Splatoon 2 Octo Expansion - Agent 8 Gear + 8-Ball для Source Filmmaker
UPDATED once again! Now it comes with fixed shoe soles and IK versions, for the IK inklings and octolings, so it would be easier to apply clothes to them. Also, the materials have been optimized, no more extra bodygroup layers.
If these clothes in your scenes got broken after the update, just load them again and apply to your characters.
If some models in this upload are accidentally missing (red ERROR), try rescanning all the models or restarting SFM. If it didn't work, PLEASE tell me.
About the male version: I "kinda" abandoned the flexes idea, not only because I was lazy, but also really busy and frustrated. Try scaling up clothing's bones when use them on enhanced boyz.
Differences between "fixed" inktank backpack model and the first one:
* Renamed materials from octotank_ to M_ (for not accidentally ruining the old version.)
* The metal buttons are now colorable. Don't remeber if they changed color in the game, but the textures showed that they're supposed to be colorable. So, use that if you want :)
* No more CustomHero layers, so don't worry about reflections getting too bright any more. That's because I've found out that there is no need to have a layer here that takes reflection colors from the albedo. There is only one color. Aaaand also because I have no idea how to make CH reflections colorable.
* The empty inkbag is now HELD by actual straps as it should (separate bodygroup for them).
* Added an experimental fake SSS layer for the full inkbag. If you activate this layer and light the bag, it'll illuminate on the other side.
_________________________________________________________________________
Agent 8's gear (clothing, inktank backpack with self-destruct bag and the infamous 8-ball just for gigglez) ported to SFM, with BlueFlytrap's workflow.
(8-ball appears to be too big, and I forgot to fix it, just scale it down.)
Female version has flexes to adjust the clothing for enhanced inklings to avoid clipping. As for their feet... well, you'll have to scale them down, but don't forget to unlock boots from them beforehand. If you're doing an animation, FIRST do the animation, THEN unlock the boots and shrink down character's feet, when you're sure you have finished animating.
And if the arms are STILL clipping on the enhanced inklings/octolings, well... try scaling up the clothing's bones without unlocking them. Same with the male version.
Female leg strap has two versions: for enhanced models and Twilight Sparkle's octoling version. EDIT: You don't have to toggle several bodygroup layers any more, because the materials have been optimized. Just use the bodygroup "Belt".
Now, the ONLY model here that still has a CustomHero (CH) layer is the 8-ball.
If the cubemaps on its metal parts get too bright or too dark (they tend to get brighter with every light pointed at them), tweak $envmapintensity value in _CH materials, via Override Materials, using "float" attribute.
If the cubemaps on normal (dielectric) and other models' metal parts are too bright, tweak the $envmaptint in these materials (with or without _env postfix), using "float" or "vector3" attributes.
"_env" materials are the second skin, for the maps that have built-in cubemaps (reflections) in them. To update the reflection positions, disable the lighting, move your work camera a little bit and then enable it back.
Inktank's glowing ink is colorable.
Ink meter is ADJUSTABLE: add override materials, add attribute to "OctoInkTank_Ink_Drain" (for the fixed one - "M_Ink_Drain") - float, name it $inkfill. To animate it on the fly, right-click the material and apply "create animationset for element" with min value 0 and max 1.
More commands for materials:
OctoInkTank(or)M_Body(_env): $detailblendfactor (red bulb intensity)
OctoInkTank(or)M_SchlafOutGlow: $alpha (ink bag glow intensity)
Credits:
AxZ-Bullseye - for the first promo poster
Nintendo - for creating Splatoon 2 and Octo Expansion.
Me - for porting.
Tomato127 - for providing the Splatoon 2 and OE models + plugin for importing BFRES model into Blender and a tutorial for porting.
BlueFlytrap - for showing people how to fake PBR in SFM: https://web.archive.org/web/20190529132025/forum.facepunch.com/dev/buoiq/A-Guide-on-Metalness-PBR-to-SFM-and-Garry-s-Mod/1/
Includes:
tomato\gear\clothing\octo_expansion\PBR\octoagent_clothes_female_pbr.mdl
tomato\gear\clothing\octo_expansion\PBR\octoagent_clothes_female_pbr_ik.mdl
tomato\gear\clothing\octo_expansion\PBR\octoagent_clothes_male_pbr.mdl
tomato\gear\clothing\octo_expansion\PBR\octoagent_clothes_male_pbr_ik.mdl
tomato\gear\clothing\octo_expansion\PBR\octoagent_wristband_pbr.mdl
tomato\gear\legwear\octo_expansion\PBR\octoagent_legwear_female_pbr.mdl
tomato\gear\legwear\octo_expansion\PBR\octoagent_legwear_female_pbr_ik.mdl
tomato\gear\legwear\octo_expansion\PBR\octoagent_legwear_male_pbr.mdl
tomato\gear\legwear\octo_expansion\PBR\octoagent_legwear_male_pbr_ik.mdl
tomato\gear\shoes\octo_expansion\PBR\octoagent_shoes_female_pbr.mdl
tomato\gear\shoes\octo_expansion\PBR\octoagent_shoes_female_pbr_ik.mdl
tomato\gear\shoes\octo_expansion\PBR\octoagent_shoes_male_pbr.mdl
tomato\gear\octoagent_set\octoagent_inktank.mdl
tomato\gear\octoagent_set\octoagent_inktank_fixed.mdl
tomato\props\octo_expansion\8_ball_pbr.mdl
If these clothes in your scenes got broken after the update, just load them again and apply to your characters.
