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ascottk

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Everything posted by ascottk

  1. It does make sense to say "skin" because you're adding skin to a skeleton. But "rigging" for the entire process cuts down on the confusion a little.
  2. fbx plays well with 3ds max & maya (joints & rigging preserved).
  3. I hate using the word "skin" when rigging meshes to joints. I associate skin with changing a mesh's texture/material. Anyway if any joint is not weighted to any part of the mesh then the importers may ignore those. I think most joints are weighted so I think it'll be a non-issue. It's just something to keep in mind when working with these.
  4. What about Google code? http://code.google.com/ I've been seeing a lot of projects go from Sourceforge to Google code lately.
  5. There are md5 importers for 3ds max. 3ds Max is how I started working with characters. The problems with the importers are that they tend to import only the rigged joints (the new proguard rig has 71+ joints, if the rigging only used 65 joints then the importers would only use those). Most exporters use the Skin modifier in 3ds max instead of Physique. You will have problems with mismatching joints numbers and names if the animation joints do not match the mesh joints exactly. Doom 3 is really picky that way. What I like about D3's formats are that they can be edited in a standard text editor and you can check if the joints match between the md5anim and md5mesh. Maya has a really steep learning curve so if you use that then you need a lot of patience & tutorials. Here's my rigging tutorial for Maya: http://wiki.thedarkmod.com/index.php?title=Advanced_character_rigging
  6. I took out the skull underneath but wait . . . I have an idea He needs something to keep his eyeball from totally falling off . . .
  7. Well, my quest continues for improvement and I've been trying out different software to help. ZBrush has been largely unused until I started using my graphics tablet (ZBrush + mouse absolutely sucks). So here's an improved texture for the zombie head: New normal map generated by ZBrush (& I think it looks great on the left cheek).
  8. If you're concerned about texture bloat, maybe a skin add-on pack would be available after the main mod is released. I was thinking about having additional AI packs that probably wouldn't be tdm "approved".
  9. I think it'd be fair to put your characters up for review/critique. I hate to say it like this but I've been held to a higher standard, a standard that you seem to be ignoring. For example a few of those skins look more like bad drapes than clothing.
  10. As far as the base model (since it's tdm), it's not an issue. But as far a shaping within facegen, then yes, it will need some work. That's probably why I hated Oblivion faces
  11. Not necessarily Once you import a model into customizer it'll share the same uv maps & once that happens you can import the original model's skin weights in maya to the facegened model. The texture needs a lot of tweaking, I'll agree on that.
  12. I wanted to see if this would work . . . Randomly generated in facegen: My face on the guard (ugh): Tweaked random: Trying on the engineer's goggles: & the new proguard helmet:
  13. You can only please most of the people part of the time and part of the people most of the time . . . or something like that. In other words, you can't please everyone. I'm not sure how to approach that but in low light conditions & most people won't be able to get an extreme closeup. But I'll see what I can do. That's the new idle animation on the new rig. I can't do much about that. Partly my fault, partly the idle animation. With that combination the effect is exaggerated.
  14. Well, that's all the work I'm doing on him for now. Here's a look at the revised zombie head (who is using the "forester" skin for now): & here's a screen of the proguard 2 family: Updates on svn now: All cloth is sharing UVs Updates textures and materials Got rid of colored textures (taken over by the colored material stage) and other excess textures Updated rigging Mesh updates Head mesh tweak (less asian eyes) TODO: Zombie body skin Possibly add more meshes for commoner clothing (sleeve ends. collar) Texture touchups (beardless head is too smooth), add more character to cloth Better normal maps Update animation when available
  15. I don't like it yet But I'm using animations to distort the original mesh: translated his left eye outward rotated the lips in opposite directions translated the cheeks inward scaled the jaw to be smaller He definitely needs a better normal map and some texture work You can do this to any mesh we have. A combo of translate, rotate, and scaling joints to create head or body variations without new meshes or rigging. I don't know how AFs for the body would react. You would have to modify any animations the character has though.
