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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