Sword of Moonlight Forum

Sword of Moonlight => SOM Guides, FAQ and Help => Topic started by: Verdite on May 11, 2011, 06:43:41 am

Title: Adding custom items and weapons to SoM (unsticky me please)
Post by: Verdite on May 11, 2011, 06:43:41 am
We all use metasequioa because we know it has an export as x file in the save as.
You'l see SoM's tools as x2mdo, x2msm, and x2mhm. The tool x2mdo is simple - probably the easiest to work with.
I'll go through the process for adding custom weapons first. Its lengthy, so pay attention.  :wink:


Ill do this process with metaseq. Download LE if you want the free x exporter. The textures you made for you're model have to be 256x256 dimensions, and they need to be in you're metasequioa texture folder, and saved as a .bmp file. (windows bitmap.)
Make sure in metaseq you have selected the texture from the metasequioa texture folder, located in the install area.

You'l need the SoM Tools http://www.swordofmoonlight.com/SOMTools/SOMTools/SOMTools.exe
And the tool translation.
http://www.swordofmoonlight.com/SOMTools/SoM_Tools_Translation_v1.1/SoM%20Tools%20Translation%20v1.1.exe
Get these setup, install you're tools to an easy location say c:\tools remember the directory.

Now for the kicker. Each time you export a model to this folder, you need the texture files in there, as they need be converted to a txr file. So make sure EVERY texture in you're model that you're converting goes there, or else the texture will not show.

Okay, next create you're model and save it as an x file in you're tools folder, with only four characters lets call you're first model swd1. As i mentioned, Metaseq has a x file exporter, Metaseq LE has it for free. So its saved in you're tools folder? Grand.
Next click on the "Search programs and files" in you're windows start menu. Type in cmd, hit enter.
Command prompt should be up. Type in cd\tools (assuming you installed it in the location i afore mentioned.)
Now type x2mdo.exe swd1.x
If you followed the process, you'l have no errors.
If you get a "texture could not be read" error, you have not selected the texture from the metasequioa folder properly.

So thats you're basic model. You'l also need the swing model. A weapon needs 2 parts, base model and swing model.
See attached to this post a download for the perfect swing model and size, you'l need it.
So once you have aligned you're weapon with my swing model (rotate, scale, move, etc.) you can save it, but pay heed as you will need to change the file name.
Each swing model needs to correspond to the standing model. So in this case you'l save it as swd1_0 (that is 0 as in the number.)
Again type cmd if you closed the window, if not type in x2mdo.exe swd1_0.x
You'l have the swing model.

Now then! Take these pieces, and place them into you're SoM/items/model folder. Make sure every texture is in there too.
You'l now need a hex editor. I use this. http://www.swordofmoonlight.com/SOMTools/HexEditor/xvi32.zip
Okay open up you're hex editor. Go to open. Now locate you're SoM install location. Go to items, then prof.
Locate 003.prf and open it.
Now, click on the L of the Long Sword. Rename it. Use Tool Sword as i have wrote for this first time.
(http://imageshack.us/m/542/1206/hex1.jpg)
Now click on the i of i003.mdo rename it to swd1.mdo
(http://imageshack.us/m/819/6427/hex2ft.jpg)

Follow this last part carefully.  :rainbow:
Go to file. Save as. type in swd1.prf and save.
Do not forget the .prf at the end of the file you are saving as or it wont work.
Now go to parameter editor in SoM and look up Weapon: Tool Sword
Adjust the damage accordingly!

Some pointers.
If you are creating a longsword, dont extend the length past my swing model for the swing model.
Other items, such as helmets, armour, etc do not need the extra _0 file.
Here is the table of .prf for other pieces you may need.

(Taken from dmp design's tutorial)

035.prf – Head slot item.
044.prf – Body slot item.
060.prf – Arm slot item (more details on gloves in the weapon/glove section).
068.prf – Leg slot item.
080.prf – Shield slot item.
092.prf – Accessory slot item.

Any questions, just ask!
Title: Re: Adding custom items and weapons to SoM
Post by: HwitVlf on May 12, 2011, 11:40:06 pm
Your swing-model 'sizer' sample will save me a lot of work- thanks. Will it work as a template for all three swing types (slash smash stab)?
Title: Re: Adding custom items and weapons to SoM
Post by: Verdite on May 13, 2011, 06:44:13 am
No worries, i havent tried it with any of the other swing types, i made it purely for the slash swing.
Title: Re: Adding custom items and weapons to SoM
Post by: Creatura on May 13, 2011, 11:16:46 am
Hi there. This was very helpful but I still have problem.
I don't get any errors while converting .x into .mdo but the textures don't show up at all. The sword is blank white.
I have also put my textures in item/model/bmp dir but still no avail.

