Tirpider's Hex-Crafting Request Thread

Started by {TcF}Dr.Penguin, April 10, 2012, 09:34:00 PM

Previous topic - Next topic
Could you try to put the dreads on the bf2 wookie?

Been meaning to take a swing at that.
SleepKiller told me how to set them up.
I'm guessing it would be the same for the lowres.

Right now I'm hung up on getting the wampa lowres animations scaled (and getting over a flu, or whatever this is that's keeping me from breathing right.)

I have a few projects in front of it, so it might be a while before I can add it to my list. (I move a bit slower than most on these things.)

BTW, welcome, kaching. :)
I recognize your name from a readme, but I'm not sure where.

Kaching is an old modder. And the dreads on the wookie can be added via Addon Mesh.
=AaTc= Forever

SALLY....

-Retired Modder

Fair Enough and you probably know me from my map, Rhen Var Harbor Assault

@ Snake - how would I do that? Just add the lines on the ODF?

July 06, 2012, 06:57:56 PM #139 Last Edit: July 06, 2012, 07:08:21 PM by tirpider
That would be where I'd start.
Just hang them like a cape.
But instead of bone_ribcage, attach them to bone_head.

The tricky part would be what animation to use.
If the original bf2 animation wont work with it, try a bf1 cape.

-edit
well.. after looking at the bf1 capes and the dreads, I don't think it will be as easy as just swapping the animation name.
[spoiler][/spoiler]
The 2 on the left are the cape msh's and the far right is the wookie dreads.
The animations use a hash of the MODL chunk name to identify what to move.
You can see that the names dont match.
Changing the names is easy, but the hashes for them would need to be made and replaced in BLN2, SKL2 and KFR3.

In short, it would be easier to get the BF2 animations working... and since there is no cloth, I don't see why they wouldn't.

You would be even more of a SWBF legend if you could get animated dreads to work on the wookie.  This has perplexed many past modders :)  But, like you mentioned, if a cape can get animated, why not the dreads too!
Quote from: Abraham Lincoln. on November 04, 1971, 12:34:40 PM
Don't believe everything you read on the internet

July 06, 2012, 07:14:23 PM #141 Last Edit: July 06, 2012, 07:45:28 PM by tirpider
Ah, I didn't realize it was an issue.
hmm...
Ok.
I have a list of projects and a list of troubled mystery tour msh's, I'll add the dreads to the troubled list and work on them when I can.

-edit
I found the catch.
There is no bf2 animation for the wookiee dreads, because it is treated like 4 tentacles in the odf.
I'm pretty sure BF1 tentacles are not as well behaved as BF2.

Hmm, is the Sarlac considered something that has tentacles?
Quote from: Abraham Lincoln. on November 04, 1971, 12:34:40 PM
Don't believe everything you read on the internet

July 06, 2012, 08:21:35 PM #143 Last Edit: July 06, 2012, 08:47:49 PM by tirpider
Sure is.

[spoiler][/spoiler]
There are 4 dreads, with 5 bones each.
The Sarlac has 9 bones.

Need to figure out how BF makes the sarlac bones move.
It might be as straight forward as changing the names and hashes in the dreads.

For testing, I'll reduce the dreads to 1 tentical, then if I can get that swinging, add the others back in.

There is the possibility that this may just produce a Medusae-like sarlac wookiee dread nightmare squirming on the back of his head.

-edit
From tat1_bldg_sarlacctentacle.odf :
GeometryName    =   "tat1_bldg_sarlacctentacle"
AnimationName   =   "tat1_bldg_sarlacctentacle"
Animation       =   "idle"
Animation       =   "grab"
Animation       =   "grab1"
Animation       =   "grab2"


From tat1_bldg_sarlaccpit.odf :
AttachOdf = "tat1_bldg_sarlacctentacle"
AttachToHardPoint = "hp_tentacle1"
AttachOdf = "tat1_bldg_sarlacctentacle"
AttachToHardPoint = "hp_tentacle2"
AttachOdf = "tat1_bldg_sarlacctentacle"
AttachToHardPoint = "hp_tentacle3"
AttachOdf = "tat1_bldg_sarlacctentacle"
AttachToHardPoint = "hp_tentacle4"
AttachOdf = "tat1_bldg_sarlacctentacle"
AttachToHardPoint = "hp_tentacle5"


in the munged folder:
tat1_bldg_sarlacctentacle.zaabin
tat1_bldg_sarlacctentacle.zafbin

So, it isn't any new magic, just another way to call animations.
hmm.
Could possibly set the dreads to "idle" somehow.
Going to have to think about this one.

