Here's the premier! Hawk and Raven... Enjoy! Last familliar will be Owl. There will be a lot of work to be done for Owl familliar so stay tune!
those look good!!! Im not sure what you was asking earlier? By the way, the textures I gave you to use had an alpha channel on them.. it makes them 32 bit tga files About the OWl, I think we could use the other prey version for now, just until we update them later, but for now; so we have a complete familiar pack. we get all the scripts and mes and rules stuffs out of the way, then we could update the owl.
Thanks! Heh, I cannot fully-close some points in anim8or using fill holes(faces). Well, my purpose is to shorten the neck of the model... You know my next target, it will be full of suffering... :dizzy: After the neck shortening it failed to render properly. So I have to give up on it. Here's my configuration I only use these two for reskinning; Hawkn____.tga, Hawkn____xglow.tga Have to turn off those glows... Since the Hawkn____xglow.tga is the major skin of Hawk and Raven. Oh the alpha channels, I'm aware of them but I did not implement transparent textures on skins. EDIT Yeah, I agree but I can edit the owl at will and test it in-game, since our modpack is already implemented on my game copy.
Did you try shortining the kneck using the prey.obj in the first zip I posted prey_v3 also, I need to suggest that I did delete faces and edges to lose the 2 claws the original had. so you should know by now that means you would need to hex edit you skm.skm to update the face count.
Yeah, I've download your preyv3.zip and edited it via anim8or. Lol, it did take a lot of time to close those fill holes/faces argghhh! Of course I always kept my notes and mastered all your teachings here so updating a face count is super basic man. Hehehe. :blegh: EDIT I'm aware of the removed claws. And I followed your instruction that; never kill points since they are the animation structure, so killing them should make way for unsuspected CTD's. Count is always maintained and untouched.
What model should we use for owl model? Seems the preyv3 will be most unfit and not proper, unfortunately... :no: As you can see on the pic, the neck is bended downwards and head slightly upped. So where should we place the head of the owl? The owl will always look down if we use the neck and if we use the head it will make its neck longer... What I can see here, is to extend and move the chest part of the preyv3.
you dont need to fill the holes so much with new faces, try covering them by moving the points or edges, over lapping is ok to do too. you could also add the word Double to the end of the mdf to see if that fixes any patches or holes the thing about filling the model with new faces: they are drawn a certain way, sum times they are strips of triagnles, so they are not independent triangles. they have too be drawn in a specific order, and direction, so sometimes the points dont line up to be filled in. its makes it difficult because when you fill it in with a new face, the program has too re-order and align thee entire model to fill in the 1 face. More over is sometimes the program will not know how exactly to do that. things about TOEE models that can make filling faces more difficult: somtimes you may notice that points are sharing the same position (x,y,z) and they are divided into sections. so you could be connecting a face that is connected to the wrong section of the model. I think you could modify the ICELizard for owl um if you notice it has a gilled rim or hood on its head maybe extend that too appear more thick like, covered in feathers texture; extended down the neck area. scale the beak down and rotate it more down flat, that would mix into the extended gill rim. I think the gargoyle is a little more difficult to moddify, since it has alot of points and its more humanoid like. Also you have to redraw the gargoyle to look more Bird like. on thee other hand thee ice lizard looks more bird like, and sought too be more ez to moddify into an owl.
Thanks Xvicious for the excellent model. I couldn't done than that any better! Here take a peak, should I make the owl more whiter? Owl, Hawk, Raven, Lizard, Cat and Snake. Weasel will have improvisation; The rest are just reskinned nothing much on their models i.e. Rat, Frog, and Bat. I'll reskin again the snake one... New skin for snake and newly improved model for weasel; neck, tail, face
I'll cover the druidical shape change if I've found any "inappropriate things there i.e. model, textures...". Anyway, I plan to make a helm for Scorpp...
Those look great :thumbsup: now you need to package them, I gave you the python scripts that function for calling them in my first post. you would attch these scripts too generics 12045 - 12054 san_insert_item in proto's Two Days until the TOEE anniversary!
Thanks, already finished that! XVicious, I know this is not your interest, but I would like to ask you about the .SKA file of Elmo, I can't seem to find his drunk animation via V2Brute? I was thinking it is an internal call (possibly?) who knows I haven't tested all possibilities. There is an animation that is called flurry on .SKA file which is a great move. :blegh: I wanted to implement it on flurry of blows (rather than using the generic arm attack). Any ideas? Can we extract the .SKA contents via your programs? Anyhow if you don't know anything else on this, just ignore this message. I'l pack the familiars mod here, well should we seperate other works of mineth? or shall we include the reskinned races and new hair color... The pink color is not used, so my decision is to change it to green whereas it would prove useful on the other portraits that do have green hair... HINT I replaced the NPC_Elmo.SKA to PC_Human_Male.SKA and the drunk animation seems to be replaced with the generic walk (in-game)...
Hello to all... Please try our mod! Looking for the download link? look for the first post of this thread or click here. Enjoy!
No sorry to say I have not delv-ed into the ska file yet, due too the complexity of the bone and weight system that the skm links too the ska, I dont for-see the need too create new animations, for the fact that it would be beyond the skope of the casual modders here. there would be the interest into say developing an injection system for bones and weights that are custom, but the fact is, you would really need to paint them too be accuarate with the modded custom weights. it is a very complex process. It would take a lot of time to create the appropriate application system I imagine. thus we should only use the animations given in the vanilla version, and use the original bones and weights. It would take too long too re-engineer the animation system. Animation is a very big chunk of the engine to reverse engineer. besides that, if I was too create such a system, there might be an issue with copy write laws, due too the fact that someone owns this engine, and giving this aspect to the public to use freely, I would be giving 50-80% of the actual engine away for free. Handing out extracted models with animation isn't good for me or for the owner of the engine. why?: because I make 0 $ from this while someone sells work that Atari did on some black market using my extraction tools to sell animated models. animation, models (inluding terrain and sprites or orthographic maps), and textures usually is what takes up 50-80% of the memory for the game. the other 20-40% is scripts, rules, programming, gui, and other mislaneous threading systems, sounds and drivers and game controls. if the SKM toolset got too version 2.0 (currently v1.2.1), you may as well have had the original engine for models and animation for TOEE. whats missing in the design of current version 1.2.1: bones and weights editing could be improved by 190% (v 1.3) linking the animation with the skm and creating or editing new animations is the missing 170% (v2.0) all these total improvements would render version 2.0 the only thing next to be left to improve appon would be the actual GUI and GDI