• The Facepunch Model Ports and Hacks Thread V5 - NEVER GONNA BE A REQUEST THREAD
    2,432 replies, posted
Well, the old one looks kind of better.
[QUOTE=Trek;52089625]Well, the old one looks kind of better.[/QUOTE] [QUOTE=Fredrika;52089632]Maybe just have a middle ground between the old and the new? the new one is oversaturated in phong[/QUOTE] I can try to change something. I'm open to suggestions. ;) New version have better textures (from Sketchfab) and different VMTs + trigger is rigged, because someone pointed that out some time ago.
[QUOTE=Jacob_LHh3;52089681]I can try to change something. I'm open to suggestions. ;) New version have better textures (from Sketchfab) and different VMTs + trigger is rigged, because someone pointed that out some time ago.[/QUOTE] Dat was me (cus friend of mine asked to inform you) Anyway, i think halving phongboost might to the work?
[QUOTE=george_sears;52089705]Dat was me (cus friend of mine asked to inform you) Anyway, i think halving phongboost might to the work?[/QUOTE] Probably. Give me few minutes and we will see how it looks.
[QUOTE=Jacob_LHh3;52089468]Non CoD stuff this time. Contractor pistol from PD2. Old: [t]http://orig02.deviantart.net/dafa/f/2017/052/9/1/_sfm__contractor__brighter_version__by_jacob_lhh3-dazvkay.png[/t] New: [t]http://orig09.deviantart.net/e59a/f/2017/101/1/6/_sfm__contractor___black_version__redone__by_jacob_lhh3-db5fggb.png[/t][/QUOTE] both looking good. the environments tho. that's making a huge difference. it's a neat pistol too. similar shape to the fassassin duals. can't remember what real model that was. sheet. you happen to know? :v:
[t]http://i.imgur.com/DiDCmJI.jpg[/t] I don't know why magazines didn't changed. o_O [editline]11th April 2017[/editline] [QUOTE=episoder;52089720]both looking good. the environments tho. that's making a huge difference. it's a neat pistol too. similar shape to the fassassin duals. can't remember what real model that was. sheet. you happen to know? :v:[/QUOTE] It's called Heckler & Koch P30L if I remember.
They have. I changed $phongboost value, but I didn't saw any changes. Probably because of lights or something like that.
I did that. Let's just forget about this. Small issue that will be fixed soon.
[QUOTE=Jacob_LHh3;52089761]It's called Heckler & Koch P30L if I remember.[/QUOTE] yep. close. it has this compensator thingy with the 3 tooth underneath. that's what i thought.
[QUOTE=episoder;52089857]yep. close. it has this compensator thingy with the 3 tooth underneath. that's what i thought.[/QUOTE] It's a aluminium matchweight, they're designed for target shooting. [url]https://www.matchweight.com/[/url]
[QUOTE=ViralHatred;52091680]It's a aluminium matchweight, they're designed for target shooting. [url]https://www.matchweight.com/[/url][/QUOTE] Well, compensator used in movie and game is actually custom-made, so I don't think if it's available anywhere (unless it's recreation).
[QUOTE=Jacob_LHh3;52092818]Well, compensator used in movie and game is actually custom-made, so I don't think if it's available anywhere (unless it's recreation).[/QUOTE] Most of the weaponry in the Half-Life series of games is broken or incorrect in some manner not just custom made. For example the MP7 is an abomination that obviously has been squashed and messed with to fit the old mp5k animations because they were too lazy to make new ones. The pistol's meant to be a USP Match but its compensator is all wrong too.
[QUOTE=ViralHatred;52093460]Most of the weaponry in the Half-Life series of games is broken or incorrect in some manner not just custom made. For example the MP7 is an abomination that obviously has been squashed and messed with to fit the old mp5k animations because they were too lazy to make new ones. The pistol's meant to be a USP Match but its compensator is all wrong too.[/QUOTE] And SPAS-12 which can shoot duplet with one barrel.... Tbh when i saw DP-12, i thought, damn, that's what can represent Quake 2 supershotgun and can replace SPAS-12 in Half-life universe
He "Seraph" Zhen-Zhen: [t]http://orig04.deviantart.net/3369/f/2017/102/8/c/_sfm__he___seraph___zhen_zhen_by_jacob_lhh3-db5k0hf.png[/t] Annihilator: [t]http://orig08.deviantart.net/6c6b/f/2017/102/2/5/_sfm__annihilator___remastered_by_jacob_lhh3-db5k2co.png[/t] Only 4 left.