  16. Yet another progress update The colors still need to be tweaked, the imperial's red cloth is too dark but it's hard to nail with rgba values in materialeditor (I'm an idiot, I didn't know there was even a material editor in d3). The gold armor looks a lot better imo, and I'm pleased with the green. I did a violet version but it's still too dark. here's the material of the gold armor: models/md5/chars/guards/proguard_02/skins/proguard02_armor_gold { description "armor_plate" noShadows bumpmap models/md5/chars/guards/proguard_02/proguard02_armor_local { name "Stage 2" map models/md5/chars/guards/proguard_02/proguard02_armor blend diffusemap colored color 1, .7, .4, 1 } specularmap models/md5/chars/guards/proguard_02/proguard02_armor_s { name "Stage 4" if ( parm11 > 0 ) map _white blend gl_dst_color, gl_one rgb 0.40 * parm11 } { name "Stage 5" if ( parm11 > 0 ) map models/md5/chars/guards/proguard_02/proguard02_armor blend add rgb 0.15 * parm11 } { name "Stage 6" map models/md5/chars/guards/proguard_02/proguard02_armor blend add red global2 green global3 blue global4 } } 539 tris for the new tunic (separated for the trim) and a new cape which was the version I was experimenting with for dynamic cloth. The new cape uses a 512x1024 texture & I'll probably use a smaller texture for the trim but that would make it harder to align normal maps and stuff.
  17. Only the hammer sheath & draw are mine. Also the md5mesh/md5anims with the new joints were not available. & the animation files are not that big. Yeah, the colored keyword is pretty effective but I'd like gold trim on green cloth. So I might do some modifications to the mesh in order to separate them. And they'll need modifications (see later in this post). Crap, I forgot about how many polys were in the tunic So I'm raiding the proguard for his. It's easy enough to modificate . . . hmmm modificate . . . I like that . . . & I can separate the trim on that mesh. Besides Maya refuses to reduce my tunic any further. The levels are different from the diffuse or they'll be too bright or too dark. The lower tunic is sharing the same uv as the arms. I do a lot of sharing being uv maps/textures between meshes so I can cut down on the # of textures. Believe me, hardly any texture space is wasted. On this guy the arms& lower tunic share space, the armor and pauldrons share space, the forearms and boots and helmet share space. I could save space for the cape & have that as a 512x1024 (front and back overlap). I'm thinking about redoing the cape anyway.
  18. So how would I change the color of the cloth without affecting the cloth's trim?
  19. I thought about that since some skins only change the color. So I'll read up on it.
  20. Well, I think all of his files are up . . . at last I didn't see this in our forum but I read on d3world that tga rle compression is essentially a lossless compression (digital shorthand like the flac audio codec). So if I understand this and we have a solid white color about 32x32 . . . No compression would be like: 11111111111111111111111111111111 11111111111111111111111111111111 11111111111111111111111111111111 11111111111111111111111111111111 . . .etc. for another 28 rows . . . And rle compression would be like: 1x1024 So this proguard guy has a crapload of textures & I was thinking about removing some of the excess crud like using solid colors where the texture wasn't being used. That'd explain the 128 kb 1024x1024 normal map in his skins directory while another normal map filled with noise was over 4 mb (I removed the noise & that reduced the file size to 2.199 mb). Do people have problems on D3 with rle compression? http://www.doom3world.org/phpbb2/viewtopic...f=2&t=17670
