Source Filmmaker

Source Filmmaker

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Fox Konko-chan
   
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Model
Models: Character
Tags: SFM
File Size
Posted
Updated
20.418 MB
1 Jun, 2022 @ 5:54pm
1 Dec, 2022 @ 5:02pm
3 Change Notes ( view )

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Fox Konko-chan

Description
Update 01/12/2022

- Added support for Ambient Occlusion

Update 02/06/2022

- Fixed Shape Keys not working

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Credits:

Model originally created by Kakomiki
https://mikumikudance.fandom.com/wiki/Konko_(Kakomiki)

Porting to SFM and some texture and mesh fixes by me

Tools used:
Blender
Crowbar
VTFEdit
Notepad++
Photoshop
Half-Life Model Viewer
Source Filmmaker

Includes:
kakomiki\konko\konko.mdl
kakomiki\konko\konkonoshoes.mdl
kakomiki\konko\konkoshoes.mdl
16 Comments
Strong Hoov ✅ 4 Jun, 2022 @ 1:38pm 
Oh yeah! I forgot to mention this.But when I took a look into the shape keys earlier...
And i'm not entirely sure, if it was my crowbar program screwing up the files or If was something about how you compiled on that model.. But apparently all of the Flex controllers was added 'Twice' into the flex.qci file, resulting in MAX amount shapeskeys reached. If you haven't noticed something similar already on that note.
A b i l  [author] 4 Jun, 2022 @ 12:30pm 
Hell yeah! :cozybethesda:
Strong Hoov ✅ 4 Jun, 2022 @ 10:35am 
indeed. Finally someone whom gets it!
A b i l  [author] 4 Jun, 2022 @ 10:21am 
Exactly! I honestly don't get why people do that on models not created by them, like ripping models from games and then blocking people from accessing them, that's very stingy of them hahah
Strong Hoov ✅ 4 Jun, 2022 @ 9:37am 
Ya, and also I don't require your permission on a model that is not yours originally.
A b i l  [author] 4 Jun, 2022 @ 7:51am 
Sure go ahead you have my permission! Also thanks again for telling me about the texture names, I will make sure that my next ports will have the textures renamed to basic names so it will be easier for everyone to understand. Thankfully I renamed all the shape keys and bones before porting the model, they were originally in japanese text.
Strong Hoov ✅ 4 Jun, 2022 @ 2:26am 
Take my reward good sir.
Strong Hoov ✅ 4 Jun, 2022 @ 2:26am 
P.S. Also damn you for doing numbers for the Vmt's/ Vtf's, instead of simple organized names.
But that won't be a big hassle to deal with either way.
Strong Hoov ✅ 4 Jun, 2022 @ 1:49am 
I'm not bad at it,
it's just doing the fixing for the translations/ materials mapping / Vtf's and vmt's are sucha hassle too deal with... Always burns me out.. No matter. WIth you're port. But now "all" of that issue will be just an breeze in the wind now. I do hope you don't mind me if I totally RE-work on this port for my ownpersonal use.
A b i l  [author] 3 Jun, 2022 @ 6:14pm 
Awww I feel ya buddy! The Source Engine has so many archaic limitations that sometimes it feels like it's impossible to port high poly models and it doesn't help' that Valve hasn't updated SFM in years