SWBFGamers

Modding for the Original SWBF1 and SWBF2 => Requests => Topic started by: {TcF}Dr.Penguin on April 10, 2012, 09:34:00 PM

Title: Tirpider's Hex-Crafting Request Thread
Post by: {TcF}Dr.Penguin on April 10, 2012, 09:34:00 PM
Hey I would like to make a Phaze II trooper clone trooper with a TIE PILOT chest rig that connects tubes to his helmet, with a jet pack. Is there any conceivable way to do this? I'd extremely appreciate any help you guys cna give me. Thanks!
Title: Re: Adding parts from other units onto others.
Post by: tirpider on April 11, 2012, 12:59:43 AM
I'm working on how to do just that sort of thing via hex editing.

I don't have those models taken apart at the moment, but it should be do-able.

I'm using UV maps to isolate geometry in the models and creating seprate model chunks that can be swapped around (somewhat)

There is no walk through or guide for this (that I know of) and I prefer to work with the stock BF1 and BF2 assets out of respect for the modelers.

To be clear on the parts, is the Tie Pilot piece you want on the stock BF1 guy?
Which jet pack do you want, and I don't know phase 2 from any other clone, if you could point out a specific one, that would be great.

It takes me about a day to gather and piece together like this, but It might take 2 or 3 longer because of schedule stuff.

-edit (tiny bit of research)
A quick trip to Wookieepedia (http://starwars.wikia.com/wiki/Phase_II_clone_trooper_armor) gave me a good example of the Phase II guy.

That would be the bf2 rep_inf_ep3trooper.msh.
There is also one with a jet pack (rep_inf_ep3jettrooper.msh)

Are either of these acceptable? (to apply the pieces to)

Title: Re: Adding parts from other units onto others.
Post by: Unit 33 on April 11, 2012, 03:11:03 AM
You can Kit-bash with Hex editing? Good God!

I've been looking for an Imperial Officer Model with a Storm Trooper head, so perhaps that would also be possible with this method.
Title: Re: Adding parts from other units onto others.
Post by: Phobos on April 11, 2012, 03:12:44 AM
that would be amazing tirpider
Title: Re: Adding parts from other units onto others.
Post by: {TcF}Dr.Penguin on April 11, 2012, 08:58:47 AM
Yes, I meant the 501st trooper unit from SWBF2, and Jet pack from SWBF1, sorry for not being more specific.
Title: Re: Adding parts from other units onto others.
Post by: tirpider on April 11, 2012, 10:53:39 AM
Groovy.
I have a Dr. appointment this afternoon, I'll get started hacking up clones when I get back. :)

re: kitbashing via hex
It's something I was hoping to add to my program, but the more I do it, the more I realize how incredibly impossible thats going to be.

I don't have the process down enough to do a proper write up, but after this clone, I'll start a thread with what I do know, and answer questions as best I can.

re: Stormie Officer
That should be possible. I'll add it to my list.

re: Amazing tirpider ;)
It is amazing. It's also very time consuming and hackish. The down side is that it takes a while to do the cutting and set up. The Up side is that the piece is just as complete as when it came out of XSI and can be used over and over.

-edit
Status report.
Got the Respirator(?) isolated and mapped to a generic skeleton.
There is a bit of wiredness in the model at the moment. It's 1 of 8 possible verticies. (see attached pic.) I'll find and destroy it after supper.

-edit
Wierdness taken care of (the UV's run awfully close on the TiePilot)
New hurdle is an expected gap between the hoses and the clone helmet face. (pic below)
In a modeling prog, I would just budge the points over or create a new section.
My spreadsheet lacks a magic budge button so this is a special problem. (There are always special problems)
I'll go ahead with the pack and come back to this.

-edit
Got all the pieces together for an in-game test run.
1. The Pack appeared at hi feet, but it's because it was hung directly on a bone originally. I'll have to rework some ENVL's and MNDX's to fix that (Not a problem)
2. The Gap is still a special issue.
3. The respirator pack hangs low. (I'll adjust it's TRAN)
4. The hoses pass through the arms. (circled on the left in pic Test_01 below) (I think we will have to live with that.)
5. The hoses stretch in a wierd way.  This may be an enveloping or animation choice issue, and I may have to guess at it or surrender and accept it like #4 above.
Thats my progress for the evening. More tomorrow, perhaps sunlight will illuminate the path on 4 and 5.
Title: Re: Adding parts from other units onto others.
Post by: Phobos on April 12, 2012, 06:08:03 AM
looks like you are making great progress. will it finally be possible to add the long dreads to the swbf2 wookiee models using this method/tool? could this maybe be used to fix master yarael poof's neck problem?
Title: Re: Adding parts from other units onto others.
Post by: {TcF}Dr.Penguin on April 12, 2012, 07:27:44 AM
Yay looks like lots of progress.
Title: Re: Adding parts from other units onto others.
Post by: tirpider on April 12, 2012, 10:13:50 AM
oops.
Grabbed the wrong jetpack.
Fixed.

re:Fixing Yareal and the Wookiee
I haven't looked at the dreads. If they are bent and lay neatly across his back then it would be easy. If they are straight, the dreads would need to be modified in a modeling prog (bent to lay correctly), then put back into a msh before they could be hexed back on. (I'm guessing)

I've been thinking about Yareal. I think his skeleton MNDXs must be shifted at some point and so he ends up mapped to incorrect bones or nulls. They would become shifted after a MODL was added in somewhere without updating the MNDXs.
He is a special problem. Just plain hard to troubleshoot.

re:method/tool
Well, it is a method, and a lot of tools. Spreadsheet, text editor, hex editor, paint.net, 3d Object Converter, the Battlefront MSH Viewer, and my MSH Info, size validator, and chunk2msh tools, along with an autoit script that rebuilds tags with code pasted from the spreadsheet. It only deals with one SEGM at a time.
a quick rundown goes something like this:

The spreadsheet is an 11 page workbook. It has pages for POSL,WGHT,NRML,UV0L,NDXL,NDXT, and STRP. A page for working with ENVL, one for identifying UV regions, one to identify what gets kept or deleted and a page to rope it all together to be pasted into the AutoIT script.

At any point in the above, inconsistancies can pop up and need to be accomodated, fixed, or ignored.
There are steps missing, things that can only be shown in pictures or video, (how to set up build folders, how batchh files can and cant help, limitations of several of the tools involved, ect.) This has all been in my head till now. It isn't ready for any kind of release or instructable, as I'm still kinda making it up and revising as I go. I appologize for that.


-edit
v1 Jetpack is happily on his back and not on his feet.
Next is to take a swing at the gap, then finding a shadowvolume for him.
I'm thinking I need to make the hoses and respirator panel seperate MODLs so thier translation can be adjusted independantly.
(btw, I am sorry for the long windedness of my posts, I'm hoping that by doing so, some of the process can become clearer for future refference.)

-edit
Ok. The best fix for the gap is going to be to make a new little length of hose to connect with the helmet face.
I imagine this is a 5 min fix in a modeling prog, but well.. yeah.
It might take a bit as I haven't been able to create the triangles needed to form the geometry yet.
The verts and all their data is simple copy paste stuff, and identifying the triangle points is easy, but I get hung up on the clockwise, counter-clockwise sequenceing of the points.
(more talking throught it....)
I'll try isolating one section of the tube, duplicate it and fudge it's location into where I want it, and see how the UV needs to be adjusted afterwards.

-edit
verts are made, got them UV'ed, normaled, and weighted.
Now I need to figure out how to make a triangle strip out of them.
Can't even look at them till I have the edge info to get it in a viewer or the game.
Going to take a break for a few hrs to let the magical intuition thing happen.
Title: Re: Adding parts from other units onto others.
Post by: {TcF}Dr.Penguin on April 12, 2012, 09:46:10 PM
Can't wait..
Title: Re: Adding parts from other units onto others.
Post by: tirpider on April 13, 2012, 04:28:01 PM
Not done yet. (I appologize)

I have the points, and am wrangling triangles.
I don't have a quick build process for this aspect of it (yet.)

I have the UV's correct, the normals are close enough.
But you can see in the pic below, that the triangles are mutilated.

The good news is that when this part is done, I'll either have the STRP mastered, or will be loath to take it on without a modeling program.

-edit
Just a quick note to assure you I'm still on task.
Still at it.
The rest of this process really is easy. Just modl swapping like anyone else has done.
The part thats taking so long is the fabrication of these triangles.

The take home from this is that these sorts of edits (swapping pieces, and isolating pieces based on UV regions,) are completely possible IF they match up naturally. If they don't match up, then you have to invent stuff to fill in the holes.

I opted to extend the hoses because I didn't want to fiddle with finding the center of rotation on them and mess with translating quaternions to get the rotation just right.

Concept Phase II Clone Pilot is on it's way, just taking a little longer than planned.

-edit
HalfWayThere
In the new pic below, the completed triangles are shown for one tube. (top and bottom shown)
I may have to reverse some numbers for the other, but my guess worked out (not skill, not knowledge, I guessed.. :/ )
So it's good news for the trooper and still a questionmark for general knowledge.

-edit
Victory is mine!
The hose is modified.
There is a UV issue with the left hose (something is reversed) but I'm so frustrated at looking at the guts of the hose, I'll tackle that just before saying it's done.

All the parts need to be assembled and I need to line up the end of the hose with the face of the helmet. (I'll push the end just inside the helmet model to be sure it's all sealed.)

Then there is deciding if the respirator panel needs to be shifted.

-edit
TheStorySoFar
He is using the sv_ from the bf2 ep3 jet trooper.
That means no shadow for the hoses.

Again, sorry for the play-by-play updates, I get panic-y when a project goes into overtime.
(I always downplay challenges when I do time estimates.)

-edit
Bending
Moving the tubes into a better-ish position. (Still working on it.)
The angle they were entering the helmet from was awful, I'm trying to soften it a bit.
I hope it doesn't turn into moving the whole hose around, but it it does, I can and will do it.
Title: Re: Adding parts from other units onto others.
Post by: {TcF}Dr.Penguin on April 17, 2012, 08:07:55 AM
Yay! It looks awesome, can't wait for it!
Title: Re: Adding parts from other units onto others.
Post by: Snake on April 17, 2012, 08:18:13 AM
Nice!
Title: Re: Adding parts from other units onto others.
Post by: tirpider on April 17, 2012, 12:25:34 PM
It is bent.
I softened the angle (and worked out a way to move verts with at least 1 less headache ;) )

Next is fixing the squishy uv on that one hose end.

I took a swing at coloring the pack blue instead of green... I believe I completely failed to match the 501 blue.
It is a safe bet that someone else will need to skin this guy.

-edit
UV fixed

Next, reposition the respirator panel. (In-game, the panel rests right on his stomach and folds into his waist in the normal soldier pose and walk anims.)
I'm thinking that it will just go up a bit and the hoses will just have to connect closer to the bottom.
The alternative is to completely re-do the hoses and that is something to avoid.

BTW, if ya'll see anything I'm missing or have suggestions\corrections\flames, please let me know.
It's time consuming, but I assure you that I am enjoying it.
Title: Re: Adding parts from other units onto others.
Post by: Led on April 17, 2012, 01:37:21 PM
You sir, are a craftsman with a hex-knive.
Title: Re: Adding parts from other units onto others.
Post by: Unit 33 on April 17, 2012, 01:49:37 PM
Quote from: Buckler on April 17, 2012, 01:37:21 PM
You sir, are a Craftsman With a Hex-Knive.
That would make a good Member Title.

I demand it be used!

Oh... I do have a model somewhere which actually looks similar to what had been requested, but I felt it was better not to share it, allowing for all this genius. And I personally think that the one you have made looks better.
Title: Re: Adding parts from other units onto others.
Post by: Droideka on April 17, 2012, 01:51:57 PM
This looks awesome. nice job!  :moo:
Title: Re: Adding parts from other units onto others.
Post by: tirpider on April 17, 2012, 02:59:05 PM
heh. I approve of and like the title.
Thank you for your encouraging comments.

I know it seems like I keep adding process to this, but here's 2 more things I'm going to try out on this guy.
1 Going to attempt to kitbash a lowres for him.
2 Going to attempt to make a proper, seperated texture for the respirator. (so it doesnt have to include the whole TiePilot.tga)

If they don't pan out, thats ok, but I want to at least try to get it down, so that it can be done for other models as well.
(particularly the lowres.)

-edit
Play test and a break for the afternoon (headache is back)
In the pic you will see that PhII clone has a shadow, while the kitbashed tusken-skywalker-mundi doesn't.
Also, the back of the skirt on the tusken is visible from this side (normaly transpearant in bf1.)
Not really trooper related, just showing off some other hex fun.
Title: Re: Adding parts from other units onto others.
Post by: {TcF}Dr.Penguin on April 17, 2012, 07:58:36 PM
Wow awesome! Can't wait for the assets to be uploaded.
Title: Re: Adding parts from other units onto others.
Post by: tirpider on April 18, 2012, 10:15:45 AM
Not a full release, yet.
I'd like to make the lowres before calling it done, but here is what I have so far.

