Ok, so I've been busy recently making a few skins from scratch and editing a several Ice Member made.
All I need is for someone to screen shot the skin in MSH viewer or whatever so I can make the appropriate edits.
Hopefully I when I get my copy of Win7 soon-ish I will be able to boot-camp etc and will no longer need the assistance.
http://dl.dropbox.com/u/38022982/Skins/models%20and%20skins.zip
sorry, i wasn't able to get it done last weekend. Let me try now ;)
ok, i tried some things with the imp sides. I can't say I did everything correctly.
Check out my xfire shots.
more later--
As I am new to skinning, perhaps another modder can help me sort a few things out.
I have these two files for "heavy":
ep3_deathgunner.msh
rep_inf_ep3deathgunner.tga
Did I do this right? I replaced the GeometryName under class label with
the name of the msh file as
ep3_deathgunner.msh
and the other geometry name with
ep3_deathgunner
1) is the lack of a low-res version a problem?
2) is there anything I need to do with the TGA file?
My result is at the bottom of this post.
Below is a portion of my shock trooper ODF file:
----------------------------------------------------------------------------------------------------
GameObjectClass]
ClassLabel = "soldier"
GeometryName = "ep3_deathgunner.msh"
[Properties]
FootWaterSplashEffect = "watersplash_sm"
WaterSplashEffect = "watersplash_md"
WakeWaterSplashEffect = "watersplash_wade"
UnitType = "assault"
IconTexture = "imp_gunner_icon"
MapTexture = "troop_icon"
MapScale = 1.4
GeometryName = "ep3_deathgunner"
GeometryLowRes = "imp_inf_shocktrooper_low1"
AnimationName = "all_inf_snowtrooper"
FirstPerson = "IMP\impstrp;imp_1st_stormtrooper"
FirstPersonFOV = "70"
ThirdPersonFOV = "65"
-----------------------------------------------------------------
(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fscreenshot.xfire.com%2Fs%2F121754924-4.jpg&hash=976a6ea31ea053dd334409cbe6175fb006d57c02)
You did it right. Only the Geometry needs to be defined, the .msh file calls for the TGA when it gets munged.
Nice skins BTW Unit.
Thanks SK!
OK unit33,
this one seems to crash everything:
42_tiepilot.msh
There seem to be some issues with some of the MSH's calling a proper TGA file.
Please see my xfire page for videos and screen shots.
http://www.xfire.com/profile/
Then there are some low-res model issues.
(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fwww.xfire.com%2Fvideo%2F548d45%2F&hash=10ccfde871ca54dd8411fa214532450750586616)
Here are some munge warnings:
Done
Munging 42_tiepilot.msh
SplitSkinnedSegments: Split segment with 18 bones (max 16) into 11, 8 (1 overlap
)
... Exporting hard skinned
SplitSkinnedSegments: Split segment with 21 bones (max 16) into 12, 10 (1 overla
p)
_ReduceShadowMesh: reduced edge count from 876 to 870
_ReduceShadowMesh: reduced edge count from 456 to 452
_CreateShadowMesh(lod:0): created hires shadow (226 verts 1322 edges)
42_tiepilot has no collision Geometry!
Munging ep3_deathgunner.msh
SplitSkinnedSegments: Split segment with 19 bones (max 16) into 11, 9 (1 overlap
)
... Exporting hard skinned
SplitSkinnedSegments: Split segment with 21 bones (max 16) into 12, 10 (1 overla
p)
_ReduceShadowMesh: reduced edge count from 876 to 870
_ReduceShadowMesh: reduced edge count from 456 to 452
_CreateShadowMesh(lod:0): created hires shadow (226 verts 1322 edges)
ep3_deathgunner has no collision Geometry!
It's interesting which ones worked and which ones didn't. I'll take a proper look into it when I get home tonight.
EDIT
Ok, how do we solve the low res issue? Do I create a low res version of the new skin and send that to you or what, or is it a coding thing?
Other than that I can replace the skins that didn't work at all with ones that definitely work.
EDIT 2.0
KAPOW
Here be the revised skins.
http://dl.dropbox.com/u/38022982/Skins/models%20and%20skins.zip
So, I'm back after an excursion out to Paris and I've redone even more skins.
These ones should work however I still have no idea how to tackle the low-res skin switching issues?
Anybody know?
http://dl.dropbox.com/u/38022982/Skins/models%20and%20skins.zip
Added helmet-less Stormtrooper
http://dl.dropbox.com/u/38022982/Skins/models%20and%20skins.zip
Added Colours to the said Trooper
http://dl.dropbox.com/u/38022982/Skins/models%20and%20skins.zip
BOOM
I have made Black Hole Troopers from every Imp class.
