The Facepunch Model Ports and Hacks Thread V5 - NEVER GONNA BE A REQUEST THREAD
2,432 replies, posted
Not just merely Xavier Renegade Angel, but the death knell for every pseudo-intellectual cynic in it's purest, unrefined form.
[editline]20th September 2017[/editline]
go watch an episode of it.
you'll get a candy if you understand.
Still going for those interested...
[t]https://i.imgur.com/RJ7NDSX.jpg[/t]
[QUOTE=maddogsamurai;52701751]As someone who isn't too picky with textures unless they look like they came out of the PSOne era, I think HD textures should be an update with functionality being the forefront for people who want to animate them, but yeah I get with what you mean.[/QUOTE]
I mean, i pretty much want stuff from DD:DA myself, but texture quality, model quality, rigging issues and importing stuff are bummer. Hexenjagd is pretty awesome because of what he did. I don't even know what difficulties he also faced there...
Some time ago i tried to rip player character myself, ripper grabs geometry just fine, even pieces of Gran Soren while you are in inventory screen. But, i'm not having any skills to rig models, thus no OC's ported.... The game has damn fine sets of armors and i really like layering of under armor garments like gambesons, quilled jackets, chainmails, etc. The game had a great variety in that, plus end game sets of Dark Arisen are just sick. Same for monsters actually)
[QUOTE=BlueFlytrap;52701944][IMG]https://images-ext-1.discordapp.net/external/jjnMl_8iPXMYcaog8mm0t5tT4oh2ZUVP3c5YMaXe4XQ/https/media.discordapp.net/attachments/237990781980377098/360198076365012994/unknown.png[/IMG]
This will not end well.[/QUOTE]
While working on this let us know if you find out [I]what doth life[/I].
[QUOTE=george_sears;52703723]I mean, i pretty much want stuff from DD:DA myself, but texture quality, model quality, rigging issues and importing stuff are bummer. Hexenjagd is pretty awesome because of what he did. I don't even know what difficulties he also faced there...
Some time ago i tried to rip player character myself, ripper grabs geometry just fine, even pieces of Gran Soren while you are in inventory screen. But, i'm not having any skills to rig models, thus no OC's ported.... The game has damn fine sets of armors and i really like layering of under armor garments like gambesons, quilled jackets, chainmails, etc. The game had a great variety in that, plus end game sets of Dark Arisen are just sick. Same for monsters actually)[/QUOTE]
Speaking of monsters, someone ported Grigori into the SFM workshop. I think he looks fine, but the characters bones make him a bit tricky to pose.
[QUOTE=BlueFlytrap;52701944][IMG]https://images-ext-1.discordapp.net/external/jjnMl_8iPXMYcaog8mm0t5tT4oh2ZUVP3c5YMaXe4XQ/https/media.discordapp.net/attachments/237990781980377098/360198076365012994/unknown.png[/IMG]
This will not end well.[/QUOTE]
So wait, did Adult Swim publicly release this model, or is this just a very accurate recreation?
[QUOTE=Skerion;52704578]So wait, did Adult Swim publicly release this model, or is this just a very accurate recreation?[/QUOTE]
It is in fact the official model. Full animation rig included. Even retains a handful of the flexes.
A decade ago they held a fan episode contest which they released 4 models for. Xavier being two of them. It just so happens someone still had them archived for whatever reason. How fortunate.
[QUOTE=BlueFlytrap;52701944][IMG]https://images-ext-1.discordapp.net/external/jjnMl_8iPXMYcaog8mm0t5tT4oh2ZUVP3c5YMaXe4XQ/https/media.discordapp.net/attachments/237990781980377098/360198076365012994/unknown.png[/IMG]
This will not end well.[/QUOTE]
Finally, the reason sfm was created has come to fruition.
[QUOTE=george_sears;52703723]I mean, i pretty much want stuff from DD:DA myself[/QUOTE]
There ought to be aught of use; [url]https://lukascone.wordpress.com/2017/06/18/mt-framework-tools/[/url]
With a great deal of thanks to MORGOTH ZEONE who found this script
It's working very well to extract the ".mod"s with most of the original meshes and rigging intact, but on some npcs they either lack weights and bones where you would expect them to have, but fortunately it's generally the hands, helm visor and such so the whole thing doesn't need to be rigged again just need to add a few new ones, even if some weights sometimes needs to be fixed.
Unfortunately it doesn't extract the npcs faces and it's quite possible they are only assembled in game, so yeah... Do you think you could rip Mercedes', Julien's and Savan faces and hair? I tried with the steam version and ninja but never managed to get anything.
I mean their bones are already there even if it takes some time I can reweight them following the pattern.
Also
[t]https://i.imgur.com/8svcH8m.jpg[/t]
Living armor looks way better with a cloak and a skeleton imo.
Does anyone know if there is any way to rip models from DayZ? There are a few things I want to just take a look at, but I cant figure out how to extract anything. I also dont want to use ninja ripper since it produces some very bad results.