Thank you in advance.
Title: Re: Adding custom items and weapons to SoM
Post by: Verdite on May 13, 2011, 11:20:08 am
Did you take the .txr files and place them in the model folder?

If so and still no good, send me the files, ill help you find the problem  :cool:
Title: Re: Adding custom items and weapons to SoM
Post by: Creatura on May 13, 2011, 12:41:10 pm
Works Like A Charm!!! :smokin:

I just have to work hard now to make 2 models (1 for slash and 1 for world)

Thank you guys you helped me a lot
Title: Re: Adding custom items and weapons to SoM
Post by: Verdite on May 13, 2011, 12:50:14 pm
Well dont forget to take the file i posted! All you need to do is to go to "insert" in metasequioa, select the file, then create as new objects if it says "obj... etc already exists" then, deselect all. Select you're swords parts (you can click on the "eye" icon to hide objects you dont need, i use this alot to copy / single out objects) then rotate it and scale it and place it over my model. When you export, dont include my model. Hide it or delete it first.
Title: Re: Adding custom items and weapons to SoM
Post by: Creatura on May 13, 2011, 12:57:44 pm
OK I'll try that tonight.
When I first tried it, it worked out hilariously it was all messed up that i hit handle instead of blade.
But I now know what the problem was and I've fixed it now.
Title: Re: Adding custom items and weapons to SoM
Post by: Verdite on May 13, 2011, 03:43:40 pm
Nice. By the way, someone called me "the SoM blacksmith" once, which is pretty true. I'm quite adept at metaseq, so if you are finding a model too difficult, send me the plans and ill make it for you. I offer to make other people items, but they often forget to reply..
Title: Re: Adding custom items and weapons to SoM
Post by: Creatura on May 13, 2011, 04:10:21 pm
That is great and I remember you told me that last year when I was starting my first project.

So I DO remember that :)

I have made a Minecraft Sword just to test myself if I could do anything in Metasequoia, but I can't save textures to bmp. It allows me to save them in .atr or .mqm

What should I do?

<EDIT>

Never mind I just made fresh textures by saving screen from textures panel and making copies of colors in MSPaint.

But can I make 1 file to be used as a texture? Because I get too many bmp pictures. This 1 sword has 6 pictures and it is not complicated at all but when I make more complicated models I wouldn't want to create 49876237851 texture files :biggrin:

<ONE MORE EDIT>

When I created those textures I saved them in MSPaint but they don't seem to be working.
I know that Photoshop made textures work fine but I don't have that prog so I have to ask my friend to make textures for me all the time.
I want to make them on my own without purchasing or pirating Photoshop.
BTW I have Paint Shop Pro 9 but I'm not sure if it works. I tried converting MSPaint bmp to PSP9 bmp but nothing changed.

<YET ANOTHER RIDICULOUS EDIT>

I got it working just as I expected. PSP9.


Your Slash model worked perfectly, though it has some flows like extra hidden objects you should remove. I did though :)

Oh could you make 1 display model sample? because I can't make it look right.
Title: Re: Adding custom items and weapons to SoM
Post by: Verdite on May 14, 2011, 04:30:39 pm
Ok i got the perfect free, legal, programme for texturing.

Its called GIMP and i use it for all my textures. Mspaint just cant cut it when it comes to options and the like.

Google it and dl it from its main site!

Okay about textures, you can use one 256x256 texture for a model. You'l need to place the things you want to project onto you're sword into sections of the texture.
But! This will maybe you're model look very low res, and its much easier making extra 256x256 textures. Trust me ive had a year of this and i am pleased that i followed this guide.

Also you can make things much quicker this way. Most of my models have at least two seperate textures.

Ah, just noticed that bad lad sword i left in there. Woops.

