The Facepunch Model Ports and Hacks Thread V5 - NEVER GONNA BE A REQUEST THREAD
2,432 replies, posted
[t]http://orig04.deviantart.net/f79a/f/2017/092/f/a/cactuars_by_brsfanmxy-db4h8gj.jpg[/t]
[t]http://orig00.deviantart.net/60fb/f/2017/092/1/c/flowering_cactuars_by_brsfanmxy-db4h8mg.jpg[/t]
[t]http://orig00.deviantart.net/41ce/f/2017/092/f/4/gigantuars_by_brsfanmxy-db4h8rf.jpg[/t]
Vmt configuration is basic and Envmap doesn't apply (except the metallic ones).
Also, envmap's being a jerk when used on dark map (black_void) so I tuned envmaptint down to half and a lil' bit more (depends on the environment).
edit: I couldn't find cactair in Lightning Returns game files, sorry.
[t]http://i.imgur.com/DzF6Khx.jpg[/t]
[t]http://i.imgur.com/hiJESgx.jpg[/t]
[t]http://i.imgur.com/drS9mgJ.jpg[/t]
[t]http://i.imgur.com/9428XTb.jpg[/t]
Afterfall InSanity Polish Republican Guards (or just Zolnierz in the game files), Spawacz and Electric sepherd
The sepherd and Alt Zolnierz Texture cost too much to find it properly
Here comes another one:
[t]http://orig14.deviantart.net/42b0/f/2017/093/0/0/_sfm__donnie___ruin___walsh_by_jacob_lhh3-db4k4su.png[/t]
[editline]3rd April 2017[/editline]
Shitty posing, sorry. xd
It's been a while since I posted progress of anything. Here's a reason why I was laxing on the TF models aside from college. Rise of the Dark Spark. With The Last Knight on the horizon I thought it'd be a neat idea to port the new movie Optimus for people to use. There are problems though.
On top of the fact that the game uses the early cgi concept art for the character, doesn't come with his sword/shield as seen in the movie, its got a bit of a material mapping issue specifically in the neck area.
[T]http://i.imgur.com/Rz39pWz.png[/T]
[T]http://i.imgur.com/FapBhC9.png[/T]
That does NOT look like they belong there. It looks like a bunch of random shapes dotted around the whole neck area rather than give it tubing to make it resemble a neck. It gets noticeable because the model has a long neck so it sticks out should you move Prime's head. "But what if it's just a mapping issue?" you might ask. You could be onto something, but in fact, its on the [B]official model as shown in the game and promotional material![/B] How does Activision look at this and say "Yeah, promote that shit!"
[T]https://media.playstation.com/is/image/SCEA/transformers-rise-of-the-dark-spark-listing-thumb-02-ps4-ps3-us-18jun14?$Icon$[/T]
Compare that to:
[T]https://s-media-cache-ak0.pinimg.com/originals/4f/0a/37/4f0a370c878a37c11f67469f6408d0c7.jpg[/T]
or even this promotional cutout:
[T]https://s-media-cache-ak0.pinimg.com/564x/f7/17/8e/f7178e1db0d635687d9dd58c77d13058.jpg[/T]
Wouldn't kill Edge of Reality to make him look half as good. Not only that, after ripping into the game via umodel, I found no specular, no alpha, and no glow map textures anywhere. All I found were normX and normY to turn into bumpmaps. It's like they didn't even care. Sorry for the little rant, but this is why I haven't been porting TF models for a while, and from what's going on with Activision and the TF game license we not even get another TF PC/Console game like the "Cybertron" games.
Well I like the way this is going:
[IMG]http://i.imgur.com/Q5kY75R.jpg[/IMG]
[IMG]http://i.imgur.com/1AOYREa.jpg[/IMG]
I also figured out that why not get the weapons too:
[IMG_thumb]http://i.imgur.com/mq3VVTL.jpg[/IMG_Thumb]
All of the attachments are bonemergeable
[editline]3rd April 2017[/editline]
I still need to edit the phong values but yeah :vs:
an itty bitty monstrous creature
[img]http://files.1337upload.net/nidz-72d652.jpg[/img]
the carapace texture looks like ass currently, but i'll work on that
original Space Hulk model:
[t]https://cdna.artstation.com/p/assets/images/images/004/792/764/large/eddy-khaou-genestealer-scythestraina.jpg?1486317844[/t]
May i ask a question?
