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Springheel

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-- remove extraneous texture files from AI folders and point materials to the same texture.

(Many md5 AI folders have multiple copies of the same texture, with different materials pointing to different copies. This is a waste of space and loading time, as more than one material can point to the same texture file.)

 

-- fix window models

 

-- explore the use of blend stages for creating more skin variety

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--doublecheck whether there is a separate material for the guard frog using transparency.

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  • 2 weeks later...

See whether switching AI shadomesh to shadow2 (noselfshadows) removes shadow problems on AI.

 

(This might be worth doing later but it requires altering the model itself)

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--Make burnt-out log skin

--fix top of thief hood

 

-- go over objectives screen and tweak appearance

 

-- new candle model/texture

 

-- bj icon

 

-- replace look_around animation on prop_torch

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  • 2 weeks later...

-- add cms to keys

 

-- tweak thug texture

 

Check torch shadow

 

Load Screen images

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The hovering is built in to the game (ie, not controlled with onmouse*), you can adjust the color with the 'hoverColor' key

 

Might be worth experimenting with this....supposedly adjusts the colour of text without requiring mouseover commands.

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Might be worth experimenting with this....supposedly adjusts the colour of text without requiring mouseover commands.

Sorry to post into your journal, but if you want to see an example of this in action, just take a look at the current loading GUI. All the buttons are using hoverColor as of now.

 

Ok, I lied - I seem to have removed the hovercolor properties before committing it. But it definitely works. :)

 

But only for texts (forecolor), and without interpolated transitions.

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Here's the info for modifying animation speed: Try using this to create walk cycles for D3 monsters

 

http://forums.thedarkmod.com/index.php?showt...&hl=setrate

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-- double-check that raven is in fact playing the idle animation. If he is considered alert, he won't do random head-turning.

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Check out animation blending values

 

-- finish wench textures

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Here's the info for modifying animation speed: Try using this to create walk cycles for D3 monsters

 

http://forums.thedarkmod.com/index.php?showt...&hl=setrate

This wiki page is a better reference. :) Changing a spawnarg is a more flexible way than using animation framecommands.

My games | Public Service Announcement: TDM is not set in the Thief universe. The city in which it takes place is not the City from Thief. The player character is not called Garrett. Any person who contradicts these facts will be subjected to disapproving stares.
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-- fix bush model/textures

 

-- go through cm list

 

-- test md5 export on citywatch

 

-- finish wooden spoon

 

-- finish bowl skins

 

-- test and upload new windows

 

-- upload worn, uneven board texture

 

-- add new door textures to door model

 

-- work on townsfolk model

 

-- animated windows: http://www.doom3world.org/phpbb2/viewtopic...f=2&t=21311

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--upload awning models

 

--test exporter on default citywatch

 

--try adding a sprite keyword to chain textures

 

-- chances are that the head and tail point to different uvmaps, and the exporter only allows each layer to point to a single map.

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  • 3 weeks later...

For future reference:

 

chain, af_rope

 

/****************************************
***********
chain
****************************************
***********/

entityDef env_chain {
"editor_color"					"1 .5 .3"
"editor_mins"					"?"
"editor_maxs"					"?"

"editor_usage1"					"A chain hanging down from the ceiling."
"editor_usage2"					"Do not use in game. For testing only."

"editor_var links"				"Number of links in the chain."
"editor_var length"				"Length of the chain. (default: number of links times 32)."
"editor_var width"				"Width of a link."
"editor_var drop"				"Set to 1 to not bind to world."
"editor_var density"			"Density of each link in the chain."

"spawnclass"					"idChain"
"links"							"3"
"width"							"8"
"density"						"0.2"
"drop"							"0"
}

 

/****************************************
***********
Rope
****************************************
***********/

export fred {
options -prefix ROPE_
mesh	models/Fred/rope.mb -dest models/md5/environments/ropemesh
anim	models/Fred/rope.mb -dest models/md5/environments/ropeanim
}

model env_rope {
mesh							models/md5/environments/ropemesh.md5mesh
anim af_pose					models/md5/environments/ropeanim.md5anim
}

entityDef env_rope {
"editor_color"					"1 .5 0"
"editor_mins"					"-8 -8 -8"
"editor_maxs"					"8 8 8"
"editor_ragdoll"				"1"

"editor_usage"					"A rope."

"spawnclass"					"idAFEntity_Generic"

"model"							"env_rope"
"articulatedFigure"				"env_rope.af"
}

 

Though on first glimpse, the files it points to don't exist.

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  • 2 weeks later...

-- fix dandelion model

 

-- make bucket & scrap wood model

 

-- finish beggar head

 

-- make beggar character

 

-- priest readable

 

-- alternate banner models

 

-- resize crates so top is on the grid

 

-- finish fountain model without water

-- statistic parchment image

 

-- illuminated manuscript gui

 

-- multi-page readable model gui

 

-- Difficulty screen images (?)

 

-- gui maps

 

-- loading screen gui

 

-- make adjustments to builder guard mesh (fix shadow head, remove chainmail legs, fix uv issues)

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priority: add cms to models that are potential moveables.

 

-- fix verylongbanner.lwo to use same uvmap as longbanner

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This gui variable might be related to the colour of the slider icon:

 

thumbShader <shader> (sliderDef only)

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--brighten parchment .tgas to match new gamma level (?)

 

-- check spilt purse model

 

-- make following models for tosl: rat cage, flat rock, folded letter

 

-- there's something wrong with the open book cm.

