New SKM TOEE moddified Models

Discussion in 'Models, Animations, and Particle Effects' started by XVicious, Jun 28, 2013.

Remove all ads!
  1. XVicious

    XVicious Established Member

    Joined:
    Jun 21, 2013
    Messages:
    427
    Likes Received:
    8
    New SKM TOEE modified Models + tools explained

    ♠ New Skeletol additions will be Added HERE ♠
    ♦ downloads will be available to all ♦
    [​IMG]
    ♣♣♣♣♣♣♣♣♣♣♣♣♣♣♣♣♣♣♣♣♣♣♣♣♣♣♣♣♣♣♣♣♣♣♣♣♣♣♣♣♣♣♣♣♣♣♣♣♣♣



    Hello, I am XVicious,
    I have been testing and programming a few days now for moddified versions of the skm file in toee. I am happy to say, I have been relatively successful in the venture.
    I am a c/c++ programmer, model maker, animator, I have made a few of my own engines for windows 32. I program graphics in OPENGL

    I am going to host any new skeleton models mods here using a free web host for links to the SKM files, or any tools appon requests.

    poke flow chart
    [​IMG]
    beholder cinematic movie DL preview
    here is a link to same clip but bik format
    http://www.4shared.com/file/CUxoCPmG/Movie1.html

    you can rename it to replace one of the bik videos in toee if you want to

    New Moathouse fly through video clip

    UPDATE: skm2obj allows for importing wavefront OBJ into blender
    Latest version v1.2.1 (wave2skm : UV lighting, texture coords ; maps perfected)

    quik tool guide outline:
    step1: open file SKM with SKM2OBJ.exe or SKM2An8.exe
    step2: edit wave front .OBJ or anim8or .AN8 file (3d model mesh)
    step3: export modded model as *.OBJ from anim8or (full support)
    step4: open "modname*.obj" with -> wave2skm.exe


    break note: cmd -> line (windows command promt);(installing injection and inj_insert -> root dir '\' ; or create a file and path for OS
    making this an OS path saves alot of time

    SKB "skeleton bone" > raw bone data only
    SKM "skeleton model" > complete TOEE model data

    these last two steps and tools where created to save
    a tremindous amount of time HEX editing. instead they are two simplified steps.
    note: you still need to hex edit if you change the point or face count
    (deleting points or faces requires hex editing the counts and maybe
    memery offsets in the SKM header)

    step4: injection.exe <arg1: ".\name*.SKB"> <arg2: ".\modname*.obj.mes">
    step5: inj_insert.exe <arg1: ".\name*.SKM> <arg2: ".\modname*.obj.mes.inj">

    "if you left thee counts the same then you would be finished"

    WARNING: even though the sofware applications on these pages
    have been proven to work they do not come with any obligation of warranty or support nor liability, and are free to use and not to be sold.
    even though, there is still chances that they could be used incorrectly and
    cause the TOEE game to crash and/or return, and by downloading and using releases me of any
    responsibilty of your use at your own risk.
     
    Last edited: Jan 22, 2014
  2. XVicious

    XVicious Established Member

    Joined:
    Jun 21, 2013
    Messages:
    427
    Likes Received:
    8
    [​IMG]

    Assassins masked cloak

    this modded hood, comes up to the nose, and covers the mouth area
    ideal for rogue's and those who want to hide their identity

    installs into
    data\art\meshes\cloaks\


    page 2 preview
    Zuggtmoy Skeletol Mod
    [​IMG]
    http://www.co8.org/forum/showthread.php?t=10420&page=2

    Powder Weapon
    [​IMG]
     
    Last edited: Jan 22, 2014
  3. XVicious

    XVicious Established Member

    Joined:
    Jun 21, 2013
    Messages:
    427
    Likes Received:
    8
    [​IMG]

    bearded human hair style's

    working in progress

    the model is confined and shaped to the human male face and the beard is
    lengthend

    installs into
    \art\meshes\Hair\male\s6


    when I have a good set of them, i will post a zip file with all the different styles and colors. at the moment i am still studying the normals for lighting I need to get a good UV feed reflect

