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Ask me anything

Anonymous

February 18, 2024

I know that you aren't doing Samus stuff anymore thanks to some DMCA issues, but is there any chance that the Hellship rework will have even a simple model swap for Samus, even if the context doesn't make sense anymore? I love Samus and would hate to see her gone for good, but I don't know how feasible that would be. Also relating to Samus, do you know how I can make her suit model obey things like the throat/belly bulge or the breast/ass size sliders? As it stands, using those sliders without making her mostly nude just makes it clip really badly. Thanks!

LordAardvark

Both the Phazon hexology and Hiveship have been recycled into Corsair, which is the name of my original IP replacing Metroid, and the semi-original character Artemis as the spiritual successor to Samus.

It's going to take a little while before the hexology and Hiveship get revisited, and the hexology will end up taking a pretty different form (will likely not even be recognizable as the same idea, honestly), because I can't just rely on people having general knowledge of the IP and character anymore. I have to establish the universe and the characters therein, which is what next week's video is starting.

As to your second question, you'll need to find someone willing to apply bodymorph flexes to the outfit's bodygroups. I have no interest in doing so, for the reasons you already mentioned. If you can find someone willing to do it, or are willing to take a crack at it yourself, then please don't hesitate to reach out to me about it. I provide raw source files on request, so you don't have to deal with the messiness that is decompiling the model.

Anonymous

February 16, 2024

Will you do a head hacking tutorial?

LordAardvark

Do you mean a 3dsmax / Blender head-hacking tutorial, or a SFM head-hacking tutorial?

There are likely a good few SFM head-hacking tutorials floating around on YouTube. They're probably involving ponies or FNAF because for some reason all the tutorials seem to use those, but they're likely good tutorials besides.

But if people insist, I can make my own. It won't be anything novel.

Anonymous

February 13, 2024

When will the rest of the DOA ladies upgrade to the model in the Doafantasy Prototype 4 folder in the auto release page. So far it is just Mila. Will the other ladies be getting upgrades too?

LordAardvark

There's a few more scattered around. If nothing else they're in the 2023 Content Dump release.

No ETA on when. Mostly all depends on how my DOAFACU project moves.

Anonymous

February 12, 2024

Is it normal to have to reuse the Material Overrider every session load to return the material overrides on the DazV5 Futa Prop? This also seems to happen to the faces from using the Hitman Male Customizer.

LordAardvark

Unfortunately, it is a common issue.

For some reason, material overrides added through Python (or at least, added the way I add them) have a fair chance of just getting converted into "<null>" when saved and loaded.

It only seems to happen once per asset per session, though. Once you've reloaded a session and the material overrides reverted, I have never seen it revert again.

So if you're doing a project you expect to be bladed across multiple shots, it might be worth setting up all the material overrides, then save quit and reload the project file. If it breaks then, then it's only in the one shot, so you can fix it once and be on your way. As opposed to making multiple shots and then having to later fix each shot individually, which is a drag.

Anonymous

February 6, 2024

I've verified the files multiple times but for some reason, my canon Rachel and Helena mdl files have their face textures rotated 90 degrees (their face is on their left cheek). Is there a way to fix this?

LordAardvark

Different versions of the DOAFantasy characters clash.

Nuke your entire LordAardvark DOAFantasy installation from orbit and start from scratch. Only install one version.

It's one of my many, many regrets. And it is why I do not officially support any but the most recent unfinished version, the P4 prototype (the ones that explicitly have "doafantasy" and "doacanon" in their modelnames).

Anonymous

February 5, 2024

When is Blue Star episode 4 coming out?

LordAardvark

When it's done.

Anonymous

January 28, 2024

Ok, I decided to download the latest curvy Liz model instead of using the 2016 "canon" one and also downloaded some outfits for her (located in D:\SteamLibrary\steamapps\common\SourceFilmmaker\game\usermod\scripts\LordAardvarkScriptData\OL2), but when I load Outfit Loader V3.6 (located in D:\SteamLibrary\steamapps\common\SourceFilmmaker\game\usermod\scripts\sfm\animset\tools), nothing appears in the selection screen. Her base clothes do appear as mdl files, but they too are missing from Outfit Loader. My best guess is that I didn't put the OL2s or some other files in the right place. I'm sorry if I may be annoying with my questions, but I'm new to SFM.

LordAardvark

All my assets and tools come with their file structure in-tact. If you're moving things around, picking and choosing where they're going, then you are not installing them the way they are intended to be installed.

The general rule of thumb is you put them wherever they would prompt a Merge. So if the download comes with a usermod folder, as most of them do, then you put them wherever your usermod folder is. Just dump the whole folder, say yes to Merge, say yes to Overwrite.

It will sort everything out.

Anonymous

January 27, 2024

Hello Lord Aardvark, I have downloaded your 2016 Elizabeth model (https://sfmlab.com/project/26479/) from SFMlab. As usual, I ported the materials and models folders into usermod. I also downloaded Outfit Loader V2.2, putting it into SFM's game file (if it shouldn't be placed there but somewhere else in the files, please tell me). I have run into a problem: I can't load Liz' clothes or haircuts, so she remains naked with short hair. Only her student outfit and it's variations appear as mdl files in the selection screen, and I don't know how to attach them. When I try to use the Outfit Loader I can't dress her up either as I have only found outfits for her curvy variation which seem to be incompatible with the 2016 one. If there is any kind of solution to my issue, a response would be appreciated. Also, I apologize for possibly lacking English skills, as said language isn't my first.

LordAardvark

You need to use the correct outfits with the correct models. Either find 2016 outfits for 2016 Elizabeth, or use the most recent Elizabeth with the most recent outfits.

Anonymous

January 23, 2024

Will you make the move to Blender in the future? or have you ever considered it

LordAardvark

Blender, probably not.

Unreal is a viable contender though. We'll see how the experiment of animating our on-stream UE5 game works. My initial experiments in Unreal were promising, though there are definitely friction points.

Anonymous

January 22, 2024

How do you compile models that have an amount of vertices over the limit of sfm's?

LordAardvark

Using the QC command $maxverts 64000 at the top of the file, you can get a $bodygroup or $model to compile up to 63,999 vertices without the compiler splitting it. Note that any value higher than 64000 will be ignored. I often set it to 999999999 just because it's easy, but it hard-caps at 64000. The value is exclusive, so 63,999 vertices will be one model; 64,000 vertices will get split.

Beyond that, you need to split meshes into separate $bodygroup and $model blocks. Ideally you want to avoid splitting anything that has morphs or flexes on it, as that just complicates things immensely. There are ways to get flexes to work correctly across split meshes, but the less you have to do it, the easier it'll be for you. So for example, for high-poly character faces, I will often split the top of the mouth internals (gums and teeth) and the eyeballs into a separate $model, so that they're not included in the main flexed mesh. Because the top of the mouth should never move (anatomically it's hard-affixed to the skull), and Source uses eye shaders so the eyes don't need to morph either.