The Facepunch Model Ports and Hacks Thread V5 - NEVER GONNA BE A REQUEST THREAD
2,432 replies, posted
[QUOTE=Yashirmare;52009540]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)[/QUOTE]
The base texture looks like an [URL="http://i.imgur.com/zPPIGmF.gif"]RGB composite[/URL]. You'll want to decompose the RGB channels using GIMP or Photoshop.
As for what each channel is for, I honestly don't know since I'm not very good at materials v:v:v
Green looks the base texture and Red is the illumination map for elemental highlights, at least(?).
[QUOTE=Sgt. Lulz;52009663]The base texture looks like an [URL="http://i.imgur.com/zPPIGmF.gif"]RGB composite[/URL]. You'll want to decompose the RGB channels using GIMP or Photoshop.
As for what each channel is for, I honestly don't know since I'm not very good at materials v:v:v
Green looks the base texture and Red is the illumination map for elemental highlights, at least(?).[/QUOTE]
Well the texture came in 4 pieces, only 2 of which I used because I couldn't figure out how to do it properly in Blender.
(I used Light and Norm)
Color
[t]http://i.imgur.com/LAQAnua.jpg[/t]
Light
[t]http://i.imgur.com/uv3CTw5.jpg[/t]
Mask
[t]http://i.imgur.com/Yp928Vc.jpg[/t]
Norm
[t]http://i.imgur.com/skfWGCK.jpg[/t]
[QUOTE=Yashirmare;52009691]Well the texture came in 4 pieces, only 2 of which I used because I couldn't figure out how to do it properly in Blender.
(I used Light and Norm)
Color
..
Light
..
Mask
..
Norm
..[/QUOTE]
I think the green channel of the "light" texture is an ambient occlusion texture that you could put in a "multiply" layer over the color texture, making it look like this:
[t]http://i.imgur.com/eOPnM1C.jpg[/t]
[QUOTE=Portugalotaku;52008286]Are those from Warhammer online?[/QUOTE]
Lords of the fallen
I'm starting to consider using this colored specular technique for this models, though, seems game itself won't use it.
[video=youtube;TrshHRGpE5M]https://www.youtube.com/watch?v=TrshHRGpE5M[/video]
[video=youtube;B9ow5nvLzds]https://www.youtube.com/watch?v=B9ow5nvLzds[/video]
Though, specular maps ingame are indeed colored
Looking good.
[QUOTE=Portugalotaku;52010087]Looking good.[/QUOTE]
[T]http://i.imgur.com/av1GnPc.jpg[/T]
Atm all eqippable axes are done, next are shields
Tis but a shame, that cloth importer won't work, so armor now is really hard to make look right.
IntelGPA can get cloth meshes, but not in default position, plus it destroys smoothing and fuck up UVs pretty bad.
it's not big deal for straps but some stuff like capes and smth like long coats are impossible for me to remodel
That game probably has enough armor without cloth for that not to be a problem I imagine.
[QUOTE=Portugalotaku;52011069]That game probably has enough armor without cloth for that not to be a problem I imagine.[/QUOTE]
nope, everything in this game, even some weapons, has something to do with Apex clothing and particles physics....
[QUOTE=Fredrika;52008998]majora used DMX instead of SMD on one of his jojo ports[/QUOTE]
Speak of the devil:
[t]https://my.mixtape.moe/jyyeyj.png[/t] [t]https://my.mixtape.moe/pqzuvx.png[/t]
He's got his colors from All Star Battle and Eyes of Heaven along with a recolor I did to match the colored manga version.
He's also using his ingame bones so this is straight from the game. (Thanks RTB!)
Also doing colored spec in Blender is pretty similar to how its done in 3DSMax, just duplicate your mesh (Shift+D) and apply a separate material to the new mesh.
i really want to tryout this on LotF weps, but i do not understand how to compile it
can crowbar do it?
EDIT
With Blueflytrap's and Frederika's tutorals and help i've managed to change
this [T]http://i.imgur.com/WPeAcy5.jpg[/T] into this [T]http://i.imgur.com/EkmKLut.jpg[/T]
lighting isn't perfect, and i think i need to tune phongexponent a bit down
And i need to look closely on reference...
