You should actually use those 3 channels for selections :~ Not colour them directly.
You should actually use those 3 channels for selections :~ Not colour them directly.
I'm really sorry for te bump.
This thread is awesome, and should be going still.
THIS Scythe would be devastatingly epic to have ported:
There's some nice xmas stuff in the content right now.
bumb please someone release something *sob* *sob*
Sorry for the bump.
I copied and pasted all the vtfs and vmts into the right material folder, but I still get this in HLMV
And when I put in Gmod, the model looks like this.
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Im working on converting most the armors now but the under body clipping on everything is giving me trouble
@SevenBillion make sure all your paths have correct names, like your vmt doesnt have evys name instead of fiona or something.
@plasmid
All the vmts contain fiona names which is the model I am currently porting in.
Try adjusting the paths anyways. If you just dropped them into some random folder you made, you might have to alter the .VMT files to show the new path that the .VTF files are in.
Great tutorial btw, I've been trying to find a tutorial on porting models from Vindictus for the past couple months since I found it ran on the Source engine (didn't even know of the game until about a month before I found that out). They've got some really nice looking swords, and I think they'd be pretty good to bring in to other games.
make sure you got "VertexLitGeneric" in your header VMT to
@plasmid
I already did that to all of the vmts.
Still purple and black checkboards.
EDIT: Nvm I got that fixed.
Would be interesting to port Cichol and Morrighan (true mabinogi fans will know who they are). However, I don't think their data is yet in the NA version. I plan to do it once I get a new pc. Best of luck to anyone trying.
I believe I have found another tutorial of the Vindictus model porting tutorial.
http://digitalero.lefora.com/2012/01...h-more-detail/
I complied my model perfectly, but when I render the model in HLMV.
All of the armor just clips through the body except for the skirt.
Anyone knows how to fix this?
Like necro said, you need to manually delete those faces, since Vindictus has a render mechanism for hiding parts of the mesh obscured by armor.
But if you body group the broken armor then you also have to body groups a second under body.
Yeah, it's going to need some work to circumvent Devcat's system.
After trying to fix some problems, I have decided just to release the models I have.
http://www.mediafire.com/?ed8b6s8o75d3zoz
All credits goes to devcat and Nexon obviously for making these models.
Have fun using these models and someone should really start a Vindictus Model Release Thread.
Is there any female models released?
wow what's that mean..
Good work on the transformations, can't wait to see more.
How do I exactly apply the makeup up and eyebrows? I went into photoshop to apply eyebrows for Kai but I didn't do that well of a job I think. I also want to apply makeup to an evie's face. Do I just need to find the textures for makupe and try to apply it via photoshop?
Sorry to say this, but your translation makes absolutely no sense.
Thanks. I finished the Fissure rock models from the Dark knight transformation 2. I am currently working on the weapons for the transformations.
Right then, little roadblock. Been trying this for a good while now and evy's come out fine, but fiona's never work. I'm planning to recompile this one with Chiulin later but I'd really like to get more than just the inners to work.
Edit: Hair works fine too, just need the face, eyes, teeth/tongue, and skin to work.
![]()
Does all your vmts have "VertexLitGeneric"?
Yeah, everything is proper to my knowledge. Unfortunately I can't show you cause I did a wipe on the directories. I'll try to throw together another model and show you my vmt when I've finished it.
edit: also when I tried to put the Chiulin armor on an evy, the working body texture suddenly stops working...
Edit2: Okay, this time everything face related is solved, just the body seems to be the issue here. The body VMT is in this screnshot
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Your missing some vmts and vtfs.Check your smd and maybe your qc.
Would you be able to specify which vmts and vtfs I'm missing? I put all of the ones listed in the reference into their right place and I still have the same result.
Is the QC pointing to that folder?
Edited:
Nevermind. The face texture is working so it must be.
Maybe I can shed a little light on the problem by providing the qc file I'm using. I'm using the one provided at http://digitalero.lefora.com/2012/01...h-more-detail/ and swapped the appropriate names.
Edited:
Alright, I found out the issue. the inner armor was pointing to a different skin texture than what I was trying to use. I'll keep the qc file up for interest though.
Thanks for all your help!
