monsters

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wallasaurus
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Re: monsters

Post by wallasaurus »

@war_dog - haha, displacer beast is one of my favourite d&d monsters. :) It's all do-able just need to get the weights exporting and fix a few more bugs in the TBN of the verts. IT's a bit crudely done at the moment.

@thomson - yes I will make this my first test of the full export process from max, it will be simple. I will make a slug and a leech.

@D@nzingtree - could be :)

Got rigid models into game this morning, which was exciting. Props can come fast now.

One question - where is a good palce to put this stuff? Is there a repository anywhere or will I use my dropbox etc. ?

Cheers,

cw
wallasaurus
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Re: monsters

Post by wallasaurus »

update, first non-weighted model is in and seems to be working so far - once again props to JohnWordsworth and the toolkit for being a useful debugging tool for me getting my test models all the way through to the game!

here's a pic of a test model. I'm not 100% sure I have nailed the TBN properly, but it's as good as I can manage as a non coder. :P

Image

Props soon!
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Komag
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Re: monsters

Post by Komag »

nice progress, we're getting closer!
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Neikun
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Re: monsters

Post by Neikun »

As for a repository, I think posting download links in the Community Asset Pack thread will suffice, as when HauntersV updates it, he puts the links on the first post.
Later we will work on getting it onto the wiki.
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wallasaurus
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Re: monsters

Post by wallasaurus »

quick slug so I can test the rest of the pipeline for weighted meshes.

only a couple of hours work atm so there is not diffuse or spec texture yet, just placeholders.

Image
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war_dog
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Re: monsters

Post by war_dog »

wallasaurus wrote:@war_dog - haha, displacer beast is one of my favourite d&d monsters. :) It's all do-able just need to get the weights exporting and fix a few more bugs in the TBN of the verts. IT's a bit crudely done at the moment.
cw
Awsome... I cant wait to see it. Very good progress u guys have so far :D
Deadlylama
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Re: monsters

Post by Deadlylama »

wallasaurus wrote:quick slug so I can test the rest of the pipeline for weighted meshes.

only a couple of hours work atm so there is not diffuse or spec texture yet, just placeholders.

Image

WOW looks really nice for a "quick" model :shock:
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thomson
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Re: monsters

Post by thomson »

wallasaurus wrote:quick slug
How quick is it? Will it charge at me like a crazy orge? Yikes, that scary ;-)

Seriously, though, great work. I'm looking forward for a leech that can be used in EOB remake.
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wallasaurus
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Re: monsters

Post by wallasaurus »

ok it is finally working in game as it is in 3dsmax. I had to navigate the minefeld of TBN generation and orthonormalization was the key!

Image

In the process I damaged the skin weight import somehow so I got to fix that, then I will try to export this model bound to the snail skeleton and get that working as a monster.

Once that is done, it should be all good in the hood!
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Neikun
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Re: monsters

Post by Neikun »

I am very impressed pleased and eager.
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