Tirpider's Hex-Crafting Request Thread

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

Previous topic - Next topic
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)

May 11, 2012, 12:24:15 PM #121 Last Edit: May 11, 2012, 01:06:29 PM by SnΛke
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.
=AaTc= Forever

SALLY....

-Retired Modder

May 12, 2012, 02:56:41 PM #122 Last Edit: May 12, 2012, 03:15:34 PM by tirpider
Re: Talz
Got the chest tri patched.
(No skinned shot at the moment, but it's working right.
[spoiler][/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][/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...)

Yes, it seems the skin is off.
=AaTc= Forever

SALLY....

-Retired Modder

May 12, 2012, 08:24:12 PM #124 Last Edit: May 13, 2012, 01:06:52 AM by tirpider
I did another game test:
[spoiler][/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][/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][/spoiler]
So, that's what Han Solo looks like on a wampa skeleton.....
I forgot to change my test odf.

Alright, thanks. Where is the dl link?
=AaTc= Forever

SALLY....

-Retired Modder

May 14, 2012, 11:35:18 AM #126 Last Edit: May 19, 2012, 12:37:43 AM by tirpider
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][/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.

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?
Beauty is, the way to perfection.

Glory to Ukraine!  :mf:

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.

Here's the Skins for Snake's topless Sith person, as he requested the other day.

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.)


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).

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
=AaTc= Forever

SALLY....

-Retired Modder


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.