The Facepunch Model Ports and Hacks Thread V5 - NEVER GONNA BE A REQUEST THREAD
2,432 replies, posted
Hey that's pretty good.
So I have this porting project in the works, Anyone want to try it out/ Test it out in SFM?:
BF4 Weapons Pack (Heavy WIP)
[code]Contains:
- GMod Support
- Needs testing in SFM
- Bodygroups
- Bones to use with Advanced Poser Tool in GMod or SFM
Weapons
- M320 Grenade Launcher Module
- NLAW
- XM25 CDTE
- USP 45 Compact
- M1911 Vickers Tactical
- Mateba Model 6 Unica
- Sig Sauer P226
- HK416
- HK417
- GOL Magnum
- Steyr Scout Elite
Attachments (As bodygroups):
- Comp M4 RDS
- Micro T1 RDS
- Coyote RDS
- Eotech Holosight
- ACOG TA31ECOS
- ACOG TA6848
- Rifle Scope (8X)
- Hunter Scope (20X)
- Ballistic Scope (40X)
- Ergonomic Foregrip
- Vertical Foregrip
- Angled Grip
- SMG Suppressor
- Pistol Suppressor
- Pistol Flashhider
[/code]
[URL="http://www.mediafire.com/file/w1gv30g6sdbomzr/BF4_Weapons_WiP2.zip"][U]Mediafire[/U][/URL]
[URL="https://mega.nz/#!O4pyCbaA!oHXvfBu2iNZ7pPOKu2cji_7Sc05VlVrFh_qryxpmSGs"][U]MEGA[/U][/URL]
[T]https://my.mixtape.moe/cwysme.jpg[/T][T]https://my.mixtape.moe/buohhi.jpg[/T]
[T]https://my.mixtape.moe/tynxiy.jpg[/T][T]https://my.mixtape.moe/rtbqio.jpg[/T]
Finally, we have a decent HK416 to work with!
I know that it's a WIP, but in all the years I've been on Gmod, the only HK416's we've had to use have only been what people pull from CS.S to use in RP communities (Taco 'n' Banana being one) and all they are is the world model.
I'm looking forward to seeing what comes next in this pack mate. Nice work!
if you don't mind me giving a bit of input CSLeader:
check out your bumpmaps. the green channel is inverted i'm fairly sure, and they're all inverted. gotta be careful of that. smoothing might be broken from the looks of it, too. i'd watch out with playing with the envmapfresnel since that can get kinda screwy at times, hard to explain. envmaptint might be a bit too strong. everything else is a good start, though i suggest adjusting your phong fresnel ranges since they're fairly low in the decimal places. i suggest knocking up each range by x3.33, so it'd be roughly 1, 1.67, 5 respectively. should be better that way. the green channel of the exponent could do with being a tinge darker, too. hopefully that helps.
The green channel on the bump maps were inverted on purpose, as I followed what was on the VDC:
[URL="https://developer.valvesoftware.com/wiki/Bump_Map#Creation"]https://developer.valvesoftware.com/wiki/Bump_Map#Creation[/URL]
[QUOTE][U]Creation[/U]
A bump map should:
- Be at the same resolution as the albedo/s it is to be used with.
- Be stored in an uncompressed format (see Conversion). Note that valve saves all of their normals/bumpmaps in a compressed format, uncompressed formats should only be used when strong artifacts occur or becomes extremely noticeable!
- Be rendered in Tangent space.
[B]- Use vector directions X+ Y- Z+.[/B]
[B]Note:[/B]The green channel may need to be inverted depending on the software used to create it.[/QUOTE]
Y- for normalmaps means white = down. Inversion is when the channel vectors and engine interpolation are at odds with each other.
Although given how incredibly rare X- is you can quickly tell if a normalmap is inverted for source by finding a rounded portion and seeing if the green highlights run clockwise to the red.
Also, some of the early BF4 models have weird "dents" in their normal maps which DICE used as a remedy on unsplit edges, though I say it's a lazy one imo.
