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Everything posted by Domarius

  1. Man, I quite literally buy all my games, through Steam and GOG.com (you'd like GOG, they just give you an exe file, no protection, and let you download it as many times as you want) Last time I bought a disc game was Modern Warfare 2 because it happened to be cheaper in the store and I didn't want to download all that. (it required online steam activation too) But I buy SOOO many games on steam, they have such fucking good deals if you watch for them. Can't remember the last time other than MW2 I bought a game from a store. And you can be sitting on your arse, going "Hm, that game looks fun" (click) and you've got it (either very soon or maybe in the morning if it's a huge one), and you never have to leave the house Hm, I never thought about selling games. In fact I don't think I've sold a game in my life. I guess by the time I'm ready to sell it, it would be so old that the re-sell would be too low for me to care what I get out of it, and I'd much rather keep it for reference (games are my career and passion), or if I made a bad choice and it sucked and I wanted to sell it, no one would buy it anyway Of course that's just me. But seriously, you're missing out on steam.
  2. Update: to freeze the skeleton, I have to unbind it from the weighting - so I used the "export weights" feature of Maya to see if I could import the weights back after the freeze. Unsurprisingly, it didn't work - although surprisingly it seemed to work for most of the mesh but parts of it were very screwed up. I'll see if it's worth tweaking the result, or just resort to doing a quick re-weight. But in the worst case, at least the mesh and bones will be identical, if the weighting isn't - but I'll try and get it close enough.
  3. Sorry for the laughable amount of time I've been putting in. I've worked out that if I import the md5mesh with its bones, it screws up the rotations, but it gets the translations right. And when I say "screws up", I mean they are physically at the right orientations, but the actual values for those do not match what is actually in the md5 mesh. Eg. after importing, the leg is in the correct position, but it has a rotationX value of 80, whereas the leg that exists in the md5mesh has a rotationX of 0, even though they both are in the exact same position. Fortunatly, all the rotations need to be at zero, so I can freeze rotations (and not translation or scale) to set them all to zero. This is good, because if the translations were also messed up, I'd be fucked, because they aren't all at zero. I wouldn't be able to get them back to what they should be, without somehow working out what their zero position is supposed to be, putting them in that position, freezing translations, and then offsetting them back to what they should be. So basically what this means is, I'll be able to make a noblewoman rig to animate with in Maya, that is pretty much an exact copy of the mesh and bones that are in game. So it should be accurate, and work for old animations as well.
  4. Alright so I have to weight verts. I'll just get something pretty close without spending too much time on it, because it's only meant to be a guide. The main thing will be making sure she's got the new skeleton and all the controls are working properly.
  5. Yeah that's the idea in this case. If I can be saved having to re-weight, at the bare minimum, we are all good. I was just under the impression that someone had done it before because there is a tutorial on the wiki. But perhaps that never included the weighting and skeleton? I think if this is the case, then I will just fall back to the noblewoman MB file. Would that still be useable as an animation rig?
  6. Thanks I've got everything. With the exporting - I tried MB and DeepExploration said "Maya installation not found" (even though it is installed) so I tried OBJ and it seems to have come into Maya OK, except with no bones. Is that right? If not maybe you could just export her for me and I'll handle the rest.
  7. Well I've got the noblewoman to work on for now, and I have deepexploratuon now, so I have stuff to do for the moment. So no hurry I guess but they should all get uploaded at some point. Builder priest would be next priority.
  8. Probably he has an lwo file that you've worked on that isn't uploaded? I don't mean to keep asking the same thing over and over again, it's just that I haven't yet had a direct response as to whether all your lwo files are uploaded to model_src or not.
  9. Hm I don't have Deep Exploration, perhaps you can convert the noblewoman LWO to MB then?
  10. Cool. And you haven't got a lightwave file for the builder priest? He's the one with the badly weighted verts. Some verts in the crotch area are weighted to origin (very common mistake). I've already fixed it but haven't exported it to the game. His materials are pointing to texture files that don't seem to exist anymore, so I was wondering if there is a newer lightwave priest. Also it'd probably be worth uploading the lightwave files for anything you've worked on, to model_src. That way model_src does have the latest src needed to modify the game, and if your computer dies or something,, we don't lose all your work.
  11. Cool - if you haven already, can you upload any light wave files to their model folders in model_src, that way I know if I can work from the mb file or not for mesh & weighting changes.
  12. Depends, have you seen him sitting in a chair? Unweigted waist verts only show up when the hips displace far enough from the origin, and they usually don't move far in most animations so it's easy to miss. I only saw it cause the imported anim glitched out and moved him far. Sounds like the stocky character problem could be fixed by a combination of better weighting and anims that move the tummy better.
  13. I tried out the stocky dudes, and there's no way we can get away without making stocky animations for them specifically, but some time can be saved by importing the existing animations and tweaking them. They need to be adjusted otherwise their arms clip through their bellies - and may as well make them actually move like fat people in the process. I think the forger is going to have to have his face guard removed or enlarged, his head clips through it all the time, which will happen often with the dynamic head turning. Builder priest has some unweighted verts around his waist which I'll need to fix.
  14. Cool - if the lightwave files for the forger are uploaded (and any others you've worked on) I'll get onto those too.
  15. Well, that settles it then. We can't use the md5mesh importer for Maya, it's probably ok for people wanting to rip models and muck around, but no good for serious work. Okay new plan - I'll get deep exploration, and convert your lightwave noblewoman to Maya, and add the handy controls to that. Even though it fucks up the mesh, that's not a problem because it should be good enough to animate with and we won't use that Maya file to export the mesh - we'll only use it to animate with, and the lightwave file remains the original source for the actual mesh. Sound good?
  16. Not sure - can you tell me exactly what files you're using? i.e. .def, mesh, anim. I assume the MB file is one you've made yourself from importing the md5mesh. --------------------- In other news - I'm trying to give IK to the leg on the noblewoman imported mesh and it goes mental because the values aren't at zero. It's hard to imagine how this could ever work in game, so it's probably a problem with the md5mesh importer for maya. Spring if you rigged this girl in Lightwave, can you help me confirm this? Can you open the lightwave version and check the rotation values for the RightLeg joint. Because, in the md5mesh I imported into Maya, I have; RotateX: -10.345 RotateY: -89.975 RotateZ: 100.32 When in fact they should be zero, or very close to it. If the lightwave file is uploaded to model_src repository, I can check it myself in lightwave when I get home. (Should install lightwave on this laptop)
  17. I hated 1 because it was so awesome but there was no need to be assassiny. It was all just kill kill kill. It was too easy. Made all the stealthy stuff and roof-running pointless.
  18. Those are all multi-platform releases (with the exception of Blizzard and Valve, like I said) You won't see any PC EXCLUSIVE games anymore, but you will see multi-platform releases. You develop for the popular platforms, then port to PC as an afterthought. This means - Crysis takes place in a city instead of a jungle.
  19. Here's what I found; http://forums.thedarkmod.com/topic/7263-citywatch-rig/page__view__findpost__p__185536
  20. Hopefully fans will be making whole mission sequences, like they did with Thief 2. (eg. Calendra's Legacy)
  21. The wierd joint names problem is easily solved - looks like the importer renames the joints like that, so we have to rename them back after importing them. (Or I could even edit the script so that it doesn't do that, the fucking thing...) And the 68 vs 71 joints thing has come up before - unfortunately I can't find the thread where it was discussed. It does have to do with animations/models/def files using different numbers of joints... basically something is outdated. The thing with 68 is missing the 4 lower skirt joints, and has an extra bone that is deleted in the 71 joint version, which accounts for the 3 joint difference.
  22. Domarius