[QUOTE=Hexenjagd;52705548]
[t]https://i.imgur.com/8svcH8m.jpg[/t]
Living armor looks way better with a cloak and a skeleton imo.[/QUOTE]
I was playing DD:DA on steam, game was shared by another acc and right now i don't have access to it, sadly. If i recall correctly game still uses DirectX 9, maybe i used no wrapper/injector mode with some tweaks to settings...
As for living armor, you just have to recreate particle and lighting effect, to make it work like in original. But what you've done looks good as standalone/
[QUOTE=Shirky;52705690]Does anyone know if there is any way to rip models from DayZ? There are a few things I want to just take a look at, but I cant figure out how to extract anything. I also dont want to use ninja ripper since it produces some very bad results.[/QUOTE]
You can do it with BI tools (You'll need "Oxygen 2" and "TexView 2") and P3D analyser
[QUOTE=Red_Comrade;52710212]You can do it with BI tools (You'll need "Oxygen 2" and "TexView 2") and P3D analyser[/QUOTE]
Are you sure it works for DayZ standalone? Ive tried using the tools and it never worked for me.
I always get this error when importing a p3d into Oxygen.
[t]https://i.imgur.com/XKQ9Al8.png[/t]
[QUOTE=Shirky;52710315]Are you sure it works for DayZ standalone? Ive tried using the tools and it never worked for me.
I always get this error when importing a p3d into Oxygen.
[t]https://i.imgur.com/XKQ9Al8.png[/t][/QUOTE]
That's why you need to use P3D Analyser before importing it into Oxygen. The model should be debinarized first
[QUOTE=Red_Comrade;52710364]That's why you need to use P3D Analyser before importing it into Oxygen. The model should be debinarized first[/QUOTE]
I still get a version error.
[t]https://i.imgur.com/nGoEeor.png[/t]
[QUOTE=george_sears;52706741] If i recall correctly game still uses DirectX 9, maybe i used no wrapper/injector mode with some tweaks to settings.../[/QUOTE]
Thank you, it worked.
[t]https://i.imgur.com/EFkN4PJ.jpg[/t]
PSA Garrysmod supports models with more than 128 bones. The catch is you need to use SFM, Portal 2, or CS:GO's compile tools to get it.
NSFW
[URL="https://i.imgur.com/9GWWFeu.png"]But guess what I ripped.[/URL]
Humanity will never cease to surprise me
-snip needed to use $alphatest not $translucent-
[QUOTE=Fredrika;52714091]Is that from second life? I only ask this because its unoptimized and its a dragon dong[/QUOTE]
Straight from the site. They have a 3D preview now, and I found a way to get to the OBJ file
[QUOTE=Snickerdoodle;52714187]Straight from the site. They have a 3D preview now, and I found a way to get to the OBJ file[/QUOTE]
Sooo.... do you release it?
i wish they had some more useful and rare stuff.
like Mr. Freeze's cryo suit from dat terrible movie.
might need dat for my Arnie collection
God, someone's gonna try 3d printing that
is there no way to move a head's position and maintain faceposing?
[QUOTE=Vasey105;52714739]is there no way to move a head's position and maintain faceposing?[/QUOTE]I don't know how it works in 3DS Max, but Blender with the Blender Source Tools lets you import the shape keys from the model's VTA file onto the mesh, so you can re-position the head and export it along with the updated VTA
it was a long time ago when I went up with something in Facepunch.
so well, I was working on a anim with a weapon that I modeled, and here is.
[IMG]https://im2.ezgif.com/tmp/ezgif-2-0e2ffed60c.gif[/IMG]
Someone would give me their opinion? Thanks.
[t]https://i.imgur.com/GvH3WgT.jpg[/t]
HK SMG II by Tenoyl on Gamebanana: [url]https://gamebanana.com/members/783591[/url]
It will not be released publicly, so anyone who wants a copy, PM me.
-snip-
Using Arma heads, but on a new skeleton. I haven't moved the heads mesh position but obviously the skeleton is different.
Made progress from snipped issue, but now I've got some googly eyes stuff going on.
[IMG]https://image.prntscr.com/image/m23JI-srQkW5s9p19Hp0pg.png[/IMG]
I'm assuming these values have something to do with the bone positioning and the like? Can't find any documentation on what these values are supposed to reflect?
Also, the original heads have this in the QC?
[IMG]https://image.prntscr.com/image/ZgG9vmyrTa2LC94GsR1iFg.png[/IMG]
I can't compile it with the top two eye lines because of the unknown texture, and even replacing the [unkown_texture] with the other textures doesnt seem to do anything, so I've set it to ignore those lines for now.
In HLMV when the Enable Eye Look is checked, the eyes seem to always point in the opposite of where my camera is. I bring the camera down, the eyes look up, bring it left, the eyes go right, etc.
And in SFM, the eyes just don't do what im telling them.
[IMG]https://i.imgur.com/hTpYOgs.gif[/IMG]
No idea how to fix this other than being told how to properly value those $attachments
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