    [​IMG]
    new spartin styled plumed helm

    install to:
    data\art\meshes\Helms\

    new weapon style
    Punching dagger

    [​IMG]
    install into: \data\art\meshes\weapons
    3.5 rules say punching dagger
    damage 1d4 x3 crit (20) base on medium size

    regular dagger is 1d4 /19-20 x2

    [​IMG]
    Newly Sculpted Bastard sword, redesigned greatness
    one or two handed sword
    damage: 1d10 /19-20

    [​IMG]
    more classic look for the hand axe



    new recurved Long War Bow
     

    Attached Files:

    Last edited: Apr 21, 2015
  4. Zoltec

    Zoltec Pгōdigium

    Joined:
    Apr 22, 2012
    Messages:
    547
    Likes Received:
    16
    @XVicious Amazing work! Keep it up. Can you make this one? http://www.gf9.com/Default.aspx?tabid=451

    A Lolth battle is awesome you know! :p

    By the way I would like to add Verbobonc dragons aswell, it does use a generic ice lizard, can you modify it a little so it will look a real dragon? And can you make different hairstyles as well, so we can add a new NPC to sell those genuines. Otis will look more cool if you add some beard on him. NPC portraits that have beards will look more realistic if you add it to them. :icon_chuc
     
  5. XVicious

    XVicious Established Member

    Joined:
    Jun 21, 2013
    Messages:
    427
    Likes Received:
    8
    I could try to make that model,
    though I would incline to say that when adding points/faces to an original model, say
    a black widow base + an elf half body, the models data offsets change, also the bone data
    attached to those sets must retain its data for animations, so I would say it is possible, but
    ... I would have to spend alot more time hex editing, sifting through alot of data, it is very difficult.
    not only that, the skm script data must change also, to accomidate the two shapes for there animations.

    but I can give you a dragon, thats more ez.
    the other request is much more difficult and requires more tools (creating an alchemyic creature, mixing two sets of data, mesh, bones, SKM script);

    I also thought maybe a the Centaur (lamia in toee) could also be an ez base to
    start with, but the spider legs, and animations might not Par with the expectations.

    at the moment I am unable to create new bone data and SKM script at the time I am re-sculpting the models. up to now it has always been a seperate process.

    What color Dragon do you Want?
     
    Last edited: Jun 29, 2013
  6. Zoltec

    Zoltec Pгōdigium

    Joined:
    Apr 22, 2012
    Messages:
    547
    Likes Received:
    16
    @XVicious Sorry if I stuffed you with such requests. I know they are hard-to-do, yes a sample 'white' dragon would do. One more thing, you might encounter this while you are researching the 'data', it is about the PC or NPC base skin, what I meant is the skin color of the models. This base skin is permanent, but can be overrided by armors, helms, gloves and so forth. Actually, this is the naked body of human model but I'm talking about its skin color. If you'll be ever interested in this area, can you make a custom one - example a dark-elf skin? Thanks.
     
  7. XVicious

    XVicious Established Member

    Joined:
    Jun 21, 2013
    Messages:
    427
    Likes Received:
    8
    yes, i will make a drow skin when I get a chance, but did you want the skin for the base model, or an armor, gloves, boots type?

    the beard request: I am still working on those, but they should be coming soon,
    likely they will be my next objective.

    White Dragon Request
    [​IMG]
    i included the MDF files, to remove glows, transitions, alpha colors
    also 2 modded skins for the white dragon (body, wings) plus the modified SKM
    all inside windows ZIP file format

    does this dragon appear the way you would want it?
    also, if you are using the rules for the Dragon and adding them to Proto.tab, could I have a copy of that entry?
    it would be a nice addition to random encounters, for the toee module

    post a picture when you have it the way you need it.
     
    Last edited: Jan 22, 2014
  8. Zoltec

    Zoltec Pгōdigium

    Joined:
    Apr 22, 2012
    Messages:
    547
    Likes Received:
    16
    @XVicious That's very interesting for a proto. My assumptions of putting that dragon inside the tower is; You changed the spider's model to a dragon am I correct or no? What kind of process you did to put that dragon into that tower.

    Edit: Tripod error - Fixed. Yeah, I want to see the skin base model.


