Tirpider's Hex-Crafting Request Thread

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

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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?
Beauty is, the way to perfection.

Glory to Ukraine!  :mf:

Quote from: tirpider on April 29, 2012, 09:31:52 PM
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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.

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... :)

Well, I make, and upload talz head:
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.
Beauty is, the way to perfection.

Glory to Ukraine!  :mf:

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]


April 30, 2012, 01:39:31 PM #96 Last Edit: April 30, 2012, 05:24:02 PM by tirpider
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.

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...
Beauty is, the way to perfection.

Glory to Ukraine!  :mf:

May 01, 2012, 02:14:47 PM #98 Last Edit: May 04, 2012, 02:54:51 AM by tirpider
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.


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RebelCaptain - Helmet aligned, shadow built, game tested. (low res to follow)
[spoiler][/spoiler]

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Rebel Captain is complete and availiable here.
Next is the same treatment of the BF1 marksman.

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Urban Rebel Marksman
She looks fine.
I don't know what is going on with the shadow.
[spoiler][/spoiler]
It will wait till tomorrow.

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
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...
Beauty is, the way to perfection.

Glory to Ukraine!  :mf:

May 04, 2012, 02:07:48 PM #100 Last Edit: May 06, 2012, 07:18:02 PM by tirpider
Right on!
Thanks, Sereja.

Can't wait to open them :)

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

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Urban Rebel Sniper is here
Enjoy :)

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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!

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
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.
Beauty is, the way to perfection.

Glory to Ukraine!  :mf:

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!


May 07, 2012, 05:10:41 AM #103 Last Edit: May 07, 2012, 10:14:07 AM by Unit 33
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).

May 07, 2012, 06:41:07 PM #104 Last Edit: May 07, 2012, 08:20:09 PM by tirpider
Ok.
I've already posted this guy (Snowtrooper with jetpack.)
But It had some issues and I started over from the sources.
[spoiler][/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)

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He's ready.
Imperial Light Cold Assault Jet Trooper