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Author Topic: Wardrobe Mod Progress, Issues, Updates  (Read 63676 times)

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Re: Anarch's Wardrobe Mod
« Reply #45 on: »

Well, now it is an early stage of the work, but it will be a standard wardrobe.
I decided to try a new method - to use TL1 meshes as Extra TL2 meshes.

This method is faster and easier than retexturing.

Certainly is faster, I tried it myself but the quality of the TL1 meshes is pretty lower in comparition to the TL2 meshes, so in most armours the gloves and boots seemed out of place for my taste, and then for the Chest I had to edit the mesh for the other sex PC so I decided that the re-texture method would be more consistant in quality and easy to implement for the female and male body without concern for the original TL1 class sex, since re-texturing for different body type would be easier than editing the mesh to fit another body type. Also there is the problem with armor that let the skin be seen, since the texture has to share the UV map with the naked body so that the skin shows correctly.

I'm not saying your method is bad by any means, just that it's harder to implement for all armor sets, for full body armors it would work great, as we can see from your previews. The armour you made looks awesome, It seems that since is the last tier armor set the quality is better than of the starting sets.

Now, the way you implent the materials is also pretty good, the only thing you should consider is the feet, you should still assing them a foot material, otherwise when the PC equips long pants, the entire boot will vanish, since the long pants "hide" the ExCalf material. This won't happen with the hands, since they still have their original material.

Quote from: Kva3imoda link=topict=300.msg3701#msg3701 date=1457708077
Hey, Anarch.

I made the original TL1 boots for the 1st set. But now it looks a little crappy. Maybe this will help you.  :)

Ooh that's good, but I don't think I'm going to use them  :-[, I consider the mesh work on the first set complete, the last bit is all texture work. And now I'm working on the Vanq set  to have the mesh work complete and then focus on the textures.

Re: Anarch's Wardrobe Mod
« Reply #46 on: »
the only thing you should consider is the feet, you should still assing them a foot material, otherwise when the PC equips long pants, the entire boot will vanish, since the long pants "hide" the ExCalf material. This won't happen with the hands, since they still have their original material.
Yes, you're right, I had not thought about it. Well, then I divide it in 2 parts - ExCalf and ExFoot.

Re: Anarch's Wardrobe Mod
« Reply #47 on: »
YOU GUYS ARE SO AWESOME!!!

All of these are REAL END-GAME items  ;D worth hunting for!

@Kva3imoda that Transmuter set is BEAUTIFUL. The Alch is not my class-of-choice, but i would gladly finish the game with an Alch to get my hands on that set :D !

Okay i hope u guys are having fun! I will help with the textures as much as i can. Meanwhile i will continue working on my little mesh-substitution project for the low-level Destro armors :P


Re: Anarch's Wardrobe Mod
« Reply #48 on: »
So I started looking at what it would take.  Can someone give me the quick and dirty on these ExMeshes?  Does this mean I should not modify the base mesh at all for an armor set? Just map the texture and then add mesh via the ex? The vanquisher's boots are typically thigh-high. In the original, it was always funny if your boots didn't match your armor that you could end up with the top half of the buckled set, and the lower part be the spiked. If I could control what ExMesh goes with what piece of armor, I could fix the mismatch issue.  How faithful to the originals would you want it? I mean, I can do some projection texture mapping and copy a lot of the original textures.  Or we could do a "in the same spirit" and throw some better textures at it, just retaining the same color scheme and basic shapes.  Really I think as long as you do the base mesh, most of the others are based on that with only little modifications.  Helmets and shoulders should transfer easily.

Here is something I whipped together in just a couple hours just to try a few things. Obviously its not exact, and I modified the base mesh on the arms for the gloves.

Re: Anarch's Wardrobe Mod
« Reply #49 on: »
Oooh the Vanq buckled set, yummy! :D (i think I still have the version by 7egg somewhere. y'know the skimpier one ;) cough, cough!) Great meshwork so far!

About the "ex-parts" (and this is NOT AT ALL an expert opinion) I don't think there are actually ex-meshes. What I see is all mesh parts are part of the base mesh, but they may be using "ex-material" definitions inside the .MATERIAL file and "ex-submesh" definitons inside the .MESH file. This I think is to give a texture to those mesh parts where the texture cannot be applied symmetrically to that mesh part (like a bandoleer draped across the chest, for example).