The ReadMe:[spoiler]Phase II Clone Jet Pilot
version 0.8 pre-release 1
tirpider@yahoo.com
www.swbfgamers.com

Since this is a pre-release, release, I'm hoping for suggestions on improving
te model. There is still a bit to be done before calling him finished, but the
essentials are game ready. I don't know how long making the lowres will take,
thus the pre-release.

Everything has been hex-edited on this guy, from the materials to the envelopes.
All the MODL chunks can be removed and hexxed onto another model if your into
that sort of thing.
All non-essential MODL chunks have been removed.
Since this model is made of all Pandemic assets, I would assume that it has
the same restrictions on it's use. (I'm not sure if there are any, besides not
selling it or using it in a commercial way.)

Sources:
Body is from BF2 rep_inf_ep3trooper.
Jetpack and ShadowVolume are from BF1 rep_inf_jettrooper.
Respirator Panel and Hoses are from BF1 imp_inf_pilot.
Skeleton is a generic rig I pulled out of one of the BF1 Rebels and customized
for this sort of thing.


Issues/ToDo list:
issue - When loading the model into 3d Object Converter, it complains about bad
polygons. These are on the JetPack and are present in the source msh as well.
They do not affect it's ability to be used in-game at all.

issue - The respirator panel rides a little low. Just moving it up a bit makes
the hose connection look funky. I may end up re working the hoses to accomodate
moving the panel up.

todo - Skinning. The Panel and Jetpack need some attention to make them an
integrated part of the model. I adjusted the color of the Jet pack to a simular,
but not equal shade of 501 blue. It still needs to be skinned.

todo - Texture optimization. I want to try to get the respirator and JetPack
into a single texture. I know how to move UV's, I've just never done it so I'm
going to take my time and get it right.

todo - In making the model, I renamed the chunks, so override_texture is
non-functioning at the moment.

todo - No lowres. I'm working on it.

todo - Filenames. This is just a pre-release. The names for textures and the msh
itself will be fixed on release.

Credit for this Model go to:
{TcF}Dr.Penguin   for the design.
Pandemic          for making the original, source files.
tirpider          for mad-scientist, Fraken-hacking it all together.

Thanks to LucasArts for allowing us to poke about in your Star Wars toys.
Thank you swbfgamers.com for being a positive and supportive community.

-tirpider

visit www.swbfgamers.com

[/spoiler]

Like I said, I don't know how long it will take for the todo list to get done, I just don't want to leave anyone hanging.

-edit
removed pre release because real release is released
Title: Re: Adding parts from other units onto others.
Post by: Unit 33 on April 18, 2012, 01:43:27 PM
Hey just to be annoying I have one more request...  :panic:

It really doesn't matter how long you take; there is no rush.

This body (Female Trooper by Dragonum).
http://www.gametoast.com/forums/viewtopic.php?f=64&t=9309

With the head of "rep_inf_ep3anakin" from the SWBF2 sides.
(For the bushy hair)
I will then edit the skin to create Konoko from Oni...
Title: Re: Adding parts from other units onto others.
Post by: tirpider on April 18, 2012, 01:51:56 PM
Great idea.
Need to get Dragonum's permissions. (sending a pm on GT right now.)

-edit
pm sent. Looks like Dragonum is still around, though  I don't know when to expect a reply.
The Mediafire link in that post is dead, but I have a copy in my archive.
As long as we get permission it should be completely do-able.



-edit
Back to the lowres Trooper.
I need to 'do something' to the hoses on the low as well.
Since it's lowres, I feel I can get away with a vague rotation of them instead of reworking the whole top end.
-sad edit.
I looked back into the quats so I could rotate the hose. That is some burley, Grizzly Adams math.
I'll just hack it like I did the other.
Title: Re: Adding parts from other units onto others.
Post by: Unit 33 on April 19, 2012, 09:58:03 AM
Oh you can scratch that, I tried giving Anakin Oni's face and it just looks horrible in SWBF viewer... his face is very unwomanly.
Also there seems to be weird issues with the Fem Trooper model.

SWBF has no decent female models, probably because the creators couldn't be arsed creating realistic hair (hence most units have short or conveniently hidden hair).
So... anyway what would be better...

Use the all_inf_marksperson model for body and face... and somehow transplant the hair of rep_inf_ep3anakin onto there.
And if all that works throw the Clone Arms and Legs in there.

It's whether it's even do-able is the real issue!
If you don't think you can do it, I'll just stick with the all_inf_marksperson and give Oni a hat (which is daft).

For the benefit of doubt if any of you don't know who the hell Oni is... well...
http://en.wikipedia.org/wiki/Oni_(video_game)
Title: Re: Adding parts from other units onto others.
Post by: tirpider on April 19, 2012, 10:56:12 AM
re: rep_inf_female
Dragonum just PMd permission to use it. I know about some of it's issues (and can fix some of them) as a msh. I'll prep it for further work. I need a proper Bestine (not Bespin) security force for one of my other projects, perhaps It will get used there.
What wierd issues are comming up with the model?

My wife has also complained about the total lack of female models in the game. I guess it's hard to make a good female character without being to ... well... sexist.

One I have planned, but have months before I start, is a female Imp Officer (I want to make Tarkin's girlfriend). There arent many parts to choose from to make it happen.

Transplanting hair should be no problem. Swapping arms might take a couple of tries and may need weight adjustments at the shoulder. Totally do-able.

re:lowres
I'm going to try to get this done today. I have given up on making the respirator texture have it's own tga. Just to much at once. The pack will have to ride a little low. Some animations cover it, but it just looks bad if it's high with the hoses hitting the bottom.

I have a question for {TcF}Dr.Penguin.
Is there a specific name you want it to have?
Right now I'm using:

Phase II Clone Jet Pilot
rep_inf_phiijetpilot.msh
rep_inf_phiijetpilot.tga
rep_jetpack.tga
rep_respirator.tga

But if you have something specific in mind, I'll use that.
The 'Clone Jet Pilot' seems cumbersome and a little redundant, but is an appropriat description of the parts used.
As a trooper he could serve as a Jet Trooper or a Pilot, and with the added environment equipment and better pressurization of the Ph2 armor, would be able to survive longer exposure to a deep space vacuum.
Perhaps a light space assault unit.
Boarding parties, platform gaurd duty, mynock cleaner. Just speculating on what this troopers tasks might be.
Title: Re: Adding parts from other units onto others.
Post by: Unit 33 on April 19, 2012, 11:04:52 AM
The female Clone Trooper has two tga files which overlap on the model, making it difficult to make edits that don't look stupid.
It would probably just be easier for me to use the all_inf_marksperson since there's just the one skin to juggle.

I wouldn't mind helping you out with skinning  the Female Imperial Officer to repay your help.
Title: Re: Adding parts from other units onto others.
Post by: tirpider on April 19, 2012, 11:43:44 AM
I can see where overlapping textures would be an issue.
I can move UV's 'in theory' but not reality (atm).
That's going to be a persistant issue with that model.
The first thing I was going to do with it was fake some NDXLs out of her STRPs, so that the model could be unwraped with 3dObjectConverter. It would be possible then to wipe all the unused stuff off the tga's, perhaps even shift the UV's so that they could be combined, but as it stands, I don't even have a tool that can unwrap it. Without seeing the UV's I couldn't even guess at what to move where.

I'll shift the BF1 sniper girl into the project folder.

-edit: I will definitely need help with skinning when it comes up. The Female Imp Officer is close to the bottom of a long list right now, though.
Title: Re: Adding parts from other units onto others.
Post by: {TcF}Dr.Penguin on April 19, 2012, 11:57:05 AM
I was thinking it as the republic's protype Space to Planet Surface jump suit later to be replaced by the republic's airborne suit. The jobs you listed seem like good ideas for it also so maybe it could be a mulch-use space suit?
Title: Re: Adding parts from other units onto others.
Post by: tirpider on April 19, 2012, 12:37:33 PM
Groovy.

How about this:
Phase II Advanced Jet Trooper
rep_inf_phiiadvjettrooper.msh
rep_inf_phiiadvjettrooper.tga
rep_j12_jetpack.tga
rep_respirator.tga

Advanced because they wouldn't have known it was to become the Paratrooper or Airborne.
I like it.

On a side note, I'm digging the visored JumpTrooper pictured here (http://starwars.wikia.com/wiki/Jumptrooper).


Title: Re: Adding parts from other units onto others.
Post by: tirpider on April 19, 2012, 03:17:48 PM
It is done.

:)

Download here (http://www.swbfgamers.com/index.php?topic=4427.0).
Title: Re: Adding parts from other units onto others.
Post by: Snake on April 19, 2012, 03:50:58 PM
Awesome! Great job Tirpider
Title: Re: Adding parts from other units onto others.
Post by: Sereja on April 20, 2012, 08:16:50 AM
Hi, tripider, is it possible for you, to make rebel captain model ( SWBF1 Luke body, and SWBF2 Tantivie IV troopers helmet), or urban rebel marksman ( SWBF1 marksman body (without backpack), and SWBF2 Tantivie VI troopers helmet)?
Title: Re: Adding parts from other units onto others.
Post by: Snake on April 20, 2012, 09:10:09 AM
You could just skin the Tantive IV trooper from swbf2
Title: Re: Adding parts from other units onto others.
Post by: Unit 33 on April 20, 2012, 09:21:48 AM
Yeah that sounds like a simple re-skin (since the Tantive Troopers body is fairly uneventful), I could do it tonight/tomorrow if you'd like.
Title: Re: Adding parts from other units onto others.
Post by: tirpider on April 20, 2012, 12:36:19 PM
I think if reskinning will get the look done, then thats the way to go.

I just looked at the Tant IV guy and his hat is already seperated. All thats needed to make it an individual part is to extract the chin strap.

There is a bit more detail modeled onto the Tantive guy than the Luke model.
I put both the Rebel Captain and Urban Rebel Marksperson in my work folder.
I'd like to at least fix the Luke model so that it doesnt crash 3d Object Converter, anyway.
I can't give an estimate on when I'll get to it. There are 2 Models in front of them. But I will take a swing at them :)

@Unit 33
The Imp guy is prepped. The BF1 helmet is isolated better, but  is also non-weighted and rotated funky, So I went with the BF2 helmet.
(check the pic) There is still trimming to do and the officer's head needs to come off.
The lowres officer's head and neck are a seperate geometry so that will be quick and easy.
Haven't checked the shadowvolumes yet.
Moving along nicely.

One more thing, would it be appropriate to ask for this thread to be moved to Mod Factory or Requests?
Title: Re: Adding parts from other units onto others.
Post by: Sereja on April 20, 2012, 01:19:20 PM
Thank's for interesting my request, i just wish to say, between Tantive captain and trooper model, surely exist some difference, see the pic:
http://www.freeimagehosting.net/ugluq (http://www.freeimagehosting.net/ugluq)
Title: Re: Tirpider's Hex-Crafting Request Thread
Post by: Unit 33 on April 20, 2012, 01:51:14 PM
Thanks tirpider, it's looking fantastic!

Sereja, those are some marginal differences but I see your point I guess!
How about this;
If I make the skin and you don't like it; we [tirpider] can go ahead and make the model.
Title: Re: Tirpider's Hex-Crafting Request Thread
Post by: Sereja on April 20, 2012, 04:25:34 PM
Of course, you can try, I saw, you making nice skins, but I am afraid, in my way to perfection, it will be not enough...
Title: Re: Tirpider's Hex-Crafting Request Thread
Post by: tirpider on April 20, 2012, 08:18:08 PM
re: Stormie Officer
Got the geometry trimmed from the helmet and the officer's head(and neck) removed.
Also tried out my new fake NDXL thing. The wires in the following pic can be compared to the previous to show that they are all triangles now. This will be useful in the future, but not so important to this model.
I'm going to game test it now to see if there are un-forseen issues.

Time to start thinking of a name.
For the MSH : imp_inf_st_officer.msh makes sense. But I don't know what to name the model.

Also, did you want to reskin him so he could have a proper skin for a proper release?

Title: Re: Tirpider's Hex-Crafting Request Thread
Post by: Unit 33 on April 21, 2012, 01:35:04 AM
There are quite a few skins I was planning on creating for this particular model such as the Imperial Worker and Imperial Medic (both of which have the StormTrooper Helmet with an Officer-like suit).
So if you can send me those lovely assets I'll go ahead and bang out several skins.

As for a name, yes imp_inf_st_officer.msh seems appropriate.
Title: Re: Tirpider's Hex-Crafting Request Thread
Post by: tirpider on April 21, 2012, 02:37:49 AM
PM'd a link to the assets.
Sorry about the delay, I ran into a last min problem with the override_texture.
I didn't use my generic skeleton on this guy because of the A-pose (I don't know if that would have been an issue or not) and to speed it along a bit I left the body at MNDX 2 so I wouldn't have to re-numer all the nulls.
Well, I forgot to change bone_root's PRNT to "override_texture" when I renamed the body, so he ended up looking like a non-animated wad of paper in-game.  ::)

Fixed that.. Now I can't get override_texture2 to override. I triple checked my odf line (OverrideTexture2 = "over") and I have -keepmaterial override_texture in the .option.

....

Ok.. so I realize as I am typing...
Do I need to add a "-keepmaterial override_texture2" to the .option as well?
-testing

-edit
yeah. If you have an override_texture2, you have to put "-keepmaterial override_texture2" in the option....
Sorry about inner dialog post.

