• The Facepunch Model Ports and Hacks Thread V5 - NEVER GONNA BE A REQUEST THREAD
    2,432 replies, posted
Small update, i've ditched tesselation and had to remove all flexes for now, i'll redo em later [t]https://i.imgur.com/epmOZkv.jpg[/t]
Am I able to ask for help here? I'm trying to port models from World of Warcraft, and have done so successfully, actually; my main issue here is that to retain the animations from WoW, and the tool WoW Model Viewer exports all of the animations (via .fbx) to different takes, as opposed to all of it being in one timeline. Far as I can tell, the only way to port animations from an .fbx to Source is if it's all on one timeline (and you can just specify the frames the animation takes place on), but this is troublesome because 3ds Max only natively supports loading one take at once, and attempting to add all of the animations onto one track inside of it is a gigantic pain in the ass (and sometimes doesn't even work properly). Maya would be great for this (it has an option to add all takes onto a single timeline), but Maya fucks with the bones in such a way that [url=http://rhap.city/i/OX42C.png]this[/url] happens. When compiling the model and viewing it in Source, the jaggies don't show, but the model is [url=http://rhap.city/i/4MIAs.jpg]clearly deformed[/url]. So my main issue here is that I can't import all of the animations onto a single timeline without causing model distortions or it just not working whatsoever. I'm up for some alternate solutions here (potentially including not having to do this shit if such a thing is possible).
[t]https://img1.picload.org/image/dgprlcrl/mg08.jpg[/t]
I gave automated mass porting another shot over the past few days and ended up with this: [T]https://i.imgur.com/kipho4w.png[/T][T]https://i.imgur.com/7TgOMOU.png[/T] Several rewrites later, my Pokemon-to-SFM script supports automatically mirroring textures, assembling iris sheets, and making stuff happen or something :eng101s: It's not exactly perfect ([URL="https://i.imgur.com/edCK8Qx.png"]Lack of bodygrouping[/URL], [URL="https://i.imgur.com/LtYZV6w.png"]specialized material fuckery[/URL], [URL="https://i.imgur.com/TgGeIfJ.png"]fucking $translucent[/URL]), but I think it's a good start :sax:
[t]https://orig00.deviantart.net/0933/f/2017/288/3/f/doom___gauss_cannon_by_brsfanmxy-dbqnb0u.jpg[/t]
[QUOTE=Sgt. Lulz;52781613]I gave automated mass porting another shot over the past few days and ended up with this: [T]https://i.imgur.com/kipho4w.png[/T][T]https://i.imgur.com/7TgOMOU.png[/T] Several rewrites later, my Pokemon-to-SFM script supports automatically mirroring textures, assembling iris sheets, and making stuff happen or something :eng101s: It's not exactly perfect ([URL="https://i.imgur.com/edCK8Qx.png"]Lack of bodygrouping[/URL], [URL="https://i.imgur.com/LtYZV6w.png"]specialized material fuckery[/URL], [URL="https://i.imgur.com/TgGeIfJ.png"]fucking $translucent[/URL]), but I think it's a good start :sax:[/QUOTE] $translucent is caused when the base texture has an alpha channel and vtfedit sees it.
[t]https://i.imgur.com/LnEA9L2.png?1[/t] Laserbeak will have at least a dozen sequence animations built into him with easy naming to find what you're looking for. He should be done this week. He will be in a pack along with Fall of Cybertron Soundwave. It's easier that way than to have the cassette characters in pages of their own. Fun Fact: I finally figured out why the ring and pinky fingers are fused together on the "Cybertron" models instead of having their own bones. Apparently this was deliberately by the developers to mimic the production formula of the Transformers Masterpiece collector's line of having the toy's middle, ring, and pinky fingers placed together on a hinge. While its a nice little possible cost effective Easter Egg, it makes for some REALLY awkward posing that makes the hands look bad when making a fist. Left is the standard issue hand for MP Optimus, the one on the right was made by a 3rd party company. [T]http://mattbooker.info/wp-content/uploads/Reviews/KFCMP10Hands/KFCMP10Comparison1.jpg[/T] There's no easy around that unless someone did a custom model/mesh for ALL of the characters hands from War for Cybertron to Rise of the Dark Spark.
