Pagine

martedì 29 marzo 2016

TCE/CQB Specops variation

I made a new variation of the specops player mesh. Here a render and a turnaround.

martedì 9 febbraio 2016

The "VirtualAlloc commit failed" nightmare

I'm going on working on arms' and weapons' animation, but I have a problems that, I'm afraid, I can't solve. The same problem occured in the past, now it's persistent -->

------ Server Initialization ------
Server: obj_snow
RE_Shutdown( 0 )
********************
ERROR: VirtualAlloc commit failed.
Attempt to access invalid address.


I split the package with arms' animation in 3 parts (Z_CQB_Viewarms_knife_20160208.pk3, Z_CQB_Viewarms_m83_20160208.pk3 and Z_CQB_Viewarms_sg552_20160208.pk3), in order to find out the source of the problem.
If I use only a packet it seems to work, but if I use more packets (two or three) I get the error, when the round ends and the map changes.If I delete my package with the new player models (Z_CQB_Player_20150508.pk3), the packets knife + m83 + sig552 work together.

I fear that there is some limit in the code related to the maximum number of polygons (or max total kB of texture ...?) in the scene.

I share the files (wip), in the event that some smart guy would look at them (weapons' models haven't been made by me)

 ETL & CQB files

sabato 26 settembre 2015

Sig 552 animation

I had very little free time lately ...
I made the animation of arms for the knife and I completed the idle, attack, drop, raise, reload1, reload2, reloadfast1 animations for sig552 that is the weapon which is my favorite weapon .
The scale I'm using for arms and weapons is 80% of the real (the unit I used are cm) and it seems very similar to the original.
I'm also experiencing a bit the use of additional tags to see if you can find new solutions.
I must admit that some things are not clear to me (for example some animations as "raise" and "drop" seem handled from cqb via code)
However, the objective of this first implementation is not to make a realistic animation, but check if the scale/point of view that I have chosen is correct, check if I can save polygons and solve potential export problems.
Unfortunately, in these early attempts to use the new arms in CQB I have the old VirtualAlloc problem when the map is changed ... :(

Anyway here is some not ingame animated gif.
The sig 552 model is not mine (coming from the CQB package, a great & clean mesh btw).



mercoledì 8 luglio 2015

CQB arms

A long time without news ...
Right now I am working to create new arms for CQB using a greater number of polygons so that they look more attractive. The very first attempt produced an error when the maps change (ERROR: VirtualAlloc failed commit.) probably because I used too many polygons but after a quick optimization seems to work. I still have to fix the exact position and the materials but I am optimistic about the final result
It's only the initial stage and is yet to be optimized, but these are a couple of renderings just to give an idea.



arm-->  tris:687, verts:349
pad --> tris:326, verts:211
glove--> tris:1238, verts:621

giovedì 14 maggio 2015

Z_CQB_animations

I have released a very experimental package with some new animations optimized for cqb 0.224/cqb_dim
The animations are NOT yet ready to use.
I released in case someone wants to play around and experiment a little.The content needs a really serious tuning (even to identify the number of correct frames) because there is a lot of possible combinations.

The "cqb" prefix means that is new or made for CQB while the "etl" prefix is the remake of an original animation. For example, the file cqb_common contains two animations that can be used in the limbo menu (cqb_menu_idle, cqb_menu_lookweap).

It would be interesting try to add new impacts point or enemy positions that at the moment are:
impact_point -> head, gut, groin, chest, shoulder_right, shoulder_left, knee_right, knee_left
enemy_position -> infront, behind

For death animations I am a little in trouble because I don't understand how & where are used the animations with "dead" prefix and a single frame (I only realized that are played at the end of the death animations) --> dead_machinegun_1, dead_machinegun_2, dead_gut.
I also try to force the original name and don't use the etl prefix in the etl_death.aninc and comment lines in body.aninc but strange things happen...
Probably I'll also add some ostages/civilians/zombie animations in the future.

ETL & CQB files

sabato 9 maggio 2015

CQB_players package update

I have released a new version of the CQB_players package that replaces the previous one although progress are few (improved rig model, recalculated the normals, added few accessories and some improved texture)
There are two versions of the model player (with and without tactical pouch) to allow some experimentation to attach the equipment via tags (there are also separate kneepads for the same reason)
I decided to append the release date to the name in order to manage future updates more easily .

ETL & CQB files

venerdì 7 novembre 2014

First animations

I spent very little time this months and I've had little progress although quite relevant. Finally, I exported and tested successfully an animation in CQB (a new knife set animation) and it seems that that the neck deformation area was much better. It's very positive because it means that all problems should be solved and I can start doing more bodys and start seriously with the animations (though I'll have to redo the rig). Now the only problem left is to find the time. This is a shot of the new idle knife animation ...




Since realizing animations without using a motion capture gives satisfaction but it is very complex & tedious (currently I'm redoing a "pain/death set" animations) I break a little trying to complete this old projet (this "bad guy" is from "Wargames" - 1983). Maybe it can be used as objective...