This means the model is done except for Readme, skins, and file name changes. :)
Title: Re: Tirpider's Hex-Crafting Request Thread
Post by: Unit 33 on April 21, 2012, 04:00:15 AM
Alright done the Imperial Field Medic and Imperial Worker/Miner
I'll PM you the tgas for an official release.
[spoiler]
Field Medic
(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fdl.dropbox.com%2Fu%2F38022982%2FSkins%2FImp%2520officer%2Ffieldmedic.jpg&hash=b903410ba8c2172d2db56f6a0f1194c4838d2ae5)
Worker
(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fdl.dropbox.com%2Fu%2F38022982%2FSkins%2FImp%2520officer%2Fimp_inf_worker.jpg&hash=e4c75fbc2ada6e1e9215123828a7015a619758c4)[/spoiler]


EDIT

I have been conducting skin tests for the Body of Oni, and I'm close to done.
I'm finding "Rebel_face03" extremly annoying to edit, regardless of what I do the model screws up the right eye every time.

I'm thinking os using the SWBF2 "all_inf_marksperson_face" instead... is that alright?
Title: Re: Tirpider's Hex-Crafting Request Thread
Post by: Snake on April 21, 2012, 11:14:20 AM
I have a real request now, could you take the imperial snowtroopers head onto a jet trooper?
Title: Re: Tirpider's Hex-Crafting Request Thread
Post by: tirpider on April 21, 2012, 12:14:53 PM
Got the skins (Thank you, Unit 33)
I'm still waking up and will get it on site in a bit.

re: Oni
It should be good.
I've never done an arm\leg\face\hair transplant before, but as long as the face is UV'd somewhere, it should work out ok. (Glad I never heard a doctor say that.)

re: Snowtrooper's head on a Jet Trooper
That one is going to be challenging. The way the face covering meets the body is pretty explicit and important to the definition of the material.
I'll have to find the bottom edges and adjust them to meet the body of the clone Jet Trooper.
Doing it blind will take a than with a modeler, and I'll have to err on the overlap side.
I don't know If I can, but I'll try.

(BTW, Thanks for moving this to requests, Snake.)
Title: Re: Tirpider's Hex-Crafting Request Thread
Post by: Snake on April 21, 2012, 12:17:59 PM
Alright, if its too much trouble dont worry about it. Actually, would it be easier just to put the clone jet pack on an imperial snowtrooper? I think that'd be better anyway. And np.
Title: Re: Tirpider's Hex-Crafting Request Thread
Post by: tirpider on April 21, 2012, 12:33:58 PM
Ah, now thats a quick and easy one.
Might bump it up in priority cause I know just swapping the pack over will work.

I didn't mean to make it sound like trouble. It isn't, I assure you.
I tend to 'talk' things out to clarify them in my own mind.
I'm enjoying manipulating these models because each one is teaching me more about how they are put together and handled by the game.[spoiler]One day, when my army of Tuskens is complete, We will take over and change the face of the Earth.. er, Tatooine forever..... Bwah-ha-ha-ha-haaa[/spoiler]

-edit
Imperial Medic - Worker is released here (http://www.swbfgamers.com/index.php?topic=4462.0).

In order, the next projects are:
RebelMarksman\Clone\with Anikin's Hair
Rebel Captain
Urban Rebel Marksman
SnowJetTrooper

I may bump one or the other if I get hung up on any particular one.

-edit
Just a progress report.
Shoehorning the BF2 marksman's face onto the BF1 marksman.
[spoiler]
Sniper_noHead_noPouches_noBackpack:The BF1 Marksman is prepped. (No Head, No Pouches, and No Backpack.)
(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fdl.dropbox.com%2Fu%2F58361588%2FSWBFG%2FProjects%2FSniper_noHead_noPouches_noBackpack.png&hash=335c9b4a5b1bf74c0ce9cbb03af4e28e676ee733)

HeadsTooSmall: With the BF2 marksman face3.
(still adjusting verticle position, then it will be ready to scale and reposition again)
(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fdl.dropbox.com%2Fu%2F58361588%2FSWBFG%2FProjects%2FHeadsTooSmall.png&hash=5acc58356c8e82e3938dd2c3e15c2291d10f4055)
[/spoiler]

I'd be further along, but got hung up on optimizing the way I rig these models.

-edit
Where to start.
Konoko is presenting some problems.
The rebel marksman's head (BF1 and BF2) has no top of the skull.
It isn't a straight forward face, I'm going to have to do some wierd cutting and probably end up putting part of BF2 marksmans face03 on part of Ani's head.
(His hair is behaving perfect, btw.)
The cuts needed are based of masking the textures involved in rectangles and transfering the corners of those rectangles to my worksheet. Then magic is needed.

I'm going to do the setup for the next models while I mull over how to do that magic.
Title: Re: Tirpider's Hex-Crafting Request Thread
Post by: Unit 33 on April 23, 2012, 08:48:56 AM
Magic ay?
Sounds very exciting. Almost done with the skins.

[EDIT]

Eurgh this skin is getting chuffing annoying now.
Any way I will also use the finished model to make the following other Heroines;

.Ripley from the Alien series.
.LeeLoo from The 5th Element.
.Zero Suit Samus.
.River Tam from Firefly.

(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fdl.dropbox.com%2Fu%2F38022982%2FSkins%2Fonifront.png&hash=47160cf13ec6f63980d9a493973007887d5a1b88)
Title: Re: Tirpider's Hex-Crafting Request Thread
Post by: tirpider on April 23, 2012, 10:12:18 PM
Thats looking really good, Unit 33.
I never played Oni, but read up on it, and thats a good likeness so far.

I was going to ask if you wanted to keep the pouches or add some from another model.

I'm still hung up on the face. It just needs me to get deeper into the UV cutting than I wanted to.
While I was figuring that out, I was doing setups for the models to come, and am running into neato things like shoulderpads and knee armor, perhaps they will come in handy.
Title: Re: Tirpider's Hex-Crafting Request Thread
Post by: Unit 33 on April 23, 2012, 10:55:48 PM
Oh yes please, that is in fact the most annoying thing about this skin so far, all attempts to "paint" knee pads etc on stretch horribly.
So if you feel confident enough, throw those in there too.
Would it be the Stormtrooper or Clone pads....?
Title: Re: Tirpider's Hex-Crafting Request Thread
Post by: tirpider on April 23, 2012, 11:43:37 PM
I think the kneepads were on the stormtrooper and I have some shoulderpads from imp_inf_snowtrooper.
Havent run across any elbow pads.

I got a cpl of Jet trooper pics to make real quick, then I'll dig up the pads and uv map for em.

-edit
I know I jumped ahead, but the rigs for these guys were already opened up.

The Jet Trooper with a Snowtroopers head.
[spoiler]
(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fdl.dropbox.com%2Fu%2F58361588%2FSWBFG%2FProjects%2FJetTrooperFaceCloth.png&hash=c08b5dac4483ae7f0083336381f8538957bf85b6)
Still need to remove Jets's head.
I missed a vert on the face cover. (easy fix)
The head could stand to be moved down and back, just a bit.(easy also)
[/spoiler]

The Snowtrooper with a Jet Pack
[spoiler]
(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fdl.dropbox.com%2Fu%2F58361588%2FSWBFG%2FProjects%2FSnowJetTrooper.png&hash=a037e2dbaca48ad4389c0ae9f5c9310b67937364)
Went right on.
This one is already game tested.
[/spoiler]

Neither of the above have shadowvolumes or low res yet. But I havent seen any wierdness that will prevent that from happening.

Those shoulderpads on the Snowtrooper attach like a backpack or pouch.
And the kneepads on the same trooper look wierd even when they don't stretch. So even the Pandemic guys were fighting that.
I'm looking up the kneepads right now...

-edit
Sorry for the delay. Had to change some numbers to get it to render.
[spoiler](https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fdl.dropbox.com%2Fu%2F58361588%2FSWBFG%2FProjects%2Fidk.png&hash=5d28dd9c0de23aec4e2fc5d3f2ff780ca5544e9e)[/spoiler]
They aren't what I was thinking they are, and are shifted a bit. (I can fix that.)
It might be better to try  to rip some armor off a clone.

Have you seen anything that looks like what you want? (for the pads)
I might be able to make pieces out of them just like the way I swap the other parts.

-edit
I got the stormie knees to behave.
I'll have to do a screenshot tomorrow. The sun is about to come up and spoil my day.
Title: Re: Tirpider's Hex-Crafting Request Thread
Post by: Unit 33 on April 24, 2012, 07:33:27 AM
I think either the Storm Trooper pads or Clone Trooper pads would work fine on the model, which ever is easiest.
Title: Re: Tirpider's Hex-Crafting Request Thread
Post by: Snake on April 24, 2012, 08:11:19 AM
Those look awesome tirpider! Can't wait to use them.

Nice skin Unit 33.  :D
Title: Re: Tirpider's Hex-Crafting Request Thread
Post by: Unit 33 on April 24, 2012, 11:02:39 AM
Finished Leeloo (Leeloo Minaï Lekarariba-Lamina-Tchaï Ekbat De Sebat).
In-fact I'll hold off on adding pictures until I've done all the skins I plan on doing.
Title: Re: Tirpider's Hex-Crafting Request Thread
Post by: tirpider on April 24, 2012, 02:58:38 PM
Right on.

Here is where I am so far.

[spoiler](https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fdl.dropbox.com%2Fu%2F58361588%2FSWBFG%2FProjects%2FAni.png&hash=3bf184c2f57e5aecd440bc9bb783cd3ae3585052)[/spoiler]

Anakins head is the best choice here, as it has a top and a back. (The female sniper heads have no top or back, just a big dogbowl of a hat.)
It could be possible to scale his face horizontily, to make it more narrow and feminine.
(I really hated this guys acting in the movie, BTW)

Haven't dug into the face transplant yet, the files were getting messy and I wanted to make sure the rig was still animating before messing adding or taking away more chunks.
I now know there is a material issue.
Accidentally made his face transpearant.
And the sniper texture just evaporated.
np

The kneepads are adjusting, still need to dial them in, but for some reason, only one is showing up in game.
Also, they aim a little to one side. I can't do quat rotations yet. But there might be a way to mirror one of them to make it more natural looking.
The piece that is wrapping back, around the knee can be cut off, if needed.
(I'm going to try the clone knees as well, they may work out better)

Need to shift the head back just a bit so the neck wont overlap the collar.

A lot of the edits-in-waiting.
The 'big' issue is getting a decent female head cobbled together.
But It's getting there.

-edit
Texture problem fixed.
Didn't clean out unused textures and am still using the jettrooper odf to test models (the jetting feature is handy).
I forgot to comment out the OverrideTexture entries.
Also had his head using the hair material. Same tga, but the hair material uses tranrearancy. whoops.
[spoiler](https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fdl.dropbox.com%2Fu%2F58361588%2FSWBFG%2FProjects%2FTextureFixed.png&hash=59309b88243b6d00d464be44f8ea9424d9376533)[/spoiler]
I'm going to change the material for the knees to use doublesided hard-edge transpearancy. It seems to spend a lot of time not showing up.
Title: Re: Tirpider's Hex-Crafting Request Thread
Post by: Led on April 24, 2012, 04:42:27 PM
Heh, maybe Unit33 can remove the five-o'clock shadow  ;)
Title: Re: Tirpider's Hex-Crafting Request Thread
Post by: tirpider on April 24, 2012, 05:07:45 PM
heh, the more I look at Ani, the creepier it gets.
Gotta change that face, and soon.

One Knee is done.
[spoiler](https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fdl.dropbox.com%2Fu%2F58361588%2FSWBFG%2FProjects%2FOneKnee.png&hash=d14fc7b73eaee68ef3b49dab42170e5b8e504ac3)[/spoiler]

Figured out how to reverse the right kneepad.
When I load it in the viewer and 3dOC it looks right.
But it's animating off to the far right in-game.

The transperancy worked, sorta. The unit select screen highlights how it didn't work.

-edit
For future reference.
3D Object Converter does not evaluate the TRAN tag in model chunks.
I zeroed out the TRAN and loaded the test msh into the msh viewer.
The right kneepad found itself wedged into the model's hips.
3dOC had it in the same position as before.
Title: Re: Tirpider's Hex-Crafting Request Thread
Post by: Led on April 24, 2012, 05:32:41 PM
How about a Padme head or something?
Title: Re: Tirpider's Hex-Crafting Request Thread
Post by: tirpider on April 24, 2012, 08:09:51 PM
...
I forgot about her....
I found Leia, but those buns are there to stay on her.

Thanks, Buckler.
Looking for Padme now.

-edit
gar\msh\gar_inf_nabooqueen.msh is out.
All that stuff is molded directly on her head.

I'd like to stay within the boundries of the BF1 and BF2 assets till the process is a bit more polished.
Otherwise, there are a few 3rd party models that could work.
There is Bera Jade, (ported from JKA,) and Major Kusanagi from Ghost in the Shell, (Ported from JA?)
There is also a Female Jedi, but If I remember right, her head is all cloaked.
I feel wierd asking folks for permission to hack up thier models.
Title: Re: Tirpider's Hex-Crafting Request Thread
Post by: Unit 33 on April 24, 2012, 11:08:23 PM
Well I looked up Major Kusanagi and I rather think the face and hair is perfect. It might be easier just to drop her whole head on the Marksman's' body...
But I'm no expert, it might cause the game to explode.

