• The Facepunch Model Ports and Hacks Thread V5 - NEVER GONNA BE A REQUEST THREAD
    2,432 replies, posted
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=927068093[/url] Fully ported over now; includes bodygroups for the barrel length, magazine, and optic rail.
[t]http://i.cubeupload.com/SnV51U.jpg[/t][t]http://i.cubeupload.com/OyYSf2.jpg[/t][t]http://i.cubeupload.com/XijTPa.jpg[/t] Making progress. I think.
They look like they have gone through hell, and now want to go deeper.
[QUOTE=Portugalotaku;52237670]They look like they have gone through hell, and now want to go deeper.[/QUOTE] ...and deeper he went. [t]http://i.cubeupload.com/TWIoyF.jpg[/t] I suppose I might update the spec ops the line pack after I port all the variants of the Deltas
M60 machine gun from Rising Storm 2: Vietnam (Beta) [t]http://i.imgur.com/JXBhzje.jpg[/t] [t]http://i.imgur.com/NR2WCtEh.jpg[/t]
Finally, some proper M60 machine guns.
[QUOTE=Falkok15;52250616]Finally, some proper M60 machine guns.[/QUOTE] [URL="http://steamcommunity.com/sharedfiles/filedetails/?id=205952723"]What do you mean 'finally'?[/URL] I like to think mine are 'proper', and they've been released for three and a half years. I'll probably be porting some RS2 stuff once it's out. I've got some ideas regarding the M60 myself.
I'm guessing he did not bother looking for one.
Yeah pretty much just not looking for one. Never really seen the M60 used all that often in Gmod.
MP-40 [t]https://steamuserimages-a.akamaihd.net/ugc/789665468325901832/476EBDDC12AF5D2E62F29302635468F2E705D508/[/t] [t]https://steamuserimages-a.akamaihd.net/ugc/789665468325901945/024B0D5523D74514DE0CCD131F6708A8A0BBC257/[/t] [t]https://steamuserimages-a.akamaihd.net/ugc/789665468325902020/CBF02BFBB151FC9B96BBE20A69AFE70B38E4889C/[/t]
That looks fucking amazing, is it also from RS2?
It looks like it's from Day of Infamy.
[QUOTE=TheDevilsOwn;52252343]MP-40[/QUOTE] Looks like there's something wrong with smoothing, it looks rounded.
It could be due to Blender import breaking smoothing.
Just tick the option to preserve the normal if you're importing through .smd/.dmx
So, RS2: Vietnam is in open beta now. Is it OK to port stuff now, or are they still prohibiting to release things?
[QUOTE=Trek;52257535]So, RS2: Vietnam is in open beta now. Is it OK to port stuff now, or are they still prohibiting to release things?[/QUOTE] I think it's better to wait for the full release, better be safe than sorry.
Plus there's literally only a week left, there's no hurry. Though you can probably start working on stuff now, and then release it when the game comes out. That's what I'll do.
Modern Chernarussian Defence Forces from Arma 2 style soldiers [IMG]http://i.imgur.com/0xLdbeY.jpg[/IMG] [IMG]http://i.imgur.com/2RLl9zv.jpg[/IMG]
So what'd be the best way to do a spec map where the gun's paint job fades in certain places? I've been trying to emulate it the way L4D2 handles it. [editline]when[/editline] I think I figured it out. [t]https://pbs.twimg.com/media/DAc8aznWAAIZO6h.jpg:large[/t]
Not a request but just a question; has anyone tried to rip models from Subnautica? I feel like that game has some amazing creature models and I'm kind of sad nobody has tried to rip anything from it. Is it just a lack of interest, software/hardware issues or legal/copyright issues? I'm just wondering.
some advance warfare stuff i ported to fallout [IMG]https://i.imgbox.com/ViDzvoMs.jpg[/IMG] [IMG]https://i.imgbox.com/fTUOLifo.jpg[/IMG]
Looks like you've kinda skipped the PBR, I see only diffuse on the second. First only seems to have reflection on the eyes and maybe a little on the leather.