Added the display model 'cause im nice. It should be about right. Sword display models should really dip below the grid a little.
Title: Re: Adding custom items and weapons to SoM
Post by: airflamesred on May 14, 2011, 04:57:58 pm
GIMP is good , though let us not forget dogwaffle
Title: Re: Adding custom items and weapons to SoM
Post by: Creatura on May 15, 2011, 12:46:20 pm
Hey I tried GIMP and I think that it it wonderful. It has everything I need and is simple to use.
However when I add texture of scratched iron to blade it just shows up as simple gray when I render.

I want my weapon to look as realistic as it can.

What am I doing wrong?

BTW the display model is perfect :)

<EDIT>

I found out that my textures are somewhat realistic near the center of my model but the further I go, the more simple the texture gets.
Title: Re: Adding custom items and weapons to SoM
Post by: Verdite on May 15, 2011, 04:51:02 pm
Check out my projection tutorial... Lets find it...

http://swordofmoonlight.com/bbs/index.php/topic,476.0.html

Basically if you havent projected or "mapped" the texture, you'l get a straight line acoss the top / side of your texture as a map. You'l need to use the cylinder mapping to map a handle quickly, or use project to map a flat surface. If you get good at texturing / mapping you can use project to do you're entire model or look in these forums to find reccomended plugins to map with.
Title: Re: Adding custom items and weapons to SoM
Post by: Creatura on May 16, 2011, 02:43:10 am
I don't really get it so could you please reupload pictures to your tutorial?

NVM I figured it out the other way.


May I present to you my first model ever:

(http://s008.radikal.ru/i305/1105/ba/0973014e7113.jpg) (http://www.radikal.ru)

but this is what it looks like in metasequoia,
But it looks crappy in the game:

(http://i001.radikal.ru/1105/bc/adb6c8ba02f4.jpg) (http://www.radikal.ru)

The textures are simple, I mean there are only colors without textures and it looks like some kind of cheap plastic.
Title: Re: Adding custom items and weapons to SoM
Post by: Verdite on May 16, 2011, 05:56:57 am
It looks good!

Textures arent bad at all, the best textures to use are real ones, though the marble is probably a real texture.
Title: Re: Adding custom items and weapons to SoM
Post by: Creatura on May 16, 2011, 06:12:33 am
It looks normal just because the picture resizer added noise while uploading.

I tried projecting as you told me but when I insert the model in the game it shows 1 blank color which was outside the projection and the weapon doesn't show up in the inventory. It isn't even displayed when I pick it up.

<EDIT>

OK I've fixed it and it is now playable but the textures are still gone.


This is the model:
(http://s011.radikal.ru/i315/1105/80/1d909dff7ff3.jpg) (http://www.radikal.ru)


And this is in the game:
(http://s002.radikal.ru/i198/1105/23/d8e06f67878a.jpg) (http://www.radikal.ru)

see what I mean?
Title: Re: Adding custom items and weapons to SoM
Post by: airflamesred on May 16, 2011, 11:45:50 am
Sword looks good to me, Creatura.
Title: Re: Adding custom items and weapons to SoM
Post by: Creatura on May 16, 2011, 12:59:22 pm
let me show you what I'm talking about:

(http://s46.radikal.ru/i112/1105/2b/7c7399657378.jpg) (http://www.radikal.ru)

now look at the upper picture rendered in Metasequoia.
Title: Re: Adding custom items and weapons to SoM
Post by: dmpdesign on May 16, 2011, 02:02:01 pm
I wonder...

What size are your textures for the metaseq model?  Meaning what output resolution are they, Im guessing above 256 x 256 or maybe a combination not divisible by 4.

It doesnt look like  your textures are really mapped but maybe the material colors are coming through or something.

Can you post a .zip file of your textures/meta files so we can monkey with them?
Title: Re: Adding custom items and weapons to SoM
Post by: Creatura on May 16, 2011, 03:21:30 pm
here is the only texture I mapped on my axe:

http://s55.radikal.ru/i149/1105/11/41d995e868b0.bmp

and the size is 256:256
Title: Re: Adding custom items and weapons to SoM
Post by: Verdite on May 16, 2011, 04:39:02 pm
Okay that axehead is probably missing its texture. You'l need to resize it to 256x256 then try placing it. By the way, the only way i recognised its lack of texture, is through the materials tab in metaseq - if you've changed the material colour, and import to SoM without its texture, it'l only show the colour from the materials panel in SoM. So clearly its been changed to green...

Btw, strangely good mapping for you're first few models!
Title: Re: Adding custom items and weapons to SoM
Post by: Creatura on May 16, 2011, 04:49:45 pm
I have done everything correctly and I never change colors in those tabs. I just prepare textures and put them on. AND it doesn't exceed 256X256.

