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Re: Models by Jorzi (AR)

Posted: 10 Mar 2012, 08:49
by Berg
as the cyborg already have the code for animation in the game you can use the ani file to make it level animations that is that you can move each part of of the cyborg independently.

Make the shin and foot one level on each leg and move it in a walk its fiddley but it will work look at the ani file format.

Look at the other ani files they are some frame animation like the cyborg and the derrick actualy moves the levels.

Re: Models by Jorzi (AR)

Posted: 10 Mar 2012, 12:03
by MaNGusT
Berg, pie models can't use tangent space normal mapping, we use .wzm models for that, but wzm format isn't supported by wz animation, and there is no point to do that. WZ animation is obsolete, it has to be reworked into the event-driven bone and object animation.

P.S. wzm format is supported only in test build in I-Nod's fork of wz. :)

Re: Models by Jorzi (AR)

Posted: 10 Mar 2012, 14:44
by Jorzi
Yeah, I guess I could just export the scav model (and other animated stuff) as a .pie without any normal mapping for the time being. On the other hand, there's plenty of other stuff that can be done while waiting for a better solution.

Re: Models by Jorzi (AR)

Posted: 10 Mar 2012, 14:46
by MaNGusT
Jorzi wrote:Yeah, I guess I could just export the scav model (and other animated stuff) as a .pie without any normal mapping for the time being.
agreed. :)
On the other hand, there's plenty of other stuff that can be done while waiting for a better solution.
lol, no one is working on it. :|

P.S. so, If the I-nod's fork will be "someday" merged with master, we could use pie and wzm models in AR mod in the same time. :-)

Re: Models by Jorzi (AR)

Posted: 10 Mar 2012, 14:59
by Jorzi
Well, if I get everything else done and there's still no new solutions, I'll simply assume that I will have learned c coding by then and maybe I'll be able to come up with something...

Re: Models by Jorzi (AR)

Posted: 11 Mar 2012, 11:54
by Jorzi
Retexturing the walls using tangent space normal maps. The result is that I can fit all wall textures into a single texpage, as well as parts being much more reusable.

Re: Models by Jorzi (AR)

Posted: 11 Mar 2012, 13:05
by Slye_Fox
Very awesome work.

Re: Models by Jorzi (AR)

Posted: 11 Mar 2012, 16:12
by Jorzi
Thanks :)

Btw, what's up with wzm models and base stretching?

Re: Models by Jorzi (AR)

Posted: 11 Mar 2012, 16:16
by effigy
Shields up?

Re: Models by Jorzi (AR)

Posted: 11 Mar 2012, 16:26
by Slye_Fox
effigy wrote:Shields up?
I'm givin' her all she's got, Captain! If I push it any harder the whole thing will blow!

Re: Models by Jorzi (AR)

Posted: 11 Mar 2012, 16:29
by Jorzi
Yup, it's already at its limits (i.e. maximum height) :P

Re: Models by Jorzi (AR)

Posted: 11 Mar 2012, 16:58
by MaNGusT
Jorzi wrote:Btw, what's up with wzm models and base stretching?
from our pm:
MaNGusT wrote:models that work with wzm format are next: bodies, props, usual buildings, features..
others will not work because of braindead animation, they should be as pies for now.
defensive buildings that use stretching don't work too.

Re: Models by Jorzi (AR)

Posted: 11 Mar 2012, 17:23
by i-NoD
Jorzi wrote:Btw, what's up with wzm models and base stretching?
Wow, those are really high walls XD Must be an easter egg... or feature- ***ASSUMING DIRECT CONTROL***

Re: Models by Jorzi (AR)

Posted: 11 Mar 2012, 19:00
by Jorzi
@MaNGusT: I see, I must have missed that... Oh well.
@I-NoD: Can you fix it? Imo just scrap the whole animation system if you have to.

Re: Models by Jorzi (AR)

Posted: 11 Mar 2012, 19:10
by MaNGusT
oh, and turrets can use wzm too.