• The Facepunch Models Ports and Hacks Wip Thread v3 NOT A REQUEST THREAD
    9,451 replies, posted
[QUOTE=Stiffy360;44341095]Is it dark in the sunlight?[/QUOTE] Nope, it accepts map lighting fine. Lamps and flashlights have no effect though.
[QUOTE=wingwolf;44338427]I believe it is Your alpha channel will decide what actually changes colour.[/QUOTE] Well I already got that in there, but for some reason it defaults to an ugly purple color, and applies the paint over that. [CODE]$blendtintbybasealpha 1 $blendtintcoloroverbase 0 Proxies { PlayerColor { resultVar $color2 } }[/CODE] I got this from the Gman VMT, but I don't if it's right or not.
[QUOTE=Tasty Sub;44341136]Nope, it accepts map lighting fine. Lamps and flashlights have no effect though.[/QUOTE] make sure it's not $translucent or something in the material.
Does someone want this on Gmod? [img]http://image.noelshack.com/fichiers/2014/13/1395692330-untitled.png[/img]
[QUOTE=Sam Za Nemesis;44342492]Does someone want this on Gmod? [img]http://image.noelshack.com/fichiers/2014/13/1395692330-untitled.png[/img][/QUOTE] Oh boy all the My boy jokes to be had
anyone know a way to decompile the Antlion Guard properly? i feel like doing some stuff with it but when i decompile it it's not in the default pose
Doesn't Valve give you the source for it
[QUOTE=Sam Za Nemesis;44343057]Doesn't Valve give you the source for it[/QUOTE] yeah. sourcesdk -> vpks sourcesdk_content -> hl2 -> modelsrc -> antlion_guard
wow, never knew that
[QUOTE=SergerantJoe;44341670]Well I already got that in there, but for some reason it defaults to an ugly purple color, and applies the paint over that. [CODE]$blendtintbybasealpha 1 $blendtintcoloroverbase 0 Proxies { PlayerColor { resultVar $color2 } }[/CODE] I got this from the Gman VMT, but I don't if it's right or not.[/QUOTE] I was wondering about this. Once I downloaded your stuff, I deleted the Proxies block and it worked fine. The Proxy stuff is for PlayerColor, I think.
Well, I do have them set up as playermodels. Should I just scrap that feature?
[QUOTE=Tasty Sub;44340879]Working on porting some of the doodads from SC2. But I ran into a small problem. [thumb]https://dl.dropboxusercontent.com/u/202273156/2014-03-24_00001.jpg[/thumb] Does anyone know why a model won't register lighting? I remember it being something with reversed normals on another model I did that had a similar problem, but it seems like I've flipped these ones every which way and a few of them are still doing it. VMT's are the exact same between the two as well.[/QUOTE] Where's the illumposition. Make sure it's not in the ground|walls?
[IMG]http://i1066.photobucket.com/albums/u419/gittins2/dm_tech0000_zpseac5e07b.jpg[/IMG] [QUOTE] [IMG]http://i1066.photobucket.com/albums/u419/gittins2/dm_tech0001_zpsbcf6b691.jpg[/IMG] [IMG]http://fc04.deviantart.net/fs70/f/2014/082/f/1/counter_strike__source_custom_mossberg_590a1_by_gashelmet-d7ben6d.jpg[/IMG] [/QUOTE]
[QUOTE=jediyoshi;44343294]yeah. sourcesdk -> vpks sourcesdk_content -> hl2 -> modelsrc -> antlion_guard[/QUOTE]okay, tried it, didn't work because two bones are in the wrong place in the hierarchy and that breaks all the animations. since i'm trying to make a replacement model this is a bit of a bummer. any other ideas?
You could decompile the model, import idle.smd, then make the mesh permanently that way. That's how I solved the Merasmus model being all funky. Well, what exactly are you talking about? Some screenshots would help.
[QUOTE=SergerantJoe;44343978]Well, I do have them set up as playermodels. Should I just scrap that feature?[/QUOTE] You might want to check it; it might work anyway. I can't remember. I do know that if you load the player models with that Proxy block, it turns the ragdolls all white, and then you can color them normal. Which is weird.
[B]Coming soon to Gmod and SFM...[/B] [t]http://i.imgur.com/5DSFq0F.png[/t] [B]Alan Wake[/B] from............[I]Alan Wake[/I]! I got tired waiting for someone to port him, and now that I know how I decided to port all 3 versions. Also I created a high-quality, 2048^2048 (3ds max hates textures so it doesn't look it) updated head texture to make him look more like Ilkka Villi (his face model) and less...undead.