Code:$cd "C:\fiona\" $modelname "player\fiona\fiona_under.mdl" $bodygroup placeholder { blank } $bodygroup helm { blank } $bodygroup hair { studio "pc_fiona_hair_sprightly_ponytale_01" } $bodygroup upper { blank } $bodygroup lower { blank } $bodygroup hand { blank } $bodygroup foot { blank } $bodygroup body { studio "pc_fiona_inner_armor04.smd" } $attachment "eyes" "ValveBiped.Bip01_Head1" 1.69 2.92 -0.00 rotate -0.00 82.41 90.00 $attachment "forward" "ValveBiped.Bip01_Head1" 0.00 -0.00 0.00 rotate -0.00 80.00 90.00 $attachment "chest" "ValveBiped.Bip01_Spine2" 0.00 0.00 -0.00 rotate -0.00 90.00 90.00 $model "face" "pc_fiona_face01.smd" { flexfile "mdldecompiler_expressions.vta" { flex "upper_right" frame 4 flex "upper_left" frame 6 flex "blink" frame 7 flex "blink_ui" frame 8 flex "closedeyes_ou" frame 9 flex "closedeyes_u" frame 10 flex "closedeyes_mild" frame 11 flex "mild" frame 12 flex "smile_mild" frame 13 flex "smile" frame 14 flex "happy" frame 15 flex "laughing" frame 16 flex "haughty" frame 17 flex "kiss" frame 18 flex "wink" frame 19 flex "cute" frame 20 flex "embarrassed" frame 21 flex "sad" frame 22 flex "sorry" frame 23 flex "sulky" frame 24 flex "hostile" frame 25 flex "angry" frame 26 flex "angry_shout" frame 27 flex "missed" frame 28 flex "hurt" frame 29 flex "shocked" frame 30 flex "surprised" frame 31 flex "surprised_a" frame 32 flex "upperlid_hi" frame 33 flex "mouth_a" frame 34 flex "mouth_a_half" frame 35 flex "mouth_e" frame 36 flex "mouth_e_half" frame 37 flex "mouth_ou" frame 38 flex "mouth_ou_half" frame 39 flex "chew_up" frame 40 flex "chew_down" frame 41 } eyeball righteye ValveBiped.Bip01_Head1 -1.220 -2.080 68.304 fiona_eyeball_r01 .050 3.000 pc_fiona_pupil_r01 0.670 eyeball lefteye ValveBiped.Bip01_Head1 1.220 -2.080 68.304 fiona_eyeball_l01 .050 -3.000 pc_fiona_pupil_l01 0.670 // If you uncomment the following lines the eyes will be closed // I'm including it anyway in case anyone wants to experiment // eyelid upper_right "mdldecompiler_expressions.vta" lowerer 3 -0.500000 neutral 3 0.000000 raiser 3 0.000000 split 0.1 eyeball righteye // eyelid lower_right "mdldecompiler_expressions.vta" lowerer 3 0.000000 neutral 3 0.000000 raiser 3 0.000000 split 0.1 eyeball righteye // If you uncomment the following lines the eyes will be closed // I'm including it anyway in case anyone wants to experiment // eyelid upper_left "mdldecompiler_expressions.vta" lowerer 4 -0.500000 neutral 4 0.000000 raiser 4 0.000000 split -0.1 eyeball lefteye // eyelid lower_left "mdldecompiler_expressions.vta" lowerer 3 0.000000 neutral 3 0.000000 raiser 3 0.000000 split -0.1 eyeball lefteye mouth 0 "mouth" ValveBiped.Bip01_Head1 0.000 1.000 0.000 flexcontroller eyelid blink "range" 0.000 1.000 flexcontroller eye blink_ui "range" 0.000 1.000 flexcontroller eye closedeyes_ou "range" 0.000 1.000 flexcontroller eye closedeyes_u "range" 0.000 1.000 flexcontroller eye closedeyes_mild "range" 0.000 1.000 flexcontroller eye mild "range" 0.000 1.000 flexcontroller eye smile_mild "range" 0.000 1.000 flexcontroller eye smile "range" 0.000 1.000 flexcontroller eye happy "range" 0.000 1.000 flexcontroller eye laughing "range" 0.000 1.000 flexcontroller eye haughty "range" 0.000 1.000 flexcontroller eye kiss "range" 0.000 1.000 flexcontroller eye wink "range" 0.000 1.000 flexcontroller eye cute "range" 0.000 1.000 flexcontroller eye embarrassed "range" 0.000 1.000 flexcontroller eye sad "range" 0.000 1.000 flexcontroller eye sorry "range" 0.000 1.000 flexcontroller eye sulky "range" 0.000 1.000 flexcontroller eye