The Facepunch Model Ports and Hacks Thread V5 - NEVER GONNA BE A REQUEST THREAD
2,432 replies, posted
I have wanted to do this for a long time, but haven't been able. I actually wanted to do the Alonne Knights from DS2, but the sheer amount of content i would need to extract just for those enemies made give up and just work on the game I already extracted.
Up until now I mostly just extracted the levels, which due to imperfect nature of the script lack both some geometry pieces, and assigned textures.
Also have some work done on enemies, plan to get the basic soldiers and knights next.
[editline]14th July 2017[/editline]
[QUOTE=Fredrika;52468738]the phongs too bright, or the exponent is too tight on some things, normally you could leave it like that for SFM since things like Radius make it not look bad, but gmod doesnt have that so its best to turn one of the two down[/QUOTE]
Like BlueFlytrap said, the Demon's Souls/Armored Core 4 engine has ridiculous levels of Bloom in it, so everything looks super shiny.
[t]http://demonssouls.wdfiles.com/local--files/swords/long-sword-on-hand.jpg[/t][t]http://demonssouls.wdfiles.com/local--files/swords/rune-sword-on-hand.jpg[/t][t]http://demonssouls.wdfiles.com/local--files/swords/dagger-on-hand.jpg[/t]
Doesn't make it any less offensive to the eye.
I'm all for emulating the original engine's visuals as much as possible, but if said engine does something stupid (like excessive bloom), then I don't think it should be replicated.
My two cents.
Personally, I really liked the aesthetic of that engine, it made the games on it stand out, atleast for me.
[t]http://i.imgur.com/i9bFk6a.jpg[/t]
Need to scale down the Short Sword sheath, besides that it's seems good.
Well not sure about Armored Core, but DeS was bloomy due to atmosphere.
Also i do not remember any other significant weapon models, exept maybe for Dragon Bone Slasher, Meat Cleaver, Fluted stuff. I'm all into armor sets tbh. And they were bloomy also because a) it's a ps3 game, one of the earliest with low budget and relatively bad optimization, so developers had bloom to add atmospheric look as said abouve and b) hide poor textures. Also it appear shiny because of lantern or how called that thingy which emits light on character's belt.
My point is, if anyone wants them to appear bloomy they can attune that stuff in render and/or post processing, plus editing. Or at least you can do 2 skingroups, choise is always good.
I wish we had an acsess to Bloodborne assets, though, when we do, i don't think everyone will add chromatic abberation to their posters with this stuff, just because it's super heavy in BB
To be fair, the map is use for screenshots has very bright lighting, which is probably influencing it quite a bit.
I am planning on doing enemies as well. The problem with armor sets is that bringing the modular armor sets into gmod would require me to re-rig them to the valvebiped skeleton, which I am not very good at.
Yeah, I really wanted Bloodborne's weapons too.
I decided to record myself doing this gun from start to finish. Which includes fuck ups along the way.
It took me longer than it should have to realize I saved a specular wrong.
[T]http://orig15.deviantart.net/1432/f/2017/195/8/e/plasma_rifles_by_blueflytrap998-dbgd6pb.jpg[/T]
[video=youtube;tK-JP2k1gTI]https://www.youtube.com/watch?v=tK-JP2k1gTI[/video]
[QUOTE=maddogsamurai;52468697]Demon's Souls content out of DNF levels of development hell at last? :D[/QUOTE]
Nah, just on backburner I would guess. I planned on getting some armors out of the game, but some don't export correctly and piecing them together is a pain and involves manual bone renaming for every armor mesh, so I pretty much just put it into my 'someday if I'm exceedingly bored' file and left it at that.
Not to mention they are all mirrored to boot.
I can assemble some of the armors for you if you want.
[t]http://i.imgur.com/5ZfqRqw.jpg[/t]
Dragon Bone Smasher.
[QUOTE=Portugalotaku;52470434]Not to mention they are all mirrored to boot.
I can assemble some of the armors for you if you want.[/QUOTE]
Sure, I suppose. Wouldn't mind having at least all the starter sets for each class, and maybe Old King Doran's set (which went really well with the Dragon Bone Smasher iirc, I should go play DeS again)
What format you want them on?
Anyone know how to compile a model with vertex normals preserved? I successfully compiled a model but for unknown reasons some of the normals are merged and rotated itself 180°. Tried both SFM compiler and SDK 2013 MP, didn't work.
Before
[t]http://i.imgur.com/JnGxNfM.jpg[/t] [t]http://i.imgur.com/F96QHc4.jpg[/t]
After
[t]http://i.imgur.com/DMxmVhR.jpg[/t] [t]http://i.imgur.com/6NZucPh.jpg[/t]
[QUOTE=deceptor666;52474098]Anyone know how to compile a model with vertex normals preserved? I successfully compiled a model but for unknown reasons some of the normals are merged and rotated itself 180°. Tried both SFM compiler and SDK 2013 MP, didn't work.