LotF weapons and shields often has particles attached to models (fire, smoke or kinda-volumetric steam, magic, lightning, etc) is there a way to attach particles to model in qc? (if i have those or just want to use existing ones, like Exterminatus pack)
This might be useful for Dark Souls buffs too
Example of LotF weapon with particles
[video]https://youtu.be/LvV4abu6PzU?t=308[/video]
Seen better at 5:08
UPD
Uploading all "hammers" now.
[URL="https://facepunch.com/showthread.php?t=1556946&p=52059897&viewfull=1#post52059897"]https://facepunch.com/showthread.php?t=1556946&p=52059897&viewfull=1#post52059897[/URL]
I don't think there's a way to explicitly link particles to models in Source, at compile-time.
[b]However[/b], you can add attach bones to the model (will probably need to use $definebones to avoid studiomdl culling them), and pair the release with the particles intended to be attached there.
For Source Filmmaker, you could go even a step farther, writing a custom "rig" script that, when applied to the models, automatically spawns and attaches the relevant particles. A similar script could probably be written for Garry's Mod, I'm sure.
[QUOTE=Gmod4ever;52059888]I don't think there's a way to explicitly link particles to models in Source, at compile-time.[/QUOTE]
[url]https://developer.valvesoftware.com/wiki/Particles_On_Models[/url]
I don't remember how well it works if at all.
[t]http://i.cubeupload.com/J15icb.jpg[/t]
I could use some help if you guys don't mind.
Is there a workaround for having too large irises that covers sclera without using r_eyesize command?
(r_eyesize command affects eyeballs on all loaded model so that's why I refrain myself from using it)
r_eyesize 0
[t]http://i.imgur.com/4UCGpd6.jpg[/t]
r_eyesize -0.5
[t]http://i.imgur.com/CoNr2ba.jpg[/t]
Either edit the vmt command [I]"$EyeballRadius"[/I] for the eyes, such as this:
[code]"EyeRefract"
{
"$Iris" "models/Arma 3/heads/Eyeball_Source_Blue" //"models/bloo_ltcom/l4d/riot/eyeball_r" // Iris color in RGB with cornea noise in A
"$AmbientOcclTexture" "Engine/eyeball_l_ambient" // Ambient occlusion in RGB, A unused
"$Envmap" "Engine/eye-reflection-cubemap-" // Reflection environment map
"$CorneaTexture" "Engine/eye-cornea" // Special texture that has 2D cornea normal in RG and other data in BA
"$EyeballRadius" "0.5" // Default 0.5
...[/code]
And/Or change the iris size (where [I]"0.47"[/I] is at) in your qc:
[code] eyeball "eye_right" "ValveBiped.Bip01_Head1" -1.32 -2.92 67.45 "eyeball_r" 1 4 "iris_unused" 0.47
eyeball "eye_left" "ValveBiped.Bip01_Head1" 1.32 -2.92 67.45 "eyeball_l" 1 -4 "iris_unused" 0.47[/code]
The qc command worked well in my end, many thanks for the help.
hi!!
is posible extract textures with noesis?
Noesis is the program i use to extract 3d model from gmod archives.
how extract textures from gmod?
any help¡?
Yo, I don't normally use FP, but I have an issue that's been bothering me for a good while now. I've been (slowly) porting Deathstroke from Arkham Knight, and it's almost ready for release. I've just got one issue, which is certain areas of his body are pitch black, even when a light is shone on them (see pics). I've asked around and I haven't gotten an answer yet.
