Texturing/Modeling

Started by Cmd_Smith, June 05, 2015, 07:05:10 AM

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June 05, 2015, 07:05:10 AM Last Edit: June 05, 2015, 07:51:21 AM by Cmd_Smith
EDIT: okay, I found one. lol

Now, how can I make the model for the e3 Heavy Trooper the Model for the Jet trooper?

Essentially, I want my final product to look like the Heavy trooper, with a jet pack. I have the textures, but all the modeling stuff is new to me. I don't even know where to begin.

Where to I find the model for the Heavy Trooper's cape? And the jetpack itself? I can't find those.

In the attached files, the cape isnt rendering. Why?

I've never worked on units from SWBF to tell exactly how that would pan out. It would have to be rigged and weighted correctly to accept the standard bone hierarchy I know that much.

About the cape, I know this might sound dumb but did you orbit the model in the viewer? I don't recall the viewer rendering out poly back faces, so if that's made of a single plane that could be why you're not seeing it. At least from the angle in your picture. If not it may have something to do with it being cloth or something. I thought cloth was also handled by bones but that may be simulated differently in the engine.

I'm usually a fan of creating everything from scratch (like the jetpack and additional stuff) but if you really wanted to you might be able to kitbash the stuff from separate decompiled stock models.  ;)
photobucket limit image removed

Quote from: Epifire on June 05, 2015, 08:57:32 AM
I'm usually a fan of creating everything from scratch (like the jetpack and additional stuff) but if you really wanted to you might be able to kitbash the stuff from separate decompiled stock models.  ;)

So... how do I decompile them?

Quote from: Epifire on June 05, 2015, 08:57:32 AM
About the cape, I know this might sound dumb but did you orbit the model in the viewer? I don't recall the viewer rendering out poly back faces, so if that's made of a single plane that could be why you're not seeing it. At least from the angle in your picture. If not it may have something to do with it being cloth or something. I thought cloth was also handled by bones but that may be simulated differently in the engine.

Yes I rotated it. Could it be something with using MSHVeiwer? Or Do I have to put soething else in?

And, these bone stuff youre talking about. How do I do that. What program can I decompile the MSH files with, or add on to them?

I went into my viewer, ht 'debug' and BOOM! I got this:

[spoiler]ep_inf_ep3heavytrooper.msh
201032 bytes

HEDR
196.3125K
MSH2
193.332K
SINF(100)
     NAME (20)   "REP_EP3HeavyTrooper"
     FRAM(12)    0, 1, 29.97003   FPS?
     BBOX (44)
     {
          Rotation:  0, 0, 0, 1
          Center:  -0.0077505, 1.025837, -0.0543306
          Width/2: 0.9372268,  Depth/2: 1.028359,  Height/2: 0.2471582
          Bounding sphere radius: 1.413154
     }
CAMR (64)
{
     NAME (8)   "Camera"
     DATA (40)
     Position: 0.8432256, 1.654107, 2.665104
     Look at: -0.0168102, 1.024499, 0.0181866
     0, 1.076189, 0.1, 32768
}
MATL (404)
3 materials
{
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     NAME (12)   "Material0"
     {
          DATA (52)
          Diffuse Colour:0.7, 0.7, 0.7, 1
          Ambient Colour:1, 1, 1, 1
          Specular Colour:0.3, 0.3, 0.3, 1
          Specular Intensity:50
          ATRB (4)   &h0
          TX0D (12)   "noIcon.pic"
     }
     MATD (128)
     NAME (12)   "Material110"
     {
          DATA (52)
          Diffuse Colour:0.7, 0.7, 0.7, 1
          Ambient Colour:1, 1, 1, 1
          Specular Colour:0.3, 0.3, 0.3, 1
          Specular Intensity:50
          ATRB (4)   &h0
          TX0D (28)   "rep_inf_ep3heavytrooper.tga"
     }
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     NAME (12)   "Material90"
     {
          DATA (52)
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          Ambient Colour:0, 0, 0, 1
          Specular Colour:0.3, 0.3, 0.3, 1
          Specular Intensity:50
          ATRB (4)   &h0
          TX0D (36)   "rep_inf_ep3heavytrooper_cape.tga"
     }
}
MODL (104)
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Overall Bounding Box
0,1.0265,-0.0201575
W: 0.9294763,D: 1.027696,H: 0.2129852[/spoiler]

That looks to me like its the actual code for the mesh file. If it is, how do I edit it correctly?

Can anyone help me.. I really want to get this done soon.

Quote from: Cmd_Smith on June 06, 2015, 07:49:17 AM
Can anyone help me.. I really want to get this done soon.

Apologies for not responding sooner, I've been pretty busy and this is one of the first times I've been able to use a working PC.  :shrug:

I'm not at either of my two dev rigs to be able to give examples but I'm pretty sure what you're wanting to do can only be accomplished through Softimage|XSI. However XSI (which is what most call it) isn't entirely an easy thing to just pick up and start using. I'd be willing to even pitch in myself to try and get the pack added in and weighted, if my main PC was in working order.