[QUOTE=SergerantJoe;44345100]You could decompile the model, import idle.smd, then make the mesh permanently that way. That's how I solved the Merasmus model being all funky. Well, what exactly are you talking about? Some screenshots would help.[/QUOTE] [img]http://files.1337upload.net/this_3.png[/img] this is the decompiled antlion_guard model that comes with HL2 nowadays. this is supposed to be the "default" pose of the model however, decompiling the older version in the modelsrc directory gives me one with an actual default pose. the problem is i can't compile that one because well the skeleton is different (two fucking bones) from the modern one and $includemodel is the only feasible way to give it the right animations some time ago, last year i think, i managed to de- and recompile and it worked just fine. dunno what the fucks wrong now
I have no clue what that program is, but there should be a way to import the idle animation. Once you're done that, set the first frame as the default pose/mesh position. I'm not quite sure how to explain it better.
[QUOTE=SergerantJoe;44345495]I have no clue what that program is[/QUOTE] Looks like Milkshape 3D to me.
[QUOTE=SergerantJoe;44345495]I have no clue what that program is, but there should be a way to import the idle animation. Once you're done that, set the first frame as the default pose/mesh position. I'm not quite sure how to explain it better.[/QUOTE] MS3D can't do that.
Wow, that's just lousy. Alright, one sec, I'll get it for you. EDIT: Oh crap, I just saw the model uses an ANI file. Well, I guess that plan won't work then.
[QUOTE=SergerantJoe;44345770]Wow, that's just lousy. Alright, one sec, I'll get it for you. EDIT: Oh crap, I just saw the model uses an ANI file. Well, I guess that plan won't work then.[/QUOTE] GMod animations use ANI files as well, but you can still extract them as long as you go for the MDL file paired with it. You need to do the usual hex editing on the first few boxes though. IDAG, -> IGDF,
Eurgh. EYE's models won't go into Gmod. Anyone got any idea why?
[QUOTE=Stiffy360;44342444]make sure it's not $translucent or something in the material.[/QUOTE] [QUOTE=wraithcat;44344282]Where's the illumposition. Make sure it's not in the ground|walls?[/QUOTE] Thanks, I got them fixed. It turned out to be an issue with the normal maps.
[QUOTE=SergerantJoe;44341670]Well I already got that in there, but for some reason it defaults to an ugly purple color, and applies the paint over that. [CODE]$blendtintbybasealpha 1 $blendtintcoloroverbase 0 Proxies { PlayerColor { resultVar $color2 } }[/CODE] I got this from the Gman VMT, but I don't if it's right or not.[/QUOTE] I just use $blendtintbybasealpha 1 on its own. Just make sure the parts you plan to make colourable are white to begin with, as that will give you better colour control.
so i am making new flexes for a model and i have the flexes all made, but they've been imported (because i used a different head model, same model its self but in a different file), so when ever i go to morpher and press select from scene it wont select the face flexes i made. is there anyway to make it select them?
Pretty sure it needs to be the exact same model, one instance. No importing. You could try importing the base head and using the morpher on that.
[QUOTE=uaredead2020;44349516]so i am making new flexes for a model and i have the flexes all made, but they've been imported (because i used a different head model, same model its self but in a different file), so when ever i go to morpher and press select from scene it wont select the face flexes i made. is there anyway to make it select them?[/QUOTE] Morphers depend [I]completely[/I] on the order and number of vertices, so if you delete (or even weld) any vertices on your base mesh, the morph targets will not even register as an option, even if they are 99% the same. Edit: However, if you're doing this for baking flexes into a .vta, that's a lot more forgiving. As long as the vertex positions are in the same spot (i.e. you import into max and don't move the head or change the base shape too much) and make make morphers/animations frame from the imported head, you can export your custom flexes as a separate .vta. Furthermore, you can delete or weld vertices on this imported head as .vta's kind of grab the closest vertex and don't care about number/order. Just make sure you make your modifications to the mesh [B]before[/B] you start making morphers. So for example you have a head that has: [I]head.smd genericflexes.vta --frame 0 = blank --frame 1 = smile --frame 2 = blink --frame x = etc[/I] And you import head.smd and make more and save them as: [I]mynewflexes.vta --frame 0 = blank --frame 1 = open mouth --frame 2 = angry --frame x = etc[/I] You can reference and assign controllers from both vta's that effect head.smd using something similar to: [code] $model "head" "head.smd"{ flexfile "genericflexes.vta" { defaultflex frame 0 flexpair "smile" 1 frame 1 flexpair "blink" 1 frame 2 ... } flexfile "mynewflexes.vta" { flexpair "openmouth" 1 frame 1 flexpair "angry" 1 frame 2 ... } ... flexcontrollers and assignments ... } [/code]
[QUOTE=FloaterTWO;42676106][t]https://dl.dropboxusercontent.com/u/9988278/ports/misc/StalkerShit/miscstuff1.jpg[/t] [t]https://dl.dropboxusercontent.com/u/9988278/ports/misc/StalkerShit/miscstuff2.jpg[/t] I think i might do the PDA and maybe some other stuff then release a pack.[/QUOTE] Have those ragdolls been released somewhere?
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