674115f5589eb

674115f559b3a
3 Guests are here.
 

674115f55a123JMP-Jack

674115f55a193
Ok. Thanks for your advice. I already know how to do it. Sorry if I didn't use the engineering section, I'm new here. Next time I will be more careful.

674115f55a26cJMP-Jack

674115f55a2c3
 Fusion Cannon. I change weapon position. If I leave as the original, the hand don't shown and the patch become unuseful.
[JMP Fusion Cannon 1.0.rar expired]
[System Shock 2 05.27.2017 - 09.35.28.01.png expired]

674115f55a482voodoo47

674115f55a4de
it's not a problem, it's not really a rule, just a recommendation - basically, development/beta/work in progress stuff and related talk should be kept away from the Mods subforum, which should be reserved for public releases and general talk only.

anyway, is the gigantic metal01 texture actually used for something? also, as far as fusion cannon hands are concerned, I think Arcaniac had the right idea (though the left hand should definitely hold the body of the gun, not the fusion arcs).


//the pulse rifle is ready to go, so attached to the mod topic.
[arcaniacfusion.jpg expired]
« Last Edit: 27. May 2017, 09:12:12 by voodoo47 »

674115f55a5bcJMP-Jack

674115f55a617
Yeah, He had a great idea!
The GIGANTIC metal01 texture is for this 2 TINY bars, ah ah.
[System Shock 2 05.27.2017 - 09.35.28.01.jpg expired]

674115f55a70evoodoo47

674115f55a759
then it should be scaled to something saner - pretty much everything over 256*256 is overkill for an object texture. also, as mentioned earlier, all SS2 textures must have power of two sizes (that means 256*128 is ok, 250*120 is not).

674115f55a7e9JMP-Jack

674115f55a887
Ok. Maybe I stole a simalar texture from the game files...
674115f55ab3a
I guess my help isn't needed anymore? Or are there still some open questions?

674115f55abdcJMP-Jack

674115f55ac25
Hi Olfred. I have a question: How to export simple animations for dark engine?
I need an external program? I rigged some weapons.

674115f55ae52voodoo47

674115f55aea1
Ok. Maybe I stole a similar texture from the game files...
yes, using stock resources wherever possible is recommended.
674115f55b09a
Animation is a hefty one.
First of all you need to know that there are two types of models in the game; static and mesh.
What you are currently editing are static models, and you can't make "real" animations with them. You can build in hinges and then through an ingame script/settings they can be animated (voodoo47 knows that part better than me).
And with mesh based models you can't just take any ready animation from another game as sadly the bone structure is hard coded into the game. So it needs to match it for it to work.

I don't know if it's possible to change a static model weapon to a mesh one, vooodoo47 might know.

674115f55b3f4JMP-Jack

674115f55b444
note about the assault rifle - for some reason, this particular model feels a bit off, if you take a good look, it's like either the gun is very short, or the hand is very long (the palm goes pretty much from the clip to more than the middle of the barrel). for a possible future update, adjusting this would be recommended.

also, for further development, using the dev topic at Engineering would be more practical - I'll split and merge in a moment.
Is't better now?

[System Shock 2 05.27.2017 - 12.57.21.05.png expired]

674115f55b57avoodoo47

674115f55b5c5
yeah, definitely better (still probably physically impossible if you wanted to be 100% realistic, but that's not the aim here, it just needs to look good enough).


well, lets see - things that are relatively easy to do on weapons:

-animated textures (via mtl, see NewDark docs)
-model switching upon changing weapon settings (via NVscript - basically, you have two models for each setting and the script is switching between them, see the SCP laspistol)

parts of a weapon moving or opening or similar is doable, but requires joints on the weapon (I think) and non-trivial scripting that is way beyond my current knowledge - ThiefsieFool would know.
674115f55b84f
Well, first of all, what do you want to animate?

I can give you a Blender file from tacticools wrench model which does have a clothed right arm. Just mirror it and you have a left one.

