Killing Floor

Killing Floor

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Isaac Clarke Custom Character
   
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File Size
Posted
Updated
13.052 MB
1 Sep @ 5:47pm
8 Sep @ 7:04pm
2 Change Notes ( view )

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Isaac Clarke Custom Character

In 1 collection by {ST}jkcrmptn
jkcrmptn's Mods
23 items
Description
"Stick around, I'm full of bad ideas."

General Information
Isaac Clarke from Dead Space 1 ported to Killing Floor featuring:
-Voice Packs
-Sound Groups
-Sleeve Textures
-Gibs

This mod for Killing Floor comes with 1 character to play.

The voice pack isn't the best, there are pretty much no ways to get audio reliably from the dead space games other than from recording the game and trying to isolate the voices. Also thanks to the Dopey and greymainer for porting Dead Space 1 Isaac to gmod, I had to port over this version because dead space stuff is really hard to extract. Also sorry it looks kinda cheeks in game, UE2 is really limited in what it can do with materials, there are no normal maps and specular maps don't work like specular maps, they are just overlaid so look bad with traditional specular maps.

If you find any bugs or have any feedback please leave a comment!
Please don't reupload without permission.

This mod requires server perks to activate.
Lines to add to server perks ini:
CustomCharacters=IsaacClarkeMod.IsaacClarke

Isaac Clarke
What was originally a quick ship repair and a chance to catch up with his girlfriend turned into a never-ending nightmare. Isaac hasn't rested for hours and has seen so many horrors he is desensitized to it. He is tired of making things whole and is now going to rip some ♥♥♥♥ up, and these zeds are nothing compared to what he fought in the ishimura. If you expect good ideas, find someone else.

Included Files
  • Animations/IsaacClarkeAnim.ukx
  • Sounds/IsaacClarkeSounds.uax
  • StaticMeshes/IsaacClarkeGibs.usx
  • System/IsaacClarkeMod.u
  • Textures/IsaacClarkeTextures.utx

Credits
  • Visceral Games/EA: Original Model, Textures and Sounds.
  • Dopey/graymainer: Ripping the model, Improving the textures.
  • Mythical: Some weighting help.
  • jkcrmptn: Model, Texture and Sound Porting, Coding.

Direct Download
GameBanana[gamebanana.com]
15 Comments
graymainer 8 Sep @ 10:56pm 
Hey, thanks for the updated credit! Glad to help!
{ST}jkcrmptn  [author] 8 Sep @ 7:08pm 
Alright steam updated, now he looks a lot better, will update the direct download soon
{ST}jkcrmptn  [author] 7 Sep @ 11:08pm 
Update: I have gotten him a lot better looking and just need to grab 1 last texture from dead space, I will try and get this done tommorow when im free
graymainer 7 Sep @ 5:50pm 
So they wont come with this version of the model in other words i mean
graymainer 7 Sep @ 5:50pm 
no, we didn't port the ambient occlusion texture for it. The models come with _s, _ao, _n, and _c texture maps. The _ao texturemap was previously completely unused for our port, you need to use the red channel of the _ao texturemap to get the actual ambient occlusion texture they use
{ST}jkcrmptn  [author] 7 Sep @ 4:52pm 
Oh wait, do you think the red channel would still have that from the older model, i still have all the textures from it, I remember seeing some of the channels and just not knowing what they were for
graymainer 7 Sep @ 4:24pm 
The issue is that this is an older version of the model we ported. We've since drastically improved the look. The problem specifically is that the textures use an ambient occlusion texture to add shadow and depth to the base color texture map. Without this, it has the crusty cheap full bright look to it.

In source this isn't doable easily, but what i've done is just blend the ambient occlusion texture onto the base color texture map using multiply blendmode in photoshop. This results in effectively the same exact final result as in dead space 1's engine.

The ambient occlusion texture is just an '_ao' targa file. It uses the red channel specifically. If you export using the universal asset tool, it should come out with it.

If you want, i can pass you the finished textures for it tho, just dm me on steam and i think i can upload them. (maybe unless steam doesn't like big files)
{ST}jkcrmptn  [author] 7 Sep @ 3:42pm 
I have no idea how to do that ima be real, but i could try and look into it
That_1_Guy 7 Sep @ 3:04pm 
In terms of improving Isaac's look, you may want to look into baking shaders onto his textures. That's how a lot of stuff looks nice and look a bit more styled for KF or UE2 games in general.
graymainer 6 Sep @ 4:47pm 
Sure, hold on