That time when you're confusing Call of Duty and Shadow Warrior I mean myself
[QUOTE=Fredrika;52094985]Is it supposed to be this huge?[/QUOTE] It's a large gun in general iirc, but it definitely is a bit [I]too[/I] large in that screenshot.
[QUOTE=Fredrika;52094985]Is it supposed to be this huge? [t]http://i.imgur.com/2RCRl5K.jpg[/t][/QUOTE]It's upposed to be something closer to this: [t]https://vignette3.wikia.nocookie.net/callofduty/images/1/13/Seraph_BO3.jpg/revision/latest?cb=20150816214713[/t] It's still kinda big for a revolver, but she can actually put most of her finger in the trigger guard here.
[QUOTE=Doctor_Lazlo;52095080]It's upposed to be something closer to this: [t]https://vignette3.wikia.nocookie.net/callofduty/images/1/13/Seraph_BO3.jpg/revision/latest?cb=20150816214713[/t] It's still kinda big for a revolver, but she can actually put most of her finger in the trigger guard here.[/QUOTE] There is one Annihilator in holster (disabled via bodygroup on this photo). Revolver in holster has that same size as revolver that she holds in her hand. Trust me - this is corect size. [t]http://i856.photobucket.com/albums/ab125/callofdutyzombieslibrary/Black%20Ops%20III/The%20Giant/Annihilator_zpsnvxenaby.png[/t]
[QUOTE=Jacob_LHh3;52095167]There is one Annihilator in holster (disabled via bodygroup on this photo). Revolver in holster has that same size as revolver that she holds in her hand. Trust me - this is corect size. [t]http://i856.photobucket.com/albums/ab125/callofdutyzombieslibrary/Black%20Ops%20III/The%20Giant/Annihilator_zpsnvxenaby.png[/t][/QUOTE] Keep in mind with that image you posted in this post, the model is [I]not[/I] positioned correctly in the hands. And even if it were in the right position, notice how the finger could still easily curve in to reach the trigger just fine? With the size you currently have the model at for your compile, the finger is almost completely stretched out and looks like the tip of the finger is just barely able to reach the trigger. It doesn't need to be scaled down by very much, but it does need to be scaled down all the same.
Decided I wanted to port more Sins of a Solar Empire models. But being the lazy git I am, I decided to automate it. I started by tackling the big one: textures. SOASE stores its textures in 3 separate files. The [b]diffuse[/b] is stored in a "-cl.dds" file, with RGB being normal color data, and A being emissive (handy!). As such, I don't need to do anything with the diffuse. The [b]normal[/b] is stored in a "-nm.dds" file, in... [i]some[/i] format where the R, G, and B are all [i]minor[/i] variations of the same coordinate (pretty certain it's the X coordinate), and the A is the other coordinate (assuming Y). [url=https://files.catbox.moe/mbi1my.tga]Here is a sample normal if anyone wants to verify that my interpretation is correct.[/url] The third file, the "-da.dds" file, stores some additional data, where I [i]think[/i] the B channel is the [b]specular.[/b] The G channel is obviously emissive (the same as the A stored in the diffuse), the R is a mask that looks like a brightened specular (metalness, maybe? I'm pretty certain SOASE doesn't use PBR, but I could be wrong), and I have no idea what the A channel stores. [url=https://files.catbox.moe/5sfiaa.tga]Here's a sample -da file, for those who want to check themselves.[/url] With all of this in mind, the following operations need to be performed for each: [b]Diffuse:[/b] Nothing! It has its RGB color in the right channels, and it has its emissive for $selfillum in its alpha channel. [b]Normal:[/b] Assuming the R channel of "-nm.dds" is the X-coordinate, then the A channel (the Y-coordinate) needs to be copied into the G channel, and the B channel needs to be painted a full 255. Additionally, the A channel needs to have the B channel of the "-da.dds" file copied into it, for specular. With all of that in mind, I wrote a tool to do precisely this. Given these as the -nm and the -da (linked above for those who want to check the tga's): [t]https://files.catbox.moe/xy18og.png[/t] [t]https://files.catbox.moe/e7qmjv.png[/t] It took ~50 ms (0.05 seconds; run in 3 separate trials of 30 times each, runtimes averaged out) to spit this out: [t]https://files.catbox.moe/t09dhv.png[/t] With this as its alpha channel: [t]https://files.catbox.moe/i5ejsn.png[/t] The code for this is all pretty straightforward, and remarkably easy to change the channels I operate on, so if anyone wants to vet my analysis of the raw files and make corrections to the operations I need to perform, please feel free to do so. The only caveat with the code as it is, is that the DDS files need to converted to TGA before operation. I can automate this with VTFCmd, though I currently don't. The reason being is that while the DDS reader I use works fine for the "-nm.dds", it completely garbles the "-da.dds" on read. And if I am already converting textures to TGA with VTFCmd, I might as well just drop the DDS support altogether and stick strictly with TGAs. Once I have the full suite of tools complete - Converting DDS to TGA, operating on raw textures to build Source-friendly textures, converting the new TGAs to VTF (also using VTFCmd), generating template VMTs for the textures, converting raw .mesh to .smd (either using the 3DSmax tools, or directly, if the code is easy enough for me to translate), generating template .QC's for compiling, and running Crowbar to compile the models - then I'll release them, for people to use themselves, or pick through the code for their own purposes. Though I suppose there wouldn't really be much point in releasing the tools at that point, since that point would mean I've already ported over every model from the game. But for posterity's sake, I'll release them anyways.
