The Facepunch Model Ports and Hacks Thread V5 - NEVER GONNA BE A REQUEST THREAD
2,432 replies, posted
it's still PBR. it's just more along the lines of what DOOM did by using a colored specular for it's metallics rather than a flat black and white texture for metallicity.
[QUOTE=Ageha;52270585]it's still PBR. it's just more along the lines of what DOOM did by using a colored specular for it's metallics rather than a flat black and white texture for metallicity.[/QUOTE]
Yeah i understood that
Still one of the problems are normal maps, nor ripper, nor intelGPA won't give me something obviously usable, they are too black and misses a lot of details.
They obviously appear inverted in some places, but i do not know how to fix it, simple channel inverting won't do.
[video]https://youtu.be/f7tbrw7RbWY[/video]
EDIT.
I will let it be for soome time, at least until proper tools or ways for textures are there.
One fella on xentax said smth about hex editing and opening edited results in noesis.... will try when have more info.
As well as for other ways.
UPD:
Here are raw files for Shotgun, it must have preorder textures too.
[URL="https://yadi.sk/d/DXDlCuyo3JV655"]https://yadi.sk/d/DXDlCuyo3JV655[/URL]
Here are textures obtained via Intel GPA, for premium one:
[URL="https://yadi.sk/d/dx3_uoy93JVgRx"]https://yadi.sk/d/dx3_uoy93JVgRx[/URL]
Ripped Shotgun (only base for now) with poor rigging from GIMS Evo plugin. 3ds Max 2014
[URL="https://yadi.sk/d/pwtaeAdu3JVoXQ"]https://yadi.sk/d/pwtaeAdu3JVoXQ[/URL]
Tool to make .skinm to .obj if you want to go this way
[URL="http://forum.xentax.com/viewtopic.php?f=33&t=13137"]http://forum.xentax.com/viewtopic.php?f=33&t=13137[/URL]
Xentax thread on Prey 2017
[URL="http://forum.xentax.com/viewtopic.php?f=10&t=16241&p=130906#p130906"]http://forum.xentax.com/viewtopic.php?f=10&t=16241&p=130906#p130906[/URL]
p.s. yes on video is just colored specular technique, with poor implementation, i've tried it just to see how normal maps are doing.
upd.
sorry for spam, but seems like ripper and gpa gets only half of normal map information
Game archives:
[T]https://cdn.discordapp.com/attachments/288096454290046977/317076242253742081/image.png[/T]
Ripper:
[T]http://i.imgur.com/2cfeszV.png[/T]
GPA:
[T]http://i.imgur.com/je0zJl7.png[/T]
Also GPA may export image to .dds, but it becomes unusable
Having a bit of trouble gettimg specular maps to work for SFM.
In SFM:
[thumb]https://image.prntscr.com/image/3df714a6232a487fb6cb170da70e44cf.png[/thumb]
In SFM model preview & HLMV:
[thumb]https://image.prntscr.com/image/b5f7febf9581487e928d202170556e25.png[/thumb]
Obviously I don't want my finished model to look as shiny as it is in the preview, but I don't know how to get any shine at all. Anyone know what's up with it?
Texture VTM:
[code]"VertexLitGeneric"{
$basetexture "models\vasey105\chivalrymw\mason\knight_dlc1\knight_dlc1_body"
$envmap env_cubemap
$envmapmask "models\vasey105\chivalrymw\mason\knight_dlc1\knight_dlc1_body_s"
}[/code]
Map's gotta have built envmap entities if you wanna use env_cubemap. Else it will show up as the default cube until you disable and re-enable lighting.
It's also the reason why a hell of a lot of materials I've put out almost always include a premade cubemap in place of env_cubemap. I simply can't expect the latter to work at all times.
Granted when maps [I]do[/I] have cubemaps and you've got everything set up right it looks [URL="http://orig09.deviantart.net/636c/f/2017/121/f/0/mlgg36_by_blueflytrap998-db7tpbe.jpg"]real fucking good.[/URL]
Days of War M1 Garand
[t]https://picload.org/image/rialglil/gm_construct0004.jpg[/t]
[t]https://picload.org/image/rialglii/gm_construct0005.jpg[/t]
Some Days of War stuff :
[t]http://i.cubeupload.com/Mu3ZXb.jpg[/t][t]http://i.cubeupload.com/7jlwK7.jpg[/t]
[t]http://i.cubeupload.com/Nh0Nim.jpg[/t][t]http://i.cubeupload.com/KZVuyn.jpg[/t]
[t]http://i.cubeupload.com/pY5FTo.jpg[/t][t]http://i.cubeupload.com/288i0O.jpg[/t]
[t]http://i.cubeupload.com/qIv2NS.jpg[/t][t]http://i.cubeupload.com/nHfxJI.jpg[/t]
[t]http://i.cubeupload.com/TkMKh4.jpg[/t][t]http://i.cubeupload.com/HlsMkz.jpg[/t]
All the models in this game are more detailed than anything you can find in BF1, no joke.
DICE models are not usually very detailed, since they rely heavily on shaders.
Those field guns look amazing.
Finally some decent Atlantic Wall fortifications. Great job!
Yeah Days of War has some fantastic assets. I was wondering when people would finally start porting from there. Looks fantastic!
[url]https://mega.nz/#!BMUC2awT!PtmnieMOLylaRxNdEvDRPnnpMxqXHtMf8td9USnq64w[/url]
The pack in it's current state is open for beta testing.
Oh yes, LCM, Pak 36 an bunkers!
Would be nice if you could get some sandbags and ammo crates, those are always useful.