Anyway, I'm proud to present my new model:
(http://i038.radikal.ru/1105/f6/4041eff49417.jpg) (http://www.radikal.ru)

And thanks, I've been trying :biggrin:
Title: Re: Adding custom items and weapons to SoM
Post by: HwitVlf on May 16, 2011, 09:28:31 pm
Very nice and creative models!
Make sure you have 'UV mapping' checked when you save the X file in Metasequoia or you'll lose the texturing.

Also, colored polygons will show through a texture in SoM. If you use strong or dark polygon colors, it can make your model look 'plastic'. Try opening each material and setting to H=0 S=0 V=100 to make the polygons white.

  
Title: Re: Adding custom items and weapons to SoM
Post by: Creatura on May 17, 2011, 12:31:56 am
Thank you but that's exactly how I have done the polygons. I'll check the UV mapping though right away and give feedback.

Oh BTW when I made my first sword I made double faced model and mirrored it and now I have external area of the sword plus internal area that is visible. Is there any way to remove one side? I know that metaseq has an option to make 1 sided face to make 2 sided but does it have opposite?


<EDIT>

UV Mapping worked like a charm. thank you.
I just need to remove that 1 side now. Please help me.

<ANOTHER EDIT>

I removed that side manually but it was a real pain in the ass. I now know that I will make only 1 side every time I start a project.
But still it would be nice to know if there is an auto remover (I tired Delete Overlapped Faces commend and it helped a little).
Title: Re: Adding custom items and weapons to SoM
Post by: HwitVlf on May 17, 2011, 03:33:47 am
"Object > unify faces" is the opposite of "double sided face".
Title: Re: Adding custom items and weapons to SoM
Post by: Creatura on May 17, 2011, 08:51:16 am
Yet another model to boast with  :biggrin: :biggrin:

(http://i017.radikal.ru/1105/4a/44ac2736a2c5.jpg) (http://www.radikal.ru)

I make at least 1 model per day :D

I think I'm gonna become a blacksmith just like Verdite on this forum.

I'm going to make just 1 more axe from these series (spiky weapons) and then make some national swords for my national game :biggrin::biggrin::biggrin:
Title: Re: Adding custom items and weapons to SoM
Post by: Verdite on May 17, 2011, 11:34:48 am
How are you mapping these weapons? And are you rendering them in Metaseq?
Title: Re: Adding custom items and weapons to SoM
Post by: Creatura on May 17, 2011, 04:39:19 pm
I choose texture, then I apply the texture to the part, then I scale it X10 or X5 or X4 depeding on what I need and then project. after that I downscale to original size. And yes I do it in metaseq. And why do you ask?
Title: Re: Adding custom items and weapons to SoM
Post by: Verdite on May 17, 2011, 08:19:03 pm
I was just wondering, as the rendering background changes with each image.
Title: Re: Adding custom items and weapons to SoM
Post by: Creatura on May 18, 2011, 04:35:19 pm
Is it possible to add custom animation to weapon usage?

I mean I want one of my weapons to hit twice per slash.

Is that possible?
Title: Re: Adding custom items and weapons to SoM
Post by: Verdite on May 18, 2011, 04:38:39 pm
Its possible to add it as a "spell" and use it that way, but i'm not sure if we have that spell creation fixed yet.
Title: Re: Adding custom items and weapons to SoM
Post by: Creatura on May 18, 2011, 05:00:40 pm
Still how do I make animations?

I will need it for my custom enemies.
Title: Re: Adding custom items and weapons to SoM
Post by: HwitVlf on May 20, 2011, 09:19:44 pm
There is some information on making custom animated models in the how-to linked in the thread here (http://swordofmoonlight.com/bbs/index.php/topic,464.0.html). But it's not completely up to date. You can get a copy of Mick's tools for making animated models (x2mdl and cpgen) on his site site (http://swordofmoonlight.net). You can also try asking question there.

I would recommend you start by making a simple animated Object if you don't have animation experience. Work your way up to custom enemies.

As far as I can tell, the last release of x2mdl is broken, so you might want to hunt down an older version.

Important things that aren't in the how-to:
Don't use two different textures on the same object in Metasequoia. The textures get messed up.
Make your skeleton's 'root node' at ground level (y=0).