[QUOTE=Katra804;52095481]Keep in mind with that image you posted in this post, the model is [I]not[/I] positioned correctly in the hands. And even if it were in the right position, notice how the finger could still easily curve in to reach the trigger just fine? With the size you currently have the model at for your compile, the finger is almost completely stretched out and looks like the tip of the finger is just barely able to reach the trigger. It doesn't need to be scaled down by very much, but it does need to be scaled down all the same.[/QUOTE] I just wanted to show size of a weapon in third person compared to hands size. I'm always using that same scale for each and every model from game ($scale 0.39393939 Weird value, but it works) and everything have size of HL2 citizens from SFM assets (including characters, weapons and objects). Sure, Annihilator looks like it's too large, but I will keep that size anyway. If somebody will not like it, he can always change scale in SFM.
Problem solved. Final results - everyone was right. I didn't noticed that there are 3 versions of model: - V_model (the one that I'm using), - W_model (nobody cares :P), - [U]Prop[/U]. The last one have size ~60% compared to V and W models. That's why it have size of slightly bigger revolver in menu and size of (according to my friend's opinion) slightly bigger sawed-off shotgun in game.
Still working on this Helghast fella. [thumb]http://i.imgur.com/gUncOml.png[/thumb] This is the first light bake for this guy, gonna fix that mouth emissive part and do some polishing. I am also working on Helghast terrorist and all thanks to badass Luxox18 as always. [thumb]http://i.imgur.com/q91wEP7.png[/thumb]
That mask looks like one of those flat-faced cats.
Angry techno kitty. >:3
You are a texture god mate.
[QUOTE=-Ben_Wolfe-;52098371]That mask looks like one of those flat-faced cats.[/QUOTE] I can't unsee it now, jesus [IMG]http://www.wduwant.com/index_uploads/uploads/9b4ae898e8d7.png[/IMG]
[t]http://i.cubeupload.com/bUrVl4.jpg[/t][t]http://i.cubeupload.com/c4BbMx.jpg[/t] The model's original rigging is fairly crappy but I'm kind of happy with the outcome anyway - the eyes look a bit weird though. It is my first model with full face flexes, so there's still quite a few things that could be improved, but for now, I think it's not bad.
For the people that is working on Killzone Shadow Fall models and have some doubts about representing the led lights in his ports. the depth effect in the lights for recreate leds is made with a feature called parallax. I don't know if source engine can manage this but this is the material that I'm using. basically with a texture in grayscale I can simulate depth over a flat face [IMG]http://www.mediafire.com/convkey/66cb/kodg3785bh9jbhq7g.jpg[/IMG] also here are some references. [IMG]http://www.mediafire.com/convkey/aa24/qmft0ipv7x2poxq9g.jpg[/IMG] the white texture is the height map that is used for the parallax and the black texture with white figures is used for emissive effects (lights). [IMG]http://www.mediafire.com/convkey/3587/5b8a9c1us81jc1y9g.jpg[/IMG]
Source has no parallax occlusion mapping no. Just use the heightmap as a displacement in a modelling program and do some good ol' high to lowpoly modelling if you want it like that in source. How well it looks then depends on your execution of said modelling.
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