Heh, not very descriptive was I? Search for the third ANIMOBJECT in your scbd_run.pie and there will be a line that looks like this at the end: -1.0 1.0 1.0. Remove the minus and the super cyborg leg animation will be buttery smooth without a flicker.
Models by Jorzi (AR)
- Berserk Cyborg
- Code contributor
- Posts: 938
- Joined: 26 Sep 2016, 19:56
Re: Models by Jorzi (AR)
Re: Models by Jorzi (AR)
I revisited the scav guy and redid the rigging and stuff so that his limbs are just separate objects that are being moved around by the armature, you can see the intersecting pieces up close, but I think it will look pretty smooth ingame.
- Attachments
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- scav_guy_restpose.png (425.38 KiB) Viewed 21832 times
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- scav_guy_standing.png (408.67 KiB) Viewed 21832 times
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Re: Models by Jorzi (AR)
nice! I'm pretty sure that intersecting meshes will be entirely invisible with in-game zoom. Even at this close zoom it looks like that model just uses smooth groups.
Re: Models by Jorzi (AR)
Run cycle animation
- Attachments
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- scav_run.gif (2.28 MiB) Viewed 21771 times
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Re: Models by Jorzi (AR)
I look at nice left-handed guy I think a biggest problem will be to synchronize movement speed and animation speed.
Re: Models by Jorzi (AR)
HiBerserk Cyborg wrote: ↑08 Mar 2020, 17:10Heh, not very descriptive was I? Search for the third ANIMOBJECT in your scbd_run.pie and there will be a line that looks like this at the end: -1.0 1.0 1.0. Remove the minus and the super cyborg leg animation will be buttery smooth without a flicker.
I realized this one was still using frame based animation, so I replaced it with a bigger and slower version of cybd_run
Should look much smoother now, and I didn't see any frame skipping
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Re: Models by Jorzi (AR)
So I got the animations exported to warzone and they worked just fine (some tedious fiddling though since I have 10 parts and each of them is animated).
However, for some reason the shading is bugged, even though it seems to work fine in WMIT. I wonder if it's reading normals/tangents correctly for multilevel pies.
Edit:
Also once it starts firing, it won't exit the firing stance even if it stops shooting. The files are in our SVN repo if you want to check them out
However, for some reason the shading is bugged, even though it seems to work fine in WMIT. I wonder if it's reading normals/tangents correctly for multilevel pies.
Edit:
Also once it starts firing, it won't exit the firing stance even if it stops shooting. The files are in our SVN repo if you want to check them out
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Re: Models by Jorzi (AR)
Shading works in WMIT but bugged in game? strange, code should be the same.. Do you launch the game in ogl mode or vulkan?
Re: Models by Jorzi (AR)
I had it in opengl ES, perhaps I should try normal opengl
I improved the log cabin textures and remade one of them as close to the original as possible
I improved the log cabin textures and remade one of them as close to the original as possible
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Re: Models by Jorzi (AR)
Ogl ES and Angle can't use shading yet. They need their own shaders and probably some adds of code.
Last edited by MaNGusT on 14 Mar 2020, 14:57, edited 2 times in total.
Re: Models by Jorzi (AR)
I tried switching to normal opengl and restarting the game, but it still didn't show up correctly.
However, I noticed that nothing was preventing me from using object space maps on this model, and with those the shading is fine.
However, I noticed that nothing was preventing me from using object space maps on this model, and with those the shading is fine.
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Re: Models by Jorzi (AR)
Valkan also requires special shaders, but Pastdue made them for testing purpose, it means that after your changes they are a bit outdated. So you should test everything with Ogl and when we will ready with ogl shaders, others can be done on top of them.
Currently I'm working on converting old normal maps with spec map in alpha channel to right default state.
EDIT: I've checked soldier model, You forgot to export normals
Currently I'm working on converting old normal maps with spec map in alpha channel to right default state.
EDIT: I've checked soldier model, You forgot to export normals
Last edited by MaNGusT on 14 Mar 2020, 15:11, edited 1 time in total.
Re: Models by Jorzi (AR)
I think you are looking at the object space models, I attached the ones with tangent space here
- Attachments
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- fireknee2.pie
- (69.25 KiB) Downloaded 324 times
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- exbloke2.pie
- (66.7 KiB) Downloaded 316 times
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- runanim2.pie
- (80.66 KiB) Downloaded 320 times
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Re: Models by Jorzi (AR)
You didn't commited spec map but specified. Ah, you use complete texture for this.. nvm
Last edited by MaNGusT on 14 Mar 2020, 15:34, edited 3 times in total.
Re: Models by Jorzi (AR)
Yeah I was lazy so I used the diff map as spec map. I will make a proper spec map eventually, I promise
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