• The Facepunch Model Ports and Hacks Thread V5 - NEVER GONNA BE A REQUEST THREAD
    2,432 replies, posted
[t]http://orig11.deviantart.net/b5c1/f/2016/283/6/c/hunger_by_erkor-dakhyat.jpg[/t] wip but public model i ported from wow with [URL="http://steamcommunity.com/sharedfiles/filedetails/?id=776804565"]workshop link[/URL] im also actively working on it so i guess ill post updates on progress
[T]http://images.akamai.steamusercontent.com/ugc/259346407923120053/49D5D51A481D630D79A633423C32EADC97ADD3D4/[/T] [T]http://images.akamai.steamusercontent.com/ugc/259346407923120570/64E4BCF9620831F9E24591DA8361494BDBF6B7FC/[/T] [T]http://images.akamai.steamusercontent.com/ugc/259346407923122788/C447EB89D4C9A06027FF66B3CA72637D3F31AF82/[/T] Would it be considered a port if these were models I made for a different engine, but am now porting them to source?
I guess so. Been watching your models for a while on sketchfab, they look amazing. I was actually planning on porting some for personal use in gmod, but I see that will no longer be necessary.
oh heck i bonered the model [IMG]http://puu.sh/rE61n/dc07ee9033.jpg[/IMG] now it has valvebiped rigging!!!
[QUOTE=Portugalotaku;51182474]I guess so. Been watching your models for a while on sketchfab, they look amazing. I was actually planning on porting some for personal use in gmod, but I see that will no longer be necessary.[/QUOTE] It's probably better that I port them, I have the source textures / substance files and can configure the materials to work in source, and look correct
It's always better for the original creator to port. The cars you showed before will also include emissive texturegroups right?
I have some German Empire WW1 Models, all they are is just reskins of Half-Deads Red Orchestra 2 German Models. I don't want them and don't plan on uploading them to workshop so if anyone wants them, be my guest. [url]https://www.dropbox.com/s/ucz3higgqs1rle5/German%20Empire.rar?dl=0[/url] [IMG]http://i.imgur.com/l9eCHX5.jpg[/IMG] [IMG]http://i.imgur.com/1BUNs35.png[/IMG]
Taking a short break from redoing the work I did on the effect props packs before I lost some files, decided to look into working on this model from a game called Zula. [QUOTE][IMG]http://i.imgur.com/WmrnK9C.gif[/IMG][/QUOTE] After looking up some references on the actual rifle, I'm going to make a few key modifications to the model to make it a bit more accurate, as well as provide a few extra skins and model variations for it.
Oh so you did get the Turkish assault rifle? That's amazing, can't wait for release.
[QUOTE=Portugalotaku;51190155]Oh so you did get the Turkish assault rifle? That's amazing, can't wait for release.[/QUOTE] Yeah, I managed to grab the model from the game files by following what Gazyi suggested in the MPT76 request thread for extracting it (using the script from over on Xentax and then using fragMotion to convert the model files). I can't say that I'm too keen on using the RDS that was included with the model, so I'll probably be replacing it with a few different options at some point. I also need to tweak a few things (which I sort of started, as can (possibly?) be seen in the image I posted) to fix a few inconsistencies with the references I found online, and then it should at least be ready for some minor testing. If anyone has any suggestions for sights they'd like to see included as a bodygroup for the model, feel free to let me know. For now, I've mainly got a couple of scopes, an EOTech sight, and a few RDS models I've been working with for some of my other projects.
Maybe an ACOG or an Elcan.
[QUOTE=Portugalotaku;51191907]Maybe an ACOG or an Elcan.[/QUOTE] I'll see about adding those to the list of bodygroups for the model when it's ready for testing.
[QUOTE=SevenBillion;51198115]Apologies if I have to ask this, but has anyone able to figure out how to change the way a model is spawned in game without having the model lighting getting all screwed up? In 3DS Max: Before: [URL="http://i.imgur.com/mDsH3ox.png"]http://i.imgur.com/mDsH3ox.png[/URL] After: [URL="http://i.imgur.com/eLUTaG4.png"]http://i.imgur.com/eLUTaG4.png[/URL] In HLMV: Before: [URL="http://i.imgur.com/K6yADhY.gif"]http://i.imgur.com/K6yADhY.gif[/URL] After: [URL="http://i.imgur.com/MZ3QKjQ.gif"]http://i.imgur.com/MZ3QKjQ.gif[/URL][/QUOTE] I think that's a smoothing issue when you rotate a model 180° without auto-smooth.
