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domenica 25 ottobre 2020

Ready for Tuning

I finally solved a problem that haunted me for a long time. In some cases the skin of knife and grenades was not correct. The cause was due to some original .skin files which had content that caused conflict. This is a good step forward and allows me to move on to the next stage and final tuning.

The weapon's rack is ready and they are the following:


knife
m26
mk32a
m83
m84
dynamite

deserteagle
beretta92fs
 └ suppressed

glock18
glock19
glock20
 └ suppressed

glock21
p226
usp40
wilson1911

mp5
 ├ iron sight
 └ m68 sight

mp5sd
 ├ iron sight
 └ m68 sight

ump45
 ├ iron sight
 ├ iron sight --- suppressed
 ├ m68 sight
 └ m68 sight --- suppressed

ak47
 ├ iron sight
 ├ iron sight --- suppressed
 ├ red-dot sight
 └ red-dot sight --- suppressed

ak74m
 ├ iron sight
 ├ iron sight --- suppressed
 ├ acog
 └ acog --- suppressed

aksu74
 ├ iron sight
 └ iron sight --- suppressed

m16
 └ iron sight

m4 (urban, arctic, desert, wood)
 └ iron sight

m4sopmod (urban, arctic, desert, wood)
 ├ iron sight
 ├ iron sight --- suppressed
 ├ red-dot sight
 └ red-dot sight --- suppressed

rec7
 ├ iron sight
 ├ iron sight --- suppressed
 ├ acog
 └ acog --- suppressed

sg552
 ├ iron sight
 ├ iron sight --- suppressed
 ├ red-dot sight
 └ red-dot sight --- suppressed

scar
 ├ iron sight
 ├ iron sight --- suppressed
 ├ eotech
 └ eotech --- suppressed

m76
 ├ iron sight
 ├ iron sight --- suppressed
 ├ zrak scope
 └ zrak scope --- suppressed

m110
 ├ iron sight
 ├ iron sight --- suppressed
 ├ leupold scope
 └ leupold scope --- suppressed

spr (urban, arctic, desert, wood)
 ├ iron sight
 ├ iron sight --- suppressed
 ├ leupold scope
 └ leupold scope --- suppressed

saiga12s
 └ iron sight

m3s90
 └ iron sight

spas12
 └ iron sight

venerdì 16 ottobre 2020

On the road again

More than a year has passed.
For various reasons I was no longer carrying out this project. I knew it was going to be tough but I hoped that by collaborating a little we could get something nice. It was not so.
I realize that things change for everyone. responsibilities increase and the time available for your own enjoyment is less and less but it is still a shame.

Two weeks ago I was contacted by some surviving True Combat Elite players. I thought a little bit about everything I had done and I realized that I don't want to leave things unfinished. So I decided to complete what I started by releasing the latest package with a number of weapons that make it playable and fun for sure. I have tried to organize and structure all the material in a way that is understandable and can be improved by others. I'm almost there. 

Everything works wonderfully and I can say that I am satisfied because it seems to me that there is a big leap in quality.

domenica 16 giugno 2019

Z_TCE_Viewarms released

Hi, I shared a new TCE_players package to fix some error to the player's head model.
Waiting that coroner will release a unlocked version of CQB I share a TCE_viewarms package that is just in the firt stage but is the starting point for all the new weapons improvements.
It's optimized for TCE but can be easily adapted for CQB. Lot's of improvements needed... the textures of the hands need to be increased to 1024x1024 and there are errors of sync between the 1st view and 3rd view weapons model (all things that can be solved in a short time).
The fine tuning on the position of the weapons is still to be done.
Trying it with TCE there are incomprehensible errors for saiga12s (reloading anim) and for m76 buis (shooting anim). This errors are not present with CQB (internal unlocked version).
The arms animations are for:
- Knife
- Grenade
- Pistols (beretta 92fs, desert eagle, p226, glock, usp40, wilson1911)
- SG552
- AK47, AK74M, AKSU74, M76, SAIGA12S

Al the weapons models came from CQB except for Ka-Bar Knive (thanks to Venom908 & Chimp from gamesbanana).