You could cheat and take the first finger and multiply it for each of the fingers (scaling down the mesh where needed)
-Sinp- I already found a reference image
[QUOTE=Kuro.;52783917]You could cheat and take the first finger and multiply it for each of the fingers (scaling down the mesh where needed)[/QUOTE] I can try that once I get most of the characters I need port in case I mess up. Backups and all that. I hear the Overwatch Chinese clone Transformers: Online doesn't do that, but I know a few that can get models from a game on a international server.
Several months ago I ripped a ship from Colony Wars Vengeance, now I'm challenging myself with a simillar task for Colony Wars Red Sun, but this time I want to rip atleast all of player's ships and automate this task. Getting the model was more difficult because it consists of several pieces, and origins of pieces can be relative to the parent they are attached to, not just arbitary ground zero origin. It's game for PSX, which is infamous for being hard to model-rip due to no z-buffer, so my only self-figured out method is reverse engineering the model contents and ripping it straight from memory. [img_thumb]https://i.imgur.com/RMGWh6C.png[/img_thumb][img_thumb]https://i.imgur.com/nLf9nZk.png[/img_thumb][img_thumb]https://i.imgur.com/UIcGHAY.png[/img_thumb] and here's the original, I'm yet to deal with textures [img]https://i.imgur.com/qgucBH4.jpg[/img]
[QUOTE=suXin;52792800]Red Sun models.[/QUOTE] Duuuuude Now i have it's music in my head again
oh boy, after some improvements now I easily got other ships [URL="https://github.com/suXinjke/RedSunRipper"]also uploaded the parser on github[/URL] [img]https://i.imgur.com/atUhc6M.jpg[/img]
[T]https://i.imgur.com/B5ssqb7.png[/T] Do you see those ugly ass seams? That's because original textures are 1024*1024 ann uv isles for body are soooo small, that current developers don't even fit models' fingernails there. [T]https://i.imgur.com/2rxpkd6.png[/T] Do you see those seams gone? That's because i've spend good 2 hours on detaching body from armor model, editing uv and fixing rigging issues because i don't know how the fucking modifiers' hierarchy affects .smd export. And i was able to made it look better because developers of this game are sneaky perverts, that have included this in game : [URL="https://i.imgur.com/3lFXi0K.png"]NSFW[/URL] P.s. Officer, she said she's 18, i'm not shitting you!
[QUOTE=george_sears;52797184][T]https://i.imgur.com/B5ssqb7.png[/T] Do you see those ugly ass seams? That's because original textures are 1024*1024 ann uv isles for body are soooo small, that current developers don't even fit models' fingernails there. [T]https://i.imgur.com/2rxpkd6.png[/T] Do you see those seams gone? That's because i've spend good 2 hours on detaching body from armor model, editing uv and fixing rigging issues because i don't know how the fucking modifiers' hierarchy affects .smd export. And i was able to made it look better because developers of this game are sneaky perverts, that have included this in game : [URL="https://i.imgur.com/3lFXi0K.png"]NSFW[/URL] P.s. Officer, she said she's 18, i'm not shitting you![/QUOTE] Wouldn't it be easier to work with Clamping the texture?
[QUOTE=wraithcat;52797576]Wouldn't it be easier to work with Clamping the texture?[/QUOTE] Nah. That looks to have be caused by a lack of padding prior to downscaling. Clamping wouldn't fix it. Fault of the artist.
[t]https://i.imgur.com/BNxwuDG.png[/t] Anyone know how to fix this transparency issue? I tried recompiling it multiple times as well as reconverting the textures from png to vtf, but it still ended up like this.
Looks like you've got double faces. If you select and hide a single face, is there another face directly underneath it? If so, you're going to have to delete one set of faces.
[QUOTE=Gmod4ever;52802191]Looks like you've got double faces. If you select and hide a single face, is there another face directly underneath it? If so, you're going to have to delete one set of faces.[/QUOTE] Actually, all is good now. It turns out it had something to do with the flex file associated with the model. No idea why it did that for this particular model.