  21. Yup. I figured it'll be easier to commit the whole thing now so I have less to commit later. He'll be updated & revised. & to the coders/scripters: this guy is using the new proguard rigs (body & head) & up to date with some of the builder guard's spawnargs. It also has a new hammer sheathe/draw animation for the dynamic attachment system (I couldn't get the positions totally right). There are temporary spawnargs for the hammer & longshort too: // temporary hammer def for the new rig entityDef ai_weapon_hammer_new { "inherit" "atdm:moveable_warhammer" "joint" "RightHand" // attachment info when worn on the back: // sidweways, along weapon axis, forward/back "angles_slung_across_back_rl" "-90 0 0" "angles_slung_across_back_lr" "-90 0 0" "angles_stacked_across_back_rl" "-110 0 0" "angles_stacked_across_back_lr" "-90 0 0" // attachment info when held in the hand: "angles_hand_r" "-90 0 90" "angles_hand_l" "-90 0 0" "remove" "0" "drop_when_ragdoll" "1" "drop_when_drawn" "1" "drop_set_frobable" "1" "drop_add_contents_solid" "1" "frobable" "0" // don't frob until the AI drops it "is_mantleable" "0" "clipmodel_contents" "1024" // CONTENTS_CORPSE // For AI interaction "AIUse" "AIUSE_WEAPON" } // temporary sword def for the new rig entityDef ai_weapon_longsword_new { "inherit" "atdm:moveable_longsword" "joint" "RightHand" // attachment info when worn on the back: // sidweways, along weapon axis, forward/back //"angles_slung_across_back_rl" "-90 0 0" //"angles_slung_across_back_lr" "-90 0 0" //"angles_stacked_across_back_rl" "-110 0 0" //"angles_stacked_across_back_lr" "-90 0 0" "angles_hip_sheath_l" "90 0 0" // attachment info when held in the hand: "angles_hand_r" "0 90 0" "angles_hand_l" "0 90 0" "remove" "0" "drop_when_ragdoll" "1" "drop_when_drawn" "1" "drop_set_frobable" "1" "drop_add_contents_solid" "1" "frobable" "0" // don't frob until the AI drops it "is_mantleable" "0" "clipmodel_contents" "1024" // CONTENTS_CORPSE // For AI interaction "AIUse" "AIUSE_WEAPON" } EDIT: I've been barely able to connect the last couple of hours so several skin textures are not on svn yet. But the base textures are there.
  22. Hopefully the connection I'm using is up to the task (probably won't finish with textures right off). So I apologize if not all of the files make it yet. But I figure he's good enough for a commit with 3 major skins ("Forester", builder imperial, zombie) and some head skins. Here's some screens of the zombie skin: Close up of the head:
  23. This is the kind of stuff that keeps me awake at night I remember a discussion about having animated/ragdoll clothing attachments or something or other so I've been experimenting today since we figured out how to work with copy_joint decls Here's a video of the animated version (xvid - just a rough & subtle animation, no normal maps): http://www.dramthethief.com/darkmod/videos/animatedcape.avi model dynamic_cape { mesh models/md5/props/cape/dynamic_cape.md5mesh anim idle models/md5/props/cape/idle01.md5anim { random_cycle_start } anim af_pose models/md5/props/cape/af_pose.md5anim anim death models/md5/props/cape/af_pose.md5anim } entityDef atdm:dynamic_cape { "editor_displayFolder" "Moveables/Wearables" "spawnclass" "idAnimated" "model" "dynamic_cape" "joint" "Spine2" "origin" "-2 -2 0" "angles" "0 90 90" "start_anim" "idle" "ragdoll" "cape" } entityDef atdm:env_cape { "inherit" "atdm:af_entity_base" "editor_mins" "0 -0.5 -12" "editor_maxs" "40 0.5 0" "editor_usage" "Ragdoll for cape" "editor_displayFolder" "Ragdolls" "nodrop" "1" "model" "dynamic_cape" "joint" "Spine2" "origin" "-2 -2 0" "angles" "0 90 90" "articulatedfigure" "cape" "frobable" "0" } & here's the map spawnargs: // entity 4 { "classname" "atdm:ai_proguard_02" "name" "atdm_ai_proguard_02_5" "copy_joint Head" "controlhead" "copy_joint Neck" "controlneck" "def_attach2" "atdm:dynamic_cape" "def_head" "atdm:ai_head_proguard_no_helmet" "offsetHeadModel" "0 0 0" "origin" "-40 64 -64" "skin" "characters/proguard_02/no_cape" "team" "0" } & a crappy screenie: I tried the ragdoll but it just stays in place & then flies off after a KO or death & it's stiff (crappy af but I can't get it to work). The problem with the animated version is it keeps being animated after KO or death but it attaches very nicely. I might try a version for the old rig so ppl can test.
  24. Now I'm having fun I had the idea of a forest green theme going so I made this skin: I call it the "Forester" skin. Dirty & worn. And to go along with the worn out theme here's a balding proguard: I have about 8 skins (3 major ones) so far. Instead of modifying the boot to get rid of the builder guard knee cap I ended up using an alpha channel to get rid of it. & the buckle is using the gen texture setup I started a couple years back. Maybe I could incorporate more gen textures somehow. I could easily get carried away with this guy
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