Model Requests? (or help)
- fhko
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I could probably do better if I wanted to spend more time on it, but here's a nice little flamethrower weapon.
Flame Torpedo and Texture
Although, of course, you will need the proper weapon settings (once again, you could probably do better than this)
Code: Select all
{ Flame Thrower
Fire=Basic
Control=MG
object=ExpLinear
damage=1
builddamage=0
graphic=6
item=None
prox=5
param=200
speed=2000
delay=35
expiry=45
Subexpiry=1500
veleffect=0
sound=9
anim=AnimFirePlasma
}
- fhko
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I finally managed to model a decent looking humanoid model. I'm planning to eventually use it as the model for my exoskeleton vehicle on my world. So far I've got the animations for running, walking, and a standing punch pretty much done in gmax. Unfortunately, I can't seem to get tempest up and running on the computer I'm using so I can't begin the process of properly UVmapping it or converting it into an .atm fomat.
When it's all said and done, I'm hoping to have it do some really neat stuff on my world. Like leap over buildings, outrun a car and unleash one mean looking attack.
When it's all said and done, I'm hoping to have it do some really neat stuff on my world. Like leap over buildings, outrun a car and unleash one mean looking attack.
- fhko
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So far, the list of animations I have done for the humanoid includes: standing, walking, running (more of a continuous series of horizontal leaps really), standing punch, walking punch, running punch and jumping (needs some work on timing). Anyone have any requests for more I can make 'em do while I'm at it? Keep in mind each additional animation added to the atm file will make it larger (although it would probably be easy enough to make a few different versions with their own select set of animations). Just keep it reasonably simple. I refuse to make him preform every act of the Nutcracker just for kicks.
- fhko
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Can't do screenshot since the computer I modeled it on doesn't have a working modem (struck by lightning or something) and the usb drives don't seem to recognize my flash drive. Leaving the only way to get it to this laptop a burned CD, but that's kind of a waste.
I was planning to eventually throw in move stop and start animations. Going to wait until this weekend to do them since I can't currently try out anything in-game.
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On a related note, I've noticed that a vehicle I currently have as primarily transparent (using the 'blend color' setting I think) becomes totally opaque as the camera moves far away from it. Does this also happen when other players view your vehicle from far away. If so, do you know a way to remedy the problem? I was planning to use it to make some 'stealth' vehicles.
I was planning to eventually throw in move stop and start animations. Going to wait until this weekend to do them since I can't currently try out anything in-game.
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On a related note, I've noticed that a vehicle I currently have as primarily transparent (using the 'blend color' setting I think) becomes totally opaque as the camera moves far away from it. Does this also happen when other players view your vehicle from far away. If so, do you know a way to remedy the problem? I was planning to use it to make some 'stealth' vehicles.
The only reasons I can think of for that, are:
- alpha blends aren't working properly... complicated stuff I don't really understand, to do with the order of transparencies rendered by the engine
- the vehicle has LoDs and the medium and low LoDs don't have transparencies applied. A bug in the engine (or maybe the model converter) - if you take a model with LoDs and change its material properties, only the high level LoD is changed. The solution is to rebuild the model from 3 transparent LoDs
f
- alpha blends aren't working properly... complicated stuff I don't really understand, to do with the order of transparencies rendered by the engine
- the vehicle has LoDs and the medium and low LoDs don't have transparencies applied. A bug in the engine (or maybe the model converter) - if you take a model with LoDs and change its material properties, only the high level LoD is changed. The solution is to rebuild the model from 3 transparent LoDs
f
- fhko
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Then you'll be happy to hear that I've finished the texturing job and already assembled most of the preliminary animations (Standing Punch aka 'Generic Weapon Fire' shown below).
I think this is definitely my best looking model thus far. I'm not even quite sure how I pulled it off. Maybe I should just quit now while I'm ahead (joking of course).
Hopefully, I can get most, if not all, the animations done that I wanted for it and upload it by the end of the day today.
I think this is definitely my best looking model thus far. I'm not even quite sure how I pulled it off. Maybe I should just quit now while I'm ahead (joking of course).
Hopefully, I can get most, if not all, the animations done that I wanted for it and upload it by the end of the day today.
- fhko
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After quickly throwing together animations for move stop and move start. The model is more or less ready for in-game use.
So here is the exoskeleton and it's texture. Enjoy
So here is the exoskeleton and it's texture. Enjoy
- flametard
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wow thats amazing! since you can do humanoids maybe youd like to tackle a suit of plate armor for xebec? im using a model called "driver" for my plate armor, golden armor, and majical armor vehicles and it looks .... well, not like a suit of armor.
also, can you add weapons or animations to existing models?
fooli made it so the og (caveman) model kicks and it looks great in game, i was hoping someday to get some sword swinging anims to a couple of the other models cause at the moment, i have the sword pop out of their body cause the sword is a bullet model on a very short expiry. it looks.... well you only see the sword when it doesnt hit a target, if you make contact with a target all you see is an explosion.. it doesnt look as nice as when the caveman kicks a sheep square in the nads.
also, can you add weapons or animations to existing models?
fooli made it so the og (caveman) model kicks and it looks great in game, i was hoping someday to get some sword swinging anims to a couple of the other models cause at the moment, i have the sword pop out of their body cause the sword is a bullet model on a very short expiry. it looks.... well you only see the sword when it doesnt hit a target, if you make contact with a target all you see is an explosion.. it doesnt look as nice as when the caveman kicks a sheep square in the nads.
