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Everything posted by Arcturus
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Thanks Greebo. I made second idle animation in which it moves his legs (and origin). When added to def as idle2 then front of the horse takes frames from one animation and back from the other, which looks wrong. I also made trot animation which is current run animation. I assigned footsteps sounds to proper frames. I will make gallop later. Right now I'm working on a flag model to put my jolly roger on. As to size of the model. It looks smaller from player's perspective. If you put NPCs next to it, it seems bigger: I'm using script from this guy: http://www.doom3world.org/phpbb2/viewtopic.php?t=1711 to import/export md5. I could write a note about it.
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Does code support maximally two animations: walk and run? Or is there possibility for let's say: walk - trot - gallop? I would also like to make some more idle animations first.
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I've set visible mesh to noshadows. Only shadowmesh casts shadows now.
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Shadow is screwed only on idling. While walking it looks good so it must be those bounds. I don't know why they didn't export. EDIT: Ok, it's because you have to export md5mesh and md5anim at the same time. Exporting animation only works but bounds are not in anim file. EDIT: I uploaded fixed idle and af_pose md5anims. Shadows are working
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I exported animations from Blender using script I found on net. Obviously it's not perfect. I'll check it when I'm home. I will have to learn about those 'bounds' more.
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Yes. But it was good animation, really inspiring All md5 files are uploaded to https://darkmod.homelinux.com/svn/model_src/horse. I would like to ask someone else to write a def file and set up the rag doll. I suck at it and it would take much time untill I figured it all out. I'd rather focus on making more animations and additional textures. Man, this horse has taken me already four months of life It was rather exhausting, but I think I've learned a lot
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Thanks Crispy. I only had to redo legs. Current bone scheme is: origin - butt - first leg - second leg - tail - chest - third leg - fourth leg - neck - head - first ear - second ear - player (I will rename the bone to rider) Few questions. Are "_" and "." marks allowed in bone names? And how to place joints. In Dram's there was separate chain for rider: origin - body (that bone doesn't have any vertex groups) - saddle - rider. I have rider's bone attached to chest. If we want to have in the future saddle and harness we will need joints for them too?
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Thanks for the tip. I'm redoing the walk animation.
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I want it to cast shadows on the visible mesh e.g. one leg on another. If I understand it right sticking out shadow mesh would cast unwanted shadows on the model's surface.
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So it has to be single chain for legs: origin - upper leg - lower leg - foot, or else AF won't work? I should have thought about it earlier.
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Okay. I added a shadowmesh. I tried to make it completely hidden inside of visible mesh so it's rather thin. I made two animations: walk and idle. Walk has 48 frames so it looks good when played with at least 30 fps. I added one bone as player joint but it will be tweaked later on. Md5 files are now in https://darkmod.homelinux.com/svn/model_src/horse. Anyone willing to make a def file ? edit: I've just read about the origin bone. Have to change it. edit2: I think I totally screwed up the bone hierarchy. I have to rethink it all.
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Ok, I'll add it later on.
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I've set up the rigging. I'm going to make some walking this week.
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Also NPCs look flat when frobbed in dark room. In low ambient light bumps are soft and there's no specular lighting. Shots were taken with ambient light value 15: with bumpmapping disabled (for comparison) with bumpmapping enabled lantern
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Thanks, I uploaded the lwo and textures to model_src so that if I'm hit by a tram tomorrow the files won't be lost. I'm learning the basics of animating now. This may take a while.
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I feel like I've been working on this for ages. I added horseshoes. Texture is not done yet. Tail needs to be improved.
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I'll try to do it myself, but will have to learn it first.
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Not 3d, only drawn.
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Work in progress.
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I agree. I'll work on it a little more.
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I managed to export the model to lwo format and put in game. It has currently 2402 triangles. No colour yet. I had some problems with normalmaps as they didn't look well mirrored. Anyway that's how it looks so far:
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2314 tris - 1157 on one side. It still needs cleaning.
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5000 seems to be a lot. How many polygons do character models have?
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I read on the TDM wiki: "Aim for less than 5000 polys for significant AI, and less than 500 for most common objects". I started to work on a low poly model and was wondering, how many triangles should it have. I can do something that would have 500 polygons and resemble a horse, but I also can make model that would have 5000 and resemble a horse even more