That's the tough thing with anything that's animated, as you can't just plop something in without getting noticeable problems visually during run time (from my experience anyway). The way I'd theorize going about doing it is decompiling all the assets (using within XSI) and combining them into one scene. Anything I've decompiled so far, had their weights preserved for the mesh. I've never tried adding anything to an existing animated mesh (let alone a character model) so I'm a little in the dark on that one myself.

Quote from: Cmd_Smith on June 05, 2015, 09:11:16 AM
So... how do I decompile them?

Yes I rotated it. Could it be something with using MSHVeiwer? Or Do I have to put soething else in?

And, these bone stuff youre talking about. How do I do that. What program can I decompile the MSH files with, or add on to them?

For the cape, it very well could just be that the texture is missing (and just running the transparency without a texture) or it's something that only will show up in game. MSHviewer can be a little misleading and not show it exactly how it will look in-game.

Describing bones and weights is kinda difficult in words but they're both needed for something to animate correctly in-game. Bone rigs allow the animator to animate a basic skeletal structure that the model/detail mesh follows. Essentially you're not animating all the polygons, you're animating a bone rig that the mesh is weightmapped/parented to. If meshes aren't properly weight mapped (with corresponding bones on the rig) then they wont animate correctly.

Animations of tough, so I hope some of that made sense. Long story short, you've gotta have that jet pack properly weighted to the rest of the trooper's mesh so that it'll envelop correctly to the rig. That looks like a BF2 model though, so if you're crossing the two (putting that in BF1 or vice versa) then you might have some additional problems. There is also the matter of the attachment points for the thruster effects too. In which case (were you to use XSI to decompile) it would be worth looking at the actual jet trooper's file to see how it's setup. Hard to give solid answers when I don't even have my own machine back up and running yet. If you can, shout out to the guys over at Game Toast. They're pretty sharp about this stuff and might be able to shed more light on the project.
photobucket limit image removed

Quote from: Epifire on June 06, 2015, 10:01:07 PM
Apologies for not responding sooner, I've been pretty busy and this is one of the first times I've been able to use a working PC.  :shrug:

I'm not at either of my two dev rigs to be able to give examples but I'm pretty sure what you're wanting to do can only be accomplished through Softimage|XSI. However XSI (which is what most call it) isn't entirely an easy thing to just pick up and start using. I'd be willing to even pitch in myself to try and get the pack added in and weighted, if my main PC was in working order.

That's the tough thing with anything that's animated, as you can't just plop something in without getting noticeable problems visually during run time (from my experience anyway). The way I'd theorize going about doing it is decompiling all the assets (using within XSI) and combining them into one scene. Anything I've decompiled so far, had their weights preserved for the mesh. I've never tried adding anything to an existing animated mesh (let alone a character model) so I'm a little in the dark on that one myself.

For the cape, it very well could just be that the texture is missing (and just running the transparency without a texture) or it's something that only will show up in game. MSHviewer can be a little misleading and not show it exactly how it will look in-game.

Describing bones and weights is kinda difficult in words but they're both needed for something to animate correctly in-game. Bone rigs allow the animator to animate a basic skeletal structure that the model/detail mesh follows. Essentially you're not animating all the polygons, you're animating a bone rig that the mesh is weightmapped/parented to. If meshes aren't properly weight mapped (with corresponding bones on the rig) then they wont animate correctly.

Animations of tough, so I hope some of that made sense. Long story short, you've gotta have that jet pack properly weighted to the rest of the trooper's mesh so that it'll envelop correctly to the rig. That looks like a BF2 model though, so if you're crossing the two (putting that in BF1 or vice versa) then you might have some additional problems. There is also the matter of the attachment points for the thruster effects too. In which case (were you to use XSI to decompile) it would be worth looking at the actual jet trooper's file to see how it's setup. Hard to give solid answers when I don't even have my own machine back up and running yet. If you can, shout out to the guys over at Game Toast. They're pretty sharp about this stuff and might be able to shed more light on the project.

Alright. Thanks a lot man. Anouther thing is that I have a 64-bt windows, and the BF2 Tools dont munge on that soo I dont know what im gonna do.

Quote from: Cmd_Smith on June 07, 2015, 02:56:41 PM
Alright. Thanks a lot man. Anouther thing is that I have a 64-bt windows, and the BF2 Tools dont munge on that soo I dont know what im gonna do.

Yeah that's why I have two rigs for SWBF modding. I work almost exclusively on stuff for BF1 (at least at the moment) but to me it's just way easier to have an XP machine dedicated to compiling and mapping, then testing on the other. I know there's some kind of workaround to make the BF1 munger work on 64 bit, but I can't say if that works for 2.
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