Anyway brilliant work so far.

[EDIT] Just remembered there's a SWBF2 Mara Jade that was used in that Conversion mod.
http://www.gamefront.com/files/17576043/heroes_side.rar/
But her hair is wrong. And I think that she too lacks a scalp.

Best bet is to continue with Anakin shenanigans or see what happens with Kusanagi.
Title: Re: Tirpider's Hex-Crafting Request Thread
Post by: tirpider on April 24, 2012, 11:48:29 PM
It would be much easier.
I'll do a test to make sure.

As for permissions...
Here is the readme from Major Kusanagi.
[spoiler]Major Kusanagi from Ghost in the Shell for Star Wars Battlefront 2

Beta

This is a unit modeled to look like Major Kusangi from Ghost in the Shell.

Not heavily tested, not perfect but good enough to release as a beta.

The original mesh came from a JA Fan Model on Filefront and as such is bound by
Lucasfilm LTD's copyright guidelines.

Kudos to Graves or whoever created the original mesh, she looks nice despite the
imperfections presumably from the conversion and re-build.

Use her freely in accordance with Lucasfilm LTD's copyright policy.


For privacy protection purposes the name and address of the element's
creators can be obtained by contacting psych0fred@hotmail.com


THESE LEVELS AND ELEMENTS ARE NOT MADE, DISTRIBUTED, OR SUPPORTED BY LUCASARTS,
A DIVISION OF LUCASFILM ENTERTAINMENT COMPANY LTD.
ELEMENTS TM & (C) LUCASARTS, A DIVISION OF LUCASFILM ENTERTAINMENT COMPANY LTD.

Original Credits (unconfirmed)
7/24/05
Model's Name            : Major Kusanagi
Author                  : graves
Email Address           : eblis59@juno.com
[/spoiler]

It looks to me like psych0fred was in the dark as to who made it.
The "Use her freely in accordance with Lucasfilm LTD's copyright policy." has me thinking 'go ahead and use it'.

Could someone with more of a legal/ethical bone advise me on this one?
Should I start stalking down 'graves' or try to get ahold of psych0fred?


In other news.
I got the kneepad sorta working.
(boring rant here)[spoiler]By working, I mean I figured out that I needed to use a tran from the correct leg and that anything else confused the rotation.
I learned that scaling the x of each vertex by -1 reverses the geometry, but since the triangles are called in the same order, the faces face exactly backwards.
I learned that I needed to call the triangles in exactly reverse order.
NP for ndxl and ndxt (which aren't used by the PC version.)
I learned that reversing the Clockwise/Counterclockwise order of the STRP is impossible.
The STRP (triangle strip) would have to be rebuilt in order to reverse it.
I cheated and made 9 single triangle strips, intead of the original 3.
The lesson is that I wont do that again for any model with more than a handfull of vertecies.
Thats a problem for a real programmer.[/spoiler]
Title: Re: Tirpider's Hex-Crafting Request Thread
Post by: Unit 33 on April 24, 2012, 11:54:56 PM
Well I was looking at this one on the Jedi Knight files; http://jediknight3.filefront.com/file/Major_Kusanagi;45270

That appears to be the original.
Title: Re: Tirpider's Hex-Crafting Request Thread
Post by: tirpider on April 25, 2012, 01:47:59 AM
Sent a mail out to psych0fred.
I know he doesn't mod anymore.
I hope he checks his email.

I would normaly try to source the parts from the creator, but in this case, there is a pretty big gap in compatibility between the project and the source.

I'm not really prepared to take on a jediknight file conversion.
Title: Re: Tirpider's Hex-Crafting Request Thread
Post by: SleepKiller on April 25, 2012, 02:13:36 AM
Quote from: tirpider on April 25, 2012, 01:47:59 AM
I hope he checks his email.
He does.
Title: Re: Tirpider's Hex-Crafting Request Thread
Post by: Unit 33 on April 25, 2012, 07:55:54 AM
Have you a link to psych0fred's conversion? I'd like to have a go at the skins.

[EDIT] No worries, found it hiding in Secret Society.com

[EDIT 2] Woah the hair's being weird. It seems the region it's meant to go transparent is instead going purple, giving it a goth fringe which is sort of nice but not for this skin! Not sure if this is just SWBF viewer being daft; so I'll test it in-game later.
Title: Re: Tirpider's Hex-Crafting Request Thread
Post by: tirpider on April 25, 2012, 11:09:57 AM
The hair does use transpearancy.
[spoiler]quick in-game shot
It's low because I just rushed it onto the model.
But it works.
(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fdl.dropbox.com%2Fu%2F58361588%2FSWBFG%2FProjects%2FK_Hair.png&hash=38c1d92d87b25ae9118bc2d48c8e9d6822bd75a6)[/spoiler]
The BF MSH Viewer doesn't render the effects called in ATRB, nor does 3dOC. I don't know if UltimateUnwrap3D does or not.

-edit
The hair.tga shows up in paint.net, right off.
In Irfanfiew, it's all black.
[spoiler](https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fdl.dropbox.com%2Fu%2F58361588%2FSWBFG%2FProjects%2FPaintNet.png&hash=2778ee6e0b5c27827bed264c0fe7e339e0293824)[/spoiler]
Title: Re: Tirpider's Hex-Crafting Request Thread
Post by: Snake on April 25, 2012, 11:29:14 AM
Nice. What exactly are you guys making?
Title: Re: Tirpider's Hex-Crafting Request Thread
Post by: Unit 33 on April 25, 2012, 11:46:14 AM
@Snake
Hopefully something like this.
[spoiler](https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fmedia.giantbomb.com%2Fuploads%2F0%2F31%2F11574-konoko_large.jpg&hash=a7e1e7d0f577ad34bf725efe479162490b5efa64)[/spoiler]

I will use the same model to create several other gaming heroines.

@tirpider
Good to know! I was worried my edits in photoshop we're screwing things up.
Title: Re: Tirpider's Hex-Crafting Request Thread
Post by: tirpider on April 25, 2012, 11:49:08 AM
Konoko from Oni
Unit 33 is preparing other skins as well.

I think it will be nice to start seeing some female characters in the game.
(without alienating female players)

-edit.. ack... too slow :)
Title: Re: Tirpider's Hex-Crafting Request Thread
Post by: Unit 33 on April 25, 2012, 11:55:42 AM
Heh heh. It is indeed weird when posts happen rapidly.

Yes I have revised the list of other heroines I shall make.
.Oni (Done)
.Leeloo from the Fifth Element (Done)
.Ripley from Alien (Done)
.Hatless Rebel Sniper (Done)
.Female Imperial Officer (Done)
Title: Re: Tirpider's Hex-Crafting Request Thread
Post by: {TcF}Dr.Penguin on April 26, 2012, 12:40:36 PM
Hi since this is a thread for hex edditing requests( I think) I was wondering if you could remove the cape from Count Duku and put a clone head on then I could skin it to create this unit
http://img516.imageshack.us/img516/6601/copyofcap028cd3.png
Title: Re: Tirpider's Hex-Crafting Request Thread
Post by: Unit 33 on April 26, 2012, 01:25:03 PM
I think Napseeker had one for a Clone vs Clone mod? So there's one floating around out there.

I certainly remember playing as it.... I'll have a look around.

Anyway it would be easier to dump the clone head on Luke's rather than Dooku's body since Dooku has random chest features.
Title: Re: Tirpider's Hex-Crafting Request Thread
Post by: {TcF}Dr.Penguin on April 26, 2012, 01:32:47 PM
Luke skywalker isn't wearing the right type of robe though :/
Title: Re: Tirpider's Hex-Crafting Request Thread
Post by: tirpider on April 26, 2012, 02:53:16 PM
icemember over on GT provides us with this guy: Clone Trainee (http://gametoast.com/forums/viewtopic.php?f=64&t=23642&p=471840&hilit=clone+kamino#p471840)
[spoiler](https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fdl.dropbox.com%2Fu%2F58361588%2FSWBFG%2FRed.jpg&hash=5fde1e7cd3b7b10c3f16dd4682eca18b7df93c7c)[/spoiler]

-edit
The edits are possible, but we need an un-helmeted clone from someone.
If you can find an appropriate head, somewhere in the BF1 or BF2 assets that can be reskinned, then I would be more than happy to swap it :)

Thoughts on hexing other folks work:
[spoiler]I really want to stay within the shipped assets on my edits.
It feels really awkward asking if I can cut up other folks work. I'm afraid of becomming known as that guy that just cuts up other folks work.
Kitbashing and hexediting take time and effort, to be sure, but skimming around various forums reveals that it is not held in a very high regard.
So out of respesct of other folks work, I'd like to restrict my hex hacking on 3rd party stuff to repair, and leave the integrity of thier models alone.[/spoiler]
Title: Re: Tirpider's Hex-Crafting Request Thread
Post by: {TcF}Dr.Penguin on April 26, 2012, 03:05:57 PM
Cool! Any way I can get them?
Title: Re: Tirpider's Hex-Crafting Request Thread
Post by: tirpider on April 26, 2012, 03:19:44 PM
The link in his post (i linked to that above) works.


-edit
errg
Unit 33.
On this female face, I am going to admit (temporary) defeat.
I have a hole where Anakins' face was, and the BF2 marksperson's face in it's place, but it needs a lot of polish.
There is a gap at te forhead, Anakins jaws are wide, the Marksperson's face is way small, Anakin's neck is both wide and thick.
There are just too many edits.
Any one or 2 I can manage, but all together, it becomes a soup of offsets and adjustments that are all contingenant on each other.
At the end , it would have a head/face skin, split across 2 tgas (in addition to the body tgas)
I think we need to find another head.

-edit
Alternativly, If someone can model and export a head as a prop (msh format, of course) I can get it on a working rig, easy.
Since it's just a neck/head/hair thing, weighting it is a little trial and error.
In the mean time, I am scanning for alternate heads...

-edit
A quick and dirty face flip of all_inf_marksperson_face onto BF2_all_inf_stormtrooperlukeskywalker reveals a possibility.
(His hair can be changed to Anakin's)
(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fdl.dropbox.com%2Fu%2F58361588%2FSWBFG%2FProjects%2FQuickAndDirty.PNG&hash=6f5eda5a03bdae283370f549b717815102ef1c3f)

-edit
In other news, The Rebel Captian is comming along very well.
[spoiler](https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fdl.dropbox.com%2Fu%2F58361588%2FSWBFG%2FProjects%2FRebel_Captain_09.png&hash=6fdbccf7d91a397ea445b3a4ed455463cf179d6e)[/spoiler]
It still needs a shadow volume and the skeleton numbers need optimizing, but so far it is preforming better than the original luke.
Title: Re: Tirpider's Hex-Crafting Request Thread
Post by: Unit 33 on April 27, 2012, 07:15:22 AM
Right done four skins for this same model and I'm calling it quits for now.
I'll probably do more in the future but I've got a cold right now so my brain is turning to mush.
Pictures:
[spoiler]
LeeLoo
(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fdl.dropbox.com%2Fu%2F38022982%2FSkins%2FWomen%2Ffront.jpg&hash=94fa3006967e9aae2bc357c15c9373e7973275dd)
Female Imperial Officer
(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fdl.dropbox.com%2Fu%2F38022982%2FSkins%2FWomen%2Fofffront.jpg&hash=708016f7b6e6f134fcd368bf1eb7d24f36bf826c)
Oni
(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fdl.dropbox.com%2Fu%2F38022982%2FSkins%2FWomen%2Fonifront.jpg&hash=c2817fbb00e508b16b575d91557f05119192e8f0)
Ripley
(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fdl.dropbox.com%2Fu%2F38022982%2FSkins%2FWomen%2Fripleyfront.jpg&hash=0e379fca77d54c689ed9b09357e7512e0c94239a)[/spoiler]


And with the face... well you mainly see the character from the back so if there's slight discrepancies then oh no[!].
Title: Re: Tirpider's Hex-Crafting Request Thread
Post by: tirpider on April 27, 2012, 12:43:44 PM
Your skins are looking better than the model. Great work, Unit 33!

Quote from: Unit 33 on April 27, 2012, 07:15:22 AM
And with the face... well you mainly see the character from the back so if there's slight discrepancies then oh no[!].

I am thinking this one will get a nice revisit to clean up the face geometry.
I would like to see a new model for the female head and face.
Once I get to actually learning how XSI works. I might try it then.
For now, we work with what we have. :)

I'll try to wrap up the hair and get a proper msh to you today or tonight. Perhaps seeing this closer to completion will help you feel better.
Title: Re: Tirpider's Hex-Crafting Request Thread
Post by: Sereja on April 27, 2012, 01:14:21 PM
Nice work with rebel captain! Just like I imagine it! He cud be also be alternative reskined to old republic trooper, if somebody interesting this era...
Title: Re: Tirpider's Hex-Crafting Request Thread
Post by: tirpider on April 27, 2012, 02:11:27 PM
Female Head Conversion
[spoiler](https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fdl.dropbox.com%2Fu%2F58361588%2FSWBFG%2FProjects%2FNeckCollar.PNG&hash=c6e942eb2a3964a267e21ddbdaed109a8b36814c)[/spoiler]
The circle on the neck is the last neck point to move.
It was projecting through the collar, but could stand to be budged back about -0.005.