- fhko
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I'll take your confidence in my modeling abilities as compliment, but I think you might be getting carried away with what you think I'm capable of producing. Really my model isn't much better than it's predecessors. It only appears so because I got my hands on a new picture editing program so the texture looks great, unlike my earlier stuff. Let's just hope I'm not a one hit wonder.
For one thing, the model still needs fine tuning before it's really done.
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Assuming I accept your request for a plate armor model (and I actually get around to making it), are we talking about just a medieval looking suit that acts as a piece of scenery or the whole walking, talking, sword-swinging enchilada?
Adding weapons and animations to existing models could be difficult. I'd have to put a single frame of the model into gmax and work from there. It could cut down on some of the aspects of modeling from scratch, but any animations that the model originally had would have to be redone and the Uvmapping would likely need to be adjusted some to accommodate the addition of a sword, gun, etc. Plus many of the existing models in-game are extremely low on poly counts, meaning the animations might look terribly distorted if I did manage to pull it off.
Just to be clear, you'll still need some sort of weapon to fire corresponding to the attacking animation. I've been spending a bunch of time trying to speed up my model's punch animation so it doesn't throw the punch a split second after the weapon has already expired (ruining the effect). I'm down to 2 tenths of a second to throw a punch and it's still not even close. Not to mention I'm talking about the standing punch. The moving attacks are much slower.
Feature Request: FireDelay=X
Setting for weapons. Allows the weapon to actually be launched X hundredths of a second after the fire button is pushed.
For one thing, the model still needs fine tuning before it's really done.
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Assuming I accept your request for a plate armor model (and I actually get around to making it), are we talking about just a medieval looking suit that acts as a piece of scenery or the whole walking, talking, sword-swinging enchilada?
Adding weapons and animations to existing models could be difficult. I'd have to put a single frame of the model into gmax and work from there. It could cut down on some of the aspects of modeling from scratch, but any animations that the model originally had would have to be redone and the Uvmapping would likely need to be adjusted some to accommodate the addition of a sword, gun, etc. Plus many of the existing models in-game are extremely low on poly counts, meaning the animations might look terribly distorted if I did manage to pull it off.
Just to be clear, you'll still need some sort of weapon to fire corresponding to the attacking animation. I've been spending a bunch of time trying to speed up my model's punch animation so it doesn't throw the punch a split second after the weapon has already expired (ruining the effect). I'm down to 2 tenths of a second to throw a punch and it's still not even close. Not to mention I'm talking about the standing punch. The moving attacks are much slower.
Feature Request: FireDelay=X
Setting for weapons. Allows the weapon to actually be launched X hundredths of a second after the fire button is pushed.
- fhko
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So Flametard, do you want your suit of armor to be static or act as an avatar? Full helmet or some face showing (the former would be easier)? Got any pictures of what it would ideally look like?
And in my second to last post, I misspoke when I said that all of a model's animations had to be redone. This would only be the case if were adding or removing something from the model, but not if I were just coming up with a new animation for it.
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I recently reinstalled my copy of Dungeon Siege to try to get some better ideas as to modeling humanoids, armor, weapons and the like. I never really realized the extent to which some of the work is pretty crappy (by which I mean that it's on par with my level of work ). The knees on the characters probably only consist of about 4 or 5 vertices that warp pretty horribly as the characters run. Not to mention the one staff weapon attack animation in which the character's wrist rotates in a complete circle, briefly causing its faces to invert.
I might try to get my hands on siegemax again and get an even better look at some of the stuff.
I think I might also load up Morrowind too. Has some very nice looking equiment and scenery that I might be able to closely examine with a modeller's eye. I've always thought their glass helms are pretty wicked looking.
And in my second to last post, I misspoke when I said that all of a model's animations had to be redone. This would only be the case if were adding or removing something from the model, but not if I were just coming up with a new animation for it.
----
I recently reinstalled my copy of Dungeon Siege to try to get some better ideas as to modeling humanoids, armor, weapons and the like. I never really realized the extent to which some of the work is pretty crappy (by which I mean that it's on par with my level of work ). The knees on the characters probably only consist of about 4 or 5 vertices that warp pretty horribly as the characters run. Not to mention the one staff weapon attack animation in which the character's wrist rotates in a complete circle, briefly causing its faces to invert.
I might try to get my hands on siegemax again and get an even better look at some of the stuff.
I think I might also load up Morrowind too. Has some very nice looking equiment and scenery that I might be able to closely examine with a modeller's eye. I've always thought their glass helms are pretty wicked looking.
- flametard
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maybe something like this. simplify it it makes it easier to build, this is just a suggestion, it could be alot more simply shaped than this.
it should be an avatar with standing, walk, and run animations. i think he should carry a spiked mace, like this:
ideally it would also swing the mace as a fire animation, that would be amazing.. if you can add attack animations i know of 4 more models that could use animations, just to make melee combat more fun on xebec.
if these animations were to happen, id change the secondary weapon for some of the vehicles from a projectile like an arrow, to a sheild. and use the repel weapon (which repels attacks) as a kind of guard button with a short range. this should produce something that works like a block button. if what im thinking goes down, it would make melee combat really awesome looking on xebec and push foreward what was thought possible for this engine.
Last edited by flametard on Sun Jul 27, 2008 4:02 pm, edited 2 times in total.