• The Facepunch Models Ports and Hacks Wip Thread v3 NOT A REQUEST THREAD
    9,451 replies, posted
[QUOTE=CaptainBigButt;43662981]Looks more like the proportions aren't necessarily off, but the scale definitely is. When you scale the model, be sure you scale it as a whole. It looks like you scaled the height of the model up but scaled the other axes separately if you even scaled them at all. Try to avoid doing this or you end up with something strange. It's not even someone like Mr. Fantastic -- it's just Popeye.[/QUOTE] She's got an inverted trinagular torso currently. those are wrong proportions. Generally speaking, the hardest part of reshaping M to F models are the shoulders pretty much every time.
[IMG]http://puu.sh/6xCQR/4e2b8d6990.jpg[/IMG] I made a stove.
oh my god I love marmoset toolbag [IMG]http://puu.sh/6xXcH/9056753bf5.jpg[/IMG] EDIT: oops doublepost. sorry.
I think you might be in the wrong thread.
[QUOTE=Hideous;43669004]oh my god I love marmoset toolbag [IMG]http://puu.sh/6xXcH/9056753bf5.jpg[/IMG] EDIT: oops doublepost. sorry.[/QUOTE] This is the correct thread for custom models: [url]http://facepunch.com/showthread.php?t=1250308[/url]
[QUOTE=TheGoodDoctorF;43661609]You need to put on a head and compile with the corresponding flex files for that head. If you don't have the source files of the head, a decompile usually spits one out. [editline]25th January 2014[/editline] wip of something I'm throwing together out of boredom. [IMG]http://i.imgur.com/2WfMxOg.png[/IMG] Going to end up re-texturing pretty much the whole thing.[/QUOTE] oh thats a cool model of fang. from a fantasy world, to something more different.
Well I managed to unweld BF4's RU Engineer's lips: [IMG]https://dl.dropboxusercontent.com/u/166582232/hlmv%202014-01-25%2015-58-14-963.jpg[/IMG] Oh the possibilities are endless now...
[t]http://i.imgur.com/dXsd70g.png[/t] The person who guesses who this is get's a free imaginary cookie!
A bald guy!
Nice work!
[QUOTE=Fat-Corgi-Guy;43670743][t]http://i.imgur.com/dXsd70g.png[/t] The person who guesses who this is get's a free imaginary cookie![/QUOTE] Willis?
[QUOTE=Hunterdnrc;43671208]Willis?[/QUOTE] Yep! Congrates, you have earned your cookie, and here's an imaginary brownie as bonus! Oh and just so you know this isn't a custom model, it's just a mesh mod of a lex luthor model.
Doesn't really look like him from the front though. I could only barely tell it was willis from the side.
[QUOTE=nayr7259;43671522]Doesn't really look like him from the front though. I could only barely tell it was willis from the side.[/QUOTE] It's also un-textured with no normal map or anything what-so-ever :v:
Is it still impossible to decompile Dino D-Day models? I found one that's PERFECT for a headhack only to find out it's un-decompilable. Dreams crushed
[QUOTE=pepsiguy_2;43674601]Is it still impossible to decompile Dino D-Day models? I found one that's PERFECT for a headhack only to find out it's un-decompilable. Dreams crushed[/QUOTE] have you tried using crowbar? [url]http://steamcommunity.com/groups/CrowbarTool[/url]
[QUOTE=MrBunneh;43674629]have you tried using crowbar? [url]http://steamcommunity.com/groups/CrowbarTool[/url][/QUOTE] Oh my jesus it worked. Thanks, I had no idea this tool existed.
crowbar is the best
[QUOTE=Joazzz;43676570]crowbar is the best[/QUOTE] Just don't count on it to extract the physics just yet.
[QUOTE=Itauske Roken;43677109]Just don't count on it to extract the physics just yet.[/QUOTE] Also it can´t even decompile EP1 models animations (worse with EP2 models). But they´re still working on that.
I'm almost done with the BF4 MP Russians I have: [T]http://cloud-2.steampowered.com/ugc/795184998410326244/B10A02E3C6F6DFFD6D8A939492A53E9D3682264D/[/T] Also, I've ran into a problem with the eyes. They seem to move away from the angle you're looking at them and they also don't track you in HLMV.
