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Author Topic: Lizard Man-ish  (Read 56345 times)
baconfish
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« Reply #25 on: May 03, 2007, 04:10:36 PM »

Ok... I had it exported mostly alright, but I went back to fix something with the legs and now OA tells me that lower.md3 has 1169 vertices.

Some problems I had/tips for getting it working:
- it looks like the empties you use for tags need to be oriented such that it's z-axis needs to point upwards and the x-axis needs to face the same direction as your character.
- object centers should be placed in the same spot as the centers for the armatures (I think?). In the end my problem was that the legs were being rendered too high, I'm guessing because the center for their mesh was down by the feet
- I don't know how this relates to the md3 exporter, but I always stay away from applying scales and rotations to objects instead of the actual vertices. I ran into trouble trying to reorient the legs, but I'm going to keep at it.

Nice model, btw Smiley
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baconfish
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« Reply #26 on: May 03, 2007, 04:37:35 PM »

Got it working.

A few notes:
- I had to dick around with the scale and stuff so it might be a bit off
- The texture coordinates are gone Sad
- the tag for the weapon is facing backwards. I was about to fix it when I decided it was too funny like this.

I think I'm going to go ahead and write something up for the wiki, but here are a few more things to consider for exporting to OA (I don't know what you know already, so I'm just going to say what I understand) :
- export the three parts separately (lower.md3, upper.md3, and head.md3)
- to export the legs, select the legs mesh and the torso tag, and run the export script (same for torso (with the weapon and head tags) and the head (except no tags))
- make a folder for your player in the models directory of pak2-players.pk3, or your own pk3 (or just put the folder in your baseoa folder if you don't care about distributing it right now)
- put the textures in there as well. also, skin files. I'm not going to try explaining skin files, so I'll just suggest copying grism's and changing names where necessary.
- oh, you'll also need an icon for each skin file, again, I'd go with grism's as a basis.
- finally, you need animation.cfg. It's a text file which lists all of the animations your character has along with when they start/stop.

Hope I haven't forgotten anything... good luck!
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kit89
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« Reply #27 on: May 04, 2007, 01:33:04 AM »

Thanks for the help baconfish!, very useful. Cheesy

I'm having one problem tho, the torso of liz is not appearing in game, however the tags are(the gun is back to front just like you said. Wink).


EDIT* Never Mind, I figured that it was a shader problem for some reason. Smiley


Now I need to sort out the animation.cfg hes doing back flips while he's suppose to be running.
« Last Edit: May 04, 2007, 01:46:17 AM by kit89 » Logged
kit89
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« Reply #28 on: May 04, 2007, 03:40:18 AM »

Got most of it working and managed to have him roam around as a bot.

Still having difficulties with the animation.cfg, got any tips on how to sort this out?

Here's some shots in game, I haven't gave him proper textures yet cause I want to get everything else sorted before I work on them. Smiley


Yep he back flips to run...



And finally here's the files used in game. There's a .pk3 with everything required to get him running around as a bot, and the .blend.

I used Majors & Kyonshis bot files with a few modifications.
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kit89
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« Reply #29 on: May 04, 2007, 08:55:49 AM »

I try'ed tampering with the animation.cfg, and got most of the anims working.

The most obvious anim problem was the water, where he kept standing up but I don't understand why he he kept standing... Sad

The other problem was that his feet are in the ground, and when he dies he's usually in the ground. I cant figure out why thats happening either. Sad

Other than that its pretty good(barring that he still has no proper texture;)).

The file below holds the latest source files & the .pk3 for OA.
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baconfish
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« Reply #30 on: May 04, 2007, 10:07:00 AM »

Glad you got it (somewhat) working, because I had no clue what to do. I put the pk3 in my baseoa folder but I couldn't get a bot loaded. It just told me that bot Liz (also tried liz, lizard, and Lizard) was undefined.

Maybe the feet thing is related to the object centers thing like before. Damnit I wish I understood what the engine expects in this sort of situation.
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kit89
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« Reply #31 on: May 04, 2007, 12:00:00 PM »

Quote
I put the pk3 in my baseoa folder but I couldn't get a bot loaded. It just told me that bot Liz (also tried liz, lizard, and Lizard) was undefined.

I had this problem, the solution is to open the "pak6-misc.pk3" and replace the "/scripts/bots.txt" with the "/scripts/bots.txt" in the liz.pk3

Why it wont use the "bot.txt" in the "liz.pk3" I don't know but that's how I got it to run.
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fromhell
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« Reply #32 on: May 04, 2007, 12:20:31 PM »

because L comes before P. Bots.txt is a global bot define file for the stock game. For individual bots being added as an addon, rename your bot.txt to lizard.bot.
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kit89
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« Reply #33 on: May 04, 2007, 12:46:16 PM »

Fixed the problem with his feet. Cheesy

It also made me realise there's a fault with the walk and run animation(slightly) it seems that the foot goes through the floor when running or walking at certain points. Although the idle anim is fine.


Here's the latest file if you want a look. I also noticed that the lower part now renders differently compared to the rest anyone have any ideas why?

Here's a screenshot:


*EDIT*
Thanks fromhell for that information! Cheesy
Updated the lizard.tar.bz2 the .pk3 inside the lizard.tar.bz2, will work straight out the box now for bots!, again thank fromhell for that info. Smiley

« Last Edit: May 04, 2007, 12:54:13 PM by kit89 » Logged
fromhell
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« Reply #34 on: May 04, 2007, 01:37:07 PM »

Hm, are you using any smoothing groups or something that affects normals? This is weird shading i've never personally encountered myself, it might even be related to the object or surface name

i've also noticed your legs shader in the shader file reads:

models/players/kyonshi/l_legs

woops!