The circlies on the cheek are definately man-like (I think It's based on Mr. H. Ford's face, what's more manly than that?)
I am going to try to find them and poke em in just a bit.

The nose...
There are just no points to move.

Not much, but progress, none-the-less.
Title: Re: Tirpider's Hex-Crafting Request Thread
Post by: Unit 33 on April 27, 2012, 02:17:53 PM
Quote from: tirpider on April 27, 2012, 12:43:44 PM
I'll try to wrap up the hair and get a proper msh to you today or tonight. Perhaps seeing this closer to completion will help you feel better.
Oh if I came across as defeatist it's due to having a horrible cold.

So let me just check which targas are involved...


.StormTrooper Luke for the Face (and pads... or is a separate StormTrooper being used?
.Marksman for the body
.And Anakin for the hair.

Riiight?



Quote from: tirpider on April 27, 2012, 02:11:27 PM
The circlies on the cheek are definately man-like (I think It's based on Mr. H. Ford's face, what's more manly than that?)
I am going to try to find them and poke em in just a bit.

Aye I think narrowing this area would slim it to a more feminine shape... thing. :panic:
Title: Re: Tirpider's Hex-Crafting Request Thread
Post by: tirpider on April 27, 2012, 02:51:30 PM
Right now the active targa files are :
bf1 - All_Inf_marksman.tga - (body)
bf2 - all_inf_stormtrooperluke.tga - (kneepads)(head/face)
bf2 - rep_inf_ep3anakin.tga - (hair)

heh.. there are 10 textures refferenced in my MATL right now.. a total mess.
I'm cleaning up the tga's right now, and I think I can get it down to 2 textures.
I'm thinking I can move the hair to the trooper tga as none of the UV's overlap.
(It will be about 30 min to an hour.. I don't know if this will hose the transpearancy for the hair.)

BTW, starting with this model forward, the sources and edits are in a nice neat, self contained build folder that can be unzipped and worked on again. (or zipped up and locked in the dungeon.. er.. backup drive ;) )

-edit
Yeah, combining the hair and head tga did not work.
It might be because I use paint.net, it might be because I don't understand alpha channels.
So the 3 textures above are it.
Expand the spoiler to see my fail... ;)
[spoiler](https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fdl.dropbox.com%2Fu%2F58361588%2FSWBFG%2FProjects%2FFail.png&hash=c116bfaa1d0cbc458c99d2bef496eec5b8848b50)the grey areas in the brown mullet are supposed to be transpearant.[/spoiler]
Title: Re: Tirpider's Hex-Crafting Request Thread
Post by: Snake on April 27, 2012, 07:01:37 PM
Hey tirp, can you hex edit the SWBF2 cloths onto the appropriate models? If so I think you should make an asset pack of clothed units.
Title: Re: Tirpider's Hex-Crafting Request Thread
Post by: tirpider on April 27, 2012, 07:33:30 PM
I got no cloth magic.

For cloth in general:
Vertex locations and UV's can simply be copied
The weights need to be expanded to each vertex, instead of key points
Vertex Normals need to be created.
A triangle strip needs to be created for it.
Then a high res sv_ needs to be made.

I don't know how to make normals, and strip creation is a huge undertaking with a spreadsheet.

It's possible, but the roadblocks are huge.
Title: Re: Tirpider's Hex-Crafting Request Thread
Post by: Snake on April 27, 2012, 07:40:16 PM
Oh... Nevermind then.
Title: Re: Tirpider's Hex-Crafting Request Thread
Post by: tirpider on April 27, 2012, 08:21:41 PM
However, like this female head, if someone can make it in a modeling program and get it into a msh, I can work with it.
(I haven't hacked any other model formats yet ;) )

All that would be important is the geometry, normals, UV's and tri strips.
I can fake weights, (more complex ones might get wierd and take longer,) and if the strips are there, I can even rebuild the unused polygon chunks.

That would be much quicker (and better quality) than trying to convert the cloth outside of XSI.

-edit
Head before and after / progress (300 kb image) without hair addon
[spoiler](https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fdl.dropbox.com%2Fu%2F58361588%2FSWBFG%2FProjects%2FBefore-After.png&hash=70b630f282378f683cd5a0d466c7163e7b200b32)[/spoiler]
I don't know about more female like, but removing the adam's apple certainly shaved some age of it.
I need to put some chin back on her.

-update
whew
I think thats it for the main msh (till a better head/hair combo can be found)
[spoiler](https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fdl.dropbox.com%2Fu%2F58361588%2FSWBFG%2FProjects%2FReadyish.png&hash=3357bfdfa63201a0cc8075efbd959acfb7759ed9)
Made the back of the hair meet the head better.
Trimmed and moved the kneepads a bit.
Pushed back the bits of the head that were poking through the hair.[/spoiler]
Now to do her shadow and low res. (should be pretty easy, comparativly)

@Unit 33  - (dev updated) if you want any changes, let me know.
Also, if any of the other skins require more/less/or different packs, those are quick edits.
Title: Re: Tirpider's Hex-Crafting Request Thread
Post by: Unit 33 on April 29, 2012, 12:56:46 AM
Brill!
I do indeed here some cheeky quick edits that you really don't have to do;
Please may I have one model without the kneepads, and one model with the rebel back-pack.


The end.
Title: Re: Tirpider's Hex-Crafting Request Thread
Post by: tirpider on April 29, 2012, 01:02:20 AM
3 total
base + (     kneepads / no backpack)
base + (no kneepads / no backpack)
base + (     kneepads /      backpack)
You got it.

We can work out filenames just after everyone is done.
Title: Re: Tirpider's Hex-Crafting Request Thread
Post by: Unit 33 on April 29, 2012, 01:03:58 AM
Well that's awfully good of you. Thanks a lot!
Title: Re: Tirpider's Hex-Crafting Request Thread
Post by: tirpider on April 29, 2012, 08:02:41 PM
Progress...
[spoiler]
with and without kneepads and the backpack:
(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fdl.dropbox.com%2Fu%2F58361588%2FSWBFG%2FProjects%2F4_variants.png&hash=6e51bc8b5e3108e2284ed79f4c46a4615ff37ed8)
The light gray areas are the shadow volume.
(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fdl.dropbox.com%2Fu%2F58361588%2FSWBFG%2FProjects%2F4_lowres.png&hash=926a17b9c2879b76e1024a0567ab7f096b1108ac)
[/spoiler]

Shadows done and tested
lowres done being tested now
OverrideTextures being tested

Also, the lowres do not refrence the hair tga. (No lowres model for it)

(no new dev model atm)
Title: Re: Tirpider's Hex-Crafting Request Thread
Post by: SleepKiller on April 29, 2012, 08:49:42 PM
Just curious have you worked on Obi at all recently? (No problem if you haven't, just wondering.)
Title: Re: Tirpider's Hex-Crafting Request Thread
Post by: tirpider on April 29, 2012, 09:31:52 PM
Unfortunatly, no.
On this sniper, I am developing a new spreadsheet to manipulate rotations and bounding boxes, and thats what Obi needs.
Not so much for manipulation, but at least an ability to parse them so I know to either hang them(the model chunks) on the right bone, or just leave them in individual segments.

Also figuring out how wrl's and obj's work (a bit.)

-edit
re: female character
The override textures are a bust.
Even without the pads and backpack, it still needs 3 tgas.

So for clarity and simplicity, it is best to keep one msh for one set of tga's.

[spoiler]I have a theory on putting several segments that share materials into the same MODL, then re-weighting.
I want to heavily test it before trying it.
Already spreading myself thin on some of this, so that is for another day.
[/spoiler]
Title: Re: Tirpider's Hex-Crafting Request Thread
Post by: Sereja on April 29, 2012, 11:31:30 PM
Hi, tripider, I have a question: is it possible for you to connect custom maded head, with real exist body? For example, if I made a head with ModTool, as simple prop?
Title: Re: Tirpider's Hex-Crafting Request Thread
Post by: Unit 33 on April 29, 2012, 11:46:43 PM
Quote from: tirpider on April 29, 2012, 09:31:52 PM
-edit
re: female character
The override textures are a bust.
Even without the pads and backpack, it still needs 3 tgas.

So for clarity and simplicity, it is best to keep one msh for one set of tga's.

That's fine; it's not a critical feature and it can be left out.
Title: Re: Tirpider's Hex-Crafting Request Thread
Post by: tirpider on April 30, 2012, 01:15:28 AM
Quote from: Sereja on April 29, 2012, 11:31:30 PM
Hi, tripider, I have a question: is it possible for you to connect custom maded head, with real exist body? For example, if I made a head with ModTool, as simple prop?
It's not only possible, I would love it!!
Yes, the head is a small enough geometry that I can weight a prop and get it working on a msh.

The prop needs 2 things
- It needs to have UVs and materials to be used with it.
- It needs to be rotated to face the same direction you want it to face on the msh. (I can't rotate precisely yet but might be able to fake 90 degree flips)

Currently, I can rig small pieces like that. Head, hands, feet (somewhat), backpacks, pouches, holsters... small stuff.

I am experimenting with arms, legs and torsos on another project, but haven't got it right yet. So I have to use an existing model as a base.


@Unit 33
I've tested and fixed a few things on the models.
(The backpack dropped 3 feet behind her but was still wieghted to the ribcage..)
There is a new dev_model up with the variants in seperate folders.
There is also a readme in it, if you want to change or add anything.
all the stuff in <> brackets are just notes ...
Getting closer... :)
Title: Re: Tirpider's Hex-Crafting Request Thread
Post by: Sereja on April 30, 2012, 12:05:52 PM
Well, I make, and upload talz head:
http://www.swbfgamers.com/index.php?&action=downloads;sa=view;down=555 (http://www.swbfgamers.com/index.php?&action=downloads;sa=view;down=555)
You may try to connected it, with wampa body, and  you probably need change wampa hands to some wookie hands, or they looks unrealistic with weapons.
Also, I am add a girl head, from my Nar Shaddaa dancer girl assets. Well, if you reduce it's quality, you may use it for some female model.
Title: Re: Tirpider's Hex-Crafting Request Thread
Post by: tirpider on April 30, 2012, 12:40:38 PM
Ah!!
You are wonderful, Sereja.
I love that guy.
I used to theorize that his species talked by touching the ribbon/mouth thing on their chin.
I don't know if that's 'true' but hooray for imagination :)

Nice female head. Great hair.

There are a couple of models in front of Talz, but they are almost complete.

[spoiler]I'm thinking, the wampa shadowvolume will work for shadows.
I can't imagine how to to a lowres for Talz though.
There are a few days between now and then though, something will come up. :)[/spoiler]
Title: Re: Tirpider's Hex-Crafting Request Thread
Post by: Unit 33 on April 30, 2012, 01:25:10 PM
A new head and hair you say? Oh joy!
Title: Re: Tirpider's Hex-Crafting Request Thread
Post by: tirpider on April 30, 2012, 01:39:31 PM
I'll give the head a try on the marks man.
It'll be this evening, though.
I'm re-tooling one of the hacky executables.

-edit
tonight might turn into later...
The re-tooling is going well, but there are some maintenence tasks I need to do while they are fresh in my mind.
Then the set-ups wont take so long.
Title: Re: Tirpider's Hex-Crafting Request Thread
Post by: Sereja on May 01, 2012, 03:34:12 AM
Thank's, if I made some new heads, I let you know.
Well, as I sow from "Clone Wars" series, talz can comunicate, by "hands free" way, so those one, from Mos Eisley cantina, probably vose just drunk, and can't say nothing, whithout helping himself by hands...
Title: Re: Tirpider's Hex-Crafting Request Thread
Post by: tirpider on May 01, 2012, 02:14:47 PM
Quote from: Sereja on May 01, 2012, 03:34:12 AM
Thank's, if I made some new heads, I let you know.
Well, as I sow from "Clone Wars" series, talz can comunicate, by "hands free" way, so those one, from Mos Eisley cantina, probably vose just drunk, and can't say nothing, whithout helping himself by hands...

heh, thats great :)

I did some prep work on the girl's head since thats the project I'm on at the moment.
I wasn't expecting so many triangles. (roughly 8000)
My SEGM rebuilder is able to accomodate 4000 triangles or vertecies per segment.
The average unit model for BF1 or 2 is only 2000 - 3000 triangles for the whole msh.
While it isn't impossible for the head to be used it will require some detail reduction.

-edit
Got her onto the snipermodel (unweighted).
Neck needs to go forward a bit (simple)
The hair sinks into the back.
I'm thinking it might be better siuted for the BF2 sniper.

Great head, though.


-edit
RebelCaptain - Helmet aligned, shadow built, game tested. (low res to follow)
[spoiler](https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fdl.dropbox.com%2Fu%2F58361588%2FSWBFG%2FProjects%2FRebelCaptain_01.png&hash=ee8eb5881c0fc2409672d35eb1996b7ebd9e42d8)[/spoiler]

-edit
Rebel Captain is complete and availiable here. (http://www.swbfgamers.com/index.php?topic=4526.0)
Next is the same treatment of the BF1 marksman.

