The Facepunch Model Ports and Hacks Thread V5 - NEVER GONNA BE A REQUEST THREAD
2,432 replies, posted
well now... accuracy my butt. i recycled as much as possible. the roughness aka exponent doesn't translate. i used lightwarps. and still had to color grade.
[t]http://i.imgur.com/1aKOSaG.jpg[/t]
[QUOTE=george_sears;51997745]i've looked closely, and i think texture quality is mostly same, but just material setup is better.
only concern for me right now is that i couldn't open normalmaps from game (which i just renamed .texture to .dds)
[URL="https://cdn.discordapp.com/attachments/243137038977597442/294217551179677698/body_standard_nm.dds"]https://cdn.discordapp.com/attachments/243137038977597442/294217551179677698/body_standard_nm.dds[/URL][/QUOTE]
There was a thread on getting stuff from sketchfab, models and textures both work, although if you must get anything from there, get just the textures. You are better off getting the models from the game.
[QUOTE=george_sears;51997745]i've looked closely, and i think texture quality is mostly same, but just material setup is better.
only concern for me right now is that i couldn't open normalmaps from game (which i just renamed .texture to .dds)
[URL="https://cdn.discordapp.com/attachments/243137038977597442/294217551179677698/body_standard_nm.dds"]https://cdn.discordapp.com/attachments/243137038977597442/294217551179677698/body_standard_nm.dds[/URL][/QUOTE]
BC5 texture, use the latest version of Noesis ;)
[QUOTE=Ageha;51996046]
hard to see, but if you look around the shadows, it's there. it's not impossible to do it; in fact it's quite possible. you just need another layer and have $basetexturetransform and $bumpmaptransform. should be covered there. and you don't need to do much about stockings. negative env values should get you the same results. like i said, go back to the drawing board.[/QUOTE]
Is it $bumpmaptransform or $bumptransform? $basetexturetransform works for me, but the others don't.
[QUOTE=Soul_;51997935]Is it $bumpmaptransform or $bumptransform? $basetexturetransform works for me, but the others don't.[/QUOTE]
The latter. To my knowledge the only other parameters that use the map suffix are $bumpmap2 and $normalmapalphaenvmapmask.
There's also an $envmapmasktransform matrix parameter but pretty much zero reason to ever use it on models so I didn't include it with the earlier explanation.
@Ageha glad you like my mock poster. i know it's bs and what we're dealing with tho.
[t]http://i.imgur.com/oIROgCk.jpg[/t]
if You can do it... right now..., do it. show us. :smile:
i'll chalk it up to schizophrenia.
yep. i'm definetely shitso. whatever. :smile:
[QUOTE=episoder;51998044]@Ageha glad you like my mock poster. i know it's bs and what we're dealing with tho.
[t]http://i.imgur.com/oIROgCk.jpg[/t]
if You can do it... right now..., do it. show us. :smile:[/QUOTE]
[IMG]http://i.imgur.com/YtJxPbC.png[/IMG]
That is not what iridescent means jesus christ.
It's ambience. Projected from a lighting probe. Reflection of light. That thing that illuminates something. You know. That stuff.
Particular along grazing angles. And we're not raytracing so no shit stuff lights up along nearly every edge.
That's not phong. Pbr dropped phong highlights for accuracy reasons. They pretty much all use Trowbridge Reitz now.
That's not a lightwarp. It's color grading shadows for cheap subsurfacescattering.
Which is not too dissimilar to how most engines handle realtime sss; only theirs is often combined in part with depth of field for optimization purposes.
That is not what halflambert means. That refers to halving the lambert and lambert phong equations and only source really does that for some reason.
Backlit fresnel? What does that even mean?
Fresnel isn't some catch all term for light on edges. Fresnel term is the curve of intensity from 0 to 90 degrees typically in regards to light reflection and refraction. It means absolutely nothing otherwise.
Episoder. Is it too much to ask for you to stop pretending to know what you're talking about in the most pretentious tone the language barrier will allow and actually be helpful for once? Just once?
[QUOTE=BlueFlytrap;51998383]
Episoder. Is it too much to ask for you to stop pretending to know what you're talking about... Just once?[/QUOTE]
yep. i can stfu. it's all yours... :smile:
Not related to Gmod or SFM but I've been working on this for a while so I might aswell post it here...
