6741c8dd23c49

6741c8dd250c0
22 Guests are here.
 

6741c8dd259a3logical

6741c8dd25a32
sarge945
Oh dear... that is a serious condition, please visit an eye doctor as soon as possible.  :D

Joking aside, I did say difference was small. It is not that unnoticeable though.

6741c8dd25c54eldrone

6741c8dd25cbe
There's always the struggle between fixing things or keeping them faithful.

Sneakily keeping my eye on this thread!
Acknowledged by 4 members: Nameless Voice, ThiefsieFool, Join2, logical

6741c8dd25e58voodoo47

6741c8dd25ead
pretty ok, but would recommend tweaking the texture to make him look less cuddly/puppy eyed.
Acknowledged by 2 members: icemann, Hikari

6741c8dd25fc4icemann

6741c8dd26013
As long as it doesn't end up like Rebirth did, with some models that looked great and some that looked very out of place or average.

6741c8dd26490RocketMan

6741c8dd264e8
pretty ok, but would recommend tweaking the texture to make him look less cuddly/puppy eyed.

What would be wrong with that?  He's human after all.  Must all characters in the game look menacing or creepy?

6741c8dd265fcZylonBane

6741c8dd2664d
You only ever see two alive male humans in the entire game anyway, so it hardly matters.

6741c8dd26707voodoo47

6741c8dd26755
that has never stopped us - remember that one object that is only used once in the entire vanilla game, and we still fixed it knowing that there is pretty much zero chance nobody will ever notice?
6741c8dd26c38
You only ever see two alive male humans in the entire game anyway, so it hardly matters.
There's also ghosts. Also fanmissions can use that stuff

6741c8dd26e69ZylonBane

6741c8dd26ec1
There's also ghosts.
Are you really going to make me explain that ghosts aren't alive?
6741c8dd26fc3
That's a straw man argument. The point was they are same model with semi-transparent texture
Acknowledged by: Hikari

6741c8dd271cfZylonBane

6741c8dd2722a
The point was they are same model with semi-transparent texture
How much would you care to wager on that assertion?
Acknowledged by: Chandlermaki

6741c8dd272d2RocketMan

Acknowledged by: Chandlermaki

6741c8dd2744deldrone

6741c8dd27499
It's used mostly for the humans in starting levels as well as cortez, suarez, watts. IIRC.

Ghosts have the same face, but actually have closed eyes, but they're translucent and very brief moments that it's easy to miss it.

My list is massive, but I occationally go back to the older things I've made to touch up colors, contrast and various things, moreso when I'm moving them ingame, It's essentially every single ai-mesh and, hostile things like turrets being remade.

Luckily we have a new importer/exporter for ai-meshes which makes this work a little bit less messy.


Here's another one showing the weird properties of an extremely lowpoly head and choosing which angle you want to recreate faithfully:


[crew_progress.jpg expired]
Acknowledged by: ThiefsieFool

6741c8dd27558ZylonBane

6741c8dd275a9
Oh yeah, Suarez and Tommy, forgot about them. Poor guys didn't even rate getting their own custom model.

6741c8dd277e2eldrone

6741c8dd2783c
ZylonBane
To be fair, only Diego got a custom one if we don't count bloome, the rest are using these four.

I almost didn't believe the two with caps are used in the game when I imported them, even though I've already seen them all over the place. They're shorter, they have very strange texturing and I almost dismissed them as early development models that they forgot in the files.


[corpseheads.jpg expired]

6741c8dd278e2voodoo47

6741c8dd2792e
that's why they cannot overdo the polycount and detail. it would be even more obvious.

6741c8dd27b91RocketMan

6741c8dd27be6

Luckily we have a new importer/exporter for ai-meshes which makes this work a little bit less messy.


what's this??

6741c8dd27e64ZylonBane

6741c8dd27ebf
Now I kind of want a cap model, just to scatter a few around. Like, the VB crew are all issued caps as part of their official uniform, but almost nobody actually wears them.

They're shorter, they have very strange texturing and I almost dismissed them as early development models that they forgot in the files.
You're half right. They are early models. In the gamesys hierarchy they're under "Old Corpses".
6741c8dd28007
 :happyjoy:
« Last Edit: 03. October 2022, 22:56:08 by Moderator »
Acknowledged by: sarge945

6741c8dd282e8eldrone

6741c8dd28339
RocketMan
We had this issue of characters ending up with short legs when imported from the game, and I've seen this issue in various other places where people import the ai-meshes, including the most recent rebirth models being almost a head shorter than the vanilla models, possibly from importing, making changes and re-exporting without noticing the character shrunk.

I also didn't want to deal with the planes for rigging a character, so it's an armature and proper weightpainting now, there's also the ability to import the animations into blender to better preview the rigging.

As an example, the worm on the new hybrids are more segmented and needs to deform properly as the hybrid turns their head, which would've been impossible to do in a good way before:
[assassin.jpg expired]
[headrigging.jpg expired]

6741c8dd283d2voodoo47

6741c8dd28423
better AI mesh tools would be a godsend.

6741c8dd284dcZylonBane

6741c8dd2852f
If memory serves, the reason the Rebirth human models were shorter was because the author wanted their head to be closer to the player's camera view. Never agreed with that decision. Anyway, leg-shrinking is a new one.

6741c8dd28649voodoo47

6741c8dd28698
yes to the Rebirth models height, and the legs do like to break with the current tools, it seems.

also, since you (eldrone) are apparently working on the EE AI meshes, I'll pop the request here as well (originally posted on discord) - please, if possible, the shotgun hybrid's shotgun stub should be a subobject, to ensure compatibility with mods. I can attach the modified vanilla model if reference is necessary.

6741c8dd28b4dRocketMan

6741c8dd28ba5
RocketMan
We had this issue of characters ending up with short legs when imported from the game, and I've seen this issue in various other places where people import the ai-meshes, including the most recent rebirth models being almost a head shorter than the vanilla models, possibly from importing, making changes and re-exporting without noticing the character shrunk.

I also didn't want to deal with the planes for rigging a character, so it's an armature and proper weightpainting now, there's also the ability to import the animations into blender to better preview the rigging.

As an example, the worm on the new hybrids are more segmented and needs to deform properly as the hybrid turns their head, which would've been impossible to do in a good way before:
But you still use the 3dstobin front-end to bring them back into dark?  I've had problems in the past with unknown errors trying to bring models into the game and spent hours bringing pieces of the model in to see where the defect was.  An alternative method for importation would be great but what you're showing above is also very handy... I just don't know if I can use it personally because it involves blender and 2 words you mentioned that I never heard of, which means I'm not educated enough in 3d modelling techniques to know what I'm doing with that tool.

Your name:
This box must be left blank:

Look at you, hacker: a pathetic creature of ____ and bone!  (Fill in the missing word):
22 Guests are here.
When they kick at your front door how you gonna come? With your hands on your head or on the trigger of your gun?
Contact SMF 2.0.19 | SMF © 2016, Simple Machines | Terms and Policies
FEEP
6741c8dd28fc2