-edit
Urban Rebel Marksman
She looks fine.
I don't know what is going on with the shadow.
[spoiler](https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fdl.dropbox.com%2Fu%2F58361588%2FSWBFG%2FProjects%2FURM_SHADOW.png&hash=e803560c3b5e055bb32d037a0a496920de0124ac)[/spoiler]
It will wait till tomorrow.
Title: Re: Tirpider's Hex-Crafting Request Thread
Post by: Sereja on May 04, 2012, 01:57:39 PM
Great work! Thank's.
Here a link to a new heads pack, I just finished:
http://www.swbfgamers.com/index.php?&action=downloads;sa=view;down=560 (http://www.swbfgamers.com/index.php?&action=downloads;sa=view;down=560)
Well, actualy it is a head addons:
1. Imperial NAVY trooper helmet. Must be connected to luke body.
2. Bando Gora priest mask, and Bando Gora warrior eye's.
Basic Bando Gora model: SWBF2 Palpatine head and SWBF1 Luke body.
(actualy those eye's may be used fore some sith model. They have separate .tga, so, anyone can easy, with HEX editor make them to be light.)
3. SnAke request: sith hair ponitail. Must be connected to Mace Windu head. Not sure about body...
Title: Re: Tirpider's Hex-Crafting Request Thread
Post by: tirpider on May 04, 2012, 02:07:48 PM
Right on!
Thanks, Sereja.

Can't wait to open them :)

-edit
Urban Rebel Sniper is done (shadow, names, game test.)
Now for low res...

-edit
Urban Rebel Sniper is here (http://www.swbfgamers.com/index.php?topic=4536.0)
Enjoy :)

-edit
An interesting bit of MSH knowledge came out of the sniper

The nulls/bones, geometry, and sv_ MODL chunks all need to be numbered(MNDX) sequentially.
If that sequence goes backwards or falls into a terribly non-sequential pattern, it messes up the animation and rendering.

BUT, it can accept missing numbers (16, 17, 19) is acceptable.

I did this on the lowres wile developing and saved re-indexing till the end (it's a pain).
There is a MNDX missing where her hat used to be on the lowres skeleton, as the added helmet is at the very end.
The model animates, transitions and stays in one piece.
Modelmunge didn't even complain.

So ... new knowledge of the limitations of the ZeroEngine :) yay!
Title: Re: Tirpider's Hex-Crafting Request Thread
Post by: Sereja on May 06, 2012, 07:22:38 PM
Well done! Now, urban rebel squad is complete! Thank's!
Here some new heads:
http://www.swbfgamers.com/index.php?&action=downloads;sa=view;down=564 (http://www.swbfgamers.com/index.php?&action=downloads;sa=view;down=564)
1. female imperial officer head, must be connected with SWBF1 marksman.
2. Sanyassan maradeur head, must be connected with tusken raider body, and rebel pilot helmet. Also, I include version with hair ponytail (for this one helmet not needed).
3. I am also include NAVY helmet and sith hair, from my v2 version, becouse I try this addons in game, and figure out, they look's unrealstic. So, I fix them.
Title: Re: Tirpider's Hex-Crafting Request Thread
Post by: tirpider on May 06, 2012, 07:54:31 PM
Oh, excelent!

I have a whole section of my work area dedicated to your heads now :)
There are so many possible varients.

That Sanyassan Maradeur is absolutely great!

Title: Re: Tirpider's Hex-Crafting Request Thread
Post by: Unit 33 on May 07, 2012, 05:10:41 AM
Quote from: tirpider on May 06, 2012, 07:54:31 PM
That Sanyassan Maradeur is absolutely great!
Oh god. It's giving me flash-backs of that dreadful film (no offence if you're a genuine fan of "Ewoks: Battle for Endor" or something).
Title: Re: Tirpider's Hex-Crafting Request Thread
Post by: tirpider on May 07, 2012, 06:41:07 PM
Ok.
I've already posted this guy (Snowtrooper with jetpack.)
But It had some issues and I started over from the sources.
[spoiler](https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fdl.dropbox.com%2Fu%2F58361588%2FSWBFG%2FProjects%2FSnowJet_01.png&hash=cbad834465cec24d3d02e393a33a752bd48f3d2a)[/spoiler]
The revised tools made all the edits cleaner and it's just a better put together piece.

Also, I took a swing at making the v1 jet look a little more stormtrooper-ish.
Really just some clone tool-ing in paint.net.

Lowres is done, it just needs just the old backpack removed from shadowvolume and a final game test. (working so far)

-edit
He's ready.
Imperial Light Cold Assault Jet Trooper (http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=567)
Title: Re: Tirpider's Hex-Crafting Request Thread
Post by: Phobos on May 07, 2012, 08:25:01 PM
very nice snow jet cold assult trooper
Title: Re: Tirpider's Hex-Crafting Request Thread
Post by: Snake on May 07, 2012, 08:36:28 PM
Awesome! Thanks!
Title: Re: Tirpider's Hex-Crafting Request Thread
Post by: Sereja on May 08, 2012, 12:57:49 AM
Look's fun, but I think, using jetpack with cape is suicide. Even, if you imagen, those cape maded, whith fire resist material, this unit surely loose areodinamic, become uncontrol, and crash soon, after jet start.
Just teory: if imperial stormtroopers may have jetpack, it surely must be close to ep3 design. Back to ep2 may look's as degrade for them...
Maybe some day, you have to try make imperial jet trooper with ep3 jetpack...
Title: Re: Tirpider's Hex-Crafting Request Thread
Post by: Unit 33 on May 08, 2012, 09:25:02 AM
Quote from: Sereja on May 08, 2012, 12:57:49 AM
Look's fun, but I think, using jetpack with cape is suicide. Even, if you imagen, those cape maded, whith fire resist material, this unit surely loose areodinamic, become uncontrol, and crash soon, after jet start.
Just teory: if imperial stormtroopers may have jetpack, it surely must be close to ep3 design. Back to ep2 may look's as degrade for them...
Maybe some day, you have to try make imperial jet trooper with ep3 jetpack...

Well considering the Empire built a massive space station whilst disregarding the 2-metre hole which leads directly to it's main core they'd certainly go for a Jet Trooper wearing a cape.
No wonder the Empire was so short lived. It was only a matter of time.
Title: Re: Tirpider's Hex-Crafting Request Thread
Post by: tirpider on May 09, 2012, 12:09:41 AM
Given enough creativity, we could fit just about anything into the game and therefore the Star Wars Galaxy.
But there is a definite line between canon and non-canon.
Snow troopers with jet pack certainly falls outside of 'official' Star Wars lore.

But if we limit ourselves to canon only, then we are stuck with Jar Jar and the remade Jabba Palace band forever.....

Some of the greatest characters never appeared in the movies.
Darth Revan, StarKiller, Pink 5, Skippy the Jedi Droid(almost canon) , the Rakatta, .... on and on....

If someone presents a map/story/character as canon, I personally expect LucasArts quality. But as a begining level modder for an old game, I can only work toward and aspire to such greatness.

-edit
I thought I found a flaw but was just working to close to the code and posted before realizing it.
I removed the alarmist flaw-finding stuff....
Title: Re: Tirpider's Hex-Crafting Request Thread
Post by: Unit 33 on May 09, 2012, 02:35:32 AM
Hence there's the whole of bloody Stardestroyer.net to argue over canon/non-canon material.
But yes, we're making mods here, and thankfully don't need to worry about the "greater scheme" of things.

Carry on.
Title: Re: Tirpider's Hex-Crafting Request Thread
Post by: tirpider on May 09, 2012, 06:24:20 PM
The Sith
So I have him opened up, got the hair on him and keep trying different thigs to get it to move properly.
It's refusing to cooperate.
I found this in the rep_manderek_macewindu.msh on a troubleshooting pass.
[spoiler](https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fdl.dropbox.com%2Fu%2F58361588%2FSWBFG%2FProjects%2FSith_what.png&hash=c4390c88d9143f6fff743fef2d1c864bd98aa694)[/spoiler]
There is indeed supposed to be a FRAM and NAME tag, but not several randomly placed ones, and certainly not in the MODL chunk defining his geometry.  ::)

I don't know if that is what is causing the trouble or not.
Or if that is the only broken spot or not.
Looks like an bad export. [spoiler]It's overwriting normals so the geometry renders and animates in game, but with some wierdness about some faces.[/spoiler]

I know there is a way to generate normals from polygon edge directions. I just don't know how to do it.

This is the main reason I like to stick to the stock models.
They were all made with the same exporter and have predictable behavior.
3rd party exports and hacks (mine included) can get strange sometimes....

This isn't a deal killer. I think I can still get it to function.
I don't think I can fix those normals till I read a couple of books, though.
Title: Re: Tirpider's Hex-Crafting Request Thread
Post by: Snake on May 09, 2012, 07:24:58 PM
Alright, if not I can try to reskin the stock mace windu, it just wont look as good.
Title: Re: Tirpider's Hex-Crafting Request Thread
Post by: tirpider on May 09, 2012, 07:46:14 PM
I don't feel good about it either.
Without the shirtless model, They are all going to be a comprimise.
:(

-edit
Mace's head is a good chioce. Perhaps a better body will fall into our laps.
Title: Re: Tirpider's Hex-Crafting Request Thread
Post by: Sereja on May 10, 2012, 10:05:19 AM
Well, actualy I am not talking about canons, just about logic. But if the people wish to get fun, the limit is only they'r fantasy of course...
If you found some problem with Mace Windu body, you can try connect his head with Luke body. After well reskin, it may look's like "shirtless". The problem will be only with hands and neck, but it may be reskin as some anklets, for example...
Title: Re: Tirpider's Hex-Crafting Request Thread
Post by: Snake on May 10, 2012, 10:14:50 AM
Hmm... I will mess around with skinning luke, I never even thought of that! I will edit this post once I test it. (can't right now but will later)
Title: Re: Tirpider's Hex-Crafting Request Thread
Post by: tirpider on May 10, 2012, 07:50:13 PM
Re: Sith Hair
Ok. I found the problem and don't feel so bad now.
[spoiler](https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fdl.dropbox.com%2Fu%2F58361588%2FSWBFG%2FProjects%2FBadQuat.png&hash=661291d0b05043272486765c2197b91b66255a9d)[/spoiler]
The quaternion for the rotation in the hair's bbox is all 1's.
I figured it would be a quat problem but didn't think to look in the bbox.

I just learned how to convert degrees to quats and normalize them. (after weeks of  internet study.)

The reason I feel ok about it because it is like feeling bad because your car is broken, but it's broken because a 4th diminsional monster ate the engine.

Not much to be done about it.

I'll rebuild the bbox (I can do that now that I know how to rotate things) and I bet it works fine.
Title: Re: Tirpider's Hex-Crafting Request Thread
Post by: Snake on May 10, 2012, 07:54:27 PM
Hahaha, wow that confused me..  ;) I have almost finished the luke skin.
Title: Re: Tirpider's Hex-Crafting Request Thread
Post by: tirpider on May 10, 2012, 08:36:25 PM
Which model luke are you using, I'll whip up a beheaded version with these 2.

I just finished getting it working. on both the madarek model and the bf1 mace model.
I'm working on putting a real shadow on the madarek model instead of the clone trooper shadow.
Got it enveloped, but modelmunge is choking on it.
If it's still doing it in 30 min, I'll go back to the clone shadow (or let model munge make the default blob shadow.)

I'll send all of them to you so you can finish with fully functional ones :)

-edit
They are in the mail.
That ponytail looks a lot better in-game than I expected.
In the T-pose, it pokes out, but once the unit is animating, it hugs the arch of the back perfect.
Good job on that Sereja.

I'm on Talz and the Tatooine Barge now. (And Sith/Luke if SnAke still wants him)

Talz
Head fits like a gem.
Havent game tested yet.
There is a triangular hole in the wampa chest where his beard used to be, so I'll have to seal that.
1 or 2 triangles, I will make... whole shapes.. never again, not by hand  ;)

Barge
I got all the geometry out of the barge and am figuring out how to close the doors.
I don't know if it will be appropriate for the Plan ya'll had, but It might make a swell transport vehicle.
I don't know the requirements for a vehicle model, but of coure I will when the time comes.

-edit
Added all_inf_luke to the Sith Hair dev_model.

-edit
So, I'm looking around GT for info on this Mace Windu, and I run across MandeRek's release thread.
(Kit Fisto - Plo Koon - Obi-Wan Kenobi - Mace Windu (assets) (http://gametoast.com/forums/viewtopic.php?f=64&t=22766&hilit=manderek+mace+windu))
Still no info on the wierd data glitch, but I did notice the part wher he explicitly states he doesn't want anyone messing with his models.

I know the LucasArts license covering all this mod stuff says no one can restrict assets and it's all deriviative work that ultimately belongs to LA.
But it's good manners to respect the content creator's wishes.
Not doing so could breed bad blood and distrust in future projects.

On that, it would be good to reconcider the stock mace or the luke model.


Title: Re: Tirpider's Hex-Crafting Request Thread
Post by: Snake on May 11, 2012, 10:16:07 AM
Well I had been making a skin for all_inf_luke, I had trouble with it.

