you copy the contents of a channel and paste it in another. Make a copy of the red channel, and then copy the contents of the first alpha into the red channel, make the red channel copy the alpha, invert the green channel, and as for the blue there's nothing that you can use to make a glue channel so either just fill it in with white completely or brighten the hell out of the glossmap and put it there.
[QUOTE=Portugalotaku;51791776]Does it have interiors?[/QUOTE]
Yes, it have
[IMG]http://i.imgur.com/gfd3q31.jpg[/IMG]
Some FJ
[t]https://pp.vk.me/c626321/v626321484/4ca7b/daHlaFRdH04.jpg[/t] [t]https://pp.vk.me/c626321/v626321484/4ca85/qC5BmMcTjTU.jpg[/t][t]https://pp.vk.me/c626321/v626321484/4ca97/NJe5tmJNHD8.jpg[/t] [t]https://pp.vk.me/c626321/v626321484/4caa1/4ecePoNfpxM.jpg[/t]
[t]https://pp.vk.me/c626321/v626321484/4caa1/4ecePoNfpxM.jpg[/t] [t]https://pp.vk.me/c626321/v626321484/4cda4/R2A7PeUeHh0.jpg[/t]
[t]https://pp.vk.me/c626321/v626321484/4cdad/1RpI2Enl_tM.jpg[/t] [t]https://pp.vk.me/c626321/v626321484/4cd9b/m5rWrbrY93A.jpg[/t]
Good fucking lord the variety
[t]http://orig12.deviantart.net/a483/f/2017/039/5/a/_hlmv__m16__black_ops_3__by_jacob_lhh3-daycg16.png[/t]
M16 from Black Ops 3
I forgot to change name 'Bootlegger' to 'M16' in QC. :d
What is it with Treyarch and stretching the 3-prong flash hiders? The BO1 M16 had the exact same thing.
They also don't seem to be able to comprehend that only the M16A2 and later variants had burst fire. The A1 and older were all just semi/full auto.
I tried transferring the facemap from one model to another, to see if I could get away without doing painful head-hacks in a future SFM project.
[img]http://i.imgur.com/4Oh0Kip.jpg[/img]
Could have been worse, but could have been a lot better.
[QUOTE=FloaterTWO;51796606]What is it with Treyarch and stretching the 3-prong flash hiders? The BO1 M16 had the exact same thing.
They also don't seem to be able to comprehend that only the M16A2 and later variants had burst fire. The A1 and older were all just semi/full auto.[/QUOTE]
DICE isn't much better. They used an M16A4 as a stand-in for an A2 in MOH2010, and then reused the model in BF3 and called it an A3.
[QUOTE=FloaterTWO;51796606]What is it with Treyarch and stretching the 3-prong flash hiders? The BO1 M16 had the exact same thing.
They also don't seem to be able to comprehend that only the M16A2 and later variants had burst fire. The A1 and older were all just semi/full auto.[/QUOTE]
Treyarch (and IW to an extent) don't really understand how guns work. I mean, dual-wielding HS-10s? The "AK-74U" (based on an airsoft gun)? Anachronistic uses of guns? They don't care that much. If it shoots bullets, they'll slap it in the game.
To be fair, the audience for COD and Battlefield aren't really going to kick up a stink about it as long as it looks "good enough" to fulfil the Hollywood Action Movie fantasy. They ain't exactly Arma, is what I'm trying to get at.
[QUOTE=Portugalotaku;51798600]DICE isn't much better. They used an M16A4 as a stand-in for an A2 in MOH2010, and then reused the model in BF3 and called it an A3.[/QUOTE]
Actually, the BF3 depiction of the M16A3 is (surprisingly) accurate. While most M16A3s in circulation will have the A2 upper receiver, there are a number of rifles manufactured in recent years by FN and a few other companies such as Sabre Defense that happen to have A4 flat-top Picatinny upper receivers; I'd imagine that the Navy armourers subsequently replace the cyndrical A2 handguard with a RAS handguard (assuming that FN and other manufacturers supply their rifles with non-RAS handguards) and that the end result cannot be easily distinguished from the average M16A4 beyond the use of a safe-semi-full fire selector and accompanying markings.
