Pagine

venerdì 21 febbraio 2014

crazy flying tag ... solved

I finally figured out what happened.

1 ) It seems that the verts of the neck are not assignable to any bone and can not be deformed. They simply follow the rotation of the head managed by tag_head. I made some changes but as long as you use existing animations there are no good results.

2) assign different materials it's necessary to be able to export the player mesh in different pieces (l_legs, u_body, u_rthand, u_lfthand). The bones are not involved in this process because aren't visible in the game... but for most 3d modeling programs the tags are triangles and are not considered bones so they maybe can receive a material by default when they are created. This can be a problem because they are considered as part of the player mesh when you make the export process.

I found a great resource with a real axis soldier tournaround and since the Enemy Territory Legacy project looks really active I currently start to work on ET axies WWII paratrooper player mesh (also i'm tuning a raw texture for CQB blue player body).

Next steps:
- 1 ET axies WWII paratrooper player body
- 1 ET allies WWII paratrooper player body
- WWII headset & accessories
- Raw texture for all the mesh to be used as referece if someone want to improve it.

venerdì 7 febbraio 2014

mdm mdx export problem

I like making animations but I'm much more comfortable with modeling so I am now a bit faster. I make a new body for the Allies for the recon class (fieldops and engineer) and I'm making another one for the Axis

I'm fighting with mds/mdm/mdx exporter and converter. It's really a challange, every time there is something wrong. Currently i have two problems:
1) wrong torsion of the head when is handle in real time with the mouse (when you look up)
2) crazy flying triangle just near the shoulder/neck (... probably wrong a tag_something).


I double checked everything but i did not find any reason. It's so frustrating ...
Anyway probably i can make some workaround:
1) change body rig / modify head mesh / tuning of tag_head position
2) texture with alpha for hide the triangle

Would not be bad to have compatibility with the Inter-Quake Model (IQM) Format.

 I also started to test / tune and reorganize all / write something about the licence and credits.

venerdì 10 gennaio 2014

new roadmap

Recently, I made the walk/run/crounch forward cycle animation only (maybe I'll do and load some animated gifs).
I have had very little free time and cannot proceed as fast as I would like. For this reason, I had to change my roadmap because I realized that change the all animations at once can't be achieved. I will proceed step by step and add new animations in separate files to be loaded by the file human_base.anim
Unfortunately, with this system I will be forced to use the old player's bone structure until the end.

Anyway, this is ready to be exported:
1 CQB blue player body
1 CQB red player body
4 head
4 headset
2 Accessories

All the models are normal map ready. I forced me to make them keeping in mind that all must be modular and "2d skinner user frendly". This means for example that uv maps are maybe not perfectly optimized.

Next steps:
- Texture for all the mesh (photosource)
- CQB player essential animation
- Head animation
- 2 CQB arm
- 1 ET allies WWII paratrooper player body
- 1 ET axies WWII paratrooper player body
- WWII headset & accessories
- ET player essential animation
- ET player complete animation
- 1 CQB vip/hostage body
- ET additional animation (vip/hostage)
- High poly model (for bake AO/normal map)

I think I can achieve everything I've written ... the only problem is to find the time to do that quite soon.

sabato 28 settembre 2013

Enemy Territory animations

In the summer holiday I could not use my PC so I only spent a bit of time redo the set of common texture ...



Recently, I tried to become familiar with the ET animations system, looking at the file body.aninc and human_base.script. It was quite clear but honestly I have not figured out exactly how transitions are managed. However, it all seems very flexible (I think you can even customize the animations for each type of weapon). Initially I thought to redo the animations strictly necessary for TC:CQB, but after a brief exchange with the developers of ET:Legacy I decided to redo all the animations, to ensure the highest compatibility.
Many animations are very similar and have been made by observing the initial and final poses and keeping the number of original frames.In any case, all the animations are made from scratch.
Here are the ones did untill now (although a subsequent tuning phase will be necessary...).

death_machinegun_1, death_rifle_head_2, death_machinegun_2, death_gut, wounded_idle_1, revive, stand_binoculars, stand_radio, pain_head, pain_chest, pain_gut, pain_groin, raise_rifle, stand_rifle, firing_rifle, reload_rifle, firing_rifle2

I knew it would have been a long task, but I never imagined that it was so long...

martedì 11 giugno 2013

mdm mdx first shot

No way to make a brand new game... making a game from scratch is very demanding and requires resources, determination and lot of time. It would be a nice idea to check how long the credit list of a game is before starting to make a new one.
I've never played to True Combat: Close Quarter Battle and a month ago I made a couple of shots on a Japanese server against some bots (tcbotmatsuri.dip.jp). It's really well done! I was impressed by the quality of the game and so I tried to do some experiments.
First, I converted my (unique) map for cqb. Then I started to experiment with how I could customize the the player models (a little nightmare!).
However, many smart guys lost many hours of sleep to explore the  mds/mdm/mdx format before me and left great tools and tutorials without which I would not be able to get any result.
Here are some screenshots of my first raw attempts after a couple of months of work (mixed shot from cqb & tce).
It's only a first attempt and everything has to be improved.
The best thing would be to redo completely the animations because they can be greatly improved, but currently I've used the original ones even if I had to make many compromises.










venerdì 26 ottobre 2012

a kid for my son elia

No news this month regarding Code43. I worked instead on this kid.
It's a lowpoly character for a little mobile game on which my friend yuredd and I are working on.


kid --> 560 tris [512x512 diffuse]
helmet -->  93 tris
weapons -->  42 tris [256x256 diffuse]
ammo -->  20 tris

This is a turnaround (antialiasing+filtering+shadow off)


Maybe I'll try to scale down the size of the texture and to paint the hair, but I would not want to miss the cartoonish style.
Critics are always welcome

lunedì 9 luglio 2012