(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fi414.photobucket.com%2Falbums%2Fpp226%2Faatcfett%2Fluke1.jpg&hash=45aa3740bd4a1f6b0f0c9bdfd6956f41f5efcd07)

I wish there was a shirtless model we could use instead.. Maybe one day. :/
Title: Re: Tirpider's Hex-Crafting Request Thread
Post by: tirpider on May 11, 2012, 11:35:05 AM
The upside down face is something wierd in the way the viewer handles things.
It will show correctly in-game.

To get it to show correctly in the viewer, you can open the face texture and resave it.
Some others are like this as well. I know the tusken renders with the texture flipped (in the viewer) but works fine in-game.

It is possible that the viewer doesen't know how to handle different aspects of the tga like aplha channels... or something like that.


The part that gets me is the hands floating off.
My copy of the viewer doesn't do that.
I am going to guess you are on a 64 bit system?
(I am imagining the viewer was written from a 32 bit point of view)
Title: Re: Tirpider's Hex-Crafting Request Thread
Post by: Snake on May 11, 2012, 12:24:15 PM
Yes I am. I'll test it in-game and post a pic when I can.

In game pic:
http://beta.xfire.com/users/aatcsnake/screenshots/123388438?type=user

Face texture still messed up.. All i did was paste the old mace skin I had made in the first place and put it on the new mace face texture. Idk why it'd mess up. It looked normal in msh viewer before I edited it.
Title: Re: Tirpider's Hex-Crafting Request Thread
Post by: tirpider on May 12, 2012, 02:56:41 PM
Re: Talz
Got the chest tri patched.
(No skinned shot at the moment, but it's working right.
[spoiler](https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fdl.dropbox.com%2Fu%2F58361588%2FSWBFG%2FProjects%2Fwompa_chest_tri.png&hash=fa2d0f2ff49d92f7cee8cb91d702a7d319edfa27)[/spoiler]

Re Sith Face.
Erg....
Is that the latest head?
It looks like a shadow poking through.
I'll go back over the flags.

-edit
preTalz
[spoiler](https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fdl.dropbox.com%2Fu%2F58361588%2FSWBFG%2FProjects%2FpreTalz.png&hash=7cdef42365de193de09b302d7f8a76a956e32ede)[/spoiler]
todo:
-Position head
-verify animations
-hands
-needs a re-skin, bad
-get a proper set of animations for him
-package with an odf

The nature of this one requires that he be packaged, ready to munge.
I don't think many folks are set up to munge the wampa.
(Oh, how I wish I could say that in natural conversation someday...)
Title: Re: Tirpider's Hex-Crafting Request Thread
Post by: Snake on May 12, 2012, 05:47:54 PM
Yes, it seems the skin is off.
Title: Re: Tirpider's Hex-Crafting Request Thread
Post by: tirpider on May 12, 2012, 08:24:12 PM
I did another game test:
[spoiler](https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fdl.dropbox.com%2Fu%2F58361588%2FSWBFG%2FProjects%2FSith_ingame_0072.png&hash=fb900ffd74f8bb594a2bd5c0e980d2bdaaa26a8d)[/spoiler]
And completely replaced everything in the dev_model with the files directly from my \side\tst\msh folder.

If these don't work, then.. well.. I'll look deeper.
:)

-edit
re: Talz
I wonder, who is menacing who?
[spoiler](https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fdl.dropbox.com%2Fu%2F58361588%2FSWBFG%2FProjects%2FFun.png&hash=4d53a3f704e7450bfbe2425404894205f319fb87)[/spoiler]
I got something that seems like the right animations into the game.
His head is weighted.
His body isn't all scunched up like he was with the normal animations.
He still has some polygon issues that I can't nail down.
Needs a shadow, and lowres.
If I got this guy's wampa animations over correctly from bf2, then the lowres should work the same way.
I need to actually give him some properly sized weapon odf's though, to test it thouroghly.
The normal saber and rifle animations go right through the paws, and his feet are below the terrain.
...
Fun :)

-edit
Fun 2
[spoiler](https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fdl.dropbox.com%2Fu%2F58361588%2FSWBFG%2FProjects%2FFun_02.png&hash=fca817ae4e4be54c4f13d679d97c8282abe52a07)[/spoiler]
So, that's what Han Solo looks like on a wampa skeleton.....
I forgot to change my test odf.
Title: Re: Tirpider's Hex-Crafting Request Thread
Post by: Snake on May 13, 2012, 11:51:38 AM
Alright, thanks. Where is the dl link?
Title: Re: Tirpider's Hex-Crafting Request Thread
Post by: tirpider on May 14, 2012, 11:35:18 AM
A quick 'heads up'
A project has popped up that requires my full attention for the next few days.
It's sorta Battlefront related, but the nature of it won't allow me to swap back and forth like I have been doing.

So don't think I've given up or have run into problems with the models.
I just have my attention elswhere at the moment.
:)

-edit
Back on task.
For future reference, I need to keep a clean plate and won't be able to openly do requests.
I didn't think I would overload myself, but I did.

I am going to finish the tasks I have already commited to.
Then press forward with updating the MSH INFO page and the tools.

This method is a very time consuming.
It's getting better, and I'm  trying to write tools to compensate for the error prone parts.

Well, ya'll all have your own projects, so you understand.
There is only so many hours in a day.
I don't want to burn-out before making a single map.


-edit
I'm happy with the progress on Talz, so far.
[spoiler](https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fdl.dropbox.com%2Fu%2F58361588%2FSWBFG%2FProjects%2FTalz_so_far.png&hash=b60e5f441b5bc2f96723d4e4e3dc43ffbfa85d7e)[/spoiler]
The Raider is for scale.
The position of the head and hands still need adjustment.
There is a claw left over from his old hands on both the left and right. (looks like black flecks in the pic)
It's evaded 2 attempts to be removed.
I'll have to back up a step and try something else.
Once all the basic pieces are in place and positioned, I'll start on his shadow and lowres.
Title: Re: Tirpider's Hex-Crafting Request Thread
Post by: Sereja on June 05, 2012, 09:06:30 AM
I know, I am already overload you with work, but still, I have some, just theory question: is it possible for you, to connect some custom maded part, to original vehicle? For example, if I made with Mod Tool, custom rear turret gun, or pilot position hard points for arc170 fighter?
Title: Re: Tirpider's Hex-Crafting Request Thread
Post by: tirpider on June 05, 2012, 11:46:53 AM
Quote from: Sereja on June 05, 2012, 09:06:30 AMis it possible for you, to connect some custom maded part, to original vehicle? For example, if I made with Mod Tool, custom rear turret gun, or pilot position hard points for arc170 fighter?

As long as they are positioned and rotated correctly, then yes.
The rotation of pieces is hardest to do because of the quaternions.
Title: Re: Tirpider's Hex-Crafting Request Thread
Post by: Unit 33 on June 15, 2012, 12:06:30 PM
Here's the Skins for Snake's topless Sith person, as he requested the other day.
Title: Re: Tirpider's Hex-Crafting Request Thread
Post by: tirpider on June 15, 2012, 03:21:09 PM
Very Nice.
You did better with that than I thought would be possible.

I had to shift the face over to the bf2 mace texture, but I think it matched up good.
(the bf1 mace head has a wierd, rectangular hole in his mouth. so I swapped it out.)

I'll optimize the materials and thier names, and It should be done. (this eve, or tommorrow morning.)

Title: Re: Tirpider's Hex-Crafting Request Thread
Post by: Unit 33 on June 15, 2012, 03:40:40 PM
That .msh also solves a bunch of problems I've been having recently with Luke's stupid hair.
I can "paint on" hair to whatever configuration I like now (assuming it's short-cropped hair).
Title: Re: Tirpider's Hex-Crafting Request Thread
Post by: Snake on June 15, 2012, 04:54:13 PM
1. the Mace Windu face texture was all messed up.. I fixed it with a LOT of trial and error (felt kinda like playing Battleship)

2. Actually that model has the sith ponytail.. Lol
Title: Re: Tirpider's Hex-Crafting Request Thread
Post by: Unit 33 on June 15, 2012, 05:00:54 PM
Aw cripes forgot about that.
Title: Re: Tirpider's Hex-Crafting Request Thread
Post by: tirpider on June 15, 2012, 05:32:37 PM
Here's the pdn with layers of the uvs, showing where I shifted it.... (paint.net)
I don't know if photoshop can import them, but irfanview can cycle through the layers.
Title: Re: Tirpider's Hex-Crafting Request Thread
Post by: kaching335 on July 06, 2012, 05:02:09 PM
Could you try to put the dreads on the bf2 wookie?
Title: Re: Tirpider's Hex-Crafting Request Thread
Post by: tirpider on July 06, 2012, 05:38:44 PM
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.
Title: Re: Tirpider's Hex-Crafting Request Thread
Post by: Snake on July 06, 2012, 06:10:00 PM
Kaching is an old modder. And the dreads on the wookie can be added via Addon Mesh.
Title: Re: Tirpider's Hex-Crafting Request Thread
Post by: kaching335 on July 06, 2012, 06:34:37 PM
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?
Title: Re: Tirpider's Hex-Crafting Request Thread
Post by: tirpider on July 06, 2012, 06:57:56 PM
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](https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fdl.dropbox.com%2Fu%2F58361588%2FSWBFG%2FProjects%2FDreads-Cape.png&hash=a47c1ef91cc32646d4504108cd26a744928dab18)[/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.
Title: Re: Tirpider's Hex-Crafting Request Thread
Post by: Led on July 06, 2012, 07:11:14 PM
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!
Title: Re: Tirpider's Hex-Crafting Request Thread
Post by: tirpider on July 06, 2012, 07:14:23 PM
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.
Title: Re: Tirpider's Hex-Crafting Request Thread
Post by: Led on July 06, 2012, 07:49:27 PM
Hmm, is the Sarlac considered something that has tentacles?
Title: Re: Tirpider's Hex-Crafting Request Thread
Post by: tirpider on July 06, 2012, 08:21:35 PM
Sure is.

[spoiler](https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fdl.dropbox.com%2Fu%2F58361588%2FSWBFG%2FProjects%2FTent_01.png&hash=5085083311c31883e280f8e3d8b6e1d94269e24a)[/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.
Title: Re: Tirpider's Hex-Crafting Request Thread
Post by: Sereja on July 08, 2012, 04:24:35 PM
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.
Title: Re: Tirpider's Hex-Crafting Request Thread
Post by: tirpider on July 08, 2012, 04:53:23 PM
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 (http://www.swbfgamers.com/index.php?topic=4752.0) 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 (http://www.swbfgamers.com/index.php?topic=3905.0) 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.
Title: Re: Tirpider's Hex-Crafting Request Thread
Post by: Sereja on July 09, 2012, 03:53:20 AM
Yes, this bug can be visible is only in game. So, it's may be hard to translate it in "blind way"...
Title: Re: Tirpider's Hex-Crafting Request Thread
Post by: tirpider on July 09, 2012, 09:49:29 AM
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.
Title: Re: Tirpider's Hex-Crafting Request Thread
Post by: Sereja on July 09, 2012, 10:42:01 AM
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?
Title: Re: Tirpider's Hex-Crafting Request Thread
Post by: tirpider on July 13, 2012, 04:57:04 PM
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 :)
Title: Re: Tirpider's Hex-Crafting Request Thread
Post by: {Alpha}Boom27 on July 22, 2012, 07:36:38 PM
Could you add a kama to a mandalorian for me? I found a good model with a backpack and shoulder pauldron on it. However, kama's are traditional mandalorian fashion, and I just love kamas anyway. The shoulder pauldron is too high on the neck to (easy to see in swbf msh viewer), so if you could make that look better that'd be nice.  ;)

I found the model in a big pack of models, so I uploaded it here on swbfgamers for easy access. I included the kama model I had in mind. It's one that GGCTUK made I think. It was in his compatible units assets pack. Here's the folder.

http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=690

I don't know about permission to edit it though. The mandalorian model is Deviss' work, and the only way I could contact him would be GT, which is very unreliable at this time at best. As said earlier, the kama is GGCTUK's work. This is what I use for my personal rep skin, so if permissions are hard to get, I'm not using it in a public mod.
Title: Re: Tirpider's Hex-Crafting Request Thread
Post by: Led on July 22, 2012, 08:13:20 PM
that upload here has been suspended until you can provide a credits list.
Title: Re: Tirpider's Hex-Crafting Request Thread
Post by: tirpider on July 22, 2012, 08:22:45 PM
A Mandolorian with a kama (and slight pauldron adjustment) sounds like a good idea.
The link you provided doesn't go anywhere for me, but I know what pack you are talking about.
I just checked my asset archive and while digging through the Deviss stuff, I noticed that almost half of the archives I have of his are corrupted. They are the right size, but have no contents. :( I know that a lot of folks on GT recently re upped a lot of them, but a good number of the 7z archives I have are from them. So I'll have to coordinate with you on putting these pieces together.

I have to pretty much draw the line at modifying someones stuff without permission. I know a lot of guys do it any way, but it just gets stressful for me. Simple maintenance stuff like fixing skewed geometry or bad weights, I'll just fix, but creative alterations are to invasive to do without permission.