[spoiler]
(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fwww.vikingplayground.com%2Fproductcart%2Fpc%2Fcatalog%2Fsc-100010-sm.jpg&hash=fd0ab5f851ceaf0212586a0e3423f19ff7816839)
(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fdl.dropbox.com%2Fu%2F38022982%2FSkins%2Fimp_inf_trooper.tga&hash=6dca232d4c402b1dfcbf2cc85b601a448951e9a2)[/spoiler]
http://dl.dropbox.com/u/38022982/Skins/BlackHole.zip
These skins look pretty sweet. I'd like to know when they're finished :D
Hey unit, video coming soon...
blackhole trooper:
http://www.xfire.com/video/54ff76/
blackhole with han solo:
http://www.xfire.com/video/54ffbd/
Unit, I think maybe the names of the TGAs are correct for those two models (msh) files. Maybe looking inside them with a hex editor will tell us what it should be.
Whut? That Officer was working previously, there's no reason for it not to work now?
The low res issues continue.... Hrrrm :panic:
EDIT: Yeah I'll take a look... I've got a hex editor somewhere.
let me try taking out the word "copy" in this file name:
all_inf_stormtrooperhansolo copy.tga
Yeah I thought about that, but the Death Star Trooper's msh and tga names also do not match and yet that skin seems to work fine and dandy.
Maybe it just doesn't like spaces... or something.
looked at MSH by hex,
I found this:
all_inf_stormtrooperhansolo.tga
doh, that is the name of it!
Right?
The resolution issues are annoying but it's an area beyond my depth.
Yes, I don't know enough about this stuff. Seems like voodoo.
Maybe Ande's xsi tools can be used to make low res stuff, I don't know.
Help us Tirpider, you are our only hope!
Help us Tirpider, you are our only hope!
Help us Tirpider, you are our only hope!
It is voodoo; Pandemic was ran by Satanic worshpers.
We must consult the higher powers.
Yes, I am asking Bamdur!
I will edit this post with his chat convo
[17:13] ~{PLA}~ Led: what do you do if a low res mesh does not exist?
[17:13] Bamdur: oh
[17:13] Bamdur: well
[17:13] Bamdur: you cant
[17:13] Bamdur: relaly
[17:13] Bamdur: do anything
[17:13] Bamdur: about that
[17:13] Bamdur: you can either
[17:13] Bamdur: make one
[17:13] Bamdur: which i did
[17:13] Bamdur: or
[17:13] Bamdur: not use any
[17:29] ~{PLA}~ Led: so for the low res issue, just dont define a low res model ?
[17:29] Bamdur: yes
[17:29] Bamdur: and
[17:29] Bamdur: if that crashes
[17:29] Bamdur: comment it
OK, unit, Bamdur saves the day---
Turn off the RLE compression !
:)
(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fscreenshot.xfire.com%2Fs%2F122019114-4.jpg&hash=6c4ea4c9231d3845edc801e1234fa582f82ec14a)
Oooh shinny.
Thing is I'm not even using RLE compression, the dialogue box appears for that option and I leave it un-ticked...
What does it do; lower the quality?
Anyway, if it's all in working order could you release it as a imp.lvl pretty please?
In the following order..... :panic:
Stormtrooper = infantry
Gunner = Heavy
Officer = Pilot
Sniper = Helmet-less Trooper
Jet = Jet
ok, please give me a credits list
Icemember for the StormTrooper, Officer and Gunner, Lucas arts/Pandemic for the Dark Trooper and Han Solo, Unit33 for numerous skin alterations.
OK, i want to do a little more work on this.
When I comment out the lowres meshes, the units now "wink" in and out of view.
I think what I can do is to use the old low res meshes and the new TGA files (unless someone can help us export new low res meshes--tirpider, you have a tool for that ?) by hex editing the low res msh files to use the new TGA file names.
It's already beer o'clock, so I had best try this tomorrow! ;)
(sorry for the multiple edits, I get disorganized at times)
I can hex the tga names , but I can't create low res models.
(Couldn't figure out who needs hexing though)
The only ones that look like they need low res are Heavy and Pilot.
The stock low res for trooper and darktrooper look groovy and play nice with the given textures.
You could 'get away' with using the stock stormtrooper low res for Pilot.
(Playing on the idea that at a distance they seem simular.)
And I don't even know where Heavy originated.
A low res for it would have to be built.
I'm working toward being able to kitbash regular (then low res) models with 'some' success.
But I'm not using a modeling prog to do it (I'm using a spreadsheet and shreads of my soul). So progress is very slow.
nice models, what seems to be the problem with them?
Could you explain what kitbashing means?
I think some of them need low_res msh's.
They are having problems with the low res, I know. (haven't loaded them into the test lvl, it's a mess right now.)
Not sure which.
RE: Kitbashing (http://en.wikipedia.org/wiki/Kitbashing)
It's a modeling term that goes back as far as modeling.
The idea is taking ready-made parts from one thing and using them on another.
