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Post by StoneWall on Apr 6, 2017 19:19:29 GMT
Thanks Herb. It's got to be in another format, I'll take a look when I get a chance, the program is on my other computer. Here's your screenshot... What map is that?
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Post by AncientxFreako on Apr 6, 2017 20:01:08 GMT
Thanks Herb. It's got to be in another format, I'll take a look when I get a chance, the program is on my other computer. Here's your screenshot... What map is that? Forgot the name of it.
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Post by herby on Apr 6, 2017 23:59:38 GMT
"Yeah, you". I've been on several other mod teams. When I quit helping I'll let ya know Seriously though. I saved each mech file (mesh) and textures into the same folder to eliminate the texture path. That's what I had to do with other models in past mods. Hope it was the correct procedure. The Champion was simple. It only needed a couple of mesh tweaks. I just cut the gun box right below the guns and added that portion of the box to the torso mesh, easy. The Anni was a little different. The LOD_1 mesh was crooked and deformed. The head was a mess. First I compared it to the LOD_0 mesh and straightened it all up. Then I had to cut the LOD_1 torso back faces in half to make an upper and lower half. I had to do this because the LOD_0 back was made this way and the two halves were mapped to different textures. The LOD_1 mesh however, was all mapped to the same texture. It was made wrong to begin with. As for the Fly... Not sure what to do about it. The design of the mech is seriously not favorable for a rotating torso. I can just add the lower guns to the torso and call it good but that doesn't fix the serious problem of making the model look right with a rotating torso. I've studied it and worked on several different approaches for fixing it. I finally settled on something that actually works but it definitely changes the mech. Two drawbacks to this approach are #1, the two small outside side guns need to be removed because they don't work with anything I've tried. These would be the arms (only allow stock configs with empty arms). The pic shows what I'm talking about.  The second thing is, the hip (not the pivot point) is relocated into the long cylinder structure behind the cockpit and the legs are attached to the rotating rings on each end just inside the outer caps. I modeled these in for visual appeal. They should rotate with the leg movement. The second drawback is that the torso will only move 40 degrees to the left and 40 degrees to the right without interference. Up and down are not a problem. I took liberties with some of the textures. and redesigned a few things. I made the cockpit stubbier, taller and increased the diameter of the guns. Added the missile rack to the torso. Pics show the mess I made of the Fly body. The different pics also show the max throw of the torso. The pivot is a huge U-joint under the rear of the cockpit. Everything functions correctly. Straight Overhead Left Up Down and Left If you think it would work I'll finish it. If not then... I'll finish it anyway. I just won't give it to ya
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Post by AncientxFreako on Apr 7, 2017 0:53:02 GMT
The arm guns are not a problem, you can leave those on the mech.
I like where you're going with it. Ultimately when I put it back in the game I can adjust the torso turn to the limits of what your mesh can visually allow it to do.
Let me mess around with some animations. I'm able to have mechs use leg animations from other mechs. I'm thinking (hoping) maybe one of them will allow you to make the torso wider and allow more torso turn to be visually correct. I'll test it with the champion animation and the owens animation and see what it does. Sometimes it distorts the meshes, but maybe you can make adjustments to have it make sense. I'll take screenshots.
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Post by herby on Apr 7, 2017 1:26:55 GMT
If I leave the arms they'll be hooked into the hip. The hip is now the cylindrical section. The hip doesn't move but the arms will swing out to follow the cockpit. We don't have the ability to move and reconnect pivot points. If we could connect the 'arms' to the 'hip' we could make it work... I'll try it. We'll just have to see if it works.
By the way. There are now 470 faces in the Hip/Torso group. Originally there were 134. So I increased the face count by 350%. In all the other faces the count totals 366 faces. Adding in the old Torso/hip count it's up to 500 faces. The new count will be 836 faces. The increase is 67.2%, so I added a little more than a half a mech to the mesh. Not bad considering what I had to do. By the way. That's including the arm mesh, the rotating leg anim, the u-joint mock-up, and the gun barrel mod. I don't think this is anything to worry about. I'm sure the game can handle this type of increase across the board. There's always built in headroom with games for reliability reasons.