I edited the Insurgency Security team with some textures from various mods and added the RNG parameters to their VMT's, so each time they spawn, they'll have a random skin assigned:
[IMG_thumb]http://i.imgur.com/zT9LK4m.jpg[/IMG_thumb][IMG_thumb]http://i.imgur.com/rI77Hki.jpg[/IMG_thumb]
For the light models I created 4 body textures and 3 different faces and arms (I forgot to take a pic of that version), so they'll always have a random face and a random body. The heavy model has 3 different boots, 3 different jackets, 4 different facemasks, 2 different pants and 2 different helmet random combinations. It's a shame that the way Insurgency works makes the skin change when the player dies, but I won't let that from stopping me with this project. I'm also aware of the normal wrong normal maps on the grey and black jacket guys, and the USMC-Airborne patches on their vests so I'll be fixing that later. (I have already set 2 viewmodels) I'd also like to say that most of the texture work was taken from mods on the Workshop from various authors, I did my own small edits, but it's not entirely my job...
I also have already set the Insurgent team with new textures for some kind of russian militia... I don't know how will it go, it might just die ignored but I really liked how this is looking and I'm putting as much effort as I can. Any feedback or ideas are welcome too
1) for some reason game archives won't give me view-model of it
2) world models lacks less detail than i've imagined
3) sketchfab models has better textures, but red/blue channes are swapped
Anyway, here we are for now
[T]https://cdn.discordapp.com/attachments/242378951438106632/294606039028858892/unknown.png[/T]
[QUOTE=george_sears;52002685]1) for some reason game archives won't give me view-model of it
2) world models lacks less detail than i've imagined
3) sketchfab models has better textures, but red/blue channes are swapped
Anyway, here we are for now
[T]https://cdn.discordapp.com/attachments/242378951438106632/294606039028858892/unknown.png[/T][/QUOTE]
I think I have v_model exported correctly, but I will not be able to check this for next few hours.
What do you mean by "red and blue channel are swapped"? I'm using Sketchfab textures on Little Friend 7.62, Contractor .308 and Contractor Pistol and everything works perfectly.
[QUOTE=Jacob_LHh3;52004820]I think I have v_model exported correctly, but I will not be able to check this for next few hours.
What do you mean by "red and blue channel are swapped"? I'm using Sketchfab textures on Little Friend 7.62, Contractor .308 and Contractor Pistol and everything works perfectly.[/QUOTE]
Original game's texture
[T]http://i.imgur.com/p1sqxw1.png[/T]
Texture from Sketchfab
[T]http://i.imgur.com/5OuJAht.png[/T]
Anyway, what are your plans on Wick's guns? Honestly i've redownloaded the game, cause someone asked me to port over Wick's pistols, but if you're already done it, i see no big reason to do it myself.
M202 i took out of curiosity,i've wanted it for a long time, and it's nearly killed me) Just why they call it not Commando 101, not m202 flash in files, but "ray"....
p.s. textures/uv flipped because of ripper
EDIT.
Also, do you know by any means, how to extract sounds from game?
[t]https://steamuserimages-a.akamaihd.net/ugc/170415189359283967/4222E48E22CC8B51941DCA3D5D8C0A31B069C8B6/[/t]
Shaders are still heavy WiP(aka : shit) but it will be ready pretty soon, alongside with more useful things.
[QUOTE=george_sears;52005139]Original game's texture
Texture from Sketchfab
Anyway, what are your plans on Wick's guns? Honestly i've redownloaded the game, cause someone asked me to port over Wick's pistols, but if you're already done it, i see no big reason to do it myself.
M202 i took out of curiosity,i've wanted it for a long time, and it's nearly killed me) Just why they call it not Commando 101, not m202 flash in files, but "ray"....
p.s. textures/uv flipped because of ripper
EDIT.
Also, do you know by any means, how to extract sounds from game?[/QUOTE]
First thing:
You're doing it in wrong way.