EDIT 2
pretty close but stiil need tweak a bit
[video]https://youtu.be/mYmUnRhBoeM[/video]
Early war variants and armor
[t]https://pp.userapi.com/c626530/v626530484/5c98d/iDSca_u_heI.jpg[/t] [t]https://pp.userapi.com/c626530/v626530484/5c979/jxQRhsVq77Y.jpg[/t]
[t]https://pp.userapi.com/c626530/v626530484/5c983/JOd3P8LZAR0.jpg[/t]
Pretty much a quick rushed up port just to try a colored spec (Kudos to Fredrika for the video).
[t]http://pre02.deviantart.net/ca78/th/pre/f/2017/085/2/e/coloredspec_by_brsfanmxy-db3l9h8.jpg[/t]
[t]https://i.cubeupload.com/Nv0Dp1.jpg[/t]
holy fuck you guys were right
[t]http://i.imgur.com/sekhVaZ.jpg[/t]
amazing
[QUOTE=ComradIvan;52014420]Early war variants and armor
[t]https://pp.userapi.com/c626530/v626530484/5c98d/iDSca_u_heI.jpg[/t] [t]https://pp.userapi.com/c626530/v626530484/5c979/jxQRhsVq77Y.jpg[/t]
[t]https://pp.userapi.com/c626530/v626530484/5c983/JOd3P8LZAR0.jpg[/t][/QUOTE]
Love the shading.
thanks for textures again
Labyrinth DLC armor is one of few, which are looks not bad w/o cloth addons (still those leather pants.... ugh)
[T]http://i.imgur.com/xSQSO7l.jpg[/T] [T]http://i.imgur.com/mNoWLyS.jpg[/T]
For now armor is slipped into 3 models - helmet, lower body (legs and waist armor) and upperbody (armor and gauntlets).
Otherwise crowbar gives me an error, smth like too much vertexes. Thus it's need to be aligned and parented with main body, which is invisible atm, to work with biped_simple.
All phong setups are pretty near each other, maybe i should tweak smth, but for now it looks quite well)
Shield and axe are updated to colored specular technique too.
P.S. [DEL]and yeah, i totally forgot to move shoulderpads[/DEL] fixed
[QUOTE=cynaraos;52009975]I think the green channel of the "light" texture is an ambient occlusion texture that you could put in a "multiply" layer over the color texture, making it look like this:
[t]http://i.imgur.com/eOPnM1C.jpg[/t][/QUOTE]
Here lies the problem, I'm this was my first modelling project, I have no idea how to do that...
(Granted I will use what you liked to see how it looks <3)
[QUOTE=Yashirmare;52017138]Here lies the problem, I'm this was my first modelling project, I have no idea how to do that...
(Granted I will use what you liked to see how it looks <3)[/QUOTE]
You'll need to get a program that can do image layering, like Photoshop or GIMP, and learn the ins and outs of Layering and Blending images.
[t]http://i.imgur.com/jHlrJ8L.jpg[/t]
Testing out ComradeIvan's BF1 Germans. Neat stuff.
Gonna be rescaling all my BF1 ports to their scale to match them better.
[t]http://i.imgur.com/WYUxvG1.jpg[/t][t]http://i.imgur.com/zSvM25r.jpg[/t]
I had seriously forgotten how irritable it is to get models of this game (I'm trying to get all the cannibals)
I need to tweak this one more...
[T]http://i.imgur.com/9qbbhK5.jpg[/T][T]http://i.imgur.com/AGvUej6.jpg?1[/T][T]http://i.imgur.com/cqoh5KF.jpg?1[/T][T]http://i.imgur.com/2tmm56r.jpg[/T]
[QUOTE=E3245;52017154]You'll need to get a program that can do image layering, like Photoshop or GIMP, and learn the ins and outs of Layering and Blending images.[/QUOTE]
Thanks for the help, blended all 3 in photoshop and it looks much better now, granted still low-res but it is Borderlands after all.
[t]https://steamuserimages-a.akamaihd.net/ugc/170415672419855286/604BDCF53C5BC6E54901E034DD9D8F45BE0F2A42/[/t]
[t]https://steamuserimages-a.akamaihd.net/ugc/170415672419855440/6637DD2413B60E7212B772D0F7F1ED35AD8B9AE3/[/t]
I'm porting a character to Gmod but I'm having trouble with the eye texture, on hlmv it's fine but in-game it's replaced with another texture, why is that happening?