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Post by AncientxFreako on Apr 7, 2017 10:39:33 GMT
We always wanted to see just how many polys/faces the game would accept.
I see what you mean about the arm guns (although your pics are gone for some reason)
I guess we're going to have to be more creative.
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Post by AncientxFreako on Apr 7, 2017 11:07:08 GMT
Ok, I went in game and gave it some thought. You've got a great idea with what you've done and it's really cool but obviously it's just not going to work.
Here's an idea:
If you look at the Supernova, especially from behind, you'll see a vertical cylinder between the pelvic platform and the upper back torso. This cylinder is part of the torso mesh, but it looks like it's something the torso sits on in order to pivot for torso-turning. If you create something like that for the firefly and make it just high enough so the "shoulders" clear the legs (yes I know the "shoulders" are supposed to be part of the legs, but trust me, they're not part of the leg animation) It will work. You'll need to lower the missile rack a little, and the forward gun, and maybe the "pelvic" guns that are now part of the torso mesh, and the arms will have to angle down or perhaps do a letter "m" curve in order to clear the legs on a torso turn, but all the firepoints could and need to be kept the same this way or some way.
I don't know how the new "cylindrical" will get textured, but look at the one on the supernova. There is a texture that gets used on many of the mechs in a group of "miscellaneous" textures...perhaps it's in there.
It's possible the legs will look like they're moving in mid-air once the torso gets lifted. Perhaps (and I haven't gone in-game to visualize this yet) horizontal "cylinders" could be attached to the pelvis mesh to make it look like it'll work?
To gain a better understanding of how the leg animations look, and how my torso-turning alteration looks against the leg animations, go in game, pilot a firefly, use the "x" key twice to get the "side view", then hit the "look left" button and run around like that turning the torso.
I'm sure you've surmised this already, and sorry I didn't describe it to you better from the beginning, but I'm running under the assumption that as long as we keep nodes such as pivot points, fire points, where the game expects them to be, then mesh shapes don't matter to the game, or the animations. The game will animate whatever you do, we're the ones who worry about whether it looks right.
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Post by herby on Apr 7, 2017 19:05:37 GMT
Already tried that. A good idea but... to get it to work you have to shorten the thigh. I can offset the thigh. If you do that the pivot in the leg get's borked because the offset won't allow the thigh to meet the leg. The model above is the only way it will work without moving pivots and weapon points too far. I tried everything. Some ideas looked really good but pivot points caused trouble. All other attempts either broke the illusion at some point or changed the mech so much that it no longer resembled the Fly. I took the path of least resistance.
I've been messing with this for days...
[edit] I am able to move the arms up and hook them into the missile rack (torso). I moved the arms up 1.487" but left the arm pivot where it was. The arms will now use the same pivot point as the torso. I tested it and it works in MAX... but it looks a little strange.
...I wish we could get at the pivot offset instructions in the game files. It would make changing mechs 'much' easier. Since we know the mechs dimensions, offsetting would be fairly straight forward.
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Post by herby on Apr 8, 2017 4:46:46 GMT
If you can swap the leg anim of the Fly with something with shorter legs I can make it work the way you want without making the Fly taller. The only thing I see with shorter legs is the Puma... It might look a little funny though... But it's deceiving. I can force the legs to be taller by changing the angle of the thigh and the feet. I can straighten the thigh and add the same degree of rotation to the feet so they sit flat on the ground. Can't tell without trying it. I could also try to change the angle of the Fly's thigh and feet to shorten it a little and produce the same results. OR, I could just make the Fly taller to accommodate an actual hip. It will cause the pivot to move a little but I don't think it will be enough to be a problem. Either way, If the mech doesn't end up the same height it won't reflect on the weapon placement. They'll follow the hip and/or torso.
I can fix the Strider so it won't interfere with the hip when it swivels. No great effort required. This one is easy.
The Owens doesn't cut it with a swivel torso. This one is harder to deal with than the Fly. Even with the mere 20 degree movement it has now it looks bad. It needs to be set to immobile.