    dodgy games

    Haha I really like this
  23. Yeah as someone who actually works in the games industry, I'd say you'd have to be an idiot to make a game exclusively for the PC (note the word "exclusive"), for all the trouble it has with hardware variety, and such a small user base, compared with making it for a console or the iPhone. It's just a fact of life. The only exception is if you're Valve or Blizzard, because you've already got a foot hold and are a massive company, or you're an indie developer just doing it for fun and a bit of money on the side. Otherwise, you make it for your popular platforms, and then do a port to PC, that is if you can prove it's viable. It pretty much ended with Crysis I think. Right after that came out, Crytek announced they wouldn't be making any PC exclusive games any longer. Then we see teaser trailer and pics for Crysis 2. It doesn't continue on from where Crysis left off. The cliffhanger ending is ignored completely - instead it takes place 4 years later. Why? So they can move it the hell out of the complicated vegetation scenery and into a different location, i.e. a city, with nice flat surfaces and short view distances, much easier to render. In other words, more suited to the consoles. And yes it's a multi-platform release.
  24. I had this problem last time I tried the mod from updating directly from SVN. Your screen is full, but it's as if the camera lens is set to the right of the screen - so like, to aim at anything, it has to be flush with the right of the screen, if that makes sense. I've yet to purge the darkmod folder and resynch from SVN though.
  25. Well if that were the case, you could delete the addoptions section entirely Try it anyway, not sure if it will work. I'm pretty sure "addoptions" is where it makes the joints "visible" to the game. Each joint name has to be listed here or it's not imported. As for animations - yeah you will never get the original anim from the exported anim, that goes for probably every animation format in existance. Keyframes are what you work with, but the final format always flattens the information into individual key frames, so that no processing has to be done during the game. So you have to always come from the MB file, you definitely can't work backwards unless you want to deal with all those frames. Anyway let me know how you go.
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