I just got through making an new, updated humanoid skeleton (that's a skeleton structure for animating, not a skeleton enemy) for SoM models. It should be suitable for attaching to a standardized human body mesh.

I hope you do make some Georgian national weapons. I don't know much about your area's historical weapons. There is a Circassian Saber weapon in Shadow Tower Abyss. I think it would be from close your area.
Title: Re: Adding custom items and weapons to SoM
Post by: Verdite on May 21, 2011, 09:54:39 am
Question about x2mdl's textures mapping to objects...

Have you found a way around using multiple textures? I didnt map two textures to one object and got nowhere, the model had only one texture and was crazily mapped.
Title: Re: Adding custom items and weapons to SoM
Post by: HwitVlf on May 22, 2011, 05:54:57 pm
I used your 'weapon size' models for AirFlamesRed's sword and they worked beautifully- cooool!
I have a couple questions. Todd mentioned custom weapons sometimes look too bright or flicker during the 'swing'. Is there a fix for that?

I noticed armguards and full-body armor have four models (.mdo, _0.mdo, _1.mdo, _2.mdo) that seem to be replacement segments for the swing-arm model. If we want to make new hand armor, do we need to make 4 new models?  

Edit: I noticed there are a couple hidden objects in your 'exact sword' MDO model (a second sword etc); are they used for something? 

Quote
Have you found a way around using multiple textures? I didnt map two textures to one object and got nowhere, the model had only one texture and was crazily mapped.
If you're having trouble with a single texture, maybe the UV setup for your model goes off the edge of the texture somewhere. MDLs don't support 'tiling' meaning the UV area for any single polygon (triangle or quad) can't cross the edge of the texture and have the texture repeat like it does with an MDO.

If you're trying to do something that just has to use tiling (like a hidden door that matches a tiled wall) you should be able to split the model (door etc) into multiple polygons, each one using the texture once. So a door needing the texture tiled 3x wide and 2x high, would have 6 quads in it's surface, each displaying the full 256x256 texture.

That's the only 'single' texture problem I've encountered. If the problem is something else, free to send me the example.  :smile:
Title: Re: Adding custom items and weapons to SoM
Post by: Creatura on May 23, 2011, 05:16:33 am
Ladies (If we have on this forum) and Gentlemen, may I proudly present you my new Battle Axe:

(http://s012.radikal.ru/i320/1105/b8/c3dc01cedb66.jpg) (http://www.radikal.ru)

And this is ingame:

(http://i050.radikal.ru/1105/ce/015c1dcdd89c.jpg) (http://www.radikal.ru)

How do I make custom animations? could you please provide me with a link to post (if there is any)?
I really hate current slash animations and I'd like to make something similar to KF2

And How do I make transparent colors?
Sword Of Moonlight is transparent blue.
I want something similar.
Title: Re: Adding custom items and weapons to SoM
Post by: Verdite on May 23, 2011, 07:26:32 am
Axe looks good - very fantasy like! You've got the shading right too ;) this is whatcha get when you use "real" textures.
Btw, a tip. If you are using one texture, you can add shading by using the blend tool in gimp to create "light" you can select different types of shading here. Most of the SoM stock models look like they have this similiar shading method. See pic.

You can choose to have the "side" swing model like the Shiden's swing in kf2. You need to select a profile that has this swing embedded into it.
In this case choose the 017.prf for the two handed sword, the length will probably be just off for the likes of your axe. What i do for length is adjust my model in metaseq first.

Custom animations can be found in the keynote thread. For your arm animations you'l need to replace the arm.mdl in the data/my folder, and ill just say not many of us have tried customising swings yet, so if you could find out for us you'd be helping us out alot.

Transparency can be attained through the material panel, ill add a flask to this post to give an example. You can compare / understand by looking at the material values.

Wolf, none of my UV's in mdls stretch over the texture.
I'll send you my demon warrior to take a peek at.
Title: Re: Adding custom items and weapons to SoM
Post by: Creatura on May 23, 2011, 07:50:51 am
I didn't quite understand that transparency thing because it isn't transparent when I render it in metaseq.
I'll try harder to understand it.

As for the textures: I don't actually use GIMP any more. I found Paint Shop Pro much efficient.

I knew it about those prf-s and I don't like any of them.

I just need a tut on how to animate things and how will I be able to make an arm.