https://www.dropbox.com/sh/lkfbnqhn6vosmt1/AACeHjN55i_U9yX0iI6VToZZa?dl=0

It's better run TCE with this setting:
+set com_soundMegs 64
+set com_hunkMegs 256
+set com_zoneMegs 64
+set r_maxpolyverts 16384
+set r_maxpolys 4096

sabato 16 marzo 2019

Z_ETL_players_20190315.pk3 ready


I completed the ETL_players package and it seems valid for a first test phase.
There is some problem of the mdm/md3 models with dynamic light (and face normals) but I'm thinking that it is a engine problem (I read that someone in some forum talks about it).
For example in the limbo menu the player's head (top right) is illuminated by a dynamic light and it is seen that the effect is not optimal (the behavior is the same even with the original heads even if you notice less). Anyway the ETL engine looks much better then the ET engine.
Unfortunately I am not a skilled skinner and the textures need to be improved especially those of the faces because they are too equal to each other and have no personality. An excellent and quick solution would be to obtain copyleft photographs of heads (front, 3/4, left or rigt, back) and retouch them. Anyway in this initial phase the textures of the heads may be fine and for the moment I don't improving them (I hope that some skilled 2d / skinner graphics can improve the textures for me) because I would like to focus on the first-view arms and weapons and on third-view animations.
Facial animations, expressions and blood seem ok except for the idle animation of when the player is seriously injured.

I found these problems:
- wrong normals with md3/mdm models when the faces are mirrored (even if outside the uv space) that are to be taken into consideration for future models
- the original maps are out of scale respect to the original player's model (for example check the dimensions of the doors compared to the height of the player)
- many original weapons in the third person view are out of scale and should be redone.
- the rank on the helmet/cap looks too big.
- problems with heavy weapons MG / Mortar / MG tank mounted
- maybe tag_weapons & tag_weapons2 (hands) non perfectly aligned
- trouble when the player is prone with heavy weapons
- i forgot to make the model of the player without clothes
- in general the textures resolution degrade even the player's view is close (to work around I added nomipmaps & nopicmip in the shader)

You can check my last package Z_TCE_players_20190315.pk3 here -->
Z_TCE_players_yyyymmdd.pk3



martedì 5 marzo 2019

ETL_players package

I'm working a bit on the ETL_players package to see if I can release in a short time something that can be evaluated. Thanks to the "classic" hud of ET/ETL that show the health of the player's head I discovered a big problem (but easy to fix) that involve the md3 of the heads.
In a nutshell I had not linked the tag_mouth to the head bone and therefore did not orient itself in agreement. The consequence is that objects tied to the tag tag_head/tag_mouth (for example helmets or other accessories) did not orient themselves with the head.
I have to correct the head meshes also in the TCE_players and CQB_players packages (although the problem is less noticeable because the head animation set is very limited).
I'm also have some progress with the animation of mp5/ump45 but I have to make more tuning since the handle is completely different from an AK47

lunedì 21 gennaio 2019

Z_TCE_Viewarms package - New arms models for True Combat Elite and CQB weapons integration


These are some in-game screenshots of the contents of the Z_TCE_Viewarms_ package I'm working on. As I said in other posts there is still a lot to do, such as the texture of the hands / weapon models optimizing / new weapons UV map/ new and better weapon models
Obviously the new features of CQB as the reflexsight parameter for the optics or the improvements of the vision through the scope can not be used.






















giovedì 3 gennaio 2019

New True Combat Elite package released (Z_TCE_players_20190101.pk3)

The package Z_TCE_players_20190101.pk3 is ready to be tested and I'm confident that there will be no memory errors since I tried it for a long time on a dedicated server with 6 bots and it always worked regularly. It is only the first package that contains the third-person models and gradually will be added other packages wiht first-view arms and weapons. To maintain some coherence between the textures of the third-person models and the arms I made very rough textures for the arms that will be gradually replaced. For now I have decided to use jpg as texture format but it is possible that I switch to tga even if obviously the dimensions are very different.

You can check my last package Z_TCE_players_20190101.pk3 here -->
Z_TCE_players_yyyymmdd.pk3


This is the line that I use to run tce and it's working for me:
DriveName: \ PathToWET \ ET.exe + set fs_game cqbtest + set com_soundMegs 64 + set com_hunkMegs 256 + set com_zoneMegs 64 + set s_khz 44 + set r_maxpolyverts 16384 + set r_maxpolys 4096 + exec serverDEV.cfg

In the serverDEV.cfg file I also added this commands:

seta com_soundMegs "64"
seta com_hunkMegs "256"
seta com_zoneMegs "64"
seta s_khz "44"
seta r_maxpolyverts "16384"
seta r_maxpolys "4096"
set sv_pure 0
set sv_official 0
seta com_ignoreCrash 1 // Toggles Safe Mode After Crash

set bot_enable "1"
addbot 1 BLUE
addbot 1 BLUE
addbot 1 BLUE
addbot 1 RED
addbot 1 RED
addbot 1 RED

Maybe it is better to set up a clean installation of tce and make sure that the package is the last to be loaded (if you order the contents of the tcetest directory by name the Z_TCE_players_yyyymmdd.pk3 must be the last file).

Since the images are sometimes better than a thousand of words I have done some screenshots (not retouched by any painting software)