The WIP Thread

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Nash
 
 
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Re: WHAT THE HELL are you working on (WIP THREAD not gossip)

Post by Nash »

Sorry, I don't know much else about it. I only use it for OBJ -> MD3 exporting...
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Enjay
 
 
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Re: WHAT THE HELL are you working on (WIP THREAD not gossip)

Post by Enjay »

Well, I did a bit of searching and I did it! This was actually about a different format entirely but it worked so I'm guessing it will work with other separate animation/mesh combinations. The procedure is...

Load the animation.
Export it as an rda.
Load the mesh.
Export it as an MD3 but in the advanced options add -loadrda filename.rda

Woohoo!
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Re: WHAT THE HELL are you working on (WIP THREAD not gossip)

Post by NeuralStunner »

So you have your properly animated Imperial mechs now? :)
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Enjay
 
 
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Re: WHAT THE HELL are you working on (WIP THREAD not gossip)

Post by Enjay »

NeuralStunner wrote:So you have your properly animated Imperial mechs now? :)

:biggrin:
Sorry about the sound volume. Uploading it seems to have increased the sound quite a bit.

I actually kept my own animations for firing and death. Firing because I have changed the behaviour of the mech and my animations tie in with it a bit better. The death because... well the ones from the original game are good but I quite like my one and reworking it, I decided, would be more effort than it is worth. However, now that I know how to do this, it does leave the door open for other models. Whether I get time to do much with them or not is another matter.

[edit] Booo! Noesis crashes when I try to export an animated Stormtrooper MD3. The humanoid animation file is very big and has lots of animations. I suspect that Noesis (or maybe the MD3 format?) simply can't handle it. I guess that means none of the humanoid-based models in Jedi Knight (ie all the really useful ones) will work. :( I submitted the crash to Noesis anyway. Who knows, it might get fixed some time. [/edit]

[edit2] Well, I'm pretty sure I know why the export for human-based enemies fails. The GLA animation for the humanoid class of characters contains 17,278 frames! Most of them are utterly useless too - things like animations of a guy sitting in a cockpit, polishing glasses at a bar etc. Basically, they put every animation required by every human-shaped character in the entire game into one giant animation file. It makes sense from their PoV. There is only one animation file and every human-shaped enemy refrences it. However, it really doesn't help me. I've tried to find some way of editing the useless frames out of the GLA but I can't find a suitable way of doing this. All I really want are standing, walking, firing, pain and dying frames but I can't get at them. :? [/edit2]

[edit3] Well, I've tried and I've got a an ATST, a man sized mech suit, a pterodactyl-like thing, a gonk droid, an interrogator droid, the big mech thing, a smaller roller-mech thing, a three legged lizard-thing, a probe droid, C3P0, R2D2, R5D2, and a round sentry droid thing. However, I cannot get any stormtroopers, imperial officers, jedi knights, rodians, grans, jedi, etc etc. Basically, anything with a human shape and full animation can be converted. Without them, there is little point of making much in the way of plans for the models. :? All those are from Jedi Outcast. I'll look in Jedi Academy if I can find my disc but I believe the system is much the same there too. [/edit3]
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Ænima
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Re: WHAT THE HELL are you working on (WIP THREAD not gossip)

Post by Ænima »

Spoiler:
...... FUCK.

Anyone know how to fix this? Like, how to select and drag one whole part of a voxel at a time?

In the slice editor, i can apparently select a square area but it doesn't seem to do anything because I can't copy it or paste it once I select it.
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Re: WHAT THE HELL are you working on (WIP THREAD not gossip)

Post by XutaWoo »

Well that's certainly a different kind of 3D hovertank. :P
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Nash
 
 
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Re: WHAT THE HELL are you working on (WIP THREAD not gossip)

Post by Nash »

Enjay - The MD3 spec has an animation frame limit of 1024 frames (source) so maybe that's why it's not working.

Aenima: This probably won't help but Paint 3D has 3-d selection boxes. It's not free but it's only $20. It's good to have a modern voxel editor in addition to SLAB6.

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Jimmy
 
 
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Re: WHAT THE HELL are you working on (WIP THREAD not gossip)

Post by Jimmy »

Recently moved my blog. Check it out!

Image
Last edited by Jimmy on Sun Jul 29, 2012 11:41 pm, edited 1 time in total.
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LilWhiteMouse
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Re: WHAT THE HELL are you working on (WIP THREAD not gossip)

Post by LilWhiteMouse »

Ænima wrote:
Spoiler:
...... cake.
Tank War?
Image
Still a WIP. The almost EGA effect is not intentional.
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Dancso
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Re: WHAT THE HELL are you working on (WIP THREAD not gossip)

Post by Dancso »

Been recently working on my own 3D cube-based map editor for a puzzle game I plan on doing.
Spoiler:
Ambient occlusion is eating up all the fps :'(
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Nash
 
 
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Re: WHAT THE HELL are you working on (WIP THREAD not gossip)

Post by Nash »

What are you writing that in, Dancso?
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Ryan Cordell
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Re: WHAT THE HELL are you working on (WIP THREAD not gossip)

Post by Ryan Cordell »

Image

Still four or so more frames to go. WIP. FML.
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Nash
 
 
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Re: WHAT THE HELL are you working on (WIP THREAD not gossip)

Post by Nash »

That's a pretty nice cleanup! Perhaps you can go over the blurry details on the gun body and reconstruct a high clarity version.
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Dancso
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Re: WHAT THE HELL are you working on (WIP THREAD not gossip)

Post by Dancso »

Nash wrote:What are you writing that in, Dancso?
Java. There's a neat free engine i use called JMonkey with a lot of built-in features.
Last edited by Dancso on Tue Jul 31, 2012 12:55 pm, edited 1 time in total.
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Re: WHAT THE HELL are you working on (WIP THREAD not gossip)

Post by Siggi »

In the wee hours of this morning I decided to code up a ray tracer. This is what I've got so far.
Spoiler: Big Image
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