<EDIT>

I think that I can't render it correctly because I don't have the textures you used for this model.
Title: Re: Adding custom items and weapons to SoM
Post by: Verdite on May 23, 2011, 07:53:26 am
Yes it wont show in metaseq because it is the diffuse slider.

You can find a tutorial here. It is exceptional.

http://swordofmoonlight.com/bbs/index.php/topic,464.0.html
Title: Re: Adding custom items and weapons to SoM
Post by: HwitVlf on May 23, 2011, 05:42:40 pm
I'll send you my demon warrior to take a peek at.
I love your animations! I could actually feel his pain when he died :)
I see a few problems in the texture setup-
The 'head' object uses two different textures (mat1=strangehide.bmp and mat2=demonparts.bmp) which doesn't work in x2mdl right now. The whole 'head' will come out covered in only one of the textures.
LShoulder and Rshoulder objects each use three textures (bod, mat1 and mat2),
and Torso, L/RShin and L/RFoot use (bod and mat1),
and RHand uses two textures (bod and sword),
so they'll likely have the same problem as the head.

LThigh and RThigh objects both have one polygon whose UV goes off the texture, so their texture will come out all wacky flipped.
Title: Re: Adding custom items and weapons to SoM
Post by: airflamesred on May 23, 2011, 06:40:51 pm
I had a quick look - didn't realise there was more than one animation. Looks good
There's no real need for the anchors {unless you guys no something I don't)  which might make things easier.
Title: Re: Adding custom items and weapons to SoM
Post by: HwitVlf on May 23, 2011, 08:07:58 pm
I like Verdite's animation "7" which is played when the enemy avoids the player's attack. -reminds me of a Rugby player avoiding a tackle  :harry_jump:

I tested your anchor-less bone setup (from the scissors tutorial) and it works fine for SoM animated models. Thank you very much for that; it really simplifies the setting up and editing models, as well as making the workspace tidier. I think the skeleton on Verdite's enemy comes from back when we were still figuring out the ropes. Attached is your (Verdite) enemy with the anchor-less skeleton setup with AirFlamesRed's method.

I found out recently there's an international standard for humanoid model/skeleton size. That's why you see models in that 'arms-stretched-out' pose so often. I've made a new skeleton (anchorless) that should conform to the international standard. I'll include it with the next 'how-to' update. Since the last release of x2mdl was broken, I'm just waiting to see if there will be an update in the near future.
Title: Re: Adding custom items and weapons to SoM
Post by: airflamesred on May 24, 2011, 06:31:14 am
Oh yes its much better for the reasons you have just pointed out. Some of the bones needed tweeking but the anims were quite good. I really liked the twist one.
I found, while messing that it sometimes adds keyframes (without touching the add button) sometimes, just by posing!. Anyone else getting that?
Title: Re: Adding custom items and weapons to SoM
Post by: Verdite on May 24, 2011, 07:23:26 am
Thanks alot for going into all that detail for me! So one mat per object, as i remember you saying. No probs.

Though i will say, i'd assigned one material to the whole model, fixed it so there were no uv's over the texture box, etc just to test and it still came out wrong.

As for the anims - cheers! I really enjoyed doing them, the animation 7 maybe did stem from my experiences with rugby, though to be fair i rarely avoided a tackle, i rather embraced it as a contest of strength. I dont play rugby now hahaha. I used to play prop, because i was a giant for my age.

I'm gonna attach the textures incase you see something i havent. I kinda lost hope after i re-uv'ed everything with one texture to no avail.
Title: Re: Adding custom items and weapons to SoM
Post by: Creatura on May 24, 2011, 08:47:46 am
Transparency worked just as I needed

(http://i034.radikal.ru/1105/27/b507a4c51c57.png) (http://www.radikal.ru)

Thank you.

Now All I have left to learn for now is how to animate and I have enough source to learn from. :)
Is it possible to have more than 3 animations for hand? If yes, how do I do it?

Thank you all!

