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Elderly Models


Deadlove

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I suppose you could extract female face textures from the core mod and add some wrinkles, make a skin and a custom head.

 

Not as good solution as an real old woman head, though, but at least you get something.

 

Examining the Golden Skull .pk4 shows the head def/skin/material files and setup for a custom female head (usez on Emily).

Clipper

-The mapper's best friend.

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We are unfortunately short on old people - there are only two heads for old men, and no models or heads for women.

Come the time of peril, did the ground gape, and did the dead rest unquiet 'gainst us. Our bands of iron and hammers of stone prevailed not, and some did doubt the Builder's plan. But the seals held strong, and the few did triumph, and the doubters were lain into the foundations of the new sanctum. -- Collected letters of the Smith-in-Exile, Civitas Approved

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I suppose you could extract female face textures from the core mod and add some wrinkles, make a skin and a custom head.

 

Not as good solution as an real old woman head, though, but at least you get something.

 

Examining the Golden Skull .pk4 shows the head def/skin/material files and setup for a custom female head (usez on Emily).

 

You could also reduce the colour intensity in the material files of the hair to make it gray. If it should be an eldery lady and not the hunchbacked wench, I believe it would be enough. If you want to change the posture and maybe add a new set of vocals it will take more work.

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I made an elderly noblewoman and a middle aged wench. Rummage around in my Necrobobicon thread.

 

I'm available to make more skins based on requests.

 

I've reached my quote of positives for the day. +1

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Here is the post:

 

http://forums.thedarkmod.com/topic/17200-the-necrobobicon/page-2?do=findComment&comment=373879

 

I don't recall seeing an SVN commit yet.

Please visit TDM's IndieDB site and help promote the mod:

 

http://www.indiedb.com/mods/the-dark-mod

 

(Yeah, shameless promotion... but traffic is traffic folks...)

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Springheel: I could use these character heads in Penny Dreadful 3 (probably coming somewhere in early 2016). If you can find time to add them to the next TDM version, that's nice; otherwise, I'll experiment on my own. :)

Come the time of peril, did the ground gape, and did the dead rest unquiet 'gainst us. Our bands of iron and hammers of stone prevailed not, and some did doubt the Builder's plan. But the seals held strong, and the few did triumph, and the doubters were lain into the foundations of the new sanctum. -- Collected letters of the Smith-in-Exile, Civitas Approved

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I'm pretty swamped with TDM projects right now.... If someone felt up to creating the material files for those new textures, that would speed up my ability to check them out in game.

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I didn't get to changing the the locals to TGA or the diffuse to DDS nor did I merge the alpha channel texture with the diffuse

but I put all the textures into their respective folder paths and created the material defs.

 

https://dl.dropboxusercontent.com/u/17706561/Old_Woman.zip

 

I'll continue working on those additional tasks tomorrow if needed.

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Please visit TDM's IndieDB site and help promote the mod:

 

http://www.indiedb.com/mods/the-dark-mod

 

(Yeah, shameless promotion... but traffic is traffic folks...)

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I did the rest of the work.

 

DDS diffuse, TGA normals, and materials all done:

 

https://dl.dropboxusercontent.com/u/17706561/Old_Woman2.zip

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Please visit TDM's IndieDB site and help promote the mod:

 

http://www.indiedb.com/mods/the-dark-mod

 

(Yeah, shameless promotion... but traffic is traffic folks...)

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How do I use them? I renamed the ZIP to a PK4 and added it to my TDM folder, but the new resources don't seem to appear among the assets.

Come the time of peril, did the ground gape, and did the dead rest unquiet 'gainst us. Our bands of iron and hammers of stone prevailed not, and some did doubt the Builder's plan. But the seals held strong, and the few did triumph, and the doubters were lain into the foundations of the new sanctum. -- Collected letters of the Smith-in-Exile, Civitas Approved

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Oh! I don't quite understand that fully, but if you could do that, it would be great. (Hopefully!)

Come the time of peril, did the ground gape, and did the dead rest unquiet 'gainst us. Our bands of iron and hammers of stone prevailed not, and some did doubt the Builder's plan. But the seals held strong, and the few did triumph, and the doubters were lain into the foundations of the new sanctum. -- Collected letters of the Smith-in-Exile, Civitas Approved

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I lost steam last night. Kept dozing-off trying to sort this out.

 

I should've known it was rather blithe to say "just make some skin defs now".

 

You need to figure out which of these materials go with which models so without lots of trial and error or trying to look at surface info in-engine, etc...

the best person to make these skins would be Springheel or Arcturus.

(If I had LightWave I guess I could open the AI and know right away what materials go to which.)

 

Unless there is some wiki where the materials \ model relations for AI are spelled out more explicitly somewhere?

Please visit TDM's IndieDB site and help promote the mod:

 

http://www.indiedb.com/mods/the-dark-mod

 

(Yeah, shameless promotion... but traffic is traffic folks...)

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Yeah, it's time-consuming working with AI. I'm still planning on looking at them today.

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I made a skin for the old woman, but something is definitely not right. Could be the normalmap? I don't have time to try and track down the problem right now.

 

I'll attach the skin and head def for easier testing.

 

entityDef atdm:ai_head_noblewoman_old
{
"editor_usage" "Neckline makes this fit noblewoman model only."
"inherit" "atdm:ai_head_base"
"model" "head_noblewoman"

"ko_alert_immune_state" "5" //cannot be KO'd when in Combat
"skin" "noblewoman/old_head"
}

 

skin noblewoman/old_head
{

model head_noblewoman

models/md5/chars/nobles/noblewoman/nobletop models/md5/chars/nobles/noblewoman/nobletop_old
models/md5/chars/nobles/noblewoman/noblehead models/md5/chars/nobles/noblewoman/noblehead_old
}

post-9-0-18941900-1448209280_thumb.jpg

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I lost steam last night. Kept dozing-off trying to sort this out.

 

I should've known it was rather blithe to say "just make some skin defs now".

 

You need to figure out which of these materials go with which models so without lots of trial and error or trying to look at surface info in-engine, etc...

the best person to make these skins would be Springheel or Arcturus.

(If I had LightWave I guess I could open the AI and know right away what materials go to which.)

 

Unless there is some wiki where the materials \ model relations for AI are spelled out more explicitly somewhere?

 

Well, while working on my ghosts I also had to look up quite a lot of materials for each skin. I discovered that the easyest way is, to check the md5mesh file. There you can find each material used for the basic model (just search for "mesh {" (the curly brace is necessary, because in the beginning mesh is quite often used) and you will find each entry). Most entries are quite self explanatory, so it is not too hard to figure out, which mesh uses which material. In the skin file you can then redefine each material you want to change. If you want to leave the material no entry is needed.

Edited by Destined
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