Source Filmmaker

Source Filmmaker

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The Wolf Among Us: Snow White
   
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Models: Character
Etichete: SFM
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22.218 MB
20 iul. 2014 la 0:07
20 iul. 2014 la 11:33
2 jurnale de actualizare ( vizionare )

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The Wolf Among Us: Snow White

Descriere
Deputy Mayor Of Fabletown. Bones renamed to fit the "rig_biped_simple" script.

Notes:

4 Skins: Default, Funeral, Mayor, and Bloody.

No Face Flexes, but there are bones for her face that should do the job.

I tried my best to recreate the shading they use in the game, it might be weird on some maps.

Disclaimer:
©Telltale and uploaded without permission, But let the kids have fun.

Includes:
TheWolfAmongUs\SnowWhite\snowwhite.mdl
18 comentarii
salsa 7 iun. 2021 la 6:34 
amgongusss........
Zlatko 12 iul. 2015 la 13:15 
Hey, would you mind porting Jersey? The non-glamour model?
Mr. Dude  [autor] 4 mart. 2015 la 12:55 
Yeah. I learned how to fix that long after I was done with her. I might fix it sometime.
doku 4 mart. 2015 la 2:27 
I'd like to use this model, but the normals are all screwy.
https://a.pomf.se/ibuwke.png
Makes it impossible to light it properly.
Sundown 21 iul. 2014 la 9:34 
I raise you by a month.
Mr. Dude  [autor] 20 iul. 2014 la 22:54 
2 Weeks.
Sundown 20 iul. 2014 la 22:18 
How long do you want to bet until some horndog decides to come around and get a nude model set up for this that doesn't match her proportions at all?
Mr. Dude  [autor] 20 iul. 2014 la 22:17 
Ah I got ya. I don't use WallWorm to export SMDs, they never work for me. I use Wunderboys SMD Exporter.
unconscionable jelly 20 iul. 2014 la 20:36 
Sorry I'm obviously not explaining myself very well. I'm not importing your Snow model, I'm working on a new one. I used ttarchext to get the game files (d3dtx, d3dmesh and the skl files) and imported them into Max with RandomTBush's Telltale importer script

The materials/UV are fine and I can see the bones in Max as well as their weights on the mesh but when I export using Wall Worm Model Tools and open the model in HLMV/SFM the bones are missing aside from ones (which aren't in Max) at the base named after the meshes

Are you doing something to the bones (besides renaming) before exporting? I'm not very familiar with Max so I'm probably just doing something dumb
Mr. Dude  [autor] 20 iul. 2014 la 20:13 
What are you using to decompile it and what are you using to import to Max?