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

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Re: Anarch's Wardrobe Mod
« Reply #60 on: »
In the case of the Vanq's cape i guess the extra bones mean extra work for the animations too?

It would mean just weighting the cape to the "Tasstets" bones, (there are 2 on the back, 2 on every side and 2 on the front (not needed in this case) ), but depending how good are you with the weight paint, it could be troublesome...

Also, Phan, here are attache the files for the Destroyer Faces and Hairstyles. I compressed them into a Rar, just merge the media folder in the rar file with the TL1CP Media folder, the only files It should overwrite should be "Hum_DESTROYER_M.DAT" and "TL1CP_Wardrobesets.DAT" the others are new files.

I limited the Face and Hair options for the Destoyer, I had waaay too many options... Now It has 5 faces, the three I made, and 2 form the vanilla characters, and It has 6 hairstyles, again, the three I "made", 2 from vanilla characters, and Bald.

Re: Anarch's Wardrobe Mod
« Reply #61 on: »
I left the painting as-is and just renamed the vertex groups to match the tasset names on the new armature. 

Re: Anarch's Wardrobe Mod
« Reply #62 on: »
Got it in GUTS!   It's not perfect, but it's progressing nicely.
« Last Edit: April 27, 2016, 08:54:54 pm by Vkoslak »

Re: Anarch's Wardrobe Mod
« Reply #63 on: »
Wow, Nicely Done Vkoslak  :D

May I ask you, what names are you using for the item files? If you can I would like that you use the vanilla convention, being that the "Vanquisher_03" set, the heavy leather I'm working on (cof cof  ::) )  would be the "Vanquisher_02" (Later I'm going to add this to the reference post in the first page for the numeration to be set for every set)

And also, this may sound weird but... how is the male counter part looking?  :-\

Re: Anarch's Wardrobe Mod
« Reply #64 on: »
I was just using huf_buckled.  Easy enough to rename.

I put these under media/WARDROBE/VANQUISHER.  This was more to just get it going.
Maybe give me the full path you want it under just so there is no confusion.

I ran into a problem using the ExCalf for the thigh part of the boots.  Namely that they don't hide with normal pants. I think that area of the boots will just have to be considered part of the pants, just like it was part of the chest in TL1, unless someone has a way to make this work. There is a piece I added to the skirt that the UV is doing strange things.  It looks fine in blender, but gross in any ogre engine. The only other issue I'm running into is the weight painting that was on the skirt does not work well with the tasset bones.  So it will need redone at some point. Other than those things, I'm just needing to finish my texture cleanup.

I haven't started on the male counter part yet, but I have been thinking about it.  Naturally I would like to not have to do too much modification.  I was half considering making it look exactly the same, just conforming to the male model shape instead of the female. Male vanquisher always hopes senpai will notice him. This would still require changing where the highlights are on the chest piece since it will be a bit... flatter.  Maybe someone whose good with the concept art can make some rough design I can follow.  I tend to just make it up as I go along  :D  Although I had been thinking maybe a kilt would work.

Re: Anarch's Wardrobe Mod
« Reply #65 on: »
I was just using huf_buckled.  Easy enough to rename.

I put these under media/WARDROBE/VANQUISHER.  This was more to just get it going.
Maybe give me the full path you want it under just so there is no confusion.


Ooh ok, well since I'm following the vanilla conventions and paths, this one should be in:

Media/Wardrobe/_LVLS_31_40/VANQUISHER_03
The files should be Huf_Vanquisher_03 & Hum_Vanquisher_03, but I was talking about the name of the files that define them as items, the one that have .dat extension.
Those should be: Vanquisher_03_Helmet; Vanquisher_03_Shoulders; Vanquisher_03_Chest; Vanquisher_03_Gloves; Vanquisher_03_Pants & Vanquisher_03_Boots.

In any case is not totally necesary to follow this since all can be changed later to be consistant with the other sets.

I ran into a problem using the ExCalf for the thigh part of the boots.  Namely that they don't hide with normal pants. I think that area of the boots will just have to be considered part of the pants, just like it was part of the chest in TL1, unless someone has a way to make this work. There is a piece I added to the skirt that the UV is doing strange things.  It looks fine in blender, but gross in any ogre engine. The only other issue I'm running into is the weight painting that was on the skirt does not work well with the tasset bones.  So it will need redone at some point. Other than those things, I'm just needing to finish my texture cleanup.

About your Ex_calf issue, if you want it to be hidden with normal pants, you should rename it to Ex_MidLeg and that would solve your issue.

