The Facepunch Model Ports and Hacks Thread V5 - NEVER GONNA BE A REQUEST THREAD
2,432 replies, posted
[QUOTE=SergerantJoe;52289649]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].[/QUOTE]
Woo!
[t]http://imgur.com/eSsXEFc.jpg[/t]
Does anyone know of a command line tool to turn .obj's into .smd's? I got like 5000 of these things so I'd rather not have to open each one in blender and export it.
I've been told you can just use .obj files directly in the QC instead of SMDs. Try that maybe?
[thumb]http://i.imgur.com/qcMhs8F.jpg[/thumb]
Ported this bloke with his sword and shield from Black Desert Online, only for SFM
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=936288235[/url]
-snip-
[t]http://i.imgur.com/xsWm4v9.jpg[/t]
That rifle is giving me Borderlands flashbacks
[QUOTE=AutismoPiggo;52296118]That rifle is giving me Borderlands flashbacks[/QUOTE]
It is actually. Damn I miss that game so much. :)
[QUOTE=SergerantJoe;52292640]I've been told you can just use .obj files directly in the QC instead of SMDs. Try that maybe?[/QUOTE]
You can use objs in place of smds. When specifying the smd just specify the obj instead.
ex:
$model "wagon" "wagon.obj"
[t]https://i.cubeupload.com/SHESvZ.jpg[/t][t]http://i.cubeupload.com/9PRssP.jpg[/t]
[t]http://i.cubeupload.com/5MEeyk.jpg[/t]
Those Rising Storm guns look pretty good.
[QUOTE=ComradIvan;52111982]Russian Federation army
[t]http://i.imgur.com/3xsNQeI.jpg[/t][t]http://i.imgur.com/LmEq7nK.jpg[/t][t]http://i.imgur.com/NzJio4c.jpg[/t][t]http://i.imgur.com/Er5oc5a.jpg[/t][t]http://i.imgur.com/PH7s2Xf.jpg[/t][t]http://i.imgur.com/Dm6OE7V.jpg[/t][/QUOTE]
OMG. These look absolutely beautimus. Me and my friends can't wait for the SFM and Gmod releases! Keep up the great work! :D
can't get skingroups to work on a model
i've tried both methods of syntax
[IMG]https://image.prntscr.com/image/54c66b1ea25a4a648c02e6ce8da99732.png[/IMG]
[IMG] https://image.prntscr.com/image/da06947fe0f34b16bcbbae9c73c67238.png[/IMG]
in SFMs model viewer the VMTs show up in the VMTs loaded section, and the alt VMTs definitely point to the right place, but swapping between the skins keeps the same sefault texture
[code]// Created by Crowbar 0.29.0.0
$ModelName "vasey105\bdo\armour\phm_00_0007.mdl"
$body "phm_00_0007" "phm_00_0007_reference.smd"
$texturegroup "skin" {
{ "phm_00_foot_0007.vmt" "phm_00_hand_0007.vmt" "phm_00_hel_0007.vmt" "phm_00_lb_0007.vmt" "phm_00_ub_0007.vmt" }
{ "phm_00_foot_0007_alt.vmt" "phm_00_hand_0007_alt.vmt" "phm_00_hel_0007_alt.vmt" "phm_00_lb_0007_alt.vmt" "phm_00_ub_0007_alt.vmt" }
}
$SurfaceProp "metal"
$Contents "solid"
$MaxEyeDeflection 90
$CDMaterials "models\vasey\bdo\armour\"
$CBox 0 0 0 0 0 0
$BBox -10.638 -27.913 0.015 9.833 27.913 78.664
$Sequence "ragdoll" {
"phm_00_0007_anims\ragdoll.smd"
activity "ACT_DIERAGDOLL" 1
fadein 0.2
fadeout 0.2
fps 30
}
$IKChain "rhand" "Bip01 R Hand" knee 0.707 0.707 0
$IKChain "lhand" "Bip01 L Hand" knee 0.707 0.707 0
$IKChain "rfoot" "Bip01 R Foot" knee 0.707 -0.707 0
$IKChain "lfoot" "Bip01 L Foot" knee 0.707 -0.707 0
[/code]
any help is appreciated
[QUOTE=Chibi_Scrub;52301692]OMG. These look absolutely beautimus. Me and my friends can't wait for the SFM and Gmod releases! Keep up the great work! :D[/QUOTE]
[url=https://vk.com/wall-100355872_605]It was release last month.[/url]
[QUOTE=Vasey105;52302368]can't get skingroups to work on a model
i've tried both methods of syntax
[T]https://image.prntscr.com/image/54c66b1ea25a4a648c02e6ce8da99732.png[/T]
[T] https://image.prntscr.com/image/da06947fe0f34b16bcbbae9c73c67238.png[/T]
in SFMs model viewer the VMTs show up in the VMTs loaded section, and the alt VMTs definitely point to the right place, but swapping between the skins keeps the same sefault texture
any help is appreciated[/QUOTE]
are you sure you change textures in "phm_00_foot_0007_alt.vmt" etc on "alt" textures?
its more like you using same textures on both skins :O
or maybe i wrong
[QUOTE=Minitiv;52302462]are you sure you change textures in "phm_00_foot_0007_alt.vmt" etc on "alt" textures?
its more like you using same textures on both skins :O
or maybe i wrong[/QUOTE]
the textures are definitely different, if i set the alt textures as the default it works, i just cant set them up as skingroups
and the VMT points to the correct texture, i've checked and double checked.