If some models in this upload are accidentally missing (red ERROR), try rescanning all the models or restarting SFM. If it didn't work, PLEASE tell me.
About the male version: I "kinda" abandoned the flexes idea, not only because I was lazy, but also really busy and frustrated. Try scaling up clothing's bones when use them on enhanced boyz.
Differences between "fixed" inktank backpack model and the first one:
* Renamed materials from octotank_ to M_ (for not accidentally ruining the old version.)
* The metal buttons are now colorable. Don't remeber if they changed color in the game, but the textures showed that they're supposed to be colorable. So, use that if you want :)
* No more CustomHero layers, so don't worry about reflections getting too bright any more. That's because I've found out that there is no need to have a layer here that takes reflection colors from the albedo. There is only one color. Aaaand also because I have no idea how to make CH reflections colorable.
* The empty inkbag is now HELD by actual straps as it should (separate bodygroup for them).
* Added an experimental fake SSS layer for the full inkbag. If you activate this layer and light the bag, it'll illuminate on the other side.
_________________________________________________________________________
Agent 8's gear (clothing, inktank backpack with self-destruct bag and the infamous 8-ball just for gigglez) ported to SFM, with BlueFlytrap's workflow.
(8-ball appears to be too big, and I forgot to fix it, just scale it down.)
Female version has flexes to adjust the clothing for enhanced inklings to avoid clipping. As for their feet... well, you'll have to scale them down, but don't forget to unlock boots from them beforehand. If you're doing an animation, FIRST do the animation, THEN unlock the boots and shrink down character's feet, when you're sure you have finished animating.
And if the arms are STILL clipping on the enhanced inklings/octolings, well... try scaling up the clothing's bones without unlocking them. Same with the male version.
Female leg strap has two versions: for enhanced models and Twilight Sparkle's octoling version. EDIT: You don't have to toggle several bodygroup layers any more, because the materials have been optimized. Just use the bodygroup "Belt".
Now, the ONLY model here that still has a CustomHero (CH) layer is the 8-ball.
If the cubemaps on its metal parts get too bright or too dark (they tend to get brighter with every light pointed at them), tweak $envmapintensity value in _CH materials, via Override Materials, using "float" attribute.
If the cubemaps on normal (dielectric) and other models' metal parts are too bright, tweak the $envmaptint in these materials (with or without _env postfix), using "float" or "vector3" attributes.
"_env" materials are the second skin, for the maps that have built-in cubemaps (reflections) in them. To update the reflection positions, disable the lighting, move your work camera a little bit and then enable it back.
Inktank's glowing ink is colorable.
Ink meter is ADJUSTABLE: add override materials, add attribute to "OctoInkTank_Ink_Drain" (for the fixed one - "M_Ink_Drain") - float, name it $inkfill. To animate it on the fly, right-click the material and apply "create animationset for element" with min value 0 and max 1.
More commands for materials:
OctoInkTank(or)M_Body(_env): $detailblendfactor (red bulb intensity)
OctoInkTank(or)M_SchlafOutGlow: $alpha (ink bag glow intensity)
Credits:
AxZ-Bullseye - for the first promo poster
Nintendo - for creating Splatoon 2 and Octo Expansion.
Me - for porting.
Tomato127 - for providing the Splatoon 2 and OE models + plugin for importing BFRES model into Blender and a tutorial for porting.
BlueFlytrap - for showing people how to fake PBR in SFM: https://web.archive.org/web/20190529132025/forum.facepunch.com/dev/buoiq/A-Guide-on-Metalness-PBR-to-SFM-and-Garry-s-Mod/1/
Includes:
tomato\gear\clothing\octo_expansion\PBR\octoagent_clothes_female_pbr.mdl
tomato\gear\clothing\octo_expansion\PBR\octoagent_clothes_female_pbr_ik.mdl
tomato\gear\clothing\octo_expansion\PBR\octoagent_clothes_male_pbr.mdl
tomato\gear\clothing\octo_expansion\PBR\octoagent_clothes_male_pbr_ik.mdl
tomato\gear\clothing\octo_expansion\PBR\octoagent_wristband_pbr.mdl
tomato\gear\legwear\octo_expansion\PBR\octoagent_legwear_female_pbr.mdl
tomato\gear\legwear\octo_expansion\PBR\octoagent_legwear_female_pbr_ik.mdl
tomato\gear\legwear\octo_expansion\PBR\octoagent_legwear_male_pbr.mdl
tomato\gear\legwear\octo_expansion\PBR\octoagent_legwear_male_pbr_ik.mdl
tomato\gear\shoes\octo_expansion\PBR\octoagent_shoes_female_pbr.mdl
tomato\gear\shoes\octo_expansion\PBR\octoagent_shoes_female_pbr_ik.mdl
tomato\gear\shoes\octo_expansion\PBR\octoagent_shoes_male_pbr.mdl
tomato\gear\octoagent_set\octoagent_inktank.mdl
tomato\gear\octoagent_set\octoagent_inktank_fixed.mdl
tomato\props\octo_expansion\8_ball_pbr.mdl