hostile "range" 0.000 1.000 flexcontroller eye angry "range" 0.000 1.000 flexcontroller eye angry_shout "range" 0.000 1.000 flexcontroller eye missed "range" 0.000 1.000 flexcontroller eye hurt "range" 0.000 1.000 flexcontroller eye shocked "range" 0.000 1.000 flexcontroller eye surprised "range" 0.000 1.000 flexcontroller eye surprised_a "range" 0.000 1.000 flexcontroller eye upperlid_hi "range" 0.000 1.000 flexcontroller eye mouth_a "range" 0.000 1.000 flexcontroller eye mouth_a_half "range" 0.000 1.000 flexcontroller eye mouth_e "range" 0.000 1.000 flexcontroller eye mouth_e_half "range" 0.000 1.000 flexcontroller eye mouth_ou "range" 0.000 1.000 flexcontroller eye mouth_ou_half "range" 0.000 1.000 flexcontroller eye chew_up "range" 0.000 1.000 flexcontroller eye chew_down "range" 0.000 1.000 %blink = blink %blink_ui = blink_ui %closedeyes_ou = closedeyes_ou %closedeyes_u = closedeyes_u %closedeyes_mild = closedeyes_mild %mild = mild %smile_mild = smile_mild %smile = smile %happy = happy %laughing = laughing %haughty = haughty %kiss = kiss %wink = wink %cute = cute %embarrassed = embarrassed %sad = sad %sorry = sorry %sulky = sulky %hostile = hostile %angry = angry %angry_shout = angry_shout %missed = missed %hurt = hurt %shocked = shocked %surprised = surprised %surprised_a = surprised_a %upperlid_hi = upperlid_hi %mouth_a = mouth_a %mouth_a_half = mouth_a_half %mouth_e = mouth_e %mouth_e_half = mouth_e_half %mouth_ou = mouth_ou %mouth_ou_half = mouth_ou_half %chew_up = chew_up %chew_down = chew_down } $cdmaterials "models\player\fiona\" $surfaceprop "flesh" $eyeposition -0.000 0.000 70.000 $illumposition 6.750 -0.129 0.000 $sequence ragdoll "ragdoll" ACT_DIERAGDOLL 1 fps 1.00 $collisionjoints "phymodel.smd" { $mass 60.0 $inertia 5.00 $damping 0.01 $rotdamping 1.50 $rootbone "valvebiped.bip01_pelvis" $jointconstrain "valvebiped.bip01_spine" x limit 0.00 0.00 0.00 $jointconstrain "valvebiped.bip01_spine" y limit 0.00 0.00 0.00 $jointconstrain "valvebiped.bip01_spine" z limit 0.00 0.00 0.00 $jointconstrain "valvebiped.bip01_r_thigh" x limit -12.00 12.00 0.20 $jointconstrain "valvebiped.bip01_r_thigh" y limit -41.00 6.00 0.20 $jointconstrain "valvebiped.bip01_r_thigh" z limit -10.00 120.00 0.20 $jointconstrain "valvebiped.bip01_l_thigh" x limit -12.00 12.00 0.20 $jointconstrain "valvebiped.bip01_l_thigh" y limit -6.00 41.00 0.20 $jointconstrain "valvebiped.bip01_l_thigh" z limit -10.00 120.00 0.20 $jointconstrain "valvebiped.bip01_l_calf" x limit 0.00 0.00 0.00 $jointconstrain "valvebiped.bip01_l_calf" y limit 0.00 0.00 0.00 $jointconstrain "valvebiped.bip01_l_calf" z limit -120.00 0.00 0.20 $jointconstrain "valvebiped.bip01_l_foot" x limit -39.00 17.00 0.20 $jointconstrain "valvebiped.bip01_l_foot" y limit -19.00 19.00 0.20 $jointconstrain "valvebiped.bip01_l_foot" z limit -15.00 35.00 0.20 $jointconstrain "valvebiped.bip01_spine2" x limit -50.00 50.00 0.20 $jointconstrain "valvebiped.bip01_spine2" y limit -50.00 50.00 0.20 $jointconstrain "valvebiped.bip01_spine2" z limit -32.00 30.00 0.20 $jointconstrain "valvebiped.bip01_r_upperarm" x limit -73.00 77.00 0.20 $jointconstrain "valvebiped.bip01_r_upperarm" y limit -41.00 133.00 0.20 $jointconstrain "valvebiped.bip01_r_upperarm" z limit -116.00 46.00 0.20 $jointconstrain "valvebiped.bip01_r_forearm" x limit -39.00 39.00 0.20 $jointconstrain "valvebiped.bip01_r_forearm" y limit 0.00 0.00 0.00 $jointconstrain "valvebiped.bip01_r_forearm" z limit -149.00 4.00 0.20 $jointconstrain "valvebiped.bip01_l_upperarm" x limit -73.00 77.00 0.20 $jointconstrain "valvebiped.bip01_l_upperarm" y limit -120.00 44.00 0.20 $jointconstrain "valvebiped.bip01_l_upperarm" z limit -116.00 46.00 0.20 $jointconstrain "valvebiped.bip01_l_forearm" x limit -39.00 41.00 0.20 $jointconstrain "valvebiped.bip01_l_forearm" y limit 0.00 0.00 0.00 $jointconstrain "valvebiped.bip01_l_forearm" z limit -149.00 4.00 0.20 $jointconstrain "valvebiped.bip01_l_hand" x limit -60.00 60.00 0.20 $jointconstrain "valvebiped.bip01_l_hand" y limit 0.00 0.00 0.00 $jointconstrain "valvebiped.bip01_l_hand" z limit -57.00 70.00 0.20 $jointconstrain "valvebiped.bip01_head1" x limit -50.00 50.00 0.20 $jointconstrain "valvebiped.bip01_head1" y limit -32.00 32.00 0.20 $jointconstrain "valvebiped.bip01_head1" z limit -48.00 30.00 0.20 $jointconstrain "valvebiped.bip01_r_hand" x limit -60.00 60.00 0.20 $jointconstrain "valvebiped.bip01_r_hand" y limit 0.00 0.00 0.00 $jointconstrain "valvebiped.bip01_r_hand" z limit -57.00 70.00 0.20 $jointconstrain "valvebiped.bip01_r_calf" x limit 0.00 0.00 0.00 $jointconstrain "valvebiped.bip01_r_calf" y limit 0.00 0.00 0.00 $jointconstrain "valvebiped.bip01_r_calf" z limit -120.00 0.00 0.00 $jointconstrain "valvebiped.bip01_r_foot" x limit -17.00 39.00 0.20 $jointconstrain "valvebiped.bip01_r_foot" y limit -25.00 6.00 0.20 $jointconstrain "valvebiped.bip01_r_foot" z limit -15.00 35.00 0.20 }
Sure.
-snip due to block of imgur images-
Note: That this what you should have before you compile any of the hair and armor in.
Everything worked out fine and I got a nice ragdoll out of it. Just gotta tweak it so it's not so reflective.
Now if anyone could help me out with the next bit of my ambitious project, I'd like to make this a playermodel.
Obviously this can't be discussed here though.
Also I never could find that glint.vmt... wonder what it does.
The models already been rigged to a modified valve biped. So unfortunately you can't really make playermodels out of this. Sorry to break it out for you.
Glint.vmt I believe is suppose to used on the white of the eye. Older vmts usually use these.
If you want to find glint.vmt, you can search up in your steamapps folder.
The qc file shows that it uses a custom animation file. How exactly would I use it? As far as I've looked into, playermodels with custom bone structures can be used so long as it has custom animations.
If not, then I should be able to swap out the current bone structure with a basic valve biped bone structure. I'd just need to look up a blender tutorial on assigning the bones to meshes. The only problem I foresee then would be what if the model doesn't line up with the basic bone structure?
Unfortunately, I really don't know about these custom animations hence that I never did make a playermodel before. So my suggestion is to ask someone who knows how do this. They may be able to help you do that sort of thing.
oh god
how scare this picture is !
Umm what?
That link just only leads me to some referral denied error.
That image is way too small, but from what I make of it you want the polar bears. Correct?
I guess so, since I can't really see anything from that link. (It just leads to an error page for some reason.) Currently, I only have the giant white polar bear and I am planning to port the rest of polar bears.
EDIT: I ported the rest of the bears.
Awesome. Haha maybe I should port the ancient dragon to kill time until someone helps me out with my playermodel problems.
Edit: Okay... Its qc doesn't fully extract. Hmm.....
What version of MDLdecompiler are you using? If you are trying to decompile monsters, use 0.3.2 not 0.5.