Before
[t]http://i.imgur.com/JnGxNfM.jpg[/t] [t]http://i.imgur.com/F96QHc4.jpg[/t]
After
[t]http://i.imgur.com/DMxmVhR.jpg[/t] [t]http://i.imgur.com/6NZucPh.jpg[/t][/QUOTE]
Blender has a function where you can recalculate normals on a model. Maybe you could look into that.
some WIP faces of South Korean actors..
[IMG]http://i.imgur.com/IdFfIaa.jpg[/IMG]
Seo Kang-joon
[IMG]http://i.imgur.com/rGmiezt.png[/IMG]
Kim Yoon-seok
[IMG]http://i.imgur.com/pe5WDq8.jpg?1[/IMG]
Ha Jung-woo (Yes, It's RE7 Ethan's hair and body)
I re-sculpted heads from the game Yakuza.
[QUOTE=deceptor666;52474098]Anyone know how to compile a model with vertex normals preserved? I successfully compiled a model but for unknown reasons some of the normals are merged and rotated itself 180°. Tried both SFM compiler and SDK 2013 MP, didn't work.
Before
[t]http://i.imgur.com/JnGxNfM.jpg[/t] [t]http://i.imgur.com/F96QHc4.jpg[/t]
After
[t]http://i.imgur.com/DMxmVhR.jpg[/t] [t]http://i.imgur.com/6NZucPh.jpg[/t][/QUOTE]
What version of 3dsmax, and what exporter are you using?
[QUOTE=Gmod4ever;52476364]What version of 3dsmax, and what exporter are you using?[/QUOTE]
Max 2012 with Wunderboy exporter (exported with explicit normals).
edit: when I imported it, exported it, and imported it again with wunderboy, it looks fine, but when I compiled the model, problem happened like I stated above. (tested on hlmv and sfm).
Working on less shoddy HL2 world models
[t]http://i.imgur.com/B4RhwWx.jpg[/t]
[t]http://i.imgur.com/8p4c3bM.jpg[/t]
[t]http://i.imgur.com/UAY0UKh.jpg[/t]
I saw a thread about how to make SFM models from ripped ninjaripper models any one have a link to the thread?
[QUOTE=deceptor666;52476497]Max 2012 with Wunderboy exporter (exported with explicit normals).
edit: when I imported it, exported it, and imported it again with wunderboy, it looks fine, but when I compiled the model, problem happened like I stated above. (tested on hlmv and sfm).[/QUOTE]
Interesting.
I have never had export SMD -> import SMD -> export SMD fail on me. I use explicit normals regularly.
[QUOTE=Portugalotaku;52473980]What format you want them on?[/QUOTE]
.max I guess, or .fbx
thanks in advance!
I have this holster from a while back.
[t]http://i.imgur.com/2ZBqbI5.png[/t]
[url=https://mega.nz/#!sZIBhY6I!ujxQPkgsbo8r3tporiPPsc4DD1OpwG2SpfTWzEtL5Dk]Here's a link if you think you might want to use it.[/url]
[t]http://i.imgur.com/qQsN3XP.jpg[/t]
Any suggestions for improving the blade?
[QUOTE=Portugalotaku;52482113][t]http://i.imgur.com/qQsN3XP.jpg[/t]
Any suggestions for improving the blade?[/QUOTE]
:snip:, my original suggestion would have been incorrect since the blade is meant to be that transparent.
However, you may want to include the inner blade segment. It looks rather off without it.
The inner blade is there.
[QUOTE=Portugalotaku;52482113][t]http://i.imgur.com/qQsN3XP.jpg[/t]
Any suggestions for improving the blade?[/QUOTE]
maybe split the center edges or use a bumpmap to get a visual (lighting) edge on the inside. and outside maybe. being transparent doesn't mean you can't use bumpmaps or tweak the lighting effect. does it?
The blade has a bump line going over it, I do not know why it's not being shown.
I was primarly asking help to get the blade color to look closer to the original.
[t]http://2.bp.blogspot.com/-PC39Nu7d22w/TkTWv5NUaEI/AAAAAAAAAa8/OvfVMDGqs3o/s1600/demons0.png[/t][t]http://demonssouls.wdfiles.com/local--files/swords/lsom-on-hand-large.jpg[/t]
[QUOTE=Portugalotaku;52482546]The blade has a bump line going over it, I do not know why it's not being shown.
I was primarly asking help to get the blade color to look closer to the original.
[t]http://2.bp.blogspot.com/-PC39Nu7d22w/TkTWv5NUaEI/AAAAAAAAAa8/OvfVMDGqs3o/s1600/demons0.png[/t][t]http://demonssouls.wdfiles.com/local--files/swords/lsom-on-hand-large.jpg[/t][/QUOTE]
looks like it depends on the reflection angle. that means phongwarp. an dit'S got some sort of variance that could be the bump and the intensity can be controlled by the phongmask.
Sorry, you need to Log In to post a reply to this thread.