Wolfgerlion Jun 9 @ 1:11pm
Your own Skyrim Model in SFM
Is it possible to import skyrim character models u make in Skyrim into SFM?
If yes, how?
Showing 1-15 of 19 comments
< >
R234 Jun 9 @ 2:31pm 
Very unlikely.
Wolfgerlion Jun 9 @ 2:34pm 
Dandy...
This is GMod pack available on gamefront.

FULL PACK: http://www.gamefront.com/files/21493124/SkyrimMegapack.7z

(Downloading the mega pack right now to see if it is SFM compatible. It's a 480 meg pack so it will be a while before I get back to you)


THE TOTAL SIZE SHOULD BE AROUND 470MB COMPRESSED.

TOE POSER: http://www.garrysmod.org/downloads/?a=view&id=92520

BODYGROUP AND SKIN CHANGER: http://www.garrysmod.org/downloads/?a=view&id=125861

Skyrim megapack that contains almost all beast races, weapons, armours, and creatures.

Beast Races (more like best races):

- 51 armour/clothes sets for beast races
- Multiple skin tones and eye colours for beast races
- Horns and feathers bodygrouped for argonians
- Rings and facial features bodygrouped for khajiit
- Finger posing
- Toe posing
- Eye posing
- Minor face posing
- Bows have poseable strings (ragdoll)

Dragons:

- Dragons 1-5 have 6 skins each Change via skins
- Alduin, Brodahviing and Parthy are their own separate models
- 5 sizes for each dragon (0.5x small, 1x regular, 2x big, 3x bigger, 5x giant)
- Foldable wings via finger poser
- Toe posing
- Eye posing (Easier to pose the eyes using the "look at me" function on the eye poser)

Creatures:
- Eye posing for bear, dog, giant, hagraven, sabrecat, werewolf, and wolf
- Face posing for bear, dog, draugr, falmer, giant, hagraven, sabrecat, and wolf
- Finger and toe posing for dragonpriest, draugr, dwarven sphere, falmer, giant, mudcrab, sabrecat, werewolf, and hagraven
- Bodygrouped mudcrab rocks
- Bigger and smaller sizes for chaurus, mudcrab, werewolf, and spider
- Alternate skins for bear, cow, dragonpriest, fox, spider, wolf, horse, hagraven, and sabrecat
Wolfgerlion Jun 9 @ 3:18pm 
this will help me make my own Khajiit for SFM?
it looks like Khajiit is in the pack, let me get it down to see if it can even be made SFM compatible first. I'm at 70% downloaded.
Wolfgerlion Jun 9 @ 3:22pm 
ok thank you. btw, the Bodygroup and Skin changer link is not working
?? not sure where you're going with that.
Wolfgerlion Jun 9 @ 3:24pm 
well im downloading the SkyrimMegapack.7z like u told me
Ohhhh, I see
Wolfgerlion Jun 9 @ 3:34pm 
what do i do now after it's downloaded?
Ilike I said, I'm downloading it now to see if it is even compatible... You should have waited till I got back to you
Wolfgerlion Jun 9 @ 3:36pm 
ok
The pack ALMOST works right out of the box... What I'm finding is that the materials are translucient and I believe it's because of the $alphatest command in the vmts.

Ok,

So I took the 7z pack and drilled down in the 7z until I found the Models and Materials folders and then went up one level . (Should only be the skyrimpack visible in the rar window.) I pulled that folder and dropped it into my Steam\steamapps\common\sourcefilmmaker\game folder. (into its own folder)...

if you go into the skyrimpack folder now in the game folder you should only find the Models and Materials listed as soon as you go into the folder...

I then opened my usermod\gameinfo.txt file and added Game skyrimpack to the searchpathes section and saved it.

I then opened a notepad++ session and went to the search menu option and opened the REPLACE menu.

I selected the Find in Files tab and typed

"$alphatest"

(with quotes) in the Find What box and

// \t "alphatest"

(with quotes) in the Replace With box.

I typed *.vmt in the Filter box and pointed the Directory box to the
game\skyrimpack\materials
folder

The Search mode is set to extended.

and I checked In All Subsub Folders on so it was checked and then click Replace in files.

This is the result...

http://imgur.com/fnWoKW2

Most of the flexes and body groups work, except for the eyes. The localViewTarget does not work and the models would require a redo to fix them.

MOST of the bones are in the UnKnown section because of the way they are named. (again a complete redo of the models to fix that)
Last edited by Pte Jack is away for a MONTH; Jun 9 @ 5:51pm
phillippi2 Jun 9 @ 5:52pm 
If you're still looking at getting models not prepared for use in Source Engine, you need to get them imported to separate a 3D modeling/animation program and then export them in the .smd format. You can do this in Blender, which is free, if you install the smd tools addon. Then compile the model (there's tutorials for that; it can also be done right from blender, but I've never had success with that)

From there, you put the files in the appropriate directores in your "usermod" folder.
Oh, Really???

lol, Phillipi, Look at who posted the instructions... Ce Moi!!!

Here's another render of the Skyrim models in SFM

http://imgur.com/kOePMF0
Showing 1-15 of 19 comments
< >
Per page: 15 30 50
Date Posted: Jun 9 @ 1:11pm
Posts: 19