Garry's Mod

Garry's Mod

Fallout 4 Clothes Pack [Ragdolls, Early WIP]
29 kommentarer
we live in society  [ophavsmand] For 13 timer siden 
everything involving character customization will be added after completing base game outfits, which is pretty close. If it's possible (i have to look into this yet) i'll add ghouls too. So yea, hair customization is in plans, but not in priority so far
RARÓG For 15 timer siden 
could you add hair customization?
we live in society  [ophavsmand] 20. okt. kl. 9:52 
i've already added albedotint to pretty much everything besides some i've missed before updating. Might not be perfect, but yeah, unquestionably better
ĐruCart3456 20. okt. kl. 9:44 
o7

Can't wait to see it in action.
we live in society  [ophavsmand] 20. okt. kl. 0:10 
turns out phongexponent just overrides whatever exponenttexture value is, but it doesn't affect albedo tint mask. That's actually handy knowledge, again thanks for feedback cuz i wouldn't know about this thing otherwise
ĐruCart3456 19. okt. kl. 16:16 
The 'exponent texture' can totally just be a solid green, 4x4 square, and it'll look great in general. The size of the phong exponent itself is just REALLY finely controlled by the Red value of the phongexponenttexture, I'd recommend making a few only a single red digits apart, from 0 to 16, and seeing which you like the look of the most.

$phongexponentfactor is in Gmod, but I don't use it personally. Probably should.

Believe me though, its worth it.
we live in society  [ophavsmand] 19. okt. kl. 9:28 
upd.
$phongexponentfactor parameter might be a solution, although im little confused if it's present in gmod, but should be i guess, it's 2013 branch parameter. I'll see how it'll work out with blank exponent texture and albedotint and if result is satisfactory then it's quite a clutch
we live in society  [ophavsmand] 19. okt. kl. 9:21 
albedotint requires exponent texture, which kinda overrides the exponent value which isn't constant throughout outfits. Kinda sucks, but i do think there's some solution that can be made in order to not create bunch of unnecessary textures and increase the addon size even further, i just didn't bother with it yet.
other than that, i guess phong values might in fact need tweaking on a lot of outfits, since i kinda just copypaste the values and hope on bumpmap alpha channel to give out good enough strength
thanks for valuable input
ĐruCart3456 19. okt. kl. 8:55 
Huge project to take on, and the community'll be glad for it.

Only thing I'd say it, turn down the phongs, and get "$phongalbedotint" going. It'll help how they look a lot. Cheers!
we live in society  [ophavsmand] 19. okt. kl. 7:53 
she's already ported twice
leelink18 19. okt. kl. 7:02 
can you make Wuthering wave ciaccona
Retroburger1984 19. okt. kl. 6:19 
Can you change the bones from stiff to jiggle?
we live in society  [ophavsmand] 19. okt. kl. 2:14 
that's actually a good idea. I'll make heads as bodygroups in next update, won't affect anything really too
oralius_vulvii 19. okt. kl. 1:02 
will you add outfits without male/female models? as example of outfits given before in comments.
we live in society  [ophavsmand] 18. okt. kl. 10:37 
yes, in fact i have it ported in blender alongside outfits, but most of them stay there because it's a little too much of a strain at this stage. I'll focus on them after outfits( base game > base game headgear > dlc 1 > dlc 1 headgear kinda way)
Retroburger1984 18. okt. kl. 9:33 
Will you get to headgear?
we live in society  [ophavsmand] 18. okt. kl. 8:23 
about the dress btw
i said that i'm gonna port every outfit, and i mean it. No discrimination yknow
we live in society  [ophavsmand] 18. okt. kl. 8:20 
phong looks surprisingly well by using *_s texture green channel as bumpmap alpha channel, in case you're wondering how it's achieved. After that it's little settings adjustments and in most cases it gives good looking phong you see on the models (almost all of the materials have same phong settings)
Blockz 18. okt. kl. 7:38 
Thank you for putting those buff-ass arms in the dress, I feel seen. Very nice work, extra kudos for the phong work!
we live in society  [ophavsmand] 17. okt. kl. 21:23 
My plan is to do various skin color options, eye colors and adding a little variety since there's "dirty" skin variants. Might aswell do ghouls too. Besides that i plan on adding hair options too. But until all clothes completed - i'll continue with current thing as it serves as placeholder
Retroburger1984 17. okt. kl. 13:08 
Will we get different skin color options so that the models aren't always tan?
we live in society  [ophavsmand] 17. okt. kl. 4:26 
yes, i'm aiming to add every outfit present in the game, vault-tec lab coat included
MedianStarkli 16. okt. kl. 12:05 
Will you be adding the Vault-Tec lab coat to this, by any chance?
NotDaveorDaniel 16. okt. kl. 5:14 
Very based, keep up the good work :VBCOOL:
we live in society  [ophavsmand] 14. okt. kl. 17:29 
tbh i don't want help cuz i'm doing this for my own entertainment really
but as stated - it's completely fine by me if someone else decides to do PMs as separate addons, since realistically it'll take me quite a time to get there. So if he wants, or anyone really, then they can do whatever they want, i just reserve my right to do PMs myself later to complete the addon
Retroburger1984 14. okt. kl. 16:50 
This guy named Navajo Stare did some Fallout clothing addons, maybe you can ask him for help in making bonemeragable clothing.

https://gtm.steamproxy.vip/id/yeshallseekthetruth/myworkshopfiles/?appid=4000
we live in society  [ophavsmand] 14. okt. kl. 15:27 
at this point no, since they don't have same bone naming
when PM is done, then it'll be possible
Retroburger1984 14. okt. kl. 13:01 
Can you make them bonemergable with other models?
Atla 13. okt. kl. 7:36 
Хорошенькое