Oh BTW where do I get x2mdl?
It didn't come with my somtools.
Title: Re: Adding custom items and weapons to SoM
Post by: airflamesred on May 24, 2011, 09:18:38 am
Nice swords
Title: Re: Adding custom items and weapons to SoM
Post by: HwitVlf on May 24, 2011, 07:35:59 pm
Yes, nice swords. Are they modeled after authentic Georgian weapons?
Is it possible to have more than 3 animations for hand? If yes, how do I do it?
Oh BTW where do I get x2mdl?
I tried to make a basic replacement swing-arm model but it wouldn't show up ingame. However, I recently noticed that the arm model seems to have invisible bones which may be needed to align the weapon and hand armor to the arm. They may need to be included in the replacement arm model. If we can get a replacement arm to work ingame, it might be possible to add a fourth swing animation.  
The latest version of x2mdl is available here (http://www.swordofmoonlight.net/bbs2/index.php?topic=12.0) on som.net. However, I think that release has a serious bug. So, if it gives you problems, you can try the older version here (http://www.swordofmoonlight.net/bbs2/index.php?topic=23.00). Mick, who made x2mdl, might have updated it by now. You could post on his site and and ask.


Verdite, I did a rough 'fix' for the UV issues I mentioned on your model and it seems to be looking ok in game. Your sword texture wasn't included, and since the sword and right hand are part of the same object, they'll need to use a single texture. I assigned the hand and sword both to the sword's texture so you'll have to insert a block for the hand's texture into the sword's bmp or such.
Title: Re: Adding custom items and weapons to SoM
Post by: HwitVlf on May 24, 2011, 07:47:25 pm
I found, while messing that it sometimes adds keyframes (without touching the add button) sometimes, just by posing!. Anyone else getting that?
I think Keynote always auto-adds/modifies a keyframe when you change the pose. Me likes undo buttons  :biggrin:
Title: Re: Adding custom items and weapons to SoM
Post by: airflamesred on May 25, 2011, 04:34:21 am
I had a closer look at your model Verdite. There were some double sided poys and unwelded verts.  These may not be important for the game, but that really confused me at the UV stage. Ive been used to making separate diffuse, bump, specular etc, maps for models but I now see these have to be combined, or elements of them, for ingame
Title: Re: Adding custom items and weapons to SoM
Post by: airflamesred on May 25, 2011, 02:43:14 pm
@Hwitvlf
What, pray, is this international standard of which you speak. Is this for the game or general 3d? I know 1 mqo unit is 1 metre when I export to most other apps.

Would it make sense to have a base model so we could all chip in with some armour or a cod peice! etc ?
Title: Re: Adding custom items and weapons to SoM
Post by: Verdite on May 25, 2011, 02:47:28 pm
Cant be without the piece of cod.
Title: Re: Adding custom items and weapons to SoM
Post by: airflamesred on May 25, 2011, 02:58:54 pm
Cant be without the piece of cod.
Not in this day and age!
Title: Re: Adding custom items and weapons to SoM
Post by: HwitVlf on May 25, 2011, 05:41:47 pm
Ha, I'd hate to get mixed up and eat a cod piece while wearing a piece of cod.

As far as the 'international humanoid standard', I think it's mostly about relative proportions and number of bones. There's a brief description of it here (http://en.wikipedia.org/wiki/Humanoid_animation), or, if you want to have the urge to poke your own eyes out so you won't have to read any more technical jargon, the full description is here  (http://www.h-anim.org/). It looks like I was wrong in assuming that the common T pose (outstretched arms) were part of the standard though.

I'd very much like to get a standardized animated skeleton going for SoM so we could swap in/out parts. I'm just finishing making the first NPC for my game, when it comes time to make the second, I'll try to swap the first NPC's skeleton/ animations into the second and see how it goes.
Title: Re: Adding custom items and weapons to SoM
Post by: Creatura on May 29, 2011, 10:25:57 am
Now I want to show you our national sword which I made in meta:

(http://s56.radikal.ru/i151/1105/77/fe3a4645a9c6.jpg) (http://www.radikal.ru)
Title: Re: Adding custom items and weapons to SoM
Post by: Verdite on May 29, 2011, 11:47:52 am
Looks good, especially the 'gutter' of the sword. Well done.

It looks alot like a dark age sword that i'm familiar with. Maybe not a spatha, something... Hmm. Its very unique i have to say. You've done a great job of projecting the metal texture so the scratches go horizontally rather than vertically. It does look like a hand forged blade. Superb!

I'm quite fond of remaking my country / ancestors swords and armour too.