So I don't think you can make a MESH that's just the armor parts. I think you have to make a totally new MESH with all the parts stuck onto it, with some of those parts using "ex-material" definitions inside the standard MESH-SUBMESH structure (again, I could be COMPLETELY wrong about all this).

About the level of detail - personally I don't mind the "in the spirit" method. I mean, from 40ft above the character I really can't see every little detail anyway.


Re: Anarch's Wardrobe Mod
« Reply #50 on: »
So I started looking at what it would take.  Can someone give me the quick and dirty on these ExMeshes?  Does this mean I should not modify the base mesh at all for an armor set? Just map the texture and then add mesh via the ex?

Ok,Quick and Dirty, I love it that way  8)

first of all, like  Phan said, there is not really such thing as "Ex meshes" this are actually, meshes with a material that is called Ex[material], for example, ExChest, ExCalf, Exhand, etc.

To explain it, I would make a compartition between the forearm material, and the Exforearm...
If you look at any vanilla armor set, the forearm material of the armor has its UV mapped to the same location of the UV map for the naked Forearm material, this is important for armor that let the skin be seen, since the game will overlap the amor forearm texture image over the naked texture image, if they don't have the UV mapp in the sampe place and the same shape... well, the result will be a mess.

this is well explained in this wiki article

Now, what that article don't really explain is how the ExForearm material will work in game, it just say it is used for alpha, but it has another importance, when you equip a chest with long sleeves, like the green cloth set, the ExForearm, ExMidarm, get removed to avoid clipping. So depending on the armor type, "chestlong", "cheststandard", etc. defined by the Wardrobe.dat file, the different materials with the Ex preffix will be hidden or not. So keeping the Ex materials where they should be, is important, not for the full armor to work since it will work anyway, but for the pieces to work well with other armor pieces.

here is a pic I found with the some Ex material shown as guidelines:


The vanquisher's boots are typically thigh-high. In the original, it was always funny if your boots didn't match your armor that you could end up with the top half of the buckled set, and the lower part be the spiked. If I could control what ExMesh goes with what piece of armor, I could fix the mismatch issue.  How faithful to the originals would you want it? I mean, I can do some projection texture mapping and copy a lot of the original textures.  Or we could do a "in the same spirit" and throw some better textures at it, just retaining the same color scheme and basic shapes.  Really I think as long as you do the base mesh, most of the others are based on that with only little modifications.  Helmets and shoulders should transfer easily.

Well, I don't know what the others think, but the ones I make are mix in between faithfull and in the same spirit. Like you said helmet and shoulder are mostly the same, I found some issues with some of the Vanquisher ones, cause of the hair, but I just replaced the hair with a fitting TL2 hairstyle. For the rest of the body a search for "matching" pieces from other sets and just retexture them, I choose this way to have the mesh quality be around the same as the vanilla sets, because some models from TL1 really look crappy, and with weird UV mapping, and also you need a way to make it easy to adapt one model to the male and female body... (Male vanquisher wear skinpy suits and tall boots too  ;))

Here is something I whipped together in just a couple hours just to try a few things. Obviously its not exact, and I modified the base mesh on the arms for the gloves.

And what you there works great  ;D

Re: Anarch's Wardrobe Mod
« Reply #51 on: »
Oooh the Vanq buckled set, yummy! :D (i think I still have the version by 7egg somewhere. y'know the skimpier one ;) cough, cough!) Great meshwork so far!

I know which ones you are talking about. It seems the only posts to the TL1 sections on forums are related to it.  :D

Is this forum not PG-13 like RGF?
Planning on making a "Torchlight After-hours" mod?   ;)

Let me get off topic for a second...

While I personally don't have any issues with those textures, I've been using this alias since college and it is super easy to track it back to my offline self. So I have to think about "Is this something my employer, or future employers would have a problem with?" and "Is this something someone will harass me about?"

Case in point, a couple of weeks ago, someone I don't know called me on my work phone to ask me about Blender because of a forum post. Why they didn't just email me I don't know. It would have been way less creepy.

The short of it is, I won't convert those.  However, I could possibly make a video showing how I convert the normal ones so someone else can follow the steps if they wanted.

Back to the topic.

