• The Facepunch Model Ports and Hacks Thread V5 - NEVER GONNA BE A REQUEST THREAD
    2,432 replies, posted
[QUOTE=The Kins;51252113]I had a Source engine model of the white one once, that somebody ported. I lost it and was never able to find the link to redownload, though... :([/QUOTE] I Will learn how to rig models and probably try to port almost every MGS:PO+, Acid, Acid 2, and MGS2 models as I have access to all of them
[QUOTE='Ninja Nub[NOR];51262448']is that intense texture compression or a digital camo skin[/QUOTE] Don't know the details.As far I just know - two skins(regular version+camouflage version) include in one file.I have no reason to pass it up(add first and see) :P
[t]http://i.imgur.com/pIdjOZq.jpg[/t][t]http://i.imgur.com/5nRaySC.jpg[/t][url=https://github.com/cynaraos/cyn_veh_beamng].[/url]
[QUOTE=USSR-OMON;51260742]Not much big and good,9A-91/VSK-94:v: [IMG]http://images.akamai.steamusercontent.com/ugc/254843729505061255/F1319E05AD70CE092FA2EFF0F441EA262198B104/[/IMG] Also,doing Survarium weapon props[/QUOTE] all hail the gun-on-a-gun-on-a-gun-on-a-gun(tm)!
We need more lizardmen playermodels. So I'm working on some. These use their own custom skeleton and animations. [media]http://imgur.com/a/0tVvu[/media]
[quote][vid]https://dl.dropboxusercontent.com/u/46555596/ShareX/2016/10/27/2016-10-27%2022-04-06.mp4[/vid] (16mb vid)[/quote] I'm really satisfied with this, to be honest. I had no idea I'd manage to put something together like this just one year ago. in one of my previous posts about this port, I mentioned a test release, which I've kinda had for about two-three weeks, now. I have a GitHub repo for developing a pack I'll do of BeamNG ports - [url]https://github.com/cynaraos/cyn_veh_beamng[/url].
A little image by kenway. [IMG]https://i.gyazo.com/55c48f3164ee159985441d863b738268.png[/IMG]
[t]http://images.akamai.steamusercontent.com/ugc/217689664827180635/138FBFDF474A5C12E7C6D820DD5303D4642643AD/[/t] more stomping
[img]http://files.1337upload.net/apotech-024ee9.jpg[/img]
[IMG]http://i.imgur.com/QCR5BC5.png[/IMG]
Great, but where is it from? Also seems to be a little too big.
If i am right it is from MGS:Ground Zeroes.
[QUOTE=Portugalotaku;51280057]Great, but where is it from? Also seems to be a little too big.[/QUOTE] It's from Ground Zeroes, and it may be a bit big, I'll make adjustments once I compile and fix all my texture stuff.
My take on this is usually, get a character model from the game, resize them to source size, then resize the vehicle/weapons/prop by the same value.
[QUOTE=Falkok15;51280041][IMG]http://i.imgur.com/QCR5BC5.png[/IMG][/QUOTE] It must be HP-48 Krocodile in MGS:The Phantom Pain,based on Mi-24 and Mi-28(me call as "Mi-24/28")
Directly ripped from Ground Zeroes, since the one in GZ is of higher quality because of the interior.
[IMG]http://wduwant.com/index_uploads/uploads/569520f42a27.JPG[/IMG][IMG]http://wduwant.com/index_uploads/uploads/4a544b1c5225.JPG[/IMG] Hoth rebels, over 20 head skins
Neato.
is there any workaround for not be able to use bumpmap and specular in the same vmt? i know there's phong but i only want the metallic part of the texture to reflect in that way.
[QUOTE=Vasey105;51288730]is there any workaround for not be able to use bumpmap and specular in the same vmt? i know there's phong but i only want the metallic part of the texture to reflect in that way.[/QUOTE] You could layer a second model and material overtop via some qc fuckery to get around incompatibilities between shading parameters. It's incredibly stupid and expensive; but it works.
i just checked the wiki, does $phongexponenttexture work the same as $envmapmask in the sense the that i'd just put the path to the specular in it?
you tried $normalmapalphaenvmapmask 1?
sorry, what's that? it's not on the wiki. do I just pop that in and use envmapmask as usual?
That command tells the game that the specular mask is stored in the alpha channel of the normal map. Basically, grab the specular map, slot it in the alpha of the normal map using GIMP or whatever, and then write that on the vmt.
[img]http://orig10.deviantart.net/22fb/f/2016/306/4/0/chaplainshot2_by_joazzz2-dan2rxv.jpg[/img] [img]http://wduwant.com/index_uploads/uploads/9f0b4b2.jpg[/img]
[QUOTE=Joazzz;51292551][img]http://orig10.deviantart.net/22fb/f/2016/306/4/0/chaplainshot2_by_joazzz2-dan2rxv.jpg[/img] [img]http://wduwant.com/index_uploads/uploads/9f0b4b2.jpg[/img][/QUOTE] Question; are these self-made or ripped from a existing game?
a combination of both. here's how the original model looked [t]http://cdn.akamai.steamstatic.com/steamcommunity/public/images/items/322910/87d9fce631939cd8e3772f00bbccc0a3fb717787.jpg[/T] and those shoulder pads i took from this guy [t]http://spikeybits.com/wp-content/uploads/2015/04/2015-04-24_1320.png[/t] the winged skulls on the legs i also cut out of another character from the same source, and same for the arms, shoulder laurel, chest skull and belt cross. hands and the pouches on the belt are from another Warhammer game. all the skull parts of the helmet, the neck guard, the fabrics, the shield holding the cape, the weapon except for the skull, and the detail pieces on the helmets i've made myself. there are also lots and lots of small bits, both homemade and pre-existing, that i've used in new spots, combined, mapped to different textures etc etc etc etc and etc honestly that's always a difficult question to answer - i could write an essay on what parts i made and what i took and modified. here's another thing with even more extreme modifications [img]http://orig02.deviantart.net/4dcc/f/2016/306/5/e/raptorgallery2_by_joazzz2-dan44sx.jpg[/img]
wth. a car. i don't even know what brand that is. it looks old. :v: [t]http://i.imgur.com/9AMQzVn.png[/t]
It seems I'm having a problem with rigging for something in Gmod. The issue is that after I compile the model the rigging messes up. It doesn't look the same as in blender and I am exporting the model as an SMD also I did export the model as a DMX and I got the exact same effect in blender as I did when I compiled it for Gmod. Here's how it looks in blender. [img]http://i.imgur.com/tGRjv16.png[/img] and here is the compiled version in Gmod [t]http://i.imgur.com/wWXMZ3k.jpg[/t] anyone know what's causing this to happen? Like I said it only happens after compiling.
[IMG]http://i.imgur.com/gGb5TmF.jpg[/IMG] Finally got the basic materials sorted out, now I can focus on all the fancy stuff.
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