[EDITLINE] asd [/editline]
I just tried turning the flashlight on his eyes and the correct texture appeared, but without a bright light source the texture isn't appearing for some reason
[QUOTE=KleinerHl;52024388]I'm porting a character to Gmod but I'm having trouble with the eye texture, on hlmv it's fine but in-game it's replaced with another texture, why is that happening?
[EDITLINE] asd [/editline]
I just tried turning the flashlight on his eyes and the correct texture appeared, but without a bright light source the texture isn't appearing for some reason[/QUOTE]
What light format is the material? (Eg vertixlitgeneric, unlitgeneric, etc)
[QUOTE=Yashirmare;52024712]What light format is the material? (Eg vertixlitgeneric, unlitgeneric, etc)[/QUOTE]
Everything I have is set to vertixlitgeneric
So I tried to grab the player models from Day Of Infamy straight from the VPK files and try them out in Gmod, but they are invisible, only their eyeballs appear.
What can cause a model to be invisible? I extracted the textures too and made sure that every folder was in the correct place with the correct name but all of the playermodels were invisible except for their eyeballs.
Along with them, there were some radio and flamethrower backpacks, but those showed up with no problem...
[QUOTE=rama2299;52026774]So I tried to grab the player models from Day Of Infamy straight from the VPK files and try them out in Gmod, but they are invisible, only their eyeballs appear.
What can cause a model to be invisible? I extracted the textures too and made sure that every folder was in the correct place with the correct name but all of the playermodels were invisible except for their eyeballs.
Along with them, there were some radio and flamethrower backpacks, but those showed up with no problem...[/QUOTE]
I'm pretty sure the playermodels use special PBR shaders that are only in Insurgency and DoI
you could convert them to VertexLit kinda easily by using the red channels of the phongexponenttextures for glossiness, while the green channels could be used as specular maps.
I think you have to create your own materials for this though
fyi originally it's red = glossiness, green = metalness.
[QUOTE=suXin;51779870]and I'm done with the whole thing in a day
[img]http://i.imgur.com/Zg3VTNP.jpg[/img][/QUOTE]
How could you do that?
I found very interesting!
[QUOTE=rama2299;52026774]So I tried to grab the player models from Day Of Infamy straight from the VPK files and try them out in Gmod, but they are invisible, only their eyeballs appear.
What can cause a model to be invisible? I extracted the textures too and made sure that every folder was in the correct place with the correct name but all of the playermodels were invisible except for their eyeballs.
Along with them, there were some radio and flamethrower backpacks, but those showed up with no problem...[/QUOTE]
[CODE]patch
{
include "materials\models\player\shared_player_clothes.vmt"
insert
{
"$basetexture" "models\player\german\german_clothes"
"$bumpmap" "models\player\german\german_clothes_normal"
"$phongexponenttexture" "models\player\german\german_clothes_exp"
"$roughnessmultiplier" "1.0"
$metal 1
"$fuzz" "1"
"$fuzzmultiplier" "0.15"
}
}[/CODE]
Replace the first four lines in the .vmt with "VertexlitGeneric"
[QUOTE=Hauptmann;52027430][CODE]patch
{
include "materials\models\player\shared_player_clothes.vmt"
insert
{
"$basetexture" "models\player\german\german_clothes"
"$bumpmap" "models\player\german\german_clothes_normal"
"$phongexponenttexture" "models\player\german\german_clothes_exp"
"$roughnessmultiplier" "1.0"
$metal 1
"$fuzz" "1"
"$fuzzmultiplier" "0.15"
}
}[/CODE]
Replace the first four lines in the .vmt with "VertexlitGeneric"[/QUOTE]
That should convert the PBR shader into the one that Gmod works with?
[QUOTE=cynaraos;52026844]I'm pretty sure the playermodels use special PBR shaders that are only in Insurgency and DoI
you could convert them to VertexLit kinda easily by using the red channels of the phongexponenttextures for glossiness, while the green channels could be used as specular maps.
I think you have to create your own materials for this though
fyi originally it's red = glossiness, green = metalness.[/QUOTE]
I remember seeing in the console a problem with those shaders, yes. That method should turn them back to a shader that Gmod is capable of recognizing it?
[QUOTE=Fredrika;52026843]did you try decompiling and recompiling them?[/QUOTE]
The Insurgency guys worked at the first try so I thought these would do it to... So I didn't, should I try to?
Thanks for the replies and sorry for so many questions
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