The UV issue, may have to be with the way Ogre is turning your new quads to tris, assigning the new faces in strange ways in the UV, use blender to convert quads to tris and the UV will have the right assingment


And last, yeah, I would say you would only need to change the Chest texture to fit the male  chest, but keep the clevage  ;D the other parts should be the same.  ;) The male vanquishers are so masculine that they can kick your ass wearing clevage, a skirt and high boots.

Re: Anarch's Wardrobe Mod
« Reply #66 on: »
The male vanquishers are so masculine that they can kick your ass wearing clevage, a skirt and high boots.

I...
cannot even begin to imagine this ???

But FANTASTIC work on the female set Vkoslak!


Re: Anarch's Wardrobe Mod
« Reply #67 on: »
Phan, here are attache the files for the Destroyer Faces and Hairstyles. I compressed them into a Rar, just merge the media folder in the rar file with the TL1CP Media folder, the only files It should overwrite should be "Hum_DESTROYER_M.DAT" and "TL1CP_Wardrobesets.DAT" the others are new files.

I limited the Face and Hair options for the Destoyer, I had waaay too many options... Now It has 5 faces, the three I made, and 2 form the vanilla characters, and It has 6 hairstyles, again, the three I "made", 2 from vanilla characters, and Bald.

I forgot to thank you for these Anarch  :-[ Thanks mucho and nice work! Did you make the head meshes from scratch?

I laid them into the MEDIA folder and i confirm theyre working fine. Theyll be there in the coming update  ;)


Re: Anarch's Wardrobe Mod
« Reply #68 on: »

I forgot to thank you for these Anarch  :-[ Thanks mucho and nice work! Did you make the head meshes from scratch?

I laid them into the MEDIA folder and i confirm theyre working fine. Theyll be there in the coming update  ;)

Well, not from scratch since, I would have trouble making them be in the same quality as the vanilla, but I taked the basic human face from Hum_m.mesh, and started changing the proportions and stuff here and there. Te result was pretty good :D

Re: Anarch's Wardrobe Mod
« Reply #69 on: »
Ok, give this a try, let me know what you think.

There are a couple pieces that could be a little better, but overall I'm pretty happy with it.

I'll start poking at the HUM version.

Re: Anarch's Wardrobe Mod
« Reply #70 on: »
Woohoo thanks for this Vkoslak!

I put them into the main MEDIA folder. changed the CLASS REQUIREMENT to VANQUISHER and opened it in GUTS.

I spawned all the items just fine. Picked them all up just fine and usually, if I reach this point without a crash, all is well.

Unfortunately, when I put on the helmet it did not show on the player model. Then when I tried to put on the shoulders, that's when GUTS crashed (unhandled exception something).

I will try to change the CLASS REQUIREMENT back to EMBERMAGE (how it was in your archive) or even remove it for now just for testing, and I'll report back.

Not to worry! Nothing great comes easily! :D


Re: Anarch's Wardrobe Mod
« Reply #71 on: »
I wonder if there is some weird interaction with the t1cp.  I should install that now.   ;D



Update:

Ok, so I unpacked the t1cp mod, copied my files over, edited the dat files and it crashes just like Phanjam says.

I started poking around in GUTS,  and I noticed that on my items, that the texture and mesh wasn't showing as set in the item editor.
If I edit these to the correct texture/mesh, they start working.

I see zero difference in what I hand edited and what guts has in the dat files.
so...   ¯\_(ツ)_/¯

Update 2:
I just added a new zip with the dat files that I had edited in guts.  See if that works.  If not, I will just put up screenshots of the correct settings.

« Last Edit: May 01, 2016, 11:08:09 am by Vkoslak »

Re: Anarch's Wardrobe Mod
« Reply #72 on: »
Thanks v much for the updated .zip Vkoslak! Will test em out and report back...


Re: Anarch's Wardrobe Mod
« Reply #73 on: »
I haven't started on the male counter part yet, but I have been thinking about it.  Naturally I would like to not have to do too much modification.
Maybe someone whose good with the concept art can make some rough design...

hmm okay, so I drew up a concept for the male Buckled set...

Spoiler (hover to show)

I think this can be done just via textures and very little mesh substitution - for the boots and for the helmet. As I was drawing it it was giving me this BDSM vibe  :P so I thought of that Colonist set, the one with a full-face leather mask. I'm thinking the boots and helmet can be from that set.

Hope it sparks more ideas for you Vkoslak!


Re: Anarch's Wardrobe Mod
« Reply #74 on: »
Update 2:
I just added a new zip with the dat files that I had edited in guts.  See if that works.  If not, I will just put up screenshots of the correct settings.

I confirm it works, it works, and it's a Beautiful set!




 

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