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Need help with builder forger head


grayman

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I need the mask that the builder forger wears on his head, so I can place it on a shelf.

 

The mask only appears as part of this model:

 

models/md5/chars/builders/forger/builderforger_head.md5mesh

 

If I use that model and skin it so the head is invisible, it doesn't stay in the game when the map loads. I don't know why; it's just a model.

 

Is there anyone who can separate the mask from the face and make it available as its own model?

 

Thanks.

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This would be up my alley but my Blender doesn't import this model except for the armature because it throws a traceback call error. Seems to be hit and miss what will work: the builder guard imports, the rusty builder guard doesn't. That's using the Arx End of Sun tools for and in Blender 2.66.

 

As nbohr1more mentioned earlier I could dig around in ancient Blender versions and see if I get lucky. Though it'd be more interesting to see whether and with what setup someone else can do it?

 

Something interesting to try would be to inline the skinned head model and see if it stays ingame.

Edited by Dragofer
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I can import md5meshes in model form sometimes. I can look into it when I get home from vacation if no one else has any luck.

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Could you model the object roughly in DR? I think the AI textures should be available in the other materials section.

 

-OR-

 

What if you make the head invisible and keep the mask, but use func_animate? Func_animate should allow you to use any md5mesh models as objects. It will probably not have any physics, though.

 

IIRC func_animate allows you to choose any md5mesh model (the skinned head with invisible head with visible mask) and animation (probably "dead" so that it doesn't move).

 

For an example of the use of func_animate, check out my hanged corpses. They were used in Melan's earlier Penny Dreadful mission, the one with lots of climbing. There were gallows near the starting point.

Clipper

-The mapper's best friend.

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Could you model the object roughly in DR? I think the AI textures should be available in the other materials section.

Ah yes I forgot about that, @Gman give me a short while to build this for you.

 

[update]

 

Found the .md5mesh file so worst case I can build an FS facimle, but the better option would be to import it into blender and remove the head part -

 

- https://sourceforge.net/p/blenderbitsbobs/wiki/MD5%20exporter/

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The head-less mask has just over 900 tris once the missing inside of the cap is recreated. Moreover, it doesn't have any UV map anymore, possibly due to Blender version differences (2.49 is September 2009 - installed it and realised how Blender got its reputation for having an abhorrent UI).

 

If you like I can regenerate the mask's texturing or try some ways to get the UV map into modern Blender. Though Bikerdude looks to have already made basically a carbon copy in DR. If there are issues remaining with the .ase's texture alignment I could sort that out in Blender.

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Moreover, it doesn't have any UV map anymore, possibly due to Blender version differences (2.49 is September 2009 - installed it and realised how Blender got its reputation for having an abhorrent UI).

UV map is fine.

 

post-2001-0-81508000-1470586465_thumb.jpg

It's only a model...

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It doesn't make any sense to me... the UVmap doesn't seem to match the texture in any way. It also takes a small part of the uv space and the cap under the visor is cloth while the real thing is metal there. It looks to me like what you get when you unwrap without putting any seams:

 

4Ygak0c.jpg

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