Adding custom items and weapons to SoM (unsticky me please)

#41
(2011-05-23, 12:26 PM)Verdite link Wrote: I'll send you my demon warrior to take a peek at.
I love your animations! I could actually feel his pain when he died :)
I see a few problems in the texture setup-
The 'head' object uses two different textures (mat1=strangehide.bmp and mat2=demonparts.bmp) which doesn't work in x2mdl right now. The whole 'head' will come out covered in only one of the textures.
LShoulder and Rshoulder objects each use three textures (bod, mat1 and mat2),
and Torso, L/RShin and L/RFoot use (bod and mat1),
and RHand uses two textures (bod and sword),
so they'll likely have the same problem as the head.

LThigh and RThigh objects both have one polygon whose UV goes off the texture, so their texture will come out all wacky flipped.


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#42
I had a quick look - didn't realise there was more than one animation. Looks good
There's no real need for the anchors {unless you guys no something I don't) ‎  which might make things easier.
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#43
I like Verdite's animation "7" which is played when the enemy avoids the player's attack. -reminds me of a Rugby player avoiding a tackle ‎ Harry_jump

I tested your anchor-less bone setup (from the scissors tutorial) and it works fine for SoM animated models. Thank you very much for that; it really simplifies the setting up and editing models, as well as making the workspace tidier. I think the skeleton on Verdite's enemy comes from back when we were still figuring out the ropes. Attached is your (Verdite) enemy with the anchor-less skeleton setup with AirFlamesRed's method.

I found out recently there's an international standard for humanoid model/skeleton size. That's why you see models in that 'arms-stretched-out' pose so often. I've made a new skeleton (anchorless) that should conform to the international standard. I'll include it with the next 'how-to' update. Since the last release of x2mdl was broken, I'm just waiting to see if there will be an update in the near future.


Attached Files
.zip   enemy.zip (Size: 55.5 KB / Downloads: 159)
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#44
Oh yes its much better for the reasons you have just pointed out. Some of the bones needed tweeking but the anims were quite good. I really liked the twist one.
I found, while messing that it sometimes adds keyframes (without touching the add button) sometimes, just by posing!. Anyone else getting that?
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#45
Thanks alot for going into all that detail for me! So one mat per object, as i remember you saying. No probs.

Though i will say, i'd assigned one material to the whole model, fixed it so there were no uv's over the texture box, etc just to test and it still came out wrong.

As for the anims - cheers! I really enjoyed doing them, the animation 7 maybe did stem from my experiences with rugby, though to be fair i rarely avoided a tackle, i rather embraced it as a contest of strength. I dont play rugby now hahaha. I used to play prop, because i was a giant for my age.

I'm gonna attach the textures incase you see something i havent. I kinda lost hope after i re-uv'ed everything with one texture to no avail.


Attached Files
.zip   Verdites model textures.zip (Size: 611.37 KB / Downloads: 165)
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#46
Transparency worked just as I needed

[Image: b507a4c51c57.png]

Thank you.

Now All I have left to learn for now is how to animate and I have enough source to learn from. :)
Is it possible to have more than 3 animations for hand? If yes, how do I do it?

Thank you all!

Oh BTW where do I get x2mdl?
It didn't come with my somtools.
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#47
Nice swords
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#48
Yes, nice swords. Are they modeled after authentic Georgian weapons?
(2011-05-24, 01:47 PM)Creatura link Wrote: Is it possible to have more than 3 animations for hand? If yes, how do I do it?
Oh BTW where do I get x2mdl?
I tried to make a basic replacement swing-arm model but it wouldn't show up ingame. However, I recently noticed that the arm model seems to have invisible bones which may be needed to align the weapon and hand armor to the arm. They may need to be included in the replacement arm model. If we can get a replacement arm to work ingame, it might be possible to add a fourth swing animation. ‎ 
The latest version of x2mdl is available here on som.net. However, I think that release has a serious bug. So, if it gives you problems, you can try the older version here. Mick, who made x2mdl, might have updated it by now. You could post on his site and and ask.


Verdite, I did a rough 'fix' for the UV issues I mentioned on your model and it seems to be looking ok in game. Your sword texture wasn't included, and since the sword and right hand are part of the same object, they'll need to use a single texture. I assigned the hand and sword both to the sword's texture so you'll have to insert a block for the hand's texture into the sword's bmp or such.


Attached Files
.zip   enemy.textures.fixed.zip (Size: 571.59 KB / Downloads: 174)
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#49
(2011-05-24, 11:31 AM)airflamesred link Wrote: I found, while messing that it sometimes adds keyframes (without touching the add button) sometimes, just by posing!. Anyone else getting that?
I think Keynote always auto-adds/modifies a keyframe when you change the pose. Me likes undo buttons ‎  Biggrin
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#50
I had a closer look at your model Verdite. There were some double sided poys and unwelded verts. ‎  These may not be important for the game, but that really confused me at the UV stage. Ive been used to making separate diffuse, bump, specular etc, maps for models but I now see these have to be combined, or elements of them, for ingame
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