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[Vindictus] Neamhain

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This project was originally uploaded by MajinSM. It has been connected to a system account that was used for the SFMLab site migration. Read more about the migration.

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 Large preview image for [Vindictus] Neamhain

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 Large preview image for [Vindictus] Neamhain

 Large preview image for [Vindictus] Neamhain

Description

Being stated as incomplete, there is still work to do on this model.

-Not all jiggle bones are working on this model -she does'nt have a complete set of face flexes, but this doesnt mean they need to be. -if some textures arent working correctly, im trying to fix that or at least figure out why that is, but your guess is as good as mine. If anyone knows a thing about that, feel free to tell me. also I know what missing textures are, and i am looking into getting the textures (need to decrypt at least 50% but probably more of the game files, so it may take a bit >_>) -her animations are seperate and tilt her by 90 degrees of her Y axis. I am not sure why, it looked fine when used in blender. they could be used in compile with the model, but i first need to find out how to do that and not screw it up. -there are no bodygroups, but several models like one of the start menus from the game(with the spear attached to the model, not seperate and not bodygrouped), her hair and helmet seperately, Neamhain with helmet on, Neamhain with her hair -her arms bend weird when rotating her forearms and im not sure why that is, nor do i know how to fix that. if you wanna turn her forearms around, either create an IK rig or turn the forearm twists in the unknown area as well -she doesnt have AO at the moment, but a bit of work on her textures should fix that easily -she doesnt have AO (yet), but that doesnt mean she is a see-through

and there is no rig yet, i may even never do one cuz i never really used rigs in sfm tho this model is probably best used with a rig. im not doing animations, I do just posing if i ever do anything aside mapping and getting shit to work.

also her wings can be a bit iffy when getting to greater distances, she is twice the size of a human so keep that in mind when thinking about distances.

things that i want to get done sometime or another is:

-getting everything to her bodygrouped -getting her animations compiled as sequences and not seperate animations -fixind her textures to look right and support AO


Filename Downloads Created Filesize
Files
Neamhain.rar
🇳🇱 EU Download
🇨🇦 NA Download
63 2017-12-17 64.63 MB
Previews
Neamy2.png
🇳🇱 EU Download
🇨🇦 NA Download
33 2020-03-11 3.52 MB
Neamy3_28c3bv3.png
🇳🇱 EU Download
🇨🇦 NA Download
33 2020-03-11 3.52 MB
Neamy4.png
🇳🇱 EU Download
🇨🇦 NA Download
29 2020-03-11 3.52 MB
Thumbnail image for [Vindictus] Neamhain

Comments

Hi can you share the source files so we can take a look on what goes wrong with textures or rig?
Reply • Dec. 23, 2017, 4:23 a.m. -  lapinedours
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Just decompile the model, from what i read on the internet i need to compile it again and rewrite the properties to make AO possible. And right now, the Christmas thing makes days stressful, so that is going to take a while
Reply • Dec. 23, 2017, 9:10 a.m. -  MajinSM
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Iam on digitalero under the same name if you wanna chat via message.
Reply • Dec. 28, 2017, 6:48 a.m. -  MajinSM
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Unironically?
Reply • Dec. 20, 2017, 2:13 p.m. -  MajinSM
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Okay, first thing first. Are you using MDLDecompiler or Crowbar to decompile the model? If you using MDLDecompiler to decompile Vindictus .MDL file, the model front will always face 90 degrees to the side. Please message me if you have any question.
Reply • Dec. 26, 2017, 12:23 p.m. -  PanzerDameSFM
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I mean, let me know if you have any question. I forgot this site don't have private message system.
Reply • Dec. 27, 2017, 11:02 a.m. -  PanzerDameSFM
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Nah, comment section is fine enough, thank you.
Reply • Dec. 28, 2017, 11:33 a.m. -  PanzerDameSFM
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In the VMT, you can change the "Armor_Heroes" header into "vertexlitgeneric", that should her textures to recognize properly in SFM. Just don't change the "eyes" and "eyeball" header, because those headers are still recognize in SFM. If you still have missing texture, put a check on the box of "Decompile -info comments and files" at Crowbar. With this, you can find out what VMT files that required for model in the QC file. About the animation, you actually don't need to decomplie it. At the bottom of character QC file, there is something called "$IncludeModel "<file path><motion>.mdl". Put the motion MDL at the path, then all will work out.
Reply • Dec. 29, 2017, 4:28 a.m. -  PanzerDameSFM
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Okay im gonna try that as soon as i can. That still wouldnr fix the AO tho :/ And no, adding "$ambientocclusion 1" will not fix it, already tried it
Reply • Dec. 29, 2017, 4:59 a.m. -  MajinSM
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It was just a suggestion. Anyway, now the decompiler thing. I did not decompile thos model for this upload. This is Neamhain with all the files from the game put into their respective folders, only the textures needed minor work because SFM doesnt know what to do with "Armor_Heroes" or something like that. and if i had to decompile it, i would use crowbar (cuz MDLDecompiler didnt work at all for some reason). Her animations were decompiled that way and put out as dmx files in blender. when the new year begins i wanna start to learn how to write a QC file right, especially for complex models like this one. From what i read on the internet and saw in videos, that QC file is all i need to basically fix most of the issues with the model.
Reply • Dec. 28, 2017, 2:17 p.m. -  MajinSM
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Unfortunately, I still don't know how "$ambientocclusion 1". But my guess is that it required an AO texture, and the game files don't have one.
Reply • Dec. 29, 2017, 2:11 p.m. -  PanzerDameSFM
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Besides the AO, is there any other issues that you still have?
Reply • Dec. 31, 2017, 9:51 a.m. -  PanzerDameSFM
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Just Getting everything to her bodygrouped and her shoes. they are supposed to be some glass, but most of the time it just plainly looks like metal. also Neamhain needs a lot of phong and shinyness on herself because of her clothes and wings. but thats probably down to the AO.
Reply • Dec. 31, 2017, 1:09 p.m. -  MajinSM
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From what i have heard AO can be enabled with the qc file, here is nothing else than trying that out. But it also confuses me that the model by default doesnt have AO, but in the game it is there with some nvidia graphic cards. But nexon isnt famous for being smart...
Reply • Dec. 29, 2017, 5 p.m. -  MajinSM
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The thing about her shoes is, they are pretty much see-through as if it was a glass window and nothing behind it. IN THE GAME they looked a bit like metal, but its not like you get to oberserve her shoes that much because she is constantly moving and lots of effects gping off and attacks from players... i really cant tell if they look right like that or not.
Reply • Dec. 31, 2017, 1:17 p.m. -  MajinSM
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I'm Commander Shepard, and this is my favorite model on SFMLab.
Reply • Nov. 21, 2018, 7:33 a.m. -  Commander Shepard
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I am a dumbass and now of all times i cant log into digitalero >_>
Reply • Dec. 3, 2019, 6:24 p.m. -  MajinSM
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