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Post by AncientxFreako on Apr 8, 2017 11:04:52 GMT
I wasn't aware the strider had an issue.
So making the fly taller to accomodate an actual hip, causing the pivot to move, you mean the mesh would be moved so that the pivot point is in a slightly different place? Sounds like the idea I had with the added "cylinder" between the pelvis (maybe that's actually called the hip node?) When I thought of this I knew the pivot point would end up inside the cylinder, but that wouldn't matter because it would still look like the torso was turning...and there might be a funky look when the torso looks up or down but it might be acceptable. If it's not the same idea then I'd be interested in it anyway, it sounds like it's worth trying.
I will start talking to EOP, the guy who created the mechlib tools. He was talking about making a node mover but it's so hard to get him to commit to going back to working on this. Perhaps if I tell him there's now a modeler who's really digging into this project he might get interested.
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Post by herby on Apr 9, 2017 1:36:23 GMT
I used my design for the torso. Kept the rings, rear cowl, and fat guns (I like the fat guns  ). Missile launcher is a little bigger also. Had to redesign the thigh (made a shouldered horizontal extension), hip (narrowed), and shorten the rear 'box' (you can see from the pic), and also had to move the bottom weapons into the cockpit to keep from lifting the torso too high (looks cool). All pivots are in the same position. I had to lift the torso and hip for clearance. I reused all the old textures. They suck for mapping compound surfaces. The new upper thigh gave me fits trying to map it. Also, I'm trying something new with smooth groups. I'm using an old technique I used to use for Homeworld. We'll see if it works. It may not. Importing may weld the vertices back together again... anyway, the Fly can be our experimental model. Hope moving the pieces doesn't cause sync problems with the animations. I couldn't tell exactly where everything goes. I had to use pics and my best judgment. Some things may need to be tweaked slightly but we won't know until it's in game. About 850 faces. It looks a lot different. It almost looks like an Argus. I'll have all the parts ready to upload tomorrow (Sunday)... forgot to ask... Is this what you were looking for? Max tilt up 15 degrees. Max tilt down 15 degrees. 30 degrees total travel. I'm sure that's stock. All I could get. Left and right will go as far as you need.  I 'could' do the Owens in the same fashion... just a thought...
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Post by herby on Apr 9, 2017 20:13:22 GMT
I did one more tweak on the arms. Made them look more like they can actually do some damage. lod0 files are done. Modded all but the feet. Link below. I don't know if we need to mess with lod1. It's pretty crude and the mech is very small. Might not even notice the difference. Firefly lod0If my mesh idea works we'll see some differences. Rounded (welded) objects will show as always but there should be a very sharp contrast on the parts separated into elements... like the pic above.
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Post by herby on Apr 10, 2017 5:33:44 GMT
Can't do the Owens. It has no hip. At first I thought I was missing the hip but when I started putting it together It became apparent that there is no hip. It has some movement R/L in game now and it looks very odd when it tries to turn. It needs to revert back to rigid. 
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Post by AncientxFreako on Apr 10, 2017 10:43:41 GMT
That looks awesome Herby! I know it's about as far as you want to go before trying it out but if you wouldn't mind I would only ask one more thing for it: the cylinder holding up the torso needs to be wider...I think twice as wide would work. I leave it up to you.
Btw, are all the firepoints in the same place?
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Post by AncientxFreako on Apr 10, 2017 11:06:05 GMT
Herby if you want to start a new project while we're in the testing/re-importing phase of this one, I have an old idea that never really got tried out.
The idea is to take a mech3 mech, and using the "details" as portrayed by the textures as inspiration, incorporate those details into the actual mesh, and then putting on a basic "non-detailed" skin and seeing how it looks. Could be a challenge if you're up for it. Choose a test mech.
How the game works relating to this idea: There is a "shadowing" function in all the worlds, however I'm not sure if this will go so far as to bring out such details; it's a wait-n-see. Most of the "shadowing" of details is done in the textures, and I'm guessing there's a reason for it, but it would be interesting to actually find out if this works.
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