• The Facepunch Model Ports and Hacks Thread V5 - NEVER GONNA BE A REQUEST THREAD
    2,432 replies, posted
Anyone recognize this file type? [thumb]https://vgy.me/lh8Q6m.png[/thumb][thumb]https://vgy.me/TAGERS.png[/thumb][thumb]https://vgy.me/Sh0JoN.png[/thumb] It's the .omt level files for Jimmy Neutron Boy Genius. I've found where the level models are located, now I just need to figure out how they store the data. And here's the strings to the Jimmy games. [URL]https://transfer.sh/vV55N/negastrings.txt[/URL] [URL="https://transfer.sh/k5ZTU/neutronstrings.txt"]https://transfer.sh/k5ZTU/neutronstrings.txt [/URL] By the way, I've figured out how to rip the character models. [thumb]https://68.media.tumblr.com/d6b6844a2f870e33059ce1f4c59f06ab/tumblr_ommkuumlwN1swio6wo1_1280.png[/thumb][thumb]https://68.media.tumblr.com/6d0e8ffb28005adda5b3f5a56625b72e/tumblr_ommkuumlwN1swio6wo2_1280.png[/thumb] Here's an .omt of a .wav file for you all for reference. [thumb]https://vgy.me/C0LfE7.png[/thumb] [thumb]https://vgy.me/R75XWV.png[/thumb] raw file versions [URL]https://transfer.sh/U0CEs/level1.omt[/URL] [URL="https://transfer.sh/LJlJ9/musicmidway.omt"]https://transfer.sh/LJlJ9/musicmidway.omt [/URL][URL="https://transfer.sh/jteil/musicmidway-omt-0000000001.wav"]https://transfer.sh/jteil/musicmidway-omt-0000000001.wav [/URL]Found a quote from [URL="https://jul.rustedlogic.net/thread.php?id=16162"]someone on the [/URL][URL="https://jul.rustedlogic.net/thread.php?id=16162"]tcrf[/URL][URL="https://jul.rustedlogic.net/thread.php?id=16162"] board[/URL] [QUOTE]The file format is extremely simple. It starts with a fourcc ("OMF2") and a 32-bit big-endian integer that indicates the address of the file table. The file table includes file names, start addresses, and file lengths. It should be very easy to write an extractor tool, but unfortunately I don't have access to my development environment right now.[/QUOTE]
[QUOTE=Sgt. Lulz;51921235]The models are all .BFRES, you just have to unpack the .SBFRES files with yaz0dec first.[/QUOTE] I tried extract .sbrfes with yaz0dez but nothing happened.
[QUOTE=magnative;51944114]I tried extract .sbrfes with yaz0dez but nothing happened.[/QUOTE] You should only need to just toss the sbfres onto yaz0dec.exe and it should spit out an arc file. Just rename the extension to .bfres, and then you can import it.
[QUOTE=Stiffy360;51944129]You should only need to just toss the sbfres onto yaz0dec.exe and it should spit out an arc file. Just rename the extension to .bfres, and then you can import it.[/QUOTE] Thank You. But now I got another problem with .bfres I try to extract .bfres texture with BFRESExtractor but it crash when I drag and drop .bfres file on it.
Another DNF model redone, wew this one was a pain in the arse. I sort of gave up on the UV map around the goal areas because those polygons are damn tiny. [img]http://i.imgur.com/n49dktz.gif[/img] The counter goes up to 9, just the gif cut it off. [thumb]http://images.akamai.steamusercontent.com/ugc/156903125565785616/83340C15F3DA441936718230F85F5C3345E14CF6/[/thumb] Airhockey table in the back is the original, mine is in the front. The playing area is countersunk so someone could theoretically make an airhockey minigame.
You sure went out of your way with this one, nice job.
PAYDAY 2 - Contractor .308 (John Wick Heists Pack DLC) [T]http://i.imgur.com/4keRbj2.png[/T] [T]http://orig05.deviantart.net/7c61/f/2017/071/5/c/_sfm__contractor__308__payday_2___john_wick_2__by_jacob_lhh3-db212l4.png[/T]
Is that orange magazine supposed to look like that in SFM? Judging from the HLMV shot, I don't think so. Looks like that magazine's got phong, transparency, and AO on, which SFM doesn't like that. You'll want to turn off either the transparency or the AO, to get it working in SFM.
[QUOTE=Gmod4ever;51949095]Is that orange magazine supposed to look like that in SFM? Judging from the HLMV shot, I don't think so. Looks like that magazine's got phong, transparency, and AO on, which SFM doesn't like that. You'll want to turn off either the transparency or the AO, to get it working in SFM.[/QUOTE] I'll try. Thanks.