Unfortunately there are no sandbags in the game files, but I can get some crates.
Days of War M1 Carbine
[t]https://steamuserimages-a.akamaihd.net/ugc/789665850044115306/3D46CC5844F10576E6D59C2CC65B9CD9735DB1A3/[/t]
[t]https://steamuserimages-a.akamaihd.net/ugc/789665850044115431/78868B2EA2033FAE4C85BBBEA8FDFDF4C9E8BCCD/[/t]
[t]https://steamuserimages-a.akamaihd.net/ugc/789665850044115522/DAA76BEB2520A325F24BFD28E9F906758C0CD448/[/t]
[t]https://steamuserimages-a.akamaihd.net/ugc/789665850044115610/0B35EDC4B7458D26AB6812DD7D8C65F76B3CC441/[/t]
[t]https://steamuserimages-a.akamaihd.net/ugc/789665850044115713/43A021FDCB26AC3540B81CC44089DCF8C1597DA6/[/t]
I will get the BF1 sandbags soon then.
[t]https://i.cubeupload.com/gVZZwa.jpg[/t][t]http://i.cubeupload.com/AAwObk.jpg[/t][t]http://i.cubeupload.com/ipBciV.jpg[/t]
Got a little bit bored with the Deltas, so now I'm trying to port some enemies instead.
[editline]a[/editline]
Oh and btw. if anybody wants to test the pack before I release it, feel free to send me a pm
Another anime model(acutally not :P) - IA
Mainly for trying processing playermodel via blender for my first time,still a WIP so you can see many bugs in the screenshots.
[URL="http://thisiskenz.deviantart.com/art/DL-TDA-IA-IA-ROCK-601194291"]Original Model[/URL]
[T]https://i.imgur.com/Ddrc3kP.jpg[/T][T]https://i.imgur.com/sDShZx1.jpg[/T][T]https://i.imgur.com/qi1MIvI.jpg[/T]
Yeah with most anime or MMD models you need some kind of unlit or raw shader.
Yes,I mostly use lightwarp for the unlit doesn't support phong and other useful shaders.
[QUOTE=rama2299;52082244]I made some USMC dudes using CSLeader's old PGAC models and Ninja's BF3 MP model pack:
[IMG]https://i.imgur.com/xdvX0j2.jpg[/IMG]
[IMG]https://i.imgur.com/zd32E9Q.jpg[/IMG]
[IMG_thumb]https://i.imgur.com/CIUEgmi.jpg[/IMG_thumb]
[SP]Yes I'll re-do the patches a little better[/SP][/QUOTE]
Please, say you gonna release them???????????!
I'm trying to port the warframe Ivara, textures still have a long way to go but at least I'm learning how to use photoshop better:
[QUOTE][IMG]http://i.imgur.com/uOVm1U8.png[/IMG][/QUOTE]
(I might port some weapons from the game later on as well)
[QUOTE=trololguy;52286518]I'm trying to port the warframe Ivara, textures still have a long way to go but at least I'm learning how to use photoshop better:
(I might port some weapons from the game later on as well)[/QUOTE]
looks good but someone already ported ivara with the textures
[QUOTE=slothjelly;52286958]looks good but someone already ported ivara with the textures[/QUOTE]
Really? I haven't seen that, but even so I just really wanted to port this one for a time now.
Hi everyone, I'm trying to do babie's first rip and I need some help (Couldn't find a general help thread). I can't get a transparent texture to work on the model, even though I verified the texture was transparent by drawing on my screen with lua.
[IMG]http://imgur.com/EjVAHO3.jpg[/IMG]
[IMG]http://imgur.com/LfX0anq.jpg[/IMG]
Check the VMT.
[QUOTE=TehAgentGuy;52288981]Check the VMT.[/QUOTE]
This is my vmt
[code]
"VertexlitGeneric"
{
"$basetexture" "models/christmas_sleigh"
"$alphatest" 1
"$translucent" 1
"$model" 1
}
[/code]
Surely if it was a problem with the vmt, render to screen would show it?
[QUOTE=trololguy;52287679]Really? I haven't seen that, but even so I just really wanted to port this one for a time now.[/QUOTE]
well if you want it heres the link :)
[url]https://www.dropbox.com/sh/g9puxy35daja5fm/AACPsKzGdATEyIhFzl4cXJlAa/Warframe/Tenno?dl=0&preview=Ivara.rar[/url]
you should do valkyr prime
[QUOTE=Apickx;52289297]This is my vmt[/QUOTE]
You shouldn't have have both $translucent and $alphatest at the same time, and $model is unnecessary in this situation.
Try this:
[CODE]VertexlitGeneric
{
$basetexture "models/christmas_sleigh"
$alphatest 1
$allowalphatocoverage 1
}[/CODE]
If you need help with any VMT or QC commands, feel free to ask or just [URL="https://developer.valvesoftware.com/wiki/Main_Page"]look them up on the wiki[/URL].
I found some 3ds max scripts for Saints Row The Third and IV that lets me adjust the base head using the morphs that are used in the game, and I tested the script by importing Kinzie Kensington's head morphs. The only catch is that I have to manually adjust the scale, and it's a pain to get it right.
[T]http://i.imgur.com/twphhGH.jpg[/T]
[T]http://i.imgur.com/h7whz7a.jpg[/T]
I can export the model (with no skinning information) if anyone wants to port her to SFM/Gmod (I can't, because I'm busy with other things atm)
Wow, up-close the models are much less detailed than they appear
Sorry, you need to Log In to post a reply to this thread.