You also might want to work on the uvmaps more, there is a lot of wasted space , distortion and unnecessary asymmetry
« Last Edit: May 04, 2007, 01:44:56 PM by leilol » Logged

asking when OA3 will be done won't get OA3 done.
Progress of OA3 currently occurs behind closed doors alone

I do not provide technical support either.

new code development on github
kit89
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« Reply #35 on: May 04, 2007, 02:16:34 PM »

Figured out the problem with the shading.

I moved the legs up slightly in Blender and that allowed it to look right ingame, but it causes that odd shading. When I revert it back to the (0,0,0) location the shading is fine...

Any ideas on how to solve this?
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fromhell
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« Reply #36 on: May 04, 2007, 02:18:57 PM »

Always have all objects at 0,0,0? That's what the md3 plugins readme stated.
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asking when OA3 will be done won't get OA3 done.
Progress of OA3 currently occurs behind closed doors alone

I do not provide technical support either.

new code development on github
kit89
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« Reply #37 on: May 04, 2007, 02:26:46 PM »

Solved the problem. Smiley

Instead of moving the entire object up(removing it from the 0,0,0,) I just moved up the model & Bones in Edit Mode. Seems to have solved the problem. Cheesy

*EDIT*

Here's some screenshots:









Enjoy!
« Last Edit: May 04, 2007, 02:36:58 PM by kit89 » Logged
kit89
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« Reply #38 on: May 09, 2007, 01:31:57 PM »

Changes:

-Re-did the uv-maps far cleaner and space effecient.
-Modified the run & walk animations to stop the foot from going through the ground

To be done:

-Work on the animation.cfg, advice would be great full. Smiley
-Give liz some colour on the textures. Any advice on what colours liz should be?

And finally heres the latest .pk3 to see liz in game & the .blend for those who want to modify the source.

Enjoy!
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fromhell
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« Reply #39 on: June 06, 2007, 05:25:48 PM »

Heh, mind if I commit this?
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asking when OA3 will be done won't get OA3 done.
Progress of OA3 currently occurs behind closed doors alone

I do not provide technical support either.

new code development on github
kit89
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« Reply #40 on: June 07, 2007, 01:26:04 AM »

Sure, if you want.

The thing that only needs done is the skin... but I suck at texturing so I placed it on the back burner.
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kit89
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« Reply #41 on: June 12, 2007, 07:00:45 AM »

Decided to give the liz some better textures, not the greatest but its a start.

The animation.cfg still needs work, and I'm thinking of redoing some of the animation cycles.

Here liz is if you want.

http://www.savefile.com/files/802829

And heres the source for the textures:

http://www.savefile.com/files/802837
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kit89
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« Reply #42 on: June 12, 2007, 08:07:51 AM »

Improved the backward animation so it doesn't look so weird and it actually now looks like liz is walking back. Although now the animation.cfg has went completely wrong.

It puzzles me cause I never changed the animations length, just what it looked like..

Heres the latest .blend of liz for anyone that can help.   
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kit89
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« Reply #43 on: June 12, 2007, 12:26:35 PM »

I think I've fixed all the slight bugs.

liz doesn't bob up and down when he/she swims.
From what I can tell through using bots, he crouches properly, and I setup a walk crouch anim too.

Heres the source files:
http://www.savefile.com/files/803561

The pk3 file for those that just want to try it:
http://www.savefile.com/files/803565

And some Eye-Candy for those that cant be arsed to download and try yourself:







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fromhell
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« Reply #44 on: June 12, 2007, 02:42:10 PM »

you could probably bake some scales in the renderer or something.
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asking when OA3 will be done won't get OA3 done.
Progress of OA3 currently occurs behind closed doors alone

I do not provide technical support either.

new code development on github
kit89
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« Reply #45 on: June 12, 2007, 02:53:13 PM »

yeah the textures need some seriouse improvement. Which I'll probably start focusing on tomorrow.

But other than the textures can anyone see other faults?
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kit89
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« Reply #46 on: July 03, 2007, 03:06:41 AM »

I've tried improving the textures but I still think there not that good. Smiley

I might just re-do them from scratch, and hope it turns out better than before.
Here the pk3 for those that want to check it out.

http://www.savefile.com/files/863384
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fromhell
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« Reply #47 on: July 03, 2007, 11:00:01 AM »

I think the textures in the SVN are fine. You should try improving the proportions and animations instead
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asking when OA3 will be done won't get OA3 done.
Progress of OA3 currently occurs behind closed doors alone

I do not provide technical support either.

new code development on github
kit89
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Shoot him..


« Reply #48 on: July 03, 2007, 12:10:40 PM »

Never re-aliased there was textures in SVN. Doh.

Yeah, I'll work on the anims & proportions. Smiley

Just looked at the SVN those texture are excellent. Congrats on the person who made them. Cheesy
« Last Edit: July 03, 2007, 12:12:40 PM by kit89 » Logged
kit89
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« Reply #49 on: July 05, 2007, 02:34:01 AM »

I've made Liz smaller, approximately the same size as the gargoyle now.

Heres just the .md3's and the .blend
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