[QUOTE=magnative;51944541]Thank You. But now I got another problem with .bfres I try to extract .bfres texture with BFRESExtractor but it crash when I drag and drop .bfres file on it.[/QUOTE] use the bms script (1+2 on tex1.bfres) [url]https://www.vg-resource.com/thread-29836-post-631172.html#pid631172[/url]
[QUOTE=Gmod4ever;51949095]Is that orange magazine supposed to look like that in SFM? Judging from the HLMV shot, I don't think so. Looks like that magazine's got phong, transparency, and AO on, which SFM doesn't like that. You'll want to turn off either the transparency or the AO, to get it working in SFM.[/QUOTE]You can put $mostlyopaque in the model's QC file to fix that without having to remove or disable anything
[QUOTE=Masterlegodude;51953295]You can put $mostlyopaque in the model's QC file to fix that without having to remove or disable anything[/QUOTE] It's already there. :/ I think it looks better now: [t]http://orig01.deviantart.net/61c8/f/2017/071/9/e/_sfm__contractor__308__payday_2___john_wick_2__by_jacob_lhh3-db232e4.png[/t]
[QUOTE=Stiffy360;51950469]use the bms script (1+2 on tex1.bfres) [url]https://www.vg-resource.com/thread-29836-post-631172.html#pid631172[/url][/QUOTE] Thank You. :)
[t]http://i.imgur.com/7RbTw1H.jpg[/t] [I][B]heavy[/B][/I] wip [editline]not an actual automerge[/editline] [t]http://i.imgur.com/3Vko3RK.jpg[/t] but yeah, I'm experimenting with porting from Forza Horizon 2
is there chance someone could send me the legend of zelda breath of the wild extracted game files so port the models into xps/xnalara thank u and please all have great day and better tomorrow
[QUOTE=sspd077;51971691]xnalara[/QUOTE]why do people still use that piece of shit program anyway? i don't think i've ever seen anything actually good-looking made in that thing.
most likely because xna, compared to other rendering programs, can run and do stuff with lower systems.. also because having models done for that program isn't that hard. imo it's really shitty
Lords of the Fallen, 3ds Max2014, default textures+speculars, normals applied as bump. I'm open to hear suggestions on improvement and porting in [URL="https://facepunch.com/showthread.php?t=1556946"]this[/URL] topic [video]https://youtu.be/l-M-qSORG7Q[/video] [video]https://youtu.be/TEw_vcvdy0Q[/video] I do not even know if i need to use PBR-to Source technique, developed by Ageha and BlueFlyTrap or not, how hard it would be to port cloth meshes etc.
First post from new account. ;) I couldn't port Galil and Ballistic Knife from CoD:BO3, because exporter is still outdated, so I decided to make a little change for my first CoD:AW port - M1 Irons. I modified all VMTs, replaced old VTFs with new one (with different format version and without green tint), changed alpha channels on all normalmaps and added gold phong for bullets. Smoothing on model also has changed a little bit. Old VMTs/VTFs: [t]http://i.imgur.com/np7gHeS.png[/t] New VMTs/VTFs: [t]http://i.imgur.com/7I1dmv1.png[/t] And here is whole weapon: [t]http://orig12.deviantart.net/f3d1/f/2017/076/9/7/_sfm__m1_irons_remastered_by_jacob_lhh3-db2m2ta.png[/t] [URL="http://orig02.deviantart.net/0261/f/2016/323/d/a/_sfm__m1_irons_by_loneheadhunter3-daoxr9n.png"]Old version.[/URL]
[QUOTE=Jacob_LHh3;51974234]and added gold phong for bullets.[/QUOTE] Bullet shells aren't gold. They're brass. Slight overall desaturation and sharp reduction of orange is how you tell them apart. [IMG]http://orig07.deviantart.net/194b/f/2016/252/c/d/lc_bul_by_blueflytrap998-dah3sif.jpg[/IMG]
Wow, really nice bullets
[QUOTE=Trek;51974312]Wow, really nice bullets[/QUOTE] They're Lt_C's. From this specifically. I offered to try my hand and getting them looking proper in source a while back. [IMG]https://ltcom.files.wordpress.com/2016/08/fallout_sniper_rifle_b.jpg?w=920[/IMG]
[QUOTE=BlueFlytrap;51974289]Bullet shells aren't gold. They're brass. Slight overall desaturation and sharp reduction of orange is how you tell them apart.[/QUOTE] I know, but M1 Irons have shitty diffuse texture for them and I don't think they will look good with phong color similar to that BUT I will give it a try. Give me few minutes.
Those do look excellent, but a more gold tinge isn't necessarily inaccurate. [t]https://jnswire.s3.amazonaws.com/jns-media/4a/c1/508426/shutterstock_rifle_cartridges.jpg[/t]
[QUOTE=Biscuit-Boy;51974851]Those do look excellent, but a more gold tinge isn't necessarily inaccurate. [t]https://jnswire.s3.amazonaws.com/jns-media/4a/c1/508426/shutterstock_rifle_cartridges.jpg[/t][/QUOTE] I can always make multiple skins. Everyone will be happy (especially because that model will be released to workshop, unlike most of my ports).
i want this skin. that's looks about correct on my screen. and what i can remember. i dealed hundreds of bullets. shit. [t]http://i.imgur.com/fofcn2t.jpg[/t] @bluflytrap seriously wrong colors on yours.
[QUOTE=Biscuit-Boy;51974851]Those do look excellent, but a more gold tinge isn't necessarily inaccurate.[/QUOTE] [QUOTE=BlueFlytrap;51974289]Bullet shells aren't gold. They're brass. Slight overall desaturation and sharp reduction of orange is how you tell them apart.[/QUOTE] [QUOTE=episoder;51974902]i want this skin. that's looks about correct on my screen. and what i can remember. i dealed hundreds of bullets. shit.[/QUOTE] Let's just say that everybody is right. :3
It's using the fallout 4 cubemap. Said cubemap is half blue. Look at the phong highlights for the actual color of the bullets. Also happens to be one of the reasons metals in fallout 4 look awful.
[t]http://i.imgur.com/pvQfyYx.png[/t] Those aren't the best, but still good enough. I've added gray part at the bottom and one more skin (only for testing purpose).
Another quick port from Blops 3. IMI Galil Assault Rifle [t]http://orig15.deviantart.net/871b/f/2017/077/1/8/_sfm__imi_galil__black_ops_3__by_jacob_lhh3-db2qwvl.png[/t] [t]http://i.imgur.com/KUbi5Ww.png[/t]
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