The ai Frontier - My ups and downs

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 ai » Tue Feb 24, 2009 5:00 pm

Ok, for those of you who haven't noticed it or tried it, the new dom points are finished.
Thanks to morfar for once again helping out with some coding both in the shader and mixing with the .qc-file, the logo texture and creating the normalmap, even adding a cvar for fullbright on and off (off by default).
Here's the finished product:

ImageImageImage
ImageImageImage
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Postby [-z-] » Tue Feb 24, 2009 5:30 pm

look good from the screenshots
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Postby Ronan » Tue Feb 24, 2009 5:39 pm

And even better in-game with the animation. :)
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Postby ai » Tue Feb 24, 2009 6:13 pm

Thanks, now people just have to play the mode :P
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Postby Fisume! » Tue Feb 24, 2009 7:22 pm

Good luck lol
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Postby tundramagi » Wed Mar 04, 2009 12:16 pm

ai wrote:Thanks, now people just have to play the mode :P


Try frankishtower15 in dom: people have to fight over the tower all day :).
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Postby Darcshadow7 » Wed Mar 04, 2009 12:26 pm

Yea, thats fun. :P
http://www.odf-online.org/ Home to Flight Back, D321GO!, and other Descent related projects, all open source!
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Postby Shoe » Wed Mar 04, 2009 4:24 pm

These are BAMF. Great job :)
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Postby ai » Thu Apr 02, 2009 2:12 pm

So, guess what. I am getting closer to finally understanding the process of creating player models. I believe it's all thanks to glennxserge (Joshua Mills, is this correct?) who not only gave me an energy boost to once again fiddle with this, but also gave me a perl script that re-defines the correct bones to the vertices. He also helped me a bit on the way, great thanks!
I understand that he is also doing some player models.

Now, I'm going to explain a little on what I did just in case people wonder or if any other artists come along. Btw, this model I used is not mine, Ivan (from these forums) created this model a long time ago, but he nor anyone else couldn't rig it. I thought it would be a shame for such a good looking model to go to waste, so I decided to finally do something about it.

I am using Maya, as mentioned somewhere in this thread :P, I imported the robots (Quark or Crash as he is called) skeleton/bones.
I did try to re-use the animations from the Quark but when exporting from Maya the Valve SMD exporter gave the bones different numbers so they wouldn't match up with Quarks animations. I also saw that this skeleton had way to many and unused bones, I removed a lot of them.
The skeleton had some kind of '1 frame' animation, not an animation per se, just 'keyed frames' as it's called in Maya. This made it so that the model got deformed when later brought in-game. So basically I just removed all of that.
Lastly, Ivan's model had some inverted face normals, which means you would look through the model in a reverse kind of way. So when all of this was done I had to not only export the model as an 'Valve SMD Model' but also export the skeleton as 'Valve SMD Animation'. I duplicated the animation file and renamed it to a couple of animations so that the model would actually show up in-game. Otherwise you just get a diamond thing that you get when stuff are missing.
Of course, the model isn't animated, but this shows that my approach gave success and that I soon can start creating animations as well.

That's it folks. This took half a day with trail and error, but I learned something at least.
Cheers.

Result:
ImageImageImage
Last edited by ai on Thu Apr 02, 2009 4:56 pm, edited 1 time in total.
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Postby Darcshadow7 » Thu Apr 02, 2009 3:48 pm

WOW! Nice, those look really good for half a day! You are getting really close. :wink:
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