Does anyone have an issue when importing an SMD via wunderboy? Ever since Windows 10's latest update, it imported with misplaced/missing bones. Although it depends on the model. Wunderboy [t]http://orig01.deviantart.net/bbf2/f/2017/142/7/1/borken_by_brsfanmxy-dba4o18.jpg[/t] Canonfodder [t]http://orig14.deviantart.net/ea4b/f/2017/142/2/0/kenonfoder_by_brsfanmxy-dba4p2d.jpg[/t] FYI, this was tested on Max 2012 build. Canonfodder has some cases where it imported an SMD with a messed up vertex normals. [editline]23rd May 2017[/editline] Imported via blender [t]http://orig05.deviantart.net/64b1/f/2017/142/4/6/viablender_by_brsfanmxy-dba4uf7.jpg[/t]
This is known issue with Wunderboy's SMD tools. It has a tendency to just downright collapse skeletons into their parent bones. Nothing like having an entire hand's worth of finger bones inside the pelvis. If you have the model before the import fucks up the bone positions (EG it's a model you're working on, and you're importing the SMD after exporting it for some reason), then you can [b][url=https://files.catbox.moe/y91dji.zip]use my object-save-by-name[/url][/b] script to select all of the bones, save their positions & rotations, import the model, and restore position and rotation (you want to do rotations first, then positions, due to how the script works), then toggle Always Deform on the imported mesh to fix it. If you don't have the model in 3dsmax correct already, then you're kind of up a creek.
This is actually a question for hammer, but I've seen the same thing when decompiling normal models too, so I'm hoping some of you guys might know the solution. I've decompiled a map, and extracted all of its assets and placed them in the usermod folder, (sfm), but the map is full of missing textures in hammer. I checked some of their texture directories, and they seem to all point to the texture's VMT rather than thE VTF. Is it supposed to be like this? How do I fix, apart from manually going through and repointing all of the textures to the actual VTFs? Of course I don't expect people to know hammer, but any information on standard models might help me in hammer.
[QUOTE=znalecc;52241296]...and deeper he went. [t]http://i.cubeupload.com/TWIoyF.jpg[/t] I suppose I might update the spec ops the line pack after I port all the variants of the Deltas[/QUOTE] Do you plan on grabbing the CIA guys, insurgents, civilians, or more of the generic 33rd guys? I know they were done before(some of the 33rd) but if I remember they don't even use the original heads and its just one model type.
Not worth to be a separate thread for now, but.... does anyone know how to extract and import models from new Prey into 3ds max/Blender? Found a thread on xentax, unpacked all stuff, but renaming .skinm to .cgf and using suggested tools won't work for me. Unpacked textures are also an oddity for me, nor Photophop nor Noesis could not help me. [t]http://i.imgur.com/6VbBxAK.png[/t] Seems like high res versions are hidden in those .dds(number) files, simple renaming into .dds won't suffice. Do i need to download CryEngine tools? I definetly need help) Link to xentax thread: [URL="https://forum.xentax.com/viewtopic.php?f=10&t=16241"]https://forum.xentax.com/viewtopic.php?f=10&t=16241[/URL] Google'd a bit, but direct links for 3ds max plugins are gone 404
[QUOTE=-Rusty-;52268785]Do you plan on grabbing the CIA guys, insurgents, civilians, or more of the generic 33rd guys? I know they were done before(some of the 33rd) but if I remember they don't even use the original heads and its just one model type.[/QUOTE] If I'm not too lazy then yeah. I'm trying to port as much as I can, but I get distracted by other stuff really easily.
Nevermind had to headbutt the wall..... DevilSnake helped with making tools work, but most reliable way for now is NinjaRipper for meshes, IntelGpa for textures [T]http://i.imgur.com/LZkEY3H.png[/T] 2k textures, uses colored specular technique rather than full PBR in my opinion. Still, when we're gonna be able to use original textures and extract rigged models... that would be a good day.... p.s. rendered in 3ds max 2014 (default renderer)
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