674115f55b91cvoodoo47

674115f55b96f
moved the alien pulse rifle to the mods subforum as you apparently want it as a standalone mod, though I have to say I'm not a big fan of the 2048*2048 texture - 1024*1024 would probably be enough.

NewDark may have lifted many limits, but rule of thumb is that just because we can, doesn't always mean we should.

674115f55bba1JMP Jack

674115f55bbf2
moved the alien pulse rifle to the mods subforum as you apparently want it as a standalone mod, though I have to say I'm not a big fan of the 2048*2048 texture - 1024*1024 would probably be enough.

NewDark may have lifted many limits, but rule of thumb is that just because we can, doesn't always mean we should.
Ok. I update it as soon as possible: I downloaded gimp.

674115f55be39JMP Jack

674115f55be93
Well, first of all, what do you want to animate?

I can give you a Blender file from tacticools wrench model which does have a clothed right arm. Just mirror it and you have a left one.
I would like to do a simple animation of the weapon mechanism (I don't know how it says in English ... pullback?). Like tacticool pistol for example. I've already rigged some weapons with blender.
674115f55bff5
Well, you can most certainly throw that rigging away.
For static models like the weapons (except the melee weapons) you can't do animations like that.
What you do is to seperate the parts that should move from the main model and add a constraint. Now in the game editor you "program" how they should move in certain occasions, like shooting.
At the Bits and bobs for Blender wiki under "Subobject Motion" is a description on how to set it up.
I think I might even have a simple model I could upload for you to take a look at.

674115f55c417RocketMan

674115f55c467
Yeah, He had a great idea!
The GIGANTIC metal01 texture is for this 2 TINY bars, ah ah.

I was wondering wtf was wrong with my head because I don't remember putting those blue tubes on that weapon. 

Anyway, Beyond the first few weapons you did, I would think it more logical to move on to the viral proliferator before the fusion canon.  The VP has more of a rifle shape to it than the fusion canon, which is supposed to be enormous and I'm not entirely convinced was supposed to be held like a rifle.  I do like the Arcaniac approach though.  Maybe just move both hands further back, as suggested by Voodoo.
« Last Edit: 27. May 2017, 23:43:11 by RocketMan »

674115f55c736JMP Jack

674115f55c7bf
I was wondering wtf was wrong with my head because I don't remember putting those blue tubes on that weapon. 

Anyway, Beyond the first few weapons you did, I would think it more logical to move on to the viral proliferator before the fusion canon.  The VP has more of a rifle shape to it than the fusion canon, which is supposed to be enormous and I'm not entirely convinced was supposed to be held like a rifle.  I do like the Arcaniac approach though.  Maybe just move both hands further back, as suggested by Voodoo.
I like the Arcaniac approach too. But there's a problem: which hand pushes the trigger? The only solution is to "simulate" a grip with trigger for the hided left hand (under the body of the fusion cannon) without adding another mesh: I've already too much polygons for my left arm. Probably can't export the object due to dark engine limitations.

674115f55c899JMP Jack

674115f55c8e9
It's better?
[System Shock 2 05.28.2017 - 07.50.53.07.png expired]

674115f55c995JMP Jack

674115f55ca7c
Arcaniac's hand position
[System Shock 2 05.28.2017 - 09.37.12.08.png expired]
674115f55cc0e
On an electronic weapon like this there may be a button instead of a gun trigger and it could be placed anywhere. Also I think the right hand should grip the carry grip, as in your second image. During action the fusion cannon should rest on the shoulder like a rocket launcher. If possible move the whole gun up to hint at that use.

674115f55ccfdvoodoo47

674115f55cd4a
changing the position of the gun is done via Shocked (or dml), but considering the current position and size, only some very small adjustments would be possible. the trigger is nowhere to be found on the vanilla weapon, so the way is should be carried is not really defined, and up to one's imagination (I like the second one better as well btw).

also, I don't think that bit where the red cables go is supposed to be pink.
3 Guests are here.
We need more giraffes in here!
Contact SMF 2.0.19 | SMF © 2016, Simple Machines | Terms and Policies
FEEP
674115f55ffc0