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Check under Unknown: EyeLidsHideLR. Slide it to 1 (all the way right) to fully open the eyes. For finer control, make sure EyeLidsHideLR is 0, then use the other EyeLids...LR controls, such as EyeLidsWideLR. When eyes are NOT fully open, I advise turning EyeBrowsHideLR to 1. You can also play the with L'''R slider above the controls to influence separate eyelids.
Ah I see the problem. Go to "materials\models\Freedom Planet 2\Bike", open keyCard.vmt with notepad, and put // in front of "$alphatest" "1" (or just remove it). That should fix the transparent issue. To answer your other question, I made the bike.
https://imgur.com/a/ktMu1GV
https://imgur.com/a/r004Gbn
https://imgur.com/a/XxRnfA9
those are the examples, you know how i can fix this?
Fuse? You gotta explain it better. The only thing I can imagine is conflicting texture paths as maaaaybe one of us may have plagarized a shader or two. But then it should affect most characters' eyes as well..
My translator reads: "I just want to know which program the models were made on"?
The answer is 3ds Max 2016
As in, click on the model while on model viewer and it just crashes? Sorry, don't know how to fix that. Best thing I can say is to re-sub to make sure the model isn't corrupted by interrupted download. I have had that issue before but it was related to a sound file and limited RAM, don't think it correlates to the issue you are having.
thanks, now i can, make them look good
Refer to the first workshop screenshot to unlock procedural bones! They are hidden in the first place because they have pseudo-physics properties to them (they move on their own when adjacent bones move).
The file directory should be "Freedom Planet 2\...", as stated in workshop description.
Meanwhile, while browsing models in SFM, ensure that the search result is as inclusive as possible, that means no mistyped word (or rather, leave it blank) in the search bar, and should be searching for all mods instead of a specific one (e.g. usermod).
Also, just make sure that you downloaded the files.The first time you launch after subscribing there should be a pop-up window confirming it, and another after the download is complete.
Well, the files are in Source, you need to convert them to a generic format (like .obj) to import to, let's say, Unity. From my experience, using crowbar to decompile the .mdl files somewhat break my models' facial expressions due to some shabby hierarchy work I did back then. If you want I can give you the .max files if you have 3ds max to open them.
And no, I won't convert them to obj for you.
hey could i get the models outside of source?
Thank you very much!
Do mean to close the eyes? Or to make the eyes smaller? Make the iris smaller?
Close eyes by using facial expression sliders.
You can't make eyes smaller but you can make them squint, using aforementioned sliders.
Change iris size by inputting "r_eyesize *number*" in the console command. It affects all models.
Eyes for example at Lilac
Reduce the what?
TrippyToad
No. Hah just kidding, go ahead! I'm actually interested in seeing her in motion. Good luck!
Mostly empty maps with hand-arranged props, with a little extra work they offer so much more flexibility when it comes to framing.
When mod is done, I'll put a link of Youtube here :)
No permission required, do it! Also provide me a link when you are done, I'm interested.
Also I would like to release it.
Can I use / release your model?
(Since the FP1 version has already been ported to Sonic Forces by other, I would like to port the FP2 verison to Sonic Forces.)
Check the description. I don't like to leave the file public for long.
Anyways, you will need to do some work to get her to function in VRChat due to some disparity between engines. I hope you manage to figure them out. The 3DS MAX file is 2016 version.
Give me a day, I'll prep the model so it works better outside of Source.
I need more details. What did you do?
Don't turbosmooth, it is going to mess everything up. My suggestion would be to look every carefully at the checkboxes while importing/exporting (especially 'Geometry'). I've heard that maya might have some issue with normals (smoothing groups) in the past, not sure about it now.
Ive got good news and bad news
The good news is that I've final got the model into maya with blend shapes by exporting the model as smd and vta and then importing it as fbx
The bad news is that the model comes out all polygoned instead of all being smoothed and when ever I tried to export it with turbo smooth, 3ds max crashes and prevnets the morphs. Ive tried everything in maya but it does't seem to come out smooth.
Can you give me one more advice, I know you don't want to turn this comment section in a trouble shoot but can I just have one more advice please.
Break down the model to body and head, re-skin them, export everything on scene (including hidden layers), then do the blend shapes there. Tis' just a suggestion. If you don't have any idea on how to do individual parts I suggest learning on your own as I don't wanna troubleshoot you through this comment section. Feels tedious.
No idea, sorry. You could send the morph targets (heads) over and manually rebuild it.
Its just that I want the models to go into maya along with the blend shapes (expressions). do you know how to send the blend shape.