[IMG]http://i.imgur.com/uBBKwgA.png[/IMG]
[IMG]http://i.imgur.com/Z3UDGM2.png[/IMG]
Using bright lights to showcase the issue.
War Thunder models.
[t]http://i.imgur.com/BnNPa97.jpg[/t][t]http://i.imgur.com/2EeDXvd.jpg[/t][t]http://i.imgur.com/QjneBQP.jpg[/t]
[B]What the shit[/B]
I've been toying with the SDK for [I]months[/I], how did you do that?
Our influence grows.
[t]http://i.imgur.com/7p1ysPh.jpg[/t]
I've sent you a PM.
[QUOTE=ShadyTheFirst;52062710]Yo, I don't normally use FP, but I have an issue that's been bothering me for a good while now. I've been (slowly) porting Deathstroke from Arkham Knight, and it's almost ready for release. I've just got one issue, which is certain areas of his body are pitch black, even when a light is shone on them (see pics). I've asked around and I haven't gotten an answer yet.
[IMG]http://i.imgur.com/uBBKwgA.png[/IMG]
[IMG]http://i.imgur.com/Z3UDGM2.png[/IMG]
Using bright lights to showcase the issue.[/QUOTE]
Looks like the normals are fucked.
If you use 3dsMax, then if you can show us a picture of the untextured model, after importing the SMD you exported ([b]NOT[/b] the original model you're exporting to SMD!), then it'll be pretty easy to see if the normals are broken or not.
[QUOTE=Gmod4ever;52064523]Looks like the normals are fucked.
If you use 3dsMax, then if you can show us a picture of the untextured model, after importing the SMD you exported ([b]NOT[/b] the original model you're exporting to SMD!), then it'll be pretty easy to see if the normals are broken or not.[/QUOTE]
[IMG]http://i.imgur.com/WA1hmg6.png[/IMG]
Problem areas highlighted
Hmm. Looks fine to me. Curious. If you replace his textures in Source with just a plain white VertexLitGeneric material, does it have the same lighting issues?
[QUOTE=Gmod4ever;52065013]Hmm. Looks fine to me. Curious. If you replace his textures in Source with just a plain white VertexLitGeneric material, does it have the same lighting issues?[/QUOTE]
Bizarrely, it doesn't.
[IMG]http://i.imgur.com/Nh378iM.png[/IMG]
EDIT: It does have some of the issue, upon enabling everything else in the .vmt
[IMG]http://i.imgur.com/UiECa1y.png[/IMG]
[QUOTE=ShadyTheFirst;52064947][IMG]http://i.imgur.com/WA1hmg6.png[/IMG]
Problem areas highlighted[/QUOTE]
Did you rip textures using ninjaripper? Ninjaripper screws up gamma, so you're probably getting textures that are darker than they actually are.
[QUOTE=Stiffy360;52066661]Did you rip textures using ninjaripper? Ninjaripper screws up gamma, so you're probably getting textures that are darker than they actually are.[/QUOTE]
I used uModel, at Fredrika's recommendation.
[QUOTE=ShadyTheFirst;52066699]I used uModel, at Fredrika's recommendation.[/QUOTE]
It's definitely a texture LUT issue. Try importing with bgr888 instead of dxt1 and see if that helps.
[QUOTE=Stiffy360;52066742]It's definitely a texture LUT issue. Try importing with bgr888 instead of dxt1 and see if that helps.[/QUOTE]
I'm assuming you meant import it into vtfedit with bgr888. No cigar.
[IMG]http://i.imgur.com/Ukjv5bu.png[/IMG]
hows the normal maps look
[QUOTE='Ninja Nub[NOR];52068041']hows the normal maps look[/QUOTE]
The normal map looks like this:
[IMG]http://i.imgur.com/TArjX5V.png[/IMG]
with the alpha being the specular (blue channel of the _R texture, like all the other materials on this model)
[IMG]http://i.imgur.com/9WxC9dR.png[/IMG]
Looks like the Green channel on your normal map is inverted.
We really need A big fat ass back so he can tell us if our normal maps are inverted :(
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