HOWTO: Make A New Nexuiz Playermodel.

Post anything to do with editing Nexuiz here. Whether its problems you've had, questions, or if you just want to show off your work.

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Postby silentcry » Thu Apr 10, 2008 2:37 pm

Baal Garnaal, that's a very good point. Clever tweaking can often save a few polies. I'm always amazed by the guys on http://polycount.com/. They always manage to nail down a character perfectly with often fewer than 1k tris. Especially the (very) low poly Team Fortress 2 crew blow me away. Most members there are in the gaming industry at the large companies. If you need inspiration or reference pictures for low poly models you should defenitely check it out :)
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Postby samboosa » Sat Apr 19, 2008 4:50 pm

I have some questions, I couldn't find a 'weapon editing' tutorial so don't get mad :P I want to create weapons and I assume it can be done the same way as player models -the animation.

Maya is my tool of choice, I also have a smd exporter used to hl2. My question is, what do I do with the textures, should I export them with the smd or should I save em separately?

If there is a specialized weapon tutorial, please tell me :)

I'm not a noob to modelling, but I don't know the least about exporting or animation.
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Postby shaggy » Sat Apr 19, 2008 10:36 pm

I'd assume you'd do it the same way. Maybe you'd need to talk to Doc-Pyton.
http://forums.alientrap.local/profile.php? ... ile&u=1292
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Postby samboosa » Sat Apr 19, 2008 11:02 pm

Cool, I just pm'd him, I really want to create some guns and my own textures as the ones in game are slightly low-rez.

I guess I'll acquire milkshape as I just read taht the maya hl2 exporter doesn't work for nexuiz.

Nevertheless, I have a question about the exporting part:

"4. Then export your textures as .tga
- You need to export as .smd because the .smd gets converted into a .zym."

Does this mean that:
1. The texture applied to a model is exported with the smd? or...
2. The texture has to be exported separately as a smd? (how?) or...
3. You simply export the texture from photoshop as a tga?
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Postby shaggy » Sun Apr 20, 2008 4:08 am

1 + 2... I think. I'm not 100% sure.
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Postby movento » Mon Apr 21, 2008 5:25 pm

Hello,

i tried making a player model for Nexuiz but ran into some problems.I exported the smd with blender and compiled the model. The problem is that it has no animations or textures.
The animations are stored in the .zym file or not? and i placed the textures in both the model folder and i made a textures folder.
I'm hoping someone can help me out.

Here's a screenshot of the problem.

Image
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Postby shaggy » Tue Apr 22, 2008 6:39 am

First of all:
Lol :)

Finally:
I think your problem may be your animation and your model is on the wrong angle. Flip it.

BTW: The model looks nice.
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Postby ihsan » Wed Apr 23, 2008 6:56 am

movento wrote:Hello,

Hi
movento wrote:The animations are stored in the .zym file or not?


a program called zmodel compiles a mesh smd and several animation smds into a single zym file. texture names are relative to the nexuiz/data folder.
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Postby movento » Wed Apr 23, 2008 4:09 pm

@ shaggy: i exported the model the same direction as the skleleton was.

today i tried to export the smd using maya but when i tried to compile it the zymcompiler gave me a "error processing script"

also,in blender i sometimes get an error that says "cannot multi-fold meshes (edges used by more then 2 faces)
does this have something to do with alpha planes?
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Postby ihsan » Wed Apr 23, 2008 10:56 pm

no it has nothing to do with if the texture has an alpha channel or not.
The blender smd export script calculates smoothing groups for you but if an edge has 3 or more faces this is a mathematical paradox so the script crashes. I haven't looked into the code enough to disable this calculation (it isn't critical) but all you have to do is find and delete any edge with 3 faces or more. Multifolds are USUALLY the result of a bad 'merge points' or 'add face'. It is hard to explain in practical terms what a multifold is but with humanoids you are usually looking for a flap or polygon, of zero thickness, attached to a surface. Many times if a well made model is giving a multifold error make sure no polygons cut across the inside of it.

To help you visualise an edge with 3 faces, imagine you made a simple Y shape out of 3 edges/lines and 4 vertices. if you extrude this shape the edges/line extruded out of the middle point is attached to 3 faces simultaneously and, hence, multifold.

Hope it helps.
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