Left 4 Dead 2

Left 4 Dead 2

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The Uncertain: Last Quiet Day "RM-412" Nick Custom Edit (Nick)
   
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Survivors: Survivors, Nick
Game Content: UI, Models, Textures
File Size
Posted
85.619 MB
24 Jan @ 12:36pm
1 Change Note ( view )

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The Uncertain: Last Quiet Day "RM-412" Nick Custom Edit (Nick)

In 1 collection by S1mpl3_pl4y3r [currently away]
S1mpl3_pl4y3r's Survivor Mods (Left 4 Dead 2 Collection)
113 items
Description
This mod replaces Nick with RM-412 (Nick) from The Uncertain: Last Quiet Day. This is a custom edited model, two legs from one of each robots (namely medical's right and pilot's left legs) were used as the replacement for his non-functional legs. Now he can move afoot and no longer forced to use his wheelchair. In the beginning of making this mod i had a dilemma. Should i have used one type of leg model, or go with frankensteining different ones. According to his description, he used different parts from other robots for his body. So, i went with the second option.

"Nick is a programmer robot, whose appearance greatly stands out among other characters which is no suprising, given that his model is severely outdated as well as damaged multiple times. Some parts of his frame have been substituted by component of other models. He is forced to use a wheelchair, since has been unable to find suitable replacements for his legs. Fortunately, this does not hinder his functionality."

It consists of:
- Model itself;
- First person arms;
- Nick's animations;
- Custom proportions;
- Custom item placements;
- Reflections;
- Boomer bile textures;
- Emissive effect;
- VGUI icons.

Known issue - Be careful while using custom weapons and items, as they can mess up c_arms model sometimes.

!Please, do not ask me for requests. It is likely i won't do them anyway. Thank you.

Credits:
New Game Order - The Uncertain: Last Quiet Day;
MrFunreal/Splinks - UI Prefabs;
SeriousCache - UABE;
MSF - Proportion trick guide;
S1mpl3_pl4y3r - FP arms, rigging, vmts, etc...

Enjoy the mod and stay safe!
9 Comments
S1mpl3_pl4y3r [currently away]  [author] 30 Jan @ 4:05pm 
@Froggy and/or WitchCraft Got it. Let me know if you have other questions. I’ll answer what I can.
Froggy and/or WitchCraft 30 Jan @ 3:50pm 
@S1mpl3_pl4y3r That should help. I've also found a number of additional robot models, though I'll need to browse further to find their corresponding textures, or in some cases, the models that belong to the textures I've found. There's also an additional supply of textures and models for robots of different settings, like Clank.

I should probably point out that I'm diving into the sequel game, so these assets probably aren't showing up on your end.
S1mpl3_pl4y3r [currently away]  [author] 30 Jan @ 3:14pm 
@Froggy and/or WitchCraft If I remember correctly, assets are organized in a way how game levels are followed, for example, I exported robots from sharedassets6 and sharedassets7 (it is a hospital chapter of the game). So, if you are trying finding cars and other models, you might look them in sharedassets8,9 (city level) in that kind of order.
Froggy and/or WitchCraft 30 Jan @ 2:48pm 
@S1mpl3_pl4y3r I've been digging into the raw files. There's a -lot- to sift through. Some robots are fully intact, others are completely in pieces, and that's just the robots. The vehicles are there too but similarly dismantled into pieces. It'll take a bit for me to digest what's in here.
S1mpl3_pl4y3r [currently away]  [author] 30 Jan @ 10:59am 
@Froggy and/or WitchCraft You can search through Internet about using UABE. If you have any further questions, you can leave them under my profile (not here), even though, i have little experience in Unity in contast to Unreal Engine tbh, but i'll gladly lend a helping hand.
S1mpl3_pl4y3r [currently away]  [author] 30 Jan @ 10:58am 
@Froggy and/or WitchCraft There is a video that might be userful for you. It's a tutorial video of how to extract assets from pretty much any unity game, and there is also a link to the program under the video description, that he used in the video, here - https://www.youtube.com/watch?v=zgglKNFbvfk&t=196s There is also one more annoying thing about Unity, well, it's textures problems, talking about the normal maps. Unity uses different RGB channels for its normal maps, basically, its normal map for every single model is grey-coloured, while other normal maps for any other games are purple-coloured (Unreal Engine, Source engine, etc). What i have done to fix that issue? First, opened Krita (analog to Photoshop), and applied "Phong Bumpmap" filter to Nick's grey-coloured normal map as an example, and turned in to purple one. Krita is also a free program, so you can just download it, or you can stick with Photoshop if you know how to use it.
Froggy and/or WitchCraft 30 Jan @ 10:23am 
S1mpl3_pl4y3r I've been thinking of extracting the car models, furniture and such. Your steps should help with that. Thank you.
S1mpl3_pl4y3r [currently away]  [author] 29 Jan @ 8:47pm 
@Froggy and/or WitchCraft Well, first things first, I used UABE (Asset Bundle Extractor) and exported Nick’s model and textures from the game. however, the model itself didn’t come with skeleton, nor any vertex group data. So, I had to rig it myself. Afterwards, I replaced some model’s parts of other meshes, that I exported from the game the same way, as I exported the first model. And finally, I did usual manipulations to port the model into Left 4 Dead 2, that’s that.
Froggy and/or WitchCraft 29 Jan @ 4:22pm 
Not a request per se, but I am curious as to how you obtained this model?