Here are some options:
Deviss is still active on GT, so that's probably the best way to contact him.
ggctuk is on here, there and active, so contacting him should be no trouble.
Sometimes folks don't mind, sometimes they do. We have to be prepared to honor the wishes of the artist to maintain civility.

In case they don't want thier models fiddled with, there are still options.
I believe there is a decent Boba Fett model for BF2.
It has a cloth cape that would have to be removed, but other than that, It should work great.

A pauldron could be swiped from any of several stock units. (I know it isn't the same, but it's possible)

Kama's are everywhere these days. One of my upcomming  projects it to make a kama that can be fitted to just about any unit.

I have a pretty long line, but I'll create a project folder for this.
It will take some time (I don't know if that means weeks or days, my schedule is really wierd) before I can start on it. That should give you plenty of time to contact Deviss and ggctuk and hear back from them.
Once you have the permissions, we can figure out what pieces are going where and I'll make it happen.

-edit (corrected assumption)
Title: Re: Tirpider's Hex-Crafting Request Thread
Post by: Unit 33 on July 23, 2012, 01:23:44 AM
Quote from: tirpider on July 22, 2012, 08:22:45 PM
One of my upcomming  projects it to make a kama that can be fitted to just about any unit.
:panic: Oh my giddy Aunt.
Title: Re: Tirpider's Hex-Crafting Request Thread
Post by: tirpider on July 23, 2012, 01:57:03 AM
Almost any unit.
I wouldn't know what size Kama you would wear, Unit :P
Title: Re: Tirpider's Hex-Crafting Request Thread
Post by: Sereja on July 23, 2012, 03:35:52 AM
Quote from: tirpider on July 22, 2012, 08:22:45 PM
One of my upcomming  projects it to make a kama that can be fitted to just about any unit.
Interesting! If you mean something like this:
[spoiler](https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fwww.freeimagehosting.net%2Fnewuploads%2Fy347p.jpg&hash=4817b3df8137928352f5431fd2f217c3d340a688)[/spoiler]
I may hold on, with my Dagabah release... But, can you say for sure, when exactly your caped models cud be released?

Title: Re: Tirpider's Hex-Crafting Request Thread
Post by: Unit 33 on July 23, 2012, 03:44:48 AM
Quote from: Sereja on July 23, 2012, 03:35:52 AM
Interesting! If you mean something like this:
[spoiler](https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fwww.freeimagehosting.net%2Fnewuploads%2Fy347p.jpg&hash=4817b3df8137928352f5431fd2f217c3d340a688)[/spoiler]

Oh my! That's the model of my dreams!
Title: Re: Adding parts from other units onto others.
Post by: Wusi.Rs DarkShadow on July 23, 2012, 10:14:13 AM
Quote from: tirpider on April 18, 2012, 01:51:56 PM
Great idea.
Need to get Dragonum's permissions. (sending a pm on GT right now.)

-edit
pm sent. Looks like Dragonum is still around, though  I don't know when to expect a reply.
The Mediafire link in that post is dead, but I have a copy in my archive.
As long as we get permission it should be completely do-able.



As usual im just reading posts, so i tried to go to game toast but it said my ip is banned for China crap? I dont even live there. :'(
Title: Re: Tirpider's Hex-Crafting Request Thread
Post by: tirpider on July 23, 2012, 12:41:28 PM
RE: Awesome Rebel Soldier with a Kama
Thats just groovy, Sereja. :)
Yes, something just like that.
For that particular guy, I would remove or flatten his belt packs a bit.
As for timing, it will be soon. I'm about done with Talz and Solo with a Kama/Trenchcoat is next. Thats where I'll be making a generalized kama piece.

@Wusi.Rs DarkShadow
Ah.. Took a bit for me to find what you were refering to.
Yes, Dragonum gave permission to me to alter the model. But that particular idea didn't pan out.
Mainly because of Anakin's hair helmet.

I still have the Oni project (and female characters in general) open.
It isn't comming out till it can look good though. You can see from some of the earlier pics that the more I tried to hack it into shape, the worse it got.

As a sort of update to Oni, I have a licenced copy of Milkshape now. It is a better-ish tool to approach things like hair and faces than hex-editing ever will be. I am totally unskilled with it, but I am learning.
Title: Re: Adding parts from other units onto others.
Post by: Phobos on July 23, 2012, 01:00:29 PM
Quote from: tirpider on April 18, 2012, 01:51:56 PM
As usual im just reading posts, so i tried to go to game toast but it said my ip is banned for China crap? I dont even live there. :'(
That site seems to have a passion for IP banning random people. Just use a proxy site and you can see the posts  :XD:
Title: Re: Tirpider's Hex-Crafting Request Thread
Post by: Unit 33 on July 23, 2012, 01:01:25 PM
Quote from: tirpider on July 23, 2012, 12:41:28 PM
RE: Awesome Rebel Soldier with a Kama
Thats just groovy, Sereja. :)
Yes, something just like that.
Solo with a Kama/Trenchcoat is next. Thats where I'll be making a generalized kama piece.

I still have the Oni project (and female characters in general) open.
It isn't comming out till it can look good though. You can see from some of the earlier pics that the more I tried to hack it into shape, the worse it got.

As a sort of update to Oni, I have a licenced copy of Milkshape now. It is a better-ish tool to approach things like hair and faces than hex-editing ever will be. I am totally unskilled with it, but I am learning.
It's nice to know that Kama Han is still a thing.
As that is the case I think I'll re-do all the skins I did for that project since I've learnt far more about skinning since then...
Title: Re: Tirpider's Hex-Crafting Request Thread
Post by: tirpider on October 12, 2012, 12:52:30 AM
Working on the Mando Kama now.

All things concidered, I'm going with the Pandemic Hero's from BF2, instead of Deviss's models.
Not saying any are better than the other or anything, it's just more accessable to me.

I am over half done with putting it on Boba. (only lowres left)
I will make a quick pass at Jango, but it's pretty much the same (maybe not.)
If there is a signifigant difference in the models, I'll post both.

Should be up in the next day or 2.

-edit
Regarding the addon kama.
It's weighted to the legs.
That makes it impossible to turn into an addon. :(
For it to be a proper addon msh, it would have to be able to weight to bones in another msh.
Which can't happen. (Mother Nature would cry if it did.)

Another solution may appear for that though.
Title: Re: Tirpider's Hex-Crafting Request Thread
Post by: Unit 33 on October 12, 2012, 07:57:20 AM
Thanks a lot for the Obi-Kama Tirpider, it's fantastic.
Title: Re: Tirpider's Hex-Crafting Request Thread
Post by: jdee-barc on October 12, 2012, 12:32:05 PM
Quick request when you're done:

Stormtrooper with a Darktrooper Jetpack

Shock trooper model with goggles addon.
Title: Re: Tirpider's Hex-Crafting Request Thread
Post by: tirpider on October 12, 2012, 01:50:02 PM
Stormie with Darktrooper Jetpack, No problem.

Stormtrooper with goggles will take longer because of wierd adjustments on the head, but can do.

(I do need a source for goggles though)
Title: Re: Tirpider's Hex-Crafting Request Thread
Post by: jdee-barc on October 12, 2012, 02:05:21 PM
The Bly Goggles found here: http://www.gametoast.com/forums/viewtopic.php?f=64&t=20722
Title: Re: Tirpider's Hex-Crafting Request Thread
Post by: tirpider on October 12, 2012, 02:15:35 PM
Awesome. Thanks.
Title: Re: Tirpider's Hex-Crafting Request Thread
Post by: Kit Fisto on October 14, 2012, 01:49:37 PM
Hi Tirpider! You don't have to do this if you don't want to and I just think that it would be cool in SWBFI but could you make the SWBFII magnaguard have a cape like on here
http://starwarsbattlefront.filefront.com/screenshots/File/87597/3
Also scale him to be bigger than the other troopers.
Again if you don't want to do it that is fine. I would want to use this in an OC skin for the CIS but I don't know if it would work.
Title: Re: Tirpider's Hex-Crafting Request Thread
Post by: Unit 33 on October 14, 2012, 02:00:19 PM
That wouldn't need HEXing you can add the cape on and re-scale it through the ODF... right?
Title: Re: Tirpider's Hex-Crafting Request Thread
Post by: tirpider on October 14, 2012, 02:00:54 PM
thats what I was thinking

-edit
The cape would be an addon msh
Hexing in a cape would make it static. The only way to make it move would be to bone it and make a full set of animations for the unit.

and scale would be skeletonrootscale (I believe)
you might also need to set the -scale setting in the .option

A side effect of adjusting the scale is that it's head might get in the way while playing. The wookie settings for the Camera sections work nice for tall units.
Title: Re: Tirpider's Hex-Crafting Request Thread
Post by: Kit Fisto on October 14, 2012, 02:22:54 PM
In Sereja's degrade Polis Massa and SK's Dagobah with BFII sides playing as the magnaguard is fine, and I'm pretty sure it's scaled to be bigger...
Would you be able to make the cape move like Darth Vader's cape? By cutting the cape in half so that it would end by the waist of the trooper, then it could move, also Darth Vader's cape re-painted to look like the pic. above.  :P
I said that all kinda weird... ???
Title: Re: Tirpider's Hex-Crafting Request Thread
Post by: tirpider on October 14, 2012, 02:41:49 PM
hmm.

Most everything you want is accomplished through odf edits.
The texture is a skinning thing, I'm awfull with skins.

But the half cape. I might have another use for that one.
I'll trim the cape to about waist length on a scaled up Magnagaurd.
I havent seen an animated cut up cape before, so it may not look like you expect.

I'm still picking up speed from that extended break, so It might be a bit.
I'm doing simular and quick and easy edits for the moment till I get caught back up.
Title: Re: Tirpider's Hex-Crafting Request Thread
Post by: Kit Fisto on October 14, 2012, 02:52:39 PM
You don't have to rush. I just think that it would be cool to see in SWBFI that's all.

Does someone want to do the skinning for the cut cape? (:whistle: regent  :whistle:)


Oh tirpider! You might be able to find a already scaled magnaguard in SK's SWBFII assets...
( found it: http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=684 )


EDIT: Here is a picture from SWBFII of the magnaguard standing still. That is how I want it, sorry for the cofusion on the cape size.

[spoiler](https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FVko07.jpg&hash=fd489e6297a2d7220358bf466562ef0abbbca164)[/spoiler]
Title: Re: Tirpider's Hex-Crafting Request Thread
Post by: tirpider on October 14, 2012, 03:19:50 PM
Thanks, I'll check.

I found a catch.
The stock caped units have the cape in thier lowres model.
That means the animation for the lowres cape is embedded in that unit's lowres animation.
I think I know what to do to get it out, but ... well.. I have to say that that's just a giant-huge-omg-whut kind of edit. (meaning it won't happen)

The workaround would be something like using vader's low res animation.

And after re thinging the half cape.. that can be achieved via transperancy on the tga (even vader's cape uses it)

So to get a fully functional unit it's just tga, odf and .option edits while getting the vader lowres animation to work with it.
Seems a little complex and wierd, but I don't think hex edits are needed on this one.
Title: Re: Tirpider's Hex-Crafting Request Thread
Post by: Kit Fisto on October 14, 2012, 03:25:22 PM
Ok that's good, no hex edits. Did you this?
Quote from: Kit Fisto on October 14, 2012, 02:52:39 PM
EDIT: Here is a picture from SWBFII of the magnaguard standing still. That is how I want it, sorry for the cofusion on the cape size.

[spoiler](https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FVko07.jpg&hash=fd489e6297a2d7220358bf466562ef0abbbca164)[/spoiler]

Do you think if I could find the assets for the .tga of the magnaguard cape that would hepl?
Title: Re: Tirpider's Hex-Crafting Request Thread
Post by: SleepKiller on October 14, 2012, 03:27:12 PM
Quote from: Kit Fisto on October 14, 2012, 02:22:54 PM
In Sereja's degrade Polis Massa and SK's Dagobah with BFII sides playing as the magnaguard is fine, and I'm pretty sure it's scaled to be bigger...
Would you be able to make the cape move like Darth Vader's cape? By cutting the cape in half so that it would end by the waist of the trooper, then it could move, also Darth Vader's cape re-painted to look like the pic. above.  :P
I said that all kinda weird... ???
The magna guard isn't scaled at all. 
Title: Re: Tirpider's Hex-Crafting Request Thread
Post by: Kit Fisto on October 14, 2012, 03:28:05 PM
How come in your SWBFII dagobah with SWBFII sides the magnaguard is bigger than the other troopers? ???
Title: Re: Tirpider's Hex-Crafting Request Thread
Post by: tirpider on October 14, 2012, 03:47:58 PM
Quote from: Kit Fisto on October 14, 2012, 03:25:22 PM
Ok that's good, no hex edits. Did you this?
Do you think if I could find the assets for the .tga of the magnaguard cape that would hepl?

Looks like a standard cape.

Most all of this is standard unit building.
Scalling is in the odf and .option
Texturing is in the tga
Adding a cape is in the odf

Without diving right into it, it looks like only one hexedit to get a lowres cape on the lowres unit.
If there is more, it would have to come up during the editing.

Because of the setup, it will have to wait. Messing with animations (even just addons) makes a mess of my process.

While we wait, you could get the odf and texture together though :)
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