Different gibs and blood for every character species

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Postby torus » Fri Mar 06, 2009 7:54 pm

It's perfectly logical. If it's skewed, you aren't doing it correctly.
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Postby Taiyo.uk » Fri Mar 06, 2009 9:45 pm

I've found that proper placement of seams is essential for an automatic unwrap without noticeable skew artefacts. Then the only manual UV editing required was scaling and translation of the islands to utilise the texture area with greater efficiency.

I unwrapped a playermodel in blender (.blend available: http://www.haosredro.com/nex/model-karotep/index.html) following the instructions here: http://en.wikibooks.org/wiki/Blender_3D ... Map_Basics
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Postby tundramagi » Sat Mar 07, 2009 2:41 am

torus wrote:It's perfectly logical. If it's skewed, you aren't doing it correctly.

The texture itself isn't skewed as projected on the model really, it's the unwrap vertexes that are not lined up with anything really. The unwrap is logical by definition; if it weren't logical it couldn't be executed by a computer. Why are unwrapped seamed cylinders (seamed on the top and bottom and down one additional edge) put on an angle however when the cylinder is perpendicular to two axis and parrell to another?

Note: Yes I've read all those tuts. I only have the "unwrap" option in my (debian) version of blender, not any of the hemispehre unwraps or anything nice or fancy.
Last edited by tundramagi on Sat Mar 07, 2009 4:37 am, edited 1 time in total.
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Postby tundramagi » Sat Mar 07, 2009 4:36 am

Torus: could you whip up a few tech gibs. If all of us do a few we will have every part imaginable! After using your campingrifle model for a month I now like it.
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Postby MirceaKitsune » Sun Mar 08, 2009 5:59 pm

Here are a few early screenshots of what I'm trying to work on for the aliens. Sadly I do not seem to have too much skill on modeling nor texturing models to make something good enough here... these will probably be rather temporary just so something can be put in place for the alien gibs until someone with more skill can make something better.

As I said I'm modifying copies of the current human gibs to try and make them alien-like (though they kinda look a lot the same as I'm mainly just modifying and recoloring textures so far). The meat aliens should normally have blueish-green, somehow like zombies but like aliens as well. Here are a few pics of what I got working so far:

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Postby tundramagi » Fri Mar 13, 2009 1:33 am

What about diffrent characters for every blood?
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Postby MirceaKitsune » Fri Mar 13, 2009 12:13 pm

tundramagi wrote:What about diffrent characters for every blood?


I still cannot find where the current blood texture is located, otherwise I would have modified them by now. Maybe I should make new ones, though I'm not sure how to specify the alpha and what resolution I should make them at.
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Postby MirceaKitsune » Sat Mar 14, 2009 4:28 pm

Alright.. I believe I can finally consider the alien gibs ready :) They are probably not as good as they could have been but I did my best to make them well. I modified almost all models to a point and of course all textures, and included both the md3's and the .blend sources in.

I wasn't able to make the spec maps and normal maps for the textures as I lack the knowledge and probably software to make them, so I just included the basic ones. Feel free to modify anything you want in them if anyone wishes to. Here are some final screenshots and the download location:

Download link here

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Postby tundramagi » Mon Mar 30, 2009 8:20 pm

Since there is now a SVN and working-to-release branch, can these robogibs etc be used in SVN? How sould oil-blood etc be made?
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Postby MirceaKitsune » Mon Apr 13, 2009 11:50 pm

Thought to give this topic another revive. It would be really sad to see this die again especially now that we're halfway through and have the necessary gib models only needing the final code changes.

As I said last time, I tried looking through the code but only understand enough to make the sets of gib switches. If a species category could be added in data\models\player\*characters.txt that the code could read and spawn different gibs for it would all be done. I can try to make the part of the code I understand and post it here though that would only be a little bit of what's needed sadly.

I think it would be a good start if some of the devs could post their opinion on the final version of tundramagi's robot gibs and my alien gibs and if they're good enough to go in SVN at least for a start. Committing these models would help a lot too I think, since it would represent a start and probably make it easier to work with the code and implement what's left.

[EDIT] - Regarding the blood, I did a bit more checking and thought to post what I found here since it took me weeks to find this out and I thought it would make things easier. There doesn't appear to be any blood texture at all, the blood splats are dynamically generated textures which seem to done by the engine each time a blood particle / decal is called. The only thing which I guess maters is being able to recolor it, but sadly the coloring is done in the engine as well.

If anyone compiles Darkplaces from SVN, the file which contains the code generating the blood decals / particles is cl_particles.c. In Nexuiz a small part of the blood effects can be configured from effectinfo.txt, but this only includes a few of the changes which need to be done (this and the "blood clouds" are all that can be tweaked from effectinfo.txt).
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