[t]http://i.imgur.com/y4bGwzA.png[/t]
[sp]Thanks for player147proman. He told me how to do that. :3[/sp]
Second thing:
I never worked with sounds from that or any game. Sorry. :/
Last thing:
I already ported some weapons from John Wick's DLCs:
[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]
[t]http://orig02.deviantart.net/59af/f/2017/064/2/7/_sfm__desert_fox__payday_2___enhanced__by_jacob_lhh3-db1as19.png[/t]
[t]http://orig02.deviantart.net/dafa/f/2017/052/9/1/_sfm__contractor__brighter_version__by_jacob_lhh3-dazvkay.png[/t]
[editline]24th March 2017[/editline]
Snipers have Theia Magnified Scope instead of default scope, because I'm an idiot and I couldn't find it for a long time. xd
[QUOTE=Jacob_LHh3;52005981]First thing:
You're doing it in wrong way.
[/QUOTE]
I've never knew another way until now. Awesome work!
What's the release window? Cause guy still buggin me)
[t]http://i.imgur.com/FbFvSv6.png[/t]
SFM render will be ready in few minutes. ;)
[QUOTE=Fredrika;52006703]that looks pretty nice, should turn down the phongboost or phong exponent on it, kinda looks a bit too bright with the phong[/QUOTE]
For me it's look similar to in-game version already + it will look slightly different in SFM. Give me a moment and I will show that.
[editline]24th March 2017[/editline]
[t]http://orig04.deviantart.net/0a6c/f/2017/083/6/d/_sfm__wunderwaffe_dg_2_by_jacob_lhh3-db3dhkw.png[/t]
Enhanced BF1 germans, i think staches looks wrong (i'll try to fix it)
[t]http://i.imgur.com/ER87wjz.png[/t] [t]http://i.imgur.com/OPVXlD3.png[/t]
[t]http://i.imgur.com/8ggRAWT.png[/t] [t]http://i.imgur.com/jgsW7Ax.png[/t]
[t]http://i.imgur.com/1V217YI.png[/t]
Amazing work man, now I won't have to port them myself, which is great since I was running into tons of issues with the models.
By how much did you resize them from the originals?
ported Gyro Zeppeli's Steel Balls from Eyes of Heaven into SFM. 2 skins, one static and the other simulating spinning.
[t]http://i.imgur.com/0oTMyqJ.jpg[/t]
Sorry it's bad; it's my first time porting but I learned a lot :)
[QUOTE=Fredrika;52007774]EOH and ASB use colored specular, the results are especially good looking on jojo models refer to this
[url]https://facepunch.com/showthread.php?t=1446215&p=50346437&viewfull=1#post50346437[/url]
PLEASE dont make the same mistake blargman did and port them without it, they look.. uhh..
I tried to tell him(i think it was him) how to do it and fix it but he wouldnt listen/actually cared enough to fix it[/QUOTE]
I fully intend to make these look as good as I can. However, I have almost zero knowledge of Source, materials, etc. so this was just a test to see if I could actually attempt it. Thank you for the colored specular map post; I'll try to make sense of it when I can!
[T]http://i.imgur.com/jWD7zYM.jpg[/T]
Are those from Warhammer online?
[QUOTE=Fredrika;52008490]k
[video=youtube;TXZrDilAP5c]https://www.youtube.com/watch?v=TXZrDilAP5c[/video][/QUOTE]
Nice choice with the spiderman 2 music...
headache music. but it's sorta cool when you watch it here. the avatar is dancing with the music. :v:
[QUOTE=Fredrika;52008490]k
[video=youtube;TXZrDilAP5c]https://www.youtube.com/watch?v=TXZrDilAP5c[/video][/QUOTE]
Thanks for this! I'm using Blender but I also have 3DSMax, would it change the method if I used Blender?
So I tried porting the sniper from borderlands as my first modelling project, using a modular design like the game then putting it all together using TFA base. I think it looks ok but very out of place and kinda low res (Not sure if I fucked something up or its just how the texture is)
[t]https://steamuserimages-a.akamaihd.net/ugc/170415189362301697/177B054F801AFDD2F3FA779135DF8F1271D2375F/[/t]
[t]https://steamuserimages-a.akamaihd.net/ugc/170415189362377146/65DEA2DAF130E8AF7757B69C36002FB1E33437B0/[/t]
Sorry, you need to Log In to post a reply to this thread.