[QUOTE=SevenBillion;51198115]Apologies if I have to ask this, but has anyone able to figure out how to change the way a model is spawned in game without having the model lighting getting all screwed up? [/QUOTE] If the lighting is fine in 3DS Max it's probably Wallworm exporting them incorrectly then. Try messing around with this settings [img]https://dl.dropboxusercontent.com/u/31115055/ShareX/2016-10/2016-10-13_15-46-27.png[/img] If nothing changes try adding an edit normals modifier and setting them all to explicit.
I can't really see anything in those gifs, but try welding all your verts, slap an edit normals modifier, select all normals, and hit "reset"
[QUOTE=SevenBillion;51202797]I am just trying to change the way the model is spawned, so it doesn't spawn sideways as seen in the first picture.[/QUOTE] You could just stick $upaxis Y in the QC then.
[t]http://i64.tinypic.com/ev9e84.jpg[/t] Finished rebuilding the NcSTAR rds and AN\PEQ-2 1st person meshes from MW2. Now I will be able to add a little more choices to the rifles.
Is there any game with good looking military uniform parts, like hats and such? I wanted to get some patrol caps and boonie hats, but I can't find any decent ones.
Arma perhaps, if you hack the pieces out. BF4 might have some too.
It's a bit of a stretch, but I [I]think[/I] I remember seeing some relatively decent looking uniforms and patrol caps in Splinter Cell: Conviction and Splinter Cell: Blacklist. Otherwise, I'm pretty sure The Phantom Pain has some patrol caps available with some of the enemies you come across in Afghanistan that actually seem pretty decent. Not sure about boonie hats unfortunately, only one I can recall seeing was the one that Price wore in one of the CoD:MW games.
[QUOTE=Trek;51212556]Is there any game with good looking military uniform parts, like hats and such? I wanted to get some patrol caps and boonie hats, but I can't find any decent ones.[/QUOTE] dayz has a pretty alright boonie hat in its files, if you want i could grab it for you
I could really use it, thanks.
[QUOTE=Trek;51214900]I could really use it, thanks.[/QUOTE] here u go [url]https://mega.nz/#!dxgC1TCS!5ELIiDkdWn5pOHTGpFxMruDO6Att0ZomjXJK5BLLSb0[/url]
As i said before, here's some Ensoniq keyboards with couple of other stuff that i've worked on recently: [t]http://i.imgur.com/NG9zCf5.jpg[/t] [t]http://i.imgur.com/HkdwAel.jpg[/t] PS: SD-1 and VFX SD are look completely similar, because SD-1/32 is just an updated version with 32 voice polyphony and couple of other modified things, nothing more. PPS: Something tells me that i should change displays textures a little bit... gotta look for similar font then.
Taking a break from porting the WW2 CoD:Zombies gang to try and port over the Origins versions from the SFM workshop. why do i torture myself like this
Here's a fully bodygroup MG42 that I ported from Medal of Honor Airborne, not gonna put it on workshop because I fucked up on the scaling. [IMG]https://picload.org/image/rdlaccco/rsz_4000_screenshots_201610191.jpg[/IMG]
Heres a Cleaner from... The Division. [T]https://puu.sh/rOQNj/ad0bfc97e9.bmp[/T] I'll release it when I finish porting the rest of the Cleaners.
Just needs a skeleton and head/hands (Preferably Red Orchestra 2 Head Models) Anyone might know how to rig it with a skeleton? [IMG]https://img3.picload.org/image/rdlacwcr/germanverdun.png[/IMG]
Seeing all of these amazing ports and artworks of said ports honestly inspires me and makes me want to try and do it myself. Problem is I don't have access to the stuff needed to rip these kinds of things nor the knowledge, and my laptop is garbage. I think I'll wait until I can get a computer that can actually run Skyrim higher than 12 FPS with 100+ mods (or Fallout 4) before I try this out. Good work, guys.
[QUOTE=TheDevilsOwn;51229353]Anyone might know how to rig it with a skeleton?[/QUOTE] I can rig it and add the heads if you want.
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