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Hopefully this will help me figure out this annoying numweight problem:

 

(for future reference, when numweight is too high, it is probably because verts are weighted to joints that don't exist.)

 

Unofficial DoomIII model specs v0.1

 

Trevor Wilkin - happiestwhenevil@hotmail.com

========================================

===========

 

The md5mesh and md5anim files are in plain text and so fairly little

explanation is needed as to how to load them. The trickiest part is probably

the binding of the mesh to the skeleton itself.

 

Here is a quick rundown of the file.

 

 

THE HEADER

==========

 

MD5Version 6

commandline "mesh maps/fred/bathroom/SCENE1.mb -dest maps/fred/bathroom/scene1fatmesh.md5mesh -game Doom -prefix FATTY_ -range 1 2"

 

Is an example of what you will see at the top of every model file. The version

number is useful for a sanity check since I imagine the files wont be in

plain text come the release, and the commandline is useless to us, but it

looks like the parameters used to convert the maya binaries into md5meshs.

 

 

THE BONE CHUNK

==============

 

This is the start of the useful data. First you can expect to read

"numbones %i" where the integer or dword read is the number of bones of the

following format...

 

bone %i {

name "%s"

bindpos %f %f %f

bindmat %f %f %f %f %f %f %f %f %f

[parent "%s"]

}

 

The first integer read should match with the bone number, this is just another

sanity check since the bones should all be in order. The first string is the

name of this bone/joint and the last string (which doesn't always exist in the

bone) is the parents name. The [ ] brackets are just there to show that line

is optional and they don't exist in the file.

 

The bindpos and bindmat are the initial matrix values for the bone. These

values are useful for getting the model into the bind pose, but will be pretty

much ignored once you move onto animations because the new matrices will be

built from that data. I found it best to keep the bindpos and bindmat in

separate matrices and vectors rather than building a single matrix.

 

 

THE MESH CHUNK

==============

 

After reading "nummeshes %i" you can expect to read that many mesh chunks

which should be laid out as follows:

 

mesh %i { // Integer should be mesh number and in order

shader "%s" // String represents the base texture for this

// mesh.

 

numverts %i // The number of vertices to follow

vert %i %f %f %i %i // There should be one of these lines for every

// vert. The parameters are vert number,

// texture U, texture V, blend index, blend

// count

 

numtris %i // The number of triangles to follow

tri %i %i %i %i // There should be one of these lines for every

// triangle. The parameters are triangle number

// and then the three vertex offsets forming the

// triangle. There are indices into the verts.

 

numweights %i // The number of weights to follow

weight %i %i %f %f %f %f // There should be one of these lines for every

// weight. The parameters are weight number, the

// bone this weight is for, the bias factor and

// the X,Y,Z weights.

}

 

 

And that's pretty much it.

 

 

SKINNING THE MODEL

==================

 

Below is a snip of code you could use to skin DoomIII models, it assumes some

basic math classes and so on... but that shouldn't be too hard to pickup.

 

void Bind()

{

Vector3 pos;

for (DWORD i=0; i<m_Header.NumberOfMeshes; i++)

{

MD5Mesh& mesh = m_Meshes; // Get the current mesh

MD5Vert* vertices = mesh.Vertices; // Get the vertices

 

for (DWORD j=0; j<mesh.NumberOfVerts; j++) // For every vert in the mesh

{

MD5Vert& v = vertices[j];

MD5VertWeight& vw = mesh.VertexWeights[j]; // Find the vert and the weight

 

v.Pos = Vector3::Zero;

for (DWORD k=0; k<vw.WeightCount; k++) // For all the weights

{

MD5Weight& w = mesh.Weights[vw.WeightIndex+k];

MD5Bone& b = m_Bones[w.Bone];

 

pos = w.Pos * b.BindMatrix; // Transform the position by the matrix

v.Pos += (pos + b.BindPos) * w.T; // Combine the weights

}

}

}

}

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To track down an unweighted vert:

Or use "select by map" (under display/selection).

 

Another way is to use the move tool, set the falloff to weightmap.

Select each weight map and use the move tool. The point(s) that dont

move dont have that weight map assigned to it.

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Maya Information:

 

THe parts you want to use a separate material in doom need to be a separate object in maya, and they also have to be pointing to a different image.

THat doesn't mean you have to export them all separately, you can have the head and body in the same maya scene, but still be two separate objects, and export them all at once.

I suppose what you would do if you're modleing in maya, is select the head polys, delete everytjhing else, save that head as an .mb, undo the delete, and delete the head polys you've selcted, and then import the head file you just saved, so now you have the same scene but the head an body are two different objects.

THere;s probably an easier way to do that, but I don't use maya for modeling, and that'll work fine.

I import my models from lightwave, and I keep the parts I want to be separte on different layers, so they come into maya as separate objects.

 

If you want to split parts of your model just select all the polys you need and use the "Extract" command to make a new object from them..

 

You can't export lwo as obj from lightwave. The ligtwave obj exporter is archaic and doesn't export UVs (lightwave is the oldest 3d app by a long way, it started back in '89). Use deep exploraiton to convert the lwo to obj (or just direct to mb) and import them in maya. You may have to go to window-preferences-plugins and load the object import plugin (it's either that or the obj export plugin that isn't loaded by default)

 

You can increase the size of the brush to cover more area. Hold down b and drag.

Another method is to use the component editor. Just select vertices that you want to be weighted to the head bone, go to windows/general editors/component editor - smooth skins tab, and you can set there want bone you want them weighted to by clicking on the first value in a bone column, holding and dragging down to the bottom and typing in a value and hitting the enter key.

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