    Yeah that's what I'm looking for, but I'll have to test it in-game.

    I don't know how to setup random encounters, but I'll look for the entry - that is #14999 - Old White Dragon, according to WBuilder.

    Oh my, I put up the wrong entry for #14999, actually this is the correct mesh id for it. {1165}{monsters\Gargoyle\Whtdraga} I really thought its ice lizard.

    I used the IDM(Internet-Download-Manager) software to download your file.

    I'll try thanks! I'll also try to reskin your dragon so It would look more more realistic.

    Sure.

    Exactly.
     
    Last edited: Jun 29, 2013
  9. XVicious

    XVicious Established Member

    Joined:
    Jun 21, 2013
    Messages:
    427
    Likes Received:
    8

    send a Picture of the new Skin if you can, i would like to see what you came up with

    yea i changed the mesh.mes file for the spider model just for testing, normals, lighting, shapes exetra

    you could change the entry's for the summon monster type's in the mesh.mes
    summon the Dragon watch it fight for you

    line 35: mesh.mes entry 1001
    // Monsters 1000-9999
    {1000}{monsters\owlbear\owlbear}
    {1001}{monsters\Icelizard\IceLizard}

    i was looking at the proto's and the base rules for the ice lizard, and it looks to be
    rules very similar to a white dragon, maybe they replaced it because they could'nt fit it into the quest story.
    the ice lizard is a medium size white dragon that looks like a flying lizard, lol
    none of the rules would really need changing if you dont change its size.
    dex is high, and wiz cha is low for a medium wDragon, but it fits

    I found out how to change the random encounters, in python script
    name:/data/scr/random_encounter.py

    FYI: changing col #6 in the proto.tab will inc/dec the size of the model,
    col 6 is scale

    just so you know about the hair styles, inside the skm data is the material
    "hair_black.mdf"
    you can hex edit this into a different color, i dont have the time, the hair styles are time consuming, i am still working out kinks with the lighting on the hair pieces.
    i dont always get the same result.
    Black beard and Long black hair for human hair style
    [​IMG]
     
    Last edited: Jan 22, 2014
  10. Zoltec

    Zoltec Pгōdigium

    Joined:
    Apr 22, 2012
    Messages:
    547
    Likes Received:
    16
    @XVicious Nice work, I'm not able to do the beard but still I'm able to change hair colors in the past he-he. But we have a problem regarding on changing hair colors in NPCs.

    Okay since you're a programmer let me have this way for you.

    switch(select)
    {
    case : "Black"
    break;
    case : "Blonde"
    break;
    case : "Blue"
    break;
    case : "Brown"
    break;
    case : "LtBrown"
    break;
    case : "Pink"
    break;
    case : "Red"
    break;
    case : "White"
    break;

    default
    "Black"
    }

    Okay there is a total of eight predefined hair colors in ToEE, in which the default is black. I don't have the exact process on how the hair works but still I have a valuable instance that triggers the 'default' one and that is Pixie a summon in Druid class (correct me if I'm wrong). When Pixie is summoned in combat her hair color "data\art\meshes\Hair\hair_green.tga" is retained, while summoned in non-combat her green hair is retained in a glimpse then changed to default "black" again. That is the problem here and that applies to all NPCs, Pregen PCs, and Summon creatures. I don't know any workarounds though and haven't found any solutions but I'm very hopeful in your progress and I know someday you will able to tap it! :)

    But I have one proposal and that is adding more hair colors in Temple.dll, which is a bit-bit hard :p

    Since I'm absent yesterday, I'm not able to do the the dragon skin, but will be able to work on it today.

    I want to guide you on what's to be done and let's start here

    First we have to change the models of summon creatures, which are

    The Druid, Wiz, Sorc so called teh familliars

    I can name a few they are 'Snake' 'Owl' and the like. The Owl one uses a V-Rock model which is not really an Owl model alternative. So that's the idea change the model of familliars to their proper models, I know you can find existing models that can be used so the process will be a lot easier - it also depends on the complexity of your work. Still you have your own choice if you will follow my path or take another path he-he. Goodluck! :joy:
     
  11. XVicious

    XVicious Established Member

    Joined:
    Jun 21, 2013
    Messages:
    427
    Likes Received:
    8
    I will turn chickens into ravens and owls, hawks o my!

