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Author Topic: [Concept Example] Tattoos on Character Creation and Custom Extras  (Read 2683 times)

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TL;DR version.
Male Outlander now rolls 3 random tattoos on character creation and have a pair of daggers on his belt that will always show. But is now shirtless to show his new tattoos.

Hello Guys, after finishing with the animations, I started to experiment with the concept of the Extra feature that @Kva3imoda bring up on this topic

And I find out its pretty straight foward how to attach any kind of extra to the character models, in this mod I attached a pair of daggers to the tassets bones to get movement and It end up pretty good. The only try to it is naming the Material of the model "Extra" after that, it just consist of a model rigged to the character skeleton with a bind animation, (later I'm gonna make a video tutorial of how it's done)

But that's not everything, messing around with the Wardrobe file, I notice that the Engi Backpack is a "Feature2" type, so I search for Feature1 and I found that it was the "underwear". This underwear is nothing more than a transparent pic with the skin painted on a differnt color for the "intimate parts" UV.
Spoiler (hover to show)
Spoiler (hover to show)

So using the same "Feature1" and making some tattoes overlays pics, I added tattos to the character model. Right now you are probably thinking, "Bah! that's just as editing the naked texture! Only more complicated" but the great part is that this tattoos are independant of the "Face" feature in the character creation, so I can choose the face  (and skin color) I like and keep the same tattoo without having to make a clone of every naked texture.

Now this has an issue, you can't select the tattoo you want in the character creation, the options are rolled everytime you select the Character, not even using the re-roll feature button the tattoo will change, for that to change I have to edit the UI, but I don't want to mess with that.

So with all that I present you this mod (Attached) for you to unpack and learn how to add some cool features to the character (Tattoos on the Destro come to mind  ;) ) also please don't jugde my bad taste in tattoo color, I just wanted them to be noticiable to test this.

Edit---- Pictures as I promise:

Tattoos on the character creation:
Spoiler (hover to show)

Daggers with different armours:
Spoiler (hover to show)
« Last Edit: August 24, 2015, 04:58:53 pm by Anarch16sync »

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Re: [Concept Example] Tattoos on Character Creation and Custom Extras
« Reply #1 on: »
Bravo, Anarch!  This is cool.

Re: [Concept Example] Tattoos on Character Creation and Custom Extras
« Reply #2 on: »
...Tattoos on the Destro come to mind  ;)

OMG I am SO going to do this! :D Thanks so much for this Anarch - Downloaded!


Re: [Concept Example] Tattoos on Character Creation and Custom Extras
« Reply #3 on: »
Hey @Anarch16sync I tried making an asymmetric full-torso tattoo using a special material in a custom .mesh, like how you did the Alch starting gauntlet.

I copied the standard torso and arms (on the left), with submesh name FBTATT_M/FBTATTOO...



and spread-out all the UV tris (on the right) so you can paint an asymmetric tattoo on it.

The .MATERIAL looks like this...

Code: [Select]
material FBTATT_M/FBTattoo
{
        technique
        {
                pass
                {
                        ambient 0.588000 0.588000 0.588000
                        diffuse 0.588000 0.588000 0.588000
                        specular 0.000000 0.000000 0.000000 0
                        emissive 0.400000 0.400000 0.400000
scene_blend alpha_blend
alpha_rejection greater 200
                        texture_unit
                        {
                                texture tatt_destro_root.png
                        }
                }
        }
}

Then I made a custom FEATURE in WARDROBESETS...

Code: [Select]
[FEATURE]
<STRING>TYPE:FEATURE9
<STRING>NAME:DESTRO_MALE_ROOT_TATTOO
<STRING>MESH:media/wardrobe/destroyer/TATT_M/FBTATT_M.mesh
<INTEGER64>GUID:967115339502732904
<STRING>CLASS:MALE_DESTRO
<STRING>REMOVE:FBTATTOO
<STRING>ADD:FBTATTOO
[/FEATURE]

and included it in the Destroyer's unit .DAT like this...

Code: [Select]
[FEATUREOPTION]
<STRING>TYPE:FEATURE9
<INTEGER64>VALUE:967115339502732904
[/FEATUREOPTION]


It seems to work fine in OGRE mesh viewer and Dusho's viewer...



But it does not want to show up in-game :( what do you think I'm doing wrong?
« Last Edit: March 25, 2017, 08:26:13 am by Phanjam »


Re: [Concept Example] Tattoos on Character Creation and Custom Extras
« Reply #4 on: »
what do you think I'm doing wrong?
I think you should use standard (hardcoded) names for such submeshes.

mb /Guild, /Extra, /Extra2

As I know, some non-standard ideas just do not work.

Re: [Concept Example] Tattoos on Character Creation and Custom Extras
« Reply #5 on: »
I think you should use standard (hardcoded) names for such submeshes.
...mb /Guild, /Extra, /Extra2

Ooh thanks so much Kva! I would never have thought of this (I didn't even know there were "standard" mesh material names like that :D )


Re: [Concept Example] Tattoos on Character Creation and Custom Extras
« Reply #6 on: »
Okay it's working now, but the tattoo is showing on top of the chest textures as well :P

Spoiler (hover to show)

I'm using the "Guild" material name and the FEATURE definition is "REMOVE:Guild" and "ADD:Guild".

I'm not sure but I think this means the WARDROBESET: setting of all chests for the Destro have to be re-pointed to a new definition that will have this REMOVE/ADD Guild combo as well (I think that's what was done for the Alch gauntlets too?). And since I'm too lazy to test that, I'm just gonna give this a rest for now :P
« Last Edit: March 26, 2017, 06:02:37 am by Phanjam »


Re: [Concept Example] Tattoos on Character Creation and Custom Extras
« Reply #7 on: »
 :D Hoho PhanJam is on FULL BLENDER FIRE MODE!

Nice thing you got there Phan, there is just one think I want to point out since I already tried to persue this idea, and I got stuck at the point you got. I found no way keep the Tatto and make the Chest texture overlay with it, so I ended up moving on to something else. The problem is you would want it to make it overlay with the skin, but the armor texture should overlay on top of it, the issue is that's kind of imposible the way is setup up right now, since now the UVs aren't the same and making them overlay would make the tatto or the armor texture look broken.
An alternative would be to only use a half-body mesh with the normal UV mapping, but I was tired of the tatto to try that, I think I'll left it to you now.  8)

Re: [Concept Example] Tattoos on Character Creation and Custom Extras
« Reply #8 on: »
:D Hoho PhanJam is on FULL BLENDER FIRE MODE!
A little knowledge is a dangerous thing! :D

Thanks Anarch! Well maybe we can use it for special types of chest items that's just a tattoo, but gives the wearer great powers!

Spoiler (hover to show)


 

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