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Source Filmmaker

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Quake Champions Misc Props (PBR)
   
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Universe: Original IP
Model
Models: Architecture
标签: SFM
文件大小
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205.669 MB
2021 年 1 月 23 日 上午 8:14
2022 年 1 月 31 日 上午 9:31
2 项改动说明 ( 查看 )

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Quake Champions Misc Props (PBR)

描述
A few misc map props ripped from Quake Champions. In-game these would be breakable, but I don't have access to the gibbing system so they're just props here.

  • Urns can have their lids moved, or disabled entirely with bodygroups.
  • Crystals have two skins: the regular purple and the blue "icy" variant
  • Candle holders do not have fire effects attached, but I have added bones which you can attach your own to (I recommend this one). They also have glow maps to simulate faint candle light. Set $detailblendfactor on the base material to 1/(SFM lights + 1) for this effect, which I have set to zero by default.
  • I don't know what the exact scale of these objects should be compared to the champion models, but you can always shrink them to suit your needs.

Remember that these use fake PBR and will need several high-radius lights on them to simulate lightprobes, otherwise they will not look right! For optimal rendering, also remember to set $envmapintensity in the CH materials to 1/(SFM lights+1), as this effect is duplicated for every light touching the model. See section 2.1 from this guide by Legoformer1000 for a short explanation on setup.

Credits:
Ripping, UV and normal cleanup, rigging, material setup, compiling: Shakes
Original models: Saber Interactive/id Software
Material templates for pseudo-PBR: BlueFlytrap

Includes:
shakes\qc\map_objects\cthalha\pot_short.mdl
shakes\qc\map_objects\cthalha\pot_tall.mdl
shakes\qc\map_objects\cthalha\pot_vase.mdl
shakes\qc\map_objects\goroth\candleholder_large.mdl
shakes\qc\map_objects\goroth\candleholder_small.mdl
shakes\qc\map_objects\ithagnal\crystal_large.mdl
shakes\qc\map_objects\ithagnal\crystal_medium.mdl
shakes\qc\map_objects\ithagnal\crystal_shaped.mdl
shakes\qc\map_objects\ithagnal\crystal_small.mdl
shakes\qc\map_objects\volkerh\urn_01.mdl
shakes\qc\map_objects\volkerh\urn_02.mdl
shakes\qc\map_objects\volkerh\urn_03.mdl

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This item is not authorized for reproduction, in whole or in part, except by the account it was originally posted under: ("STEAM_0:1:46879613", https://psteamcommunity.yuanyoumao.com/profiles/76561198054024955 ). Duplication without prior consent is prohibited. By subscribing to and downloading this item, you accept and agree to abide by these terms.
12 条留言
Stefano (BackToGetCommissions) 6 月 24 日 上午 7:42 
Much appreciated.
Shakes  [作者] 6 月 24 日 上午 6:15 
Go ahead with that as well.
Stefano (BackToGetCommissions) 6 月 23 日 下午 11:26 
I'll keep everything.
Also, I'd want to port these as well if you don't mind
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2394448349
Shakes  [作者] 6 月 23 日 下午 9:19 
@Stefano go ahead, even better if you can keep it PBR (I can provide source files if needed)
Stefano (BackToGetCommissions) 6 月 22 日 下午 12:50 
I'd want to port them over GMOD, with your permission please.
Fullcaber 2021 年 10 月 19 日 下午 11:26 
wonder if theres any skeleton or skull piles
Shakes  [作者] 2021 年 3 月 14 日 下午 2:05 
Well that's odd. What does the console say when you select the models in the model picker? Do they show up okay in HLMV?
ßácõñ 2021 年 3 月 14 日 上午 10:24 
idk about anyone else.
But most of these models have "wireframe" around the models.
Shakes  [作者] 2021 年 2 月 15 日 下午 9:19 
These ones were all NinjaRipper. There's a tool that can export a few handfuls of other meshes from the game's native model format, but it didn't work with these.
Stefano (BackToGetCommissions) 2021 年 2 月 15 日 上午 1:13 
Which tool did you use to export them?