New SKM TOEE moddified Models

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

Remove all ads!
  1. Zoltec

    Zoltec Pгōdigium

    Joined:
    Apr 22, 2012
    Messages:
    547
    Likes Received:
    16
    @XVicious It is a known software problem such "incompatibilities". Anyway, I use photoline32 for image editing, try browsing it on the .NET. Okay about the weasel I'm having the same issue again, but a on a different angle. The weasel shows only half of its texture on its body, you can look at the Attached Thumbnails. The owl is alright I'll just re-use the same model of hawk and raven. :) I'll try to play with the scripts and see if I can help you with it. Note also the back leg of the weasel w/ texture.
     

    Attached Files:

  2. XVicious

    XVicious Established Member

    Joined:
    Jun 21, 2013
    Messages:
    427
    Likes Received:
    8
    new shield styles for toee
    slot: knight 1
    slot: RND_metal1
     
    Last edited: Jan 22, 2014
  3. Zoltec

    Zoltec Pгōdigium

    Joined:
    Apr 22, 2012
    Messages:
    547
    Likes Received:
    16
    @XVicious Thanks it works fine! :thumbsup: However, I'm still wondering about the .OBJ file? How does it works? Does it point to .SKM file directly?
     
  4. XVicious

    XVicious Established Member

    Joined:
    Jun 21, 2013
    Messages:
    427
    Likes Received:
    8
    (obj files are exported from anim8or)
    the .obj file is a 3d model file wave front 3d format, it has readable data (non-binary)
    inside, but it is used to draw or edit the model in an editor (un-related to toee).
    it contains
    vertex arrays, normal arrays (lighting), texture coodinate arrays (material .tga),
    then face index array (triangles)

    http://en.wikipedia.org/wiki/Wavefront_.obj_file

    mostly all my conversion apps are using a parse system i wrote specifically for
    skm/obj/an8 ; conversions mobilizing portability too anim8or -> ports/mobilizes to
    3ds max, obj, .c (code c/c++) header def, vtx.


    I pass the obj files too wave2skm : output *.obj.mes
    (converts it to binary skm mesh data)

    then pass it too (2 parameters : <bone> <mesh>)
    injection.exe *.skm.skb *.mes

    this injects the new 3d data into the bone data, and mixes it back together (ext. .inj).

    use ( 2 parameters: <skm> <inj> )
    inj_insert *.skm *.obj.mes.inj
    to convert to skm readable by toee
    this will create/write the original skm head, bone names, and materials data, then
    append the modded mesh/bones mix (.inj)
    then either append the original face index or create a new index (selection based)
    save an output file: *.skm.skm

    during this process' all original file names are retained but the extensions are appended
    i.e. *.skm.skm

    these steps are needed to keep the original bones and materials names/data, so that the animations can work correctly as long as vertex points don't go out of the bounding range of said bones , original placements.
     
    Last edited: Jul 12, 2013
  5. XVicious

    XVicious Established Member

    Joined:
    Jun 21, 2013
    Messages:
    427
    Likes Received:
    8
    Zuggtmoy Mod is HERE
    [​IMG]
    BOOM!
    no characters where injurged during the creation of this picture,
    only after wards, did this tutorial character die, R.I.P..
    material def, texture, and SKM model included in ZIP
     
    Last edited: Jan 22, 2014
  6. Zoltec

    Zoltec Pгōdigium

    Joined:
    Apr 22, 2012
    Messages:
    547
    Likes Received:
    16
    @XVicious I haven't come back home since my last post, but hopefully today I'll post the complete familliar mod. I'm surprised with your recent zugt mod he-he that's really been a hard but great mod. Not to neglect your explanation on OBJ. all is appreciated. ;)
     
  7. XVicious

    XVicious Established Member

    Joined:
    Jun 21, 2013
    Messages:
    427
    Likes Received:
    8
    yea , I had spent good amount of time on it, trying different things,
    creating other types of conversion at the same time.

    AN8 file to MES
    VTX file to mes
    OBJ file to mes

    trying different smooth angles; trouble shooting this issue;

    I was trying to figure out why my normal outputs, and texture coords can come
    out wrong most of the time, wrong in appearance when it comes down to game
    run time, like the shadows and lighting are way too dominate when it blends the
    normals of the model. Example would be the black marks you see sometimes
    on the weazol example you pointed out.
    so I have been beta testing differnt conversions to see what format I can use to
    get the output I want.