    I will attemp to help you for the familiars models,\
    sounds like a cool idea, there are just icons in my inventory at the moment

    I think you mentioned this earlier not sure but here goes a possible explane

    example of skm file for hair style/ color def MAterial>

    a few yards deep into an SKM , after all the bones are detailed,

    art/meshes/hair/male/s0/hair_white.mdf

    changing this, changes the color of the hair in the game

    the hair color is changed via targa (.tga) image textures, mdf specifies which to use

    if you change the texture and the icons inside the UI file

    "data\art\interface" you can change the colors of hair,

    adding more color's just would mean, that you need to change the UI,
    the mouse coordinates that select them (x,y), plus the scipt, or switch that you showed, would execute, changing the material.

    example mouse xy and ui location size:
    file: 0_locations.mes

    // 0_alert_ui.mes

    --- main_window ---
    {020} {225} ; x
    {021} {100} ; y
    {022} {352} ; width
    {023} {311} ; height

    --- ok ---
    {120} {345} ; x
    {121} {370} ; y
    {122} {112} ; width
    {123} {22} ; height

    -- title --
    {220} {28} ; x
    {221} {14} ; y
    {222} {295} ; width
    {223} {18} ; height

    this would draw a UI with an OK button located @ x, y
    so if you press the mouse b, @ the x,y in between, width and hight,
    the button OK would be pressed

    so adding a button to the ui, or a scroll bar to the color selection, could give more room for more colors
     
    Last edited: Jul 1, 2013
  12. Zoltec

    Zoltec Pгōdigium

    Joined:
    Apr 22, 2012
    Messages:
    547
    Likes Received:
    16
    @XVicious One question on the hair, is that static like weapons? ex Axe, Does it generate a movement like the original hair?

    How did you add a beard? What are the steps?

    Thanks, still I have other matters to be done too in the moment. So take your time there. I'll update you whenever I have available time. :)
     
    Last edited: Jul 1, 2013
  13. XVicious

    XVicious Established Member

    Joined:
    Jun 21, 2013
    Messages:
    427
    Likes Received:
    8
    The hawk has arived by request
    [​IMG]
    new cat model
    [​IMG]
    enjoy the new pet
    it could also be a raven if you choose to paint it that way

    btw: I blew this model up by scaling it maybe 300 x in the protos col 6


    edit:*( yes the hair was animated like the original)
     
    Last edited: Jan 22, 2014
  14. Zoltec

    Zoltec Pгōdigium

    Joined:
    Apr 22, 2012
    Messages:
    547
    Likes Received:
    16
    @XVicious UGHHHH... That's so cool! :)

    Oh yeah of course we can implement another .tga skin for it. Very nice! ;)
     
  15. XVicious

    XVicious Established Member

    Joined:
    Jun 21, 2013
    Messages:
    427
    Likes Received:
    8
    USING MY APPS i CREATED SKM TOOL SET

    I took the Dwarven style hair,
    convert to .an8 SKM2AN8.EXE (outputs: .an8 and .skb)
    OPEN in anim8or edit it to fit a human
    export it as an .obj
    pass this file (obj) to wave2skm (outputs .mes)
    then use command passing argumen
    injection dw_....blabla.skm.skb myobj.obj.mes (skb is save bones)
    then it creates an .inj file (injection) it mixes the bones and mesh back together
    then
    inj_insert dw_blabla_hair.skm myobj.obj.mes.inj
    i usually select to use same index' for faces (if im not changing them, i only want to change the vertex pos 3d points)

    i found changing those or the point count will incure problems with the set running around.

    I had to update the current set to create the Hawk, because I changed a few faces around

    it creates dw_hair.skm.skm

    change the name, to hu_....
    and you get a new style for humans

    Latest versions of skm tool set
    note: for an8_mes , anim8or->options->debug->output normals (checked)
    normals must be outputed in order for an8_mes.exe to work properly when converting a ".an8" file to ".mes" (mes for step 4 on the flow chart above post #1)
     
    Last edited: Jan 22, 2014
Our Host!