[t]https://i.imgur.com/UZ51t5i.jpg[/t][t]https://i.imgur.com/XhsCCjq.jpg[/t] [t]https://i.imgur.com/SooP8pI.jpg[/t][t]https://i.imgur.com/71UKcKG.jpg[/t] [quote][vid]https://my.mixtape.moe/dseian.mp4[/vid] [vid]https://my.mixtape.moe/lpennm.mp4[/vid][/quote] Brought to you by Mesh Stacking® [editline]not an actual automerge[/editline] [t]https://steamuserimages-a.akamaihd.net/ugc/862855045258077045/D163F81B1CE884554DCF7C9C11A6AB235FFBCC0A/[/t] [editline]not an actual automerge[/editline] [QUOTE=cynaraos;52861169]based on [url=https://www.youtube.com/watch?v=TXZrDilAP5c]Fredrika's YouTube video on colored specular[/url], the way I've done it with my Ferrari model is to have 3 'instances' of the paint mesh - one with a normal opaque base material (with phong and whatever), then on one top of that with a material without any diffuse lighting with $additive enabled, then another one on top of [I]that[/I] with a $translucent material for baked-in ambient occlusion (the texture having a black diffuse with the ao texture as the alpha). I just export it all into one SMD without messing with the order of the mesh instances since it's just somehow sorted out when it's rendered and that's just for the paint - if you noticed it, you could see that I've used mesh stacking for the glass on the headlights that has refraction - in that case, there's one mesh instance for the refraction, and another instance for the $additive reflections (and diffuse lighting). which is also in just one SMD since it too is sorted out automatically (I think I need some [url=https://pastebin.com/00ecBi7j]QC code[/url] for this though) the material code for everything looks pretty normal. my additive materials are even relatively short, even with the $additive lines included.[/QUOTE]
That genuinely looks better than most Vray and Iray shaders I've seen for car paint with metallic flecks. I mean this wholeheartedly when I say this is the only thing I've seen in source engine that's actually [i]excited[/i] me for years, at least visually speaking. Nice work.
holy fuck
can't seem to find any tools to import .p3d files into 3dsmax or milkshape, anyone got any links?
Having some texture and UV extraction progress, it's making me crazy but I just can't stop working. I'm yet to automate the whole thing. [img]https://i.imgur.com/1Jf4Wsp.png[/img] [editline]23rd October 2017[/editline] AAAAAAAAA fuuuuck everything I'm going to bed now gonna have a fun time finding the bug I guess [img]https://i.imgur.com/LwY3HYJ.png[/img][img]https://i.imgur.com/g7r8sj5.png[/img][img]https://i.imgur.com/ssBLh9X.png[/img]
I decided it's not worth my time to figure out whatever texture and UV bullshit this game has to replicate it perfectly. I'd rather fix all these issues like above myself, because it's not really that difficult. But here I am with kinda finished [B]Zaibatsu Zu-7 Ryusei[/B]. There still might be nitpicky UV stuff, some of it is even present in original model. But I'm still very happy to have an actual rip from one my most favorite childhood games. I will do other ships later. [img_thumb]https://i.imgur.com/PgrTsZz.png[/img_thumb][img_thumb]https://i.imgur.com/pSzzJ5Z.png[/img_thumb]
[B]W.I.P Model[/B] After thinking about it a lot, I’ve decided to make one of my favorite characters from scratch, since now I’ve got the experience and time to do it. He is Alex Murphy, from the first Robocop movie, I’m putting a lot of effort into this, adding as much details as I can by looking at images and seeing the movie again to make sure that this model is of your liking. By the way, I’m leaving the eyes for last. [IMG]https://image.prntscr.com/image/do-AL3ntRmiwzG_VT_-oJg.png[/IMG] [IMG]https://image.prntscr.com/image/iy54uyNeRWqscCWBkwIgvg.png[/IMG] [IMG]https://image.prntscr.com/image/RdUj6NTKQV2zzysHQ649wA.png[/IMG] Tell me what you think, that will help me a lot.
Will he have bodygroups for his severed limbs?
[QUOTE=lonefirewarrior;52820232]Will he have bodygroups for his severed limbs?[/QUOTE] Yeah, just the one for his right arm.
[IMG]https://img00.deviantart.net/dc35/i/2017/299/2/b/porting__mgs_v___furicorn_horse_by_trikzme-dbrrpx9.jpg[/IMG]
I really need to crack open MGSV again. That horse can make for a killer medieval fantasy setting too.
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