Additionally, a quick trip to the Colt website (Colt being the original military contractor for the M16 rifle series until FN and others came along) will reveal that the model number for the 'international' full-auto version of the M16A4 is the same number that was once used for flat-top M16A3s produced by Colt; if the original manufacturer is treating both rifles as being one and the same, then it could be argued that it isn't that problematic if some video game development studio does so as well.
Just for the sake of it, here's photographic evidence of US Navy personnel with RAS-equipped M16s; since I'm not aware of any evidence that the Navy has purchased the M16A4, these are most likely M16A3s that were either upgraded with RAS components or shipped by the manufacturer(s) with RAS components:
[url]https://upload.wikimedia.org/wikipedia/commons/4/47/US_Navy_111019-N-AX571-081_Fire_Controlman_3rd_Class_Caleb_W._Washabao_takes_aim_and_fires_at_his_target_during_M16_weapon_qualifications_on_the_fo.jpg[/url]
[url]http://media.defense.gov/2016/Aug/15/2001605501/-1/-1/0/160811-N-JH293-005C.JPG[/url]
[url]https://media.defense.gov/2015/Nov/19/2001319440/-1/-1/0/151119-N-TE278-095.JPG[/url]
[url]https://media.defense.gov/2016/Feb/17/2001343501/-1/-1/0/160210-D-HV319-517.JPG[/url]
That sounds more like a happy coincidence, since like I said, the model was reused.
This is the company that has claimed they get weapon data off youtube.
Make EVERYTHING into playermodels
[video=youtube;l9SdK8TKD6g]https://www.youtube.com/watch?v=l9SdK8TKD6g&feature=youtu.be[/video]
[QUOTE=Fredrika;51802478]thats from tera right? should try to use its colored specular(will double polycount)
make the first colored specular dragon playermodel, but damn thats impressive[/QUOTE]
It's from Vindictus.
I need to bug my friend into fixing his script so I can give a hull to match its size.
He's kind of big
[t]http://i.imgur.com/oCW2HiC.png[/t]
[QUOTE=Stiffy360;51802460]Make EVERYTHING into playermodels
(video)
[/QUOTE]
i have a [I][B]mighty need[/B][/I]
Interesting.
Do you have any intention of showing the method you ended up using to get colored speculars to work without model stacking?
I suspect that quite a few people would be very interested in that.
[QUOTE=Fredrika;51803398]If I find out how to record my desktop I can make a short video tutorial, been meaning to make a cs tutorial for source for awhile now[/QUOTE]
I highly recommend [B][url=https://obsproject.com/]Open Broadcaster Software[/url][/B]. You can set it up to write a .mp4 to disk, make a monitor-capture element, and then just pick up and go and use it to record your desktop.
I use it all the time for recording my desktop.
Careful as sometimes Hotkeys will not start OBS to record. (I use shadowplay)
I tried using OBS to record games but I could never get the damn thing to record by Hotkey. So I stuck with Shadowplay. I'll use OBS for Desktop recording. If I feel like recording my desktop lol
[t]http://i.imgur.com/6oRiKuq.jpg[/t]
Another FH2 gun, this time the Czech ZB vz. 26. Once again, no public release, like the Finnish weapons, I will just share privately with friends.
Also imgur now since I got sick of tinypic's shit.
This was totally a good idea
[video]https://youtu.be/yo19NSPXFqY[/video]
Inb4 everyone is going to ask for dragon playermodels and equally stupid shit now.
I'm still waiting on that Japanese battleship playermodel Joe made.
To get Finger Posing/ Face posing to work. The hands, and fingers needs to be named the exact same as the ones on Valve's skeleton. Same for the head bone, name it valvebiped or whatever.
[QUOTE=SevenBillion;51807808]Anybody know a good guide on how to implement faceposing and fingerposing for ragdolls particularly for 3DS Max? I couldn't find seem any faceposing/fingerposing guides that explains this topic well.[/QUOTE]
[url]https://developer.valvesoftware.com/wiki/Creating_Flex_VTA_files_with_3D_Studio_Max[/url]
This explains it pretty well.
[t]http://i.cubeupload.com/MvY9U3.jpg[/t]
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