LSAT's bumpmap as an example:
[T]https://my.mixtape.moe/rqupnw.jpg[/T]
Looks like a typical normalbake to me. There are several reasons having a normalmap correct your surface is the better approach than covering your model in hard edges.
The first is that every hard edge is in actuality a split in your model which increases the vertexcount on non-uv seams. The less verts = the cheaper it is. Triangles don't actually matter.
The second is that since hard edges are literally cuts in your model light doesn't get caught along them. Plus edges corrected by normalmaps stay defined better at a reduced screenspace.
It's actually harder to author a normalmap this way as you then have to take into account everything from projection to engine tangentspace, texel density, and colordepth among many other.
But oooh man getting a good bake is worth it.
[T]https://orig02.deviantart.net/7feb/f/2017/223/5/a/tpdv_by_blueflytrap998-dbjpp9t.jpg[/T][T]https://orig01.deviantart.net/4f6d/f/2017/225/d/2/cghjtw_by_blueflytrap998-dbjz0i8.jpg[/T]
I am actually in the process of porting more BF3 guns, Our packs will be able to complement each other nicely.
Also updating my MW3 stuff with colored spec:
[t]http://i.imgur.com/BhDSQRn.jpg[/t][t]http://i.imgur.com/XalxP5Q.jpg[/t]
[t]http://i.imgur.com/MNYXMyU.jpg[/t]
DeS magic tools. I finally got a good look at how messy the Insanity catalyst really is.
I made the envmap and phong work in the same model with two different alphas, pretty decent.
[IMG]https://image.prntscr.com/image/G_sUamJTT4iNkruXofDU1Q.gif[/IMG]
[t]http://i.imgur.com/XMhIskK.jpg[/t]
Making a few FH2 American weapons as a request. Anyone else interested, I'll send you a link as well.
Papa Smurf sure must be pissed over all the health hazard demons running around Ultramar.
[t]http://i.imgur.com/rb5Vb2y.jpg[/t]
DeS Bows.
What the fuck did I do.
[video=youtube;pdCkn5jhBos]https://www.youtube.com/watch?v=pdCkn5jhBos&feature=youtu.be[/video]
It's alive...
[QUOTE=BlueFlytrap;52589856]What the fuck did I do.
[video=youtube;pdCkn5jhBos]https://www.youtube.com/watch?v=pdCkn5jhBos&feature=youtu.be[/video][/QUOTE]
My body is ready.
[QUOTE=BlueFlytrap;52589856]What the fuck did I do.
[video=youtube;pdCkn5jhBos]https://www.youtube.com/watch?v=pdCkn5jhBos&feature=youtu.be[/video][/QUOTE]
I don't know what I'm looking at, but that's cool.
Got some Gears stuff coming up.
[t]https://my.mixtape.moe/dyqzgk.png[/t][t]https://my.mixtape.moe/dqcobn.png[/t]
[t]https://my.mixtape.moe/goiwps.png[/t]
How did you manage to get Clayton's armor to work? I could not for the life of me make it work properly.
By using a model stack since the decals for his torso are on a second UV channel. So, I took the part of the mesh that was using the additional UV and duplicated it (because it occupies the same area as the first UV set), gave it its own material, and got rid of the extra UV channel.
So now the decals are just overlayed on top of the torso. It's basically the same thing you would do with colored specular (which Gears of War games use) but with UVs.
Huh, that's pretty clever.
I really should update my gow ports with colored spec too.
[t]http://i.imgur.com/0FInrlu.jpg[/t][t]http://i.imgur.com/Bjmd0Hi.jpg[/t]
DeS weapon pack almost done.
[QUOTE=Soul_;52599094]Got some Gears stuff coming up.
[t]https://my.mixtape.moe/dqcobn.png[/t]
[/QUOTE]
I think a lot of people have been wanting that Clayton model for a long time. I know I have. Any chance you'd share the resource files?
After I get more things ported, maybe.
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