Yet another droid. [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 toneddu2000 » Fri Sep 04, 2009 11:29 pm

I didn't understand what ai said, but I used pyria model to create a new model for testing and it works! I don't know what ID stands for, but a thing is sure, the worst thing developers could do is to realize an animation system like that. The good thing IMO would be this: there are two files, the model file in rest position with a default-for-all skeleton and other files with ONLY the skeleton during animations poses. In this way one should only put the model in the folder, rename the .zymconfig file and that's it!Moreover, in this way, you could start to "make"grow up your format, because, if you have a default skeleton, with default names, you could say:"if left ankle bone is always l.ankle for a climbing stair animation I could use:"

if stair in front of player = true
then
l.ankle = rotate 30°
and l.foot tranlsate Z +20

or something equal (I'm not a coder I don't know what I wrote, someone stops me :D )

And, plus, ragdoll and physics could be embedded so there would not be more need of die poses because every death pose would be natural with ragdoll

take a look at
http://www.bloodfrontier.com/ and you'll understand what I mean
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Postby ai » Fri Sep 04, 2009 11:52 pm

toneddu2000 wrote:In this way one should only put the model in the folder, rename the .zymconfig file and that's it!

Using the existing skeleton it might work. I don't remember if I tried that or not, I believe I would have but my memory sucks (if I did try it, it apparently didn't work for me as I would have just done that). If in fact the IDs are stored in the actual skeleton then your method shouldn't be a problem to implement. I actually need to try that again to freshen up my memory.

If it does work then just ignore what I said in the previews post.
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Postby toneddu2000 » Sat Sep 05, 2009 1:23 am

for ai : in two weeks I should have more time and I hope to write a mini tutorial based on my personal testing (which maybe are wrong )and put online a default skeleton plus an example model so we'll be able to discuss it together!

for Bommel: I have serious problem with your model, first of all there are three instances of the same model and they seem identic, which one is the correct one?
second, an annoying bug mess out my rig: if I open the model it appears on 0.911 0.911 0.911 for XYZ scale, if I apply ctrl + A, if I lock the scale values or if I scale the mesh and save, it returns to original values (0.911 0.911 0.911) once I rotate or I close and reopen.
Whic Blender version do you use and on which OS? I'm using 2.49a on Ubuntu 9.04
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Postby Samual » Sat Sep 05, 2009 1:39 am

Bommel wrote:Thanks so far =)
No, I won't dissappear - no worries. Not after playing over 1 year and still having fun. :twisted:

@ Samual:
Well, I can do some smaller things for sure. Someone just need to tell me.. ;)
(Mainly Modelling & Texturing)

@toneddu2000:
I wouldn't even had thought of that. Thanks for that hint! :D

But: I can't get the armature working. The model somehow explodes when trying to play an animation. (I used the pyria.blend from here)
May someone do that for me, or pointing me out what I have to do?
I guess it doesn't take very long but I'm just clueless regarding complexer animation stuff... ;)
I shouldn't have overjumped that part in the wiki :P

Thanks in advance.

Well, good news for you! :D See, we DO have a need for a new weapon model -- For a new gun. Basically it's called the fireball gun. Now, there aren't many details done on it yet, but we need three things in order for it to be released into Nexuiz: A new model, new sounds, and to finish balancing the weapon. I guess the general idea for the weapon is free for you to design.... Just keep it to the Nexuiz style of things, and don't make it TOOOOOO high poly. Also, make the weapon symmetrical for the most part. We have a left handed mode now, and we need the weapon to look basically the same on both sides. (You can do variation, but try not to do too much). The primary for the weapon shoots little sticky "flare" fireballs, and the secondary is large blast of fire turned into a projectile. If you're near the fireballs, then you light on fire for X amount of time after you get away from it. This is just a general description.

Anyway, if you could take the time on this, that would be FANTASTIC! Thanks.

By the way, divVerent is the one developing the fireball. So talk to him about details (I really don't know all that much at the moment).
Do it yourself, or stop complaining.
(Developer Tracker) | (Nexuiz Roadmap)
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Postby Bommel » Sat Sep 05, 2009 9:28 am

Uff...much text :P


@ ai:
So, it might work? *Praying a little Hallejulia*

@ toneddu2000:
Three instances of the model? I know. As I saved & uploaded it I made the screenshot in my first post. Therefore the 3 models (originally placed like on the screenshot), but somehow they snapped back to the same position. They might be all the right ones...but I would take the one where the two color pickers in the Node editor appear when you select them. (the one with no *.001 or *.002)
To the scaling issue: I'm using openSUSE 11.1 & Blender 2.49a (SVN though - but that shouldn't be much different).
Normally appending it to a fresh file helps here.
I'm pretty sure that's somehow a bug. :|

Good luck with the armature! :)

@ Samual:
Mmkay, I'll try my best to find some time. *taking the sketching pencil*
How many time I've got?




Greetings.
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Postby ihsan » Sun Sep 06, 2009 6:11 pm

i should have some time this week to rig this and make a zym. Cross your fingers.
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Postby Bommel » Sun Sep 06, 2009 8:35 pm

Great!

*crosses fingers..*

By the way:
Started today with the Fireballgun:
Image
Ah.. I love static models :P
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Postby toneddu2000 » Mon Sep 07, 2009 1:41 am

As promised, here the zym http://www.box.net/shared/hi7czhcey6
If you place the .pk3 in the data folder it should work( I don't know if I set relative or absolute path texture, otherwise there is .blend file inside so tune it up!)
the pk3 includes:
1 blend file
1 zymscript for future models( so you don't have to create a new one)
1 .tga image for ingame menu (I put it only for you, so, when you'll create the definitive render, you'll be able to overwrite that without problems!use EQUAL name!)
1 zym obviously

I've encountered many topology problems in your mesh so I had to make little patches to the geometry. There were two faces in the wrist that caused the script to crash, infact it says
cannot multi-fold meshes (edges used by more then 2 faces)

Here is the problem:
Image
Remember ALWAYS to delete these artifacts or your model won't be passed by exporter!

I apologize if I alter your model a bit(first of all I closed all holes), if you noticed that uv texture or geometry doesn't correspond to the original one, use the .blend that I posted for tuning.
However here is the screenshot ingame
Image
cheers! :D
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Postby MC SE7EN » Mon Sep 07, 2009 2:03 am

looks awesome...gonna try it out now!
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Postby MC SE7EN » Mon Sep 07, 2009 2:18 am

Here's something weird I found. I used camera_enable 1 and watched a demo I had just made, and whenever I'm not firing, this specific model is holding his weapon down. I haven't seen any other models do this before. Is this intentional or what?

Image
Image
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Image
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