Make sure the material names in the SMD match those exactly. No paths, no extensions.
[QUOTE=SergerantJoe;52302525]Make sure the material names in the SMD match those exactly. No paths, no extensions.[/QUOTE]
the SMD can only contain the default materials though, right?
the default materials are of course contained in the smd with the exact same name, but not the alt materials.
how would i store the alt textrues in the smd?
i use milkshape but do have 3ds max
Also, hey, how the heck do you get an extended compiler working in Gmod with flexes?
Whenever I compile with SFM's compiler or crao's hacked compiler the model doesn't load and always gives me this:
[quote]Model uses STRIP_IS_QUADLIST_REG - will crash in this engine - so not loading![/quote]
That only happens when I add flexes, everything works perfectly fine otherwise.
[QUOTE=Prettyflacko;52302457][url=https://vk.com/wall-100355872_605]It was release last month.[/url][/QUOTE]
Yeah, but it's really weird beta. Will try to make them better after exams
[thumb]http://i.imgur.com/CLoWuQr.png[/thumb]
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAARGH! Flexes messed up!
Well, soon I will finally release Helghast dudes including this lady.
[QUOTE=Hauptmann;52279211]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.[/QUOTE]
That Pak is sweet.
Also, how does colored speculars work? I duplicated the mesh, assigned a second material to it, and exported both meshes as one SMD.
VMT 1:
[CODE]VertexLitGeneric
{
$basetexture "models/Vietnam/Humans/USA\US_TUNIC_LONG_D.vtf"
$bumpmap "models/Vietnam/Humans/USA\US_TUNIC_LONG_N.vtf"
$phong 1
$phongalbedotint 1
$phongexponent 5
$phongboost 0
$phongfresnelranges "[5 7 8]"
}[/CODE]
VMT2:
[CODE]VertexLitGeneric
{
$basetexture "models/Vietnam/Humans/USA\US_TUNIC_LONG_S.vtf"
$bumpmap "models/Vietnam/Humans/USA\US_TUNIC_LONG_N.vtf"
$phong 1
$phongalbedotint 1
$phongexponent 10
$phongboost 5
$phongfresnelranges "[1 1.05 1.25]"
$color2 "[0 0 0]"
$additive 1
}[/CODE]
Everything works fine, it's just that there's no color to the lighting, even though I have $phongalbedotint enabled.
Ahh, that's what I missing. Perfect, thanks.
Redoing all Battlefield 1 German Empire soldiers
[t]http://i.imgur.com/wHGE6ty.jpg[/t][t]http://i.imgur.com/kMHz1N0.jpg[/t] [t]http://i.imgur.com/9GyuLBP.jpg[/t][t]http://i.imgur.com/qUge62t.jpg[/t] [t]http://i.imgur.com/At1cPde.jpg[/t][t]http://i.imgur.com/KIt5ukR.jpg[/t][t]http://i.imgur.com/IEGvL9F.jpg[/t][t]http://i.imgur.com/uIw4EWR.jpg[/t][t]http://i.imgur.com/6pXvXvt.jpg[/t][t]http://i.imgur.com/XomBb72.jpg[/t]
Holy shit! Even more variation than the original pack, nice to see you adding more head gear and uniform insignia, as well as more skins. Looking forward to release!
Anyone use blender? I'm trying to mirror a model but when I export it and reopen it in Blender or another software, it's unmirrored again.
I've tried using milkshape to mirror it, but a lot of weighting is lost.
And I've tried 3ds max, but when reopening the SMD the skeleton is now upside down and unmirrored again.
If it's rigged and you mirror it, the rig will push it back into the original shape. You need to mirror the root bone of the skeleton rather than the model itself.
You should try to add the balaclava head too, It's pretty generic but I think it adds a cool touch
[QUOTE=Portugalotaku;52309585]If it's rigged and you mirror it, the rig will push it back into the original shape. You need to mirror the root bone of the skeleton rather than the model itself.[/QUOTE]
The skeleton was being mirrored along with the mesh, but both were reverting back.
Managed to fiddle my way through milkshape to get it to work, though.
[thumb]http://i.imgur.com/StXtplL.jpg[/thumb]
ported another BDO model, only for sfm
[URL]http://steamcommunity.com/sharedfiles/filedetails/?id=939502362[/URL]
Rising Storm 2 AK Variants and DSHK: [url]http://steamcommunity.com/sharedfiles/filedetails/?id=939770458[/url]
[t]https://steamuserimages-a.akamaihd.net/ugc/789666823175869490/5CE525E597EA7985D801D016AC8311078D93E1B5/[/t]
[t]https://steamuserimages-a.akamaihd.net/ugc/789666823175870454/911B2B1B137DA0E8F426A8E18A9C647C381A82F0/[/t]
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