[QUOTE=AdrianTheShep;43680000]Also it can´t even decompile EP1 models animations (worse with EP2 models). But they´re still working on that.[/QUOTE] Crowbar was originally designed for l4d2. Zeq is working on improving it to decompile animations
[QUOTE=CSLeader;43680414]I'm almost done with the BF4 MP Russians I have: [T]http://cloud-2.steampowered.com/ugc/795184998410326244/B10A02E3C6F6DFFD6D8A939492A53E9D3682264D/[/T] Also, I've ran into a problem with the eyes. They seem to move away from the angle you're looking at them and they also don't track you in HLMV.[/QUOTE] They don´t have a view target to look at? like if they were looking at a static position?
Jimmy gibbs now use the ellis hands, but now I have another problem. [IMG]http://i1066.photobucket.com/albums/u419/gittins2/dm_stad0000_zpsde3b7dd9.jpg[/IMG]
So I'm working on the 18K, but I got this odd issue. [img]http://puu.sh/6zBda.jpg[/img][img]http://puu.sh/6zBf1.jpg[/img] In-game his chain is shiny, and in Source it's dull. Could there be something wrong with the specular map? I'm using $normalmapalphaenvmapmask, but it may be inverted. White is reflective right?
[QUOTE=SergerantJoe;43684149] In-game his chain is shiny, and in Source it's dull. Could there be something wrong with the specular map? I'm using $normalmapalphaenvmapmask, but it may be inverted. White is reflective right?[/QUOTE] Yeah, white is reflective but i think is sth with the .vmt The chain use different map texture, separated from the upperbody texture? also, in the .vmt, add this and try it: [QUOTE]"$envmap" env_cubemap "$envmaptint" "[0.3 0.3 0.3]"[/QUOTE] It may be a little bit more shiny than expected, but that should work.
Well, for my VMT I just got this: [CODE]VertexLitGeneric { $basetexture "models/SD/Humans\18K_BRAWLERA01_BODY_D.vtf" $bumpmap "models/SD/Humans/18K_BRAWLERA01_BODY_N.vtf" $normalmapalphaenvmapmask 1 $blendtintbybasealpha 1 $blendtintcoloroverbase 0 Proxies { PlayerColor { resultVar $color2 } } }[/CODE] EDIT: I asked about phong way back, but I was told I didn't need any, which I was glad to hear since I got no clue how to work with it. I suppose I'll have to figure it out somehow.
[QUOTE=SergerantJoe;43684149]So I'm working on the 18K, but I got this odd issue. In-game his chain is shiny, and in Source it's dull. Could there be something wrong with the specular map? I'm using $normalmapalphaenvmapmask, but it may be inverted. White is reflective right?[/QUOTE] [QUOTE=AdrianTheShep;43684346]Yeah, white is reflective but i think is sth with the .vmt The chain use different map texture, separated from the upperbody texture? also, in the .vmt, add this and try it: It may be a little bit more shiny than expected, but that should work.[/QUOTE] That depends. Phong is for shine and cubemaps are for reflections. Phong automatically uses the normal map's alpha channel as a specual map, so $normalmapalphaenvmapmask is only necessary if you're trying to use cubemaps. The chain probably has a minor reflection if any at all, but nothing major. I'd stick to phong. Looks like the jacket should have some phong too. Tips: - Save envmaps for stuff like mirrors or very very shiny metals - Use phong for anything meant to be shiny but not reflective (or use them in combination). If you want an example, a hard plastic is probably going to be shiny, but you won't be able to see your face in it. Another example can be for wet materials. If a player is wet, darken the material and raise the phong. - A "tighter" phong shine represents a shinier material (and a higher phong exponent). Shiny, polished wood might have a moderately broad shine whereas a smooth metal would have a very tight shine. (You posted as I was typing this): [QUOTE=SergerantJoe;43684479]No dice. For my VMT I just got this: [/QUOTE] The $normalmapalphaenvmapmask command just tells your material to use the alpha mask of the normal map as the env mask. You'll still need to use $envmap "env_cubemap" to tell the material to use the nearest cubemap for reflections. Otherwise use phong instead.
[t]http://puu.sh/6zFsu.jpg[/t] Well, that made the jacket shiny all right, but still didn't do anything to the chain. If anything it made it even duller. Bah, the heck with it. It's not going to make a huge difference whether the tiny chain is shiny or not.
[QUOTE=SergerantJoe;43684663][t]http://puu.sh/6zFsu.jpg[/t] Well, that made the jacket shiny all right, but still didn't do anything to the chain. If anything it made it even duller. Bah, the heck with it. It's not going to make a huge difference whether the tiny chain is shiny or not.[/QUOTE] Does the chain have it's own texture or is it apart of a bigger one
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