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demagogue

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If these are available through my tdm installation don't stress over it! just tell me where to look. If they're not though, I'd appreciate if you could send them as obj, ase or md5 (I can find a way) to my email diego.floor at gmail.

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They're all part of the mod. You could start with tdm_ai_humanoid_guards01.pk4. If you look in the md5/chars/guards/citywatch you'll find citywatch_head.md5mesh (I think that's the right name). The default proguard head and elite_guard heads are also in their respective folders in that .pk4.

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I made a quick face as a test to see how convenient it is to make new ones simply as new textures for the current ones. I'm not sure if this was successful, because I ended up distorting a bit of the mesh in the process, which might require re-rig turning the whole scheme useless.

.i2BICkTAZUavN.jpg

I tried testing it ingame by simply substituting the respective files (diffuse and normals maps) but the pk4 failed. I realized something was wrong because I couldn't find a single guard in the whole mission! lol

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I'm not sure if this was successful, because I ended up distorting a bit of the mesh in the process, which might require re-rig turning the whole scheme useless.

 

It shouldn't...depends on your software, I suppose, but there's nothing inherently bad about moving verts around. If the weighting is saved for the verts that didn't move, it will be saved for the ones that are.

 

The face looks quite good to me, though you have to see it in game to be sure. You've come a long way from the faces you did a few years back. :)

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Yes, very nice indeed! Looks like a good face for guards and a pagan warrior.

 

Springheel - Maybe a stupid question, but how to make sure the weighting is preserved? Would saving as something like obj (or converting in general) erase it? Because though I can import md5 in 3DS max, I often save it as something else so I can work on the meshes in other software.

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I don't know. I doubt .obj files preserve weighting information (it doesn't generally even save uv-coordinates). Some formats do, like .lwo. I don't know anything about Max though.

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Wow that face does look good for something "thrown together" and an early draft. Man if we get assets looking that good turned over fast enough, going standalone doesn't seem quite so daunting (though it's still a big task).

What do you see when you turn out the light? I can't tell you but I know that it's mine.

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You've come a long way from the faces you did a few years back.

 

Thanks :D The current technologies also help, I remember having to do UVs completely by hand, high definition models by directly creating new polygons etc. Being a digital artist today is much easier.

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I made a quick face as a test to see how convenient it is to make new ones simply as new textures for the current ones. I'm not sure if this was successful, because I ended up distorting a bit of the mesh in the process, which might require re-rig turning the whole scheme useless.

.i2BICkTAZUavN.jpg

I tried testing it ingame by simply substituting the respective files (diffuse and normals maps) but the pk4 failed. I realized something was wrong because I couldn't find a single guard in the whole mission! lol

 

If that is what you quickly throw together, please throw together more stuff for us! :wub:

"The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man." -- George Bernard Shaw (1856 - 1950)

 

"Remember: If the game lets you do it, it's not cheating." -- Xarax

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