Model trains and the original Star Wars movie models are excelent examples.
The same concept applies to 3d modeling.
For our msh's, it would be, say, swapping heads, or using backpacks from one model, on another, via addon's (like capes) or injecting MODL or SEGM chunks. The best way would be to get the model into XSI so it can be properly exported, and seams can be finely tuned or adjusted.
It works great, unless the part you want is lost in the triangle soup of the msh. (Like the Tusken Head)
In that case, it's actually easier (and better) to do it from scratch.
I'll just sit here and pretend I know what you lot are on about.
:P
We're all waiting.
Need to know which models need what done to them.
How about just giving them all the low res pilot msh and see what happens?
The texture mapping wont work for the pilot. (as low res)
imp_inf_stormtrooper_low1.msh looks extremely close, and works with the skins. (as far as I can tell)
Okay... I'll take your word for it.
So is that it?
Waiting on Buckler, I think.
He mentioned some hex work.
And he has it set up to test apearantly.
What I can see that needs to be done:
I don't know whats going on in the odf's to cause the low res issues.
The stormtrooperhansolo texture has a ' copy' in it's name that needs to be removed.
Low_res models:
Heavy - I don't know
Helmetless Trooper - has one
Infantry - can use imp_inf_stormtrooper_low1.msh
Jet - can use imp_inf_darktrooper_low1.msh
Pilot - I don't know.
Sniper - can use imp_inf_stormtrooper_low1.msh
Infantry and Sniper have the same model and texture names, so that's going to create a conflict (they are also looking for the same texture.
The filename is easy to change, the tex name would have to be hexed.
I'll go ahead and hex the sniper name, that will resolve one issue.
edit-
Ok.
Things I added:
Infantry\imp_inf_trooper_low1.msh
Infantry\imp_inf_trooper_low1.msh.option
Jet\imp_inf_darktrooper_low1.msh
Jet\imp_inf_darktrooper_low1.msh.option
Sniper\imp_inf_bhsniper_low1.msh
Sniper\imp_inf_bhsniper_low1.msh.option
Things I changed:
renamed Helmetless Trooper\all_inf_stormtrooperhansolo copy.tga to Helmetless Trooper\all_inf_stormtrooperhansolo.tga
renamed Sniper\imp_inf_trooper.* to Sniper\imp_inf_bhsniper.*
hexed Sniper\imp_inf_bhsniper_low1.msh's texture to reference imp_inf_bhsniper.tga
What's left:
Testing
Lowres for Heavy and Pilot
If I did bad, let me know. If I did good, forget about it. :)
-post edit, edit-
If ya'll want to give them all a simular naming convention, I can easily hex the texture refs to reflect it.
(for example blk_inf_sniper , blk_inf_jet)
If you are making it into a side lvl, that would just be one more level of finesse.
ok, morning for me. The things I tried last night caused SWBF to crash. I did too much at once.
So, I will try again, one piece at a time and also use your attachment, tirpider.
Hang in there Unit, your skins are worth doing the best that we can.
:cheers:
Thanks a lot fellas,
Should add the credits:
"tirpider and Led for everything else"
OK, here is what I have:
attachment to this post contains Bamdurs and Tirpiders updates and the ODF files that I used.
Here are the issues:
low res rocket unit (heavy) has a backpack on it but high res does not (no biggie)
low res pilot is a little different skin than the high res pilot (field commander)
storm trooper, pilot using han solo, jet all look good at low and high res
Here is a video:
http://www.xfire.com/video/550602/
tirpider, if you feel like adjusting the names of the TGA files in the MSH files, that would be great.
(could the low res pilot model use the new pilot skin?)
Lastly, I do have the xsi 30 day trial. I have no idea how to use it, but I have tried with psychofreds example model. If anyone thinks that will help generate low res meshes, I have an extra computer to put it on, and could re-install it every 30 days if needed.
Ah much better, the resolution switching is far less noticeable!
OK, I will see if Tirpider wants to put the last couple of finishing touches on the low res models, and then I will munge and release this into the wild.
;)
OK, just called the current version as Beta, will update if new stuff comes about
http://www.swbfgamers.com/index.php?topic=4217.msg42208;topicseen#new
Morning! :)
I can't do anything about the low_res Heavy or Pilot till I learn more about modeling.
In theory, the heads could be swapped on some low res models.
I'm working on exactly that with my Tuskens, but havent got it right, yet.
(There are gaps and wierd holes left from incomplete triangle strips. Half my attempts don't even render atm.)
On the Pilot low_res, the new skin won't play nice with imp_inf_pilot_low1.msh. The face ends up on the thigh.
I'd use either imp_inf_trooper_low1.msh or imp_inf_bhsniper_low1.msh as a work-around till proper low_res can be made.
For adjusting names, who needs adjusting to what?
eh, its all good, no names need to be adjusted. It looks likes like its good enough!
thanks