I subscribe to "blendernation" on twitter, and a couple of days ago I saw something relevant to my interests.
3D scanning will give you amazingly lifelike results, but the models are often very high poly and impossible to use in a real-time environment. This is where retopology comes in – using a combina...
Sketchfab Community Blog · blog.sketchfab.com

I have a kinect and some 3d scanning software. Hell, that's where the face and some of the boots on my witch mod came from. I just did the retopology by hand. 

Reading through it, there is a section on copying UV maps. It is really short, so I started poking around and found this:
http://www.screencast.com/users/blenderwho/folders/Jing/media/8999e39f-0a49-464a-b558-e3ac2bcc8c4f
Transferring UV images from one model to another based on different UV layouts.  As long as the models are somewhat close.

I'm still monkeying with it, but it looks promising.

Re: Anarch's Wardrobe Mod
« Reply #52 on: »
Well, It's been a while since I updated something here...

But I got some cool stuff to show you guys...

The Male Destroyer, has gotten his 3 unique faces, and 3 unique hairstyles...
Spoiler (hover to show)

This works just like the normal faces and hairs... The head models are custom, but the textures are slightly edited version of some vanilla ones.

@Phanjam , If you can send me the Male Destro Dat file, and the wardrobe file, I'll edit those and send you all the package so you can have it ready for the next update.

Re: Anarch's Wardrobe Mod
« Reply #53 on: »
That is really great work Kva LOL LOL Anarch! I specially like the second option because, in my mind, the Destroyer is African/Middle Eastern :P

I've attached the stuff you asked for -wasn't sure exactly which files so I put in a whole bunch! Thanks so much for this Anarch!
« Last Edit: April 24, 2016, 03:05:00 am by Phanjam »


Re: Anarch's Wardrobe Mod
« Reply #54 on: »
That is really great work Kva!
:D Not Kva, but Anarch.

Yes, excellent work Anarch.

Re: Anarch's Wardrobe Mod
« Reply #55 on: »
That is really great work Kva!
:D Not Kva, but Anarch.

Yes, excellent work Anarch.

LOL LOL LOL!!! I'm so used to complimenting your work Kva, it came out automatically!!! Big BIG sorry Anarch! Didn't mean to mis-credit you :D :D :D

I've corrected my osriginal post :P


Re: Anarch's Wardrobe Mod
« Reply #56 on: »
That is really great work Kva LOL LOL Anarch! I specially like the second option because, in my mind, the Destroyer is African/Middle Eastern :P

I've attached the stuff you asked for -wasn't sure exactly which files so I put in a whole bunch! Thanks so much for this Anarch!

Ooh I should be more specific, since I don't see the attachment...
The Male Destro Dat file, is HUM_DESTROYER_M, the one in
MEDIA/UNITS/PLAYERS/DESTROYER/

And the Wardrobe File is the TL1CP_Wardrobesets.DAT

I only need those two.

Well, If you like the Destro to be less caucasian, I'll darken the skin of the first face  ;D
« Last Edit: April 24, 2016, 07:18:11 am by Anarch16sync »

Re: Anarch's Wardrobe Mod
« Reply #57 on: »
I think I have the textures done mostly to my satisfaction.

I didn't do the collar or arm band. They transferred poorly. I will just add them some other way.

I'm noticing, that part of the skirt texture is actually rendered on what would be the chest part of the mesh. I will need to separate that so that it is part of the "pants" mesh for tl2.  I did see that tl2 has something that looks like goggles in the base hair texture, so I remapped the goggles from the buckled armor to that instead of transferring the old texture.

Thoughts?




The reaction when the Vanquisher asks "Are you wearing my clothes?"
« Last Edit: April 24, 2016, 09:33:02 am by Vkoslak »

Re: Anarch's Wardrobe Mod
« Reply #58 on: »

Re: Anarch's Wardrobe Mod
« Reply #59 on: »
Thoughts?
Great Work!  :D
Yes absolutely Great work!!!

For the collar and armband, are you unhappy because these items have "fuzzy edges" (just an assumption on my part)? If so, how about in the texture file you define the edges of those items by having them end in a transparent/alpha portion of the image?

In the case of the Vanq's cape i guess the extra bones mean extra work for the animations too?
« Last Edit: April 24, 2016, 05:25:06 pm by Phanjam »


 

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