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I'm not sure... I don't think so. Maybe someone with a little more knowledge about editing AI models would know. Maybe Zygo knows.

From what I understood you only have the bone locations as fix points for anything added to the model.

And even if you could, it certainly wouldn't be an easy task.
Acknowledged by: voodoo47

6740ebf5d93e8voodoo47

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ok, another question - the Rebirth models have screwed up joints (one already noticeable problem this is causing is that the headtracking is not working). how hard would it be to fix them up?
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Actually the same amount.
The big problem is that you don't have any means to convert the models into a format which gives you the bone assignments. You have to do them from scratch again.
It's not that it isn't possible, it just involves work and a lot of tweaking to get it right.

6740ebf5d9635voodoo47

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ok. to the dml workshop then! if it can't be fixed properly, then it shall be fixed improperly - dml tweaking the detailattach on each bloody concrete.

I'd really, really wish someone would make new, proper hires AIs. hell, I'd probably pay for it if I really had to.

6740ebf5d99c1RocketMan

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Actually...

Olfred, I tried to fix the head-tracking a while back and as always, my problem was getting something not-broken out of the bin file when reverse-converting it.  If you can do that part and give me a nice well-behaved 3ds file (or an old max file) with the vertices welded properly, and not microscopic in size, rigging it shouldn't be any trouble for me.  I have enough practice at it now.  The problem with the rebirth models is that they're missing some planes, IIRC that define the neck region.

Voodoo:  What we need really badly is a dedicated texturer.
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I could provide you with that. But first you might ask PinkDot from TTLG if he can provide you with something. He is currently working on something big. Although there is nothing released yet, you might ask him for some kind of alpha release for you.
As far as I can see he already managed to do proper import of a model (including bone assignment) and wrote some exporter GUI.

Voodoo:  What we need really badly is a dedicated texturer.
word

6740ebf5d9dfeRocketMan

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Is Pink working on Rebirth too?  I only see the thief redo he's doing... unless you were talking about an import procedure that would help?
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He's working on tools for 3dmax to import and export AI models and animations.
As it's basically the same engine these tools should work for ss2 models as well.

6740ebf5da033RocketMan

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Oh I see, I skipped right over that part.  Sounds pretty ambitious and it would make the rigging process much more robust if he follows through on his plans.  On the other hand I was just getting comfortable with the shitty rigging system as it is now lol.

6740ebf5da15dvoodoo47

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one more Rebirth related request - Rebirth's corpse_f.bin [-1160] is a dead woman with ripped off arm. it'd be nice to have that missing ripped off arm available as an object (the currently available right arm is slightly too short, and has a bit too much muscle to pass for a female hand belonging to this corpse).
[no_arm.jpg expired]
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How do you display the bone axes like that in ShockEd?
And I will take a look to create a ripped off arm.

This file is for RocketMan
« Last Edit: 31. March 2015, 18:07:27 by voodoo47 »
Acknowledged by 2 members: RocketMan, voodoo47

6740ebf5da469Yankee Clipper

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View | Show/Hide | Creature Joints
I don't have that option. Probably because I haven't updated ShockEd in a long time.
Do you maybe know the console command for it?


I'v created a matching arm for the female corpse.
Don't forget to copy the corps_f texture into obj/txt16.

6740ebf5da926Yankee Clipper

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Anyone know a good tool for editing or even just displaying a .bin file of a corpse? I tried the BSP viewer, but it crashes when I try to open a corpse. It works on clothing and other stuff in the obj folders, but it won't work with stuff in the mesh folders. I want to fix the corf_ric.bin corpse in Arcaniac's mod. She has a weird spike sticking out from one of her hands.

6740ebf5daa47voodoo47

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yeah, typing show_creature_joints into the command window will display the joints. new hand fits like a glove - thanks again.
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new hand fits like a glove
I did a custom fit on it ;)

Thank you both for the command, it's going to be helpful for me.

6740ebf5dade6RocketMan

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Hey Voodoo, here's something to play with.


...by the way, is the overhead attack motion supposed to miss sometimes?  The hybrid can't connect now and then when I just stand still.  It seems his pipe doesn't go exactly where he's looking with his head.  Misses on the inboard side of his body.
« Last Edit: 31. March 2015, 18:07:52 by voodoo47 »

6740ebf5daf3bvoodoo47

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ooh, fixed joints, headtracking working now. nice. could use a bit of tweaking if possible, sometimes the head moves around a bit too much.

as for the overhead attack, I will check the orig model, but the general rule is, anything physics related is a bit wonky in the Dark.

6740ebf5db16fRocketMan

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sometimes the head moves around a bit too much.

Did I do that?  How do I fix it?  I figured that would be motion related.


Oh... and did you notice anything about his pockets?  or legs?

6740ebf5db2c1voodoo47

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now that you mention it yeah, pockets are slimmer which is good, but something is not right with the legs, they sort of crumble on themselves slightly, and the boots look a bit odd. it's making the already quite short model even shorter, and I don't think we want that - I'd even make them slightly taller (than orig Rebirth models) if possible.

not sure about the motions, will have to check. //hmm, he does seem a bit sloppier with the overhead attack, but unsure what can be done to improve this.
[shorty.jpg expired]
« Last Edit: 17. March 2015, 22:30:43 by voodoo47 »

6740ebf5db3deRocketMan

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The main challenge is body proportions and how they intersect the limit planes.  Rebirth models appear not to have been designed with this in mind.  Thats why head tracking didnt work.  The neck planes would have intersected with his chin.  I'll have another look at it though
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I took a look at the 3ds file, and the model itself is already broken to begin with.
Somehow the converted made errors. When you take a closer look you will see that the model is pushed together at the ankles, knees and elbows.

Hopefully I will manage to get some free time tomorrow so I can jiggle around with the converter a bit more to hopefully get a proper model out of it.

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