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Re: monsters

Posted: Wed Oct 17, 2012 3:12 pm
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

Re: monsters

Posted: Wed Oct 17, 2012 8:40 pm
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!

Re: monsters

Posted: Wed Oct 17, 2012 9:09 pm
by Komag
nice progress, we're getting closer!

Re: monsters

Posted: Wed Oct 17, 2012 11:05 pm
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.

Re: monsters

Posted: Wed Oct 17, 2012 11:41 pm
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

Re: monsters

Posted: Thu Oct 18, 2012 8:12 am
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

Re: monsters

Posted: Thu Oct 18, 2012 8:20 am
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:

Re: monsters

Posted: Thu Oct 18, 2012 11:23 am
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.

Re: monsters

Posted: Thu Oct 18, 2012 10:52 pm
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!

Re: monsters

Posted: Thu Oct 18, 2012 11:02 pm
by Neikun
I am very impressed pleased and eager.