I see, your fight vs bacteria is close to victory, so, I have another theory question: is it possible for you, to not add, but just move in up and forvard direction, vehicle gun barrel? I am talking about dwarf spider droid model, and his "underfeet gun" bug.
Beauty is, the way to perfection.

Glory to Ukraine!  :mf:

July 08, 2012, 04:53:23 PM #145 Last Edit: July 08, 2012, 06:00:19 PM by tirpider
Quote from: Sereja on July 08, 2012, 04:24:35 PMis it possible for you, to not add, but just move in up and forvard direction, vehicle gun barrel?

Yes :)

The location information for mesh's is stored in a couple of ways.
1 - the actual vertex locations. It's a hassle to alter them, but the final write up in this series will cover the way I do it.
2 - the TRAN tag of the mesh's MODL chunk. (or the one it's parented to)

The second is the easiest to alter. the TRAN tag is listed on my .msh structure notes under ".msh TAG OFFSETS AND DESCRIPTIONS
"
(or here: :)[spoiler]
[TRAN]
   offset   length   type      contents
        0        4   char(4)   TRAN
        4        4   long      byte length of section from next byte
        8       12   float(3)  Scale ( x , y , z )
       20       16   float(4)  Quaternion rotation  ( qx , qy , qz , qw )
       36       12   float(3)  Translation  ( x , y , z )

Translation x = left, right
Translation y = up, down
Translation z = fore, aft

I wouldn't mess with the rotation as it can scale the mesh unless you normalize the quat.
[/spoiler]

The way to alter it would be via hexediting.
All the translation values are 4 byte, 32 bit Floating Point numbers.

If it hasn't been done by the time I get to the 5th tutorial, I'll use it as an example.

The Bacteria Battle is over (I hope). Both , the wife and I were coughing and sleeping all the time.
I think it was possibly mold or an alergy we dindn't know we had.
The the Air Conditioning broke for 2 days (103 degree weather)...
It's been a miserable few weeks, but I'm glad it is past us now.

-edit....
It just dawned on me what thread this is.
Yes. I'll take a look at the dwarf spider and see what needs to happen to it.
...
after looking about.. this might seem silly, but where would I find a dwarf spider to look at?
I found animations and textures for it, but no msh.

-edit
I found Psychofreds's., and I'll assume that's it.
Opening the msh, it all looks normal... the ODF's all look ok.
I'll need to set it up and see it in-game to figure out what you mean by underfeet gun bug.
Might take a bit as I got other things cooking in my test lvl at the moment.

Yes, this bug can be visible is only in game. So, it's may be hard to translate it in "blind way"...
Beauty is, the way to perfection.

Glory to Ukraine!  :mf:

Cool. I'll see what I can do.
I've never seen the spider droid in action and would like to.

I managed to get 18 SWBF projects deep, so it's going to take a bit of time before I can approach it.
I appologize for that.

July 09, 2012, 10:42:01 AM #148 Last Edit: July 13, 2012, 04:07:52 AM by Sereja
Oh, it's ok, the same happens with me: I have 19 unfinished map projects. Hope someday, you finish something... :)

-Edit

I just think about talz: is it possible, to just scale wookie lowrez animation, repaint wookie lowrez model, and connect it with decreased quality talz head?
Beauty is, the way to perfection.

Glory to Ukraine!  :mf:

July 13, 2012, 04:57:04 PM #149 Last Edit: July 22, 2012, 07:54:06 PM by tirpider
Quote from: Sereja on July 09, 2012, 10:42:01 AM
I just think about talz: is it possible, to just scale wookie lowrez animation, repaint wookie lowrez model, and connect it with decreased quality talz head?

Sounds good.
I'll give that a try tonight.
Let's see how the animation and transition look before skinnng the wookie.
(I think this will work quite well though)


-edit
The wookie lowres looks usable.
He is a little skinny, but usable.

About the head.
I don't really have a method for decimating a mesh in a quality way.
(the only tool I have for it is the directx tool in milkshape and it's sort of awful.)
I might be able to fake it with the head, but the eyes are so intricate, I am afraid I might destroy them if I tried to reduce thier poly count.

Could you reduce the head a bit and send a copy?

-edit
Thanks :)