    I used AN8 to MES conversion to create modded zuggtmoy.

    all the different formats have their own pro's / con's when it comes to
    the indexing of the numbers for triangles. I get confused a little bit, when Im looking at output that has around 2000 numbers for points, 1000-2000 more for textures, exetra (i get very brain tired).

    I might try using Blender to export an OBJ file, and convert it, to see If I get a different result. I am not sure when I use Anim8or if Im 1: not getting normalized normals, or 2: using the wrong indexed normals.

    I had just downloaded Blender today, so I will look into the .blend format to see
    if I can use it or not. writing parse conversions takes alot of time and energy ,and coffee.
     
    Last edited: Jul 12, 2013
  8. XVicious

    XVicious Established Member

    Joined:
    Jun 21, 2013
    Messages:
    427
    Likes Received:
    8
    I dont think I had answered this question fully, so here goes an answer;

    I start with a dwarven beard hair style, convert it to AN8. Then modified the beard and hair to fit the human's face using anim8or 3d model editor and any other tweaks. I then save and either export it or convert either the exported obj or convert the an8 file back to SKM.

    Then I had just renamed the hair style file for humans instead of dwarves.

    and yes all the files im am converting have animations and they stay the same for the most part . Only the apearance is changing, aimations stay the same.

    note: the SKB file (output during first conversion to an8) is storing a back up structure for all the origianal bones, they are inserted back into the mix later, during the conversion back into SKM.
     
  9. XVicious

    XVicious Established Member

    Joined:
    Jun 21, 2013
    Messages:
    427
    Likes Received:
    8
    New Powder Weapon renosance
    [​IMG]
     
    Last edited: Jan 22, 2014
  10. scramjetbooster

    scramjetbooster Blasted Nerfherder

    Joined:
    Jul 9, 2013
    Messages:
    54
    Likes Received:
    0
    Ooo Ooo! Make the tricorne hat!
     
  11. XVicious

    XVicious Established Member

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

    there you go Man

    added remap version where normals, and texture maps are fixed using
    wave2skm v2.0, you might notice a big difference when comparing the two
    versions
     

    Attached Files:

    Last edited: Jan 22, 2014
  12. scramjetbooster

    scramjetbooster Blasted Nerfherder

    Joined:
    Jul 9, 2013
    Messages:
    54
    Likes Received:
    0
    Holy molly, you work fast! :) How about making the gun use crossbow animation? I think that will fit better, yeah..
     
  13. XVicious

    XVicious Established Member

    Joined:
    Jun 21, 2013
    Messages:
    427
    Likes Received:
    8
    I suggest you download the attchment pistol.zip, install it to

    data\art\meshes\weapons\

    if you mean the pose : i used spiked chain anima, switch into gun for pic only,

    once the character moves, he goes dirctly into the crossbow animation script;

    it holds the animation script when you switch a weapon FYI, once you move the

    animation switches to the correct weapon.

    I dont under stand your concern? cross-bow animation? I use the crossbow

    arch as the barrel, so using original bone set:

    if I use the crossbow arm animation ; the barrel of the gun bends downward ,

    looking fony, so in part it is already using the crossbow anima; only the nessary

    bones are being used, you can add you own sound for the gun, and trade the

    ammo type to bullets in proto's for more realism (light crossbow)

    example sound attached (modded fire_ball sound speed up like 200% intro padded)

    I also attached a thumb to show you what I mean, durring fireing
    (my druids companion summon was being a bad dog, had to put old yeller
    down)
     

    Attached Files:

    Last edited: Jul 17, 2013
  14. scramjetbooster

    scramjetbooster Blasted Nerfherder

    Joined:
    Jul 9, 2013
    Messages:
    54
    Likes Received:
    0
    Yeah, I meant the pose in your pict. Seen this in-game, looks REALLY cool. No problem then.
     
    Last edited: Jul 17, 2013
  15. XVicious

    XVicious Established Member

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

    do you have any other idea's or interest's or request's for a new appearance type of mod?

    maybe different weapon style or type; hat, cap, armor;
     
Our Host!