Heres a Japanese tanto i made a while ago.
Title: Re: Adding custom items and weapons to SoM
Post by: Creatura on May 29, 2011, 02:43:06 pm
Wow I love the handle textures. they are so realistic.
Title: Re: Adding custom items and weapons to SoM
Post by: airflamesred on May 29, 2011, 03:48:26 pm
both very good. What are those spiked ball on a chain things called. I'm thinking Roman? I fancy making one
Title: Re: Adding custom items and weapons to SoM
Post by: Verdite on May 29, 2011, 04:02:49 pm
A flail? Ive made a few! Flails were used to beat hay and wheat plants with too.

Theres also a sickle and chain, which was famous in Japan as the kurasigama.

(http://www.robertg.com/images/kusarigama2_t.jpg)
Title: Re: Adding custom items and weapons to SoM
Post by: HwitVlf on May 29, 2011, 05:34:22 pm
Very nice. Similar to a gladius.
Title: Re: Adding custom items and weapons to SoM
Post by: Creatura on May 29, 2011, 05:37:11 pm
We have some flails and I'd love to make some but how do I make physics for the chain?
Title: Re: Adding custom items and weapons to SoM
Post by: Verdite on May 29, 2011, 05:54:46 pm
Not entirely sure... Wolf is it possible to put a cp into an item?
Title: Re: Adding custom items and weapons to SoM
Post by: airflamesred on May 29, 2011, 06:37:42 pm
Ah yes a flail, thats what I was thinking of. I've not seen one in action but I guess you rotate it, at speed and wallop!
Title: Re: Adding custom items and weapons to SoM
Post by: HwitVlf on May 29, 2011, 11:09:35 pm
Not entirely sure... Wolf is it possible to put a cp into an item?
I've only tested once, but it didn't work to use an animated MDL for an item. It said 'texture not found' in the item editor and you couldn't see the weapon ingame. :(

I think for a flail, you could make a 'relaxed' chain version for the display model, and a taut-chain version for the swing model.

I always wondered how they avoided hitting themselves; if the ball missed its target, seems like it would swing back around and smack the wielder. Ha, that would have worked for a Monty Python scene. Perhaps authentic versions had long handles and short chains?   
Title: Re: Adding custom items and weapons to SoM
Post by: Creatura on May 30, 2011, 02:48:00 am
Actually there is a technique of using this weapon so if you swing correctly there is no chance that it hits you.
and I thought just as you said to make a static display model and dynamic for hand model, but how do I make it start animation when hitting?
Title: Re: Adding custom items and weapons to SoM
Post by: Creatura on May 30, 2011, 07:36:55 am
I want to show you our War Ring (spike type)

I didn't really bother with model quality so the textures are crappy and the model itself has too many visible edges.
It was an experiment and it worked out just fine and I'm going to improve this ring.
As for now, I'm just showing off a random Georgian weapon :)))

(http://i041.radikal.ru/1105/b0/0acb34ed6cab.jpg) (http://www.radikal.ru)

I want to make a punch animation.
I also want to add dual wield hit animation as long as other anims so that's why I want them more than 3
Title: Re: Adding custom items and weapons to SoM
Post by: Verdite on May 30, 2011, 08:48:25 am
Okay, firstly you'l need to experiment with x2mdl and keynote. If you followed hwtvlf's guide you'l be on the right path.

You'l need to experiment with an arm model, and test it in SoM to see what you get. So far, im not sure how long the swing duration for a standard attack is, (fps) but if you could find out ill work on this with you if you like.
Title: Re: Adding custom items and weapons to SoM
Post by: HwitVlf on May 30, 2011, 10:37:09 pm
A little update on the earlier subject of "using two textures on a single object in an MDL model". It appears it's only a problem with the 'binary' X format. If you uncheck "save as binary" when you export your model in Keynote, the textures should turn out right even if you used 2 on a single object.

Mean looking ring creatura! Remind me to never pick a fight with a Georgian!
Title: Re: Adding custom items and weapons to SoM
Post by: Verdite on May 31, 2011, 10:52:20 am
Oh man!!!!!

Thanks for the info... Argh :)

Ive been focusing on creating one single 256x256 texture for my custom npc. See the pic for a WIP.
Made everything myself. Including the mesh.
Title: Re: Adding custom items and weapons to SoM
Post by: HwitVlf on May 31, 2011, 09:09:41 pm
Ha, yeah, I moved a bunch of polygons around on my NPC (so they would be in their own object) before I found the work-around. Oh well, good learning experience.
You NPC is looking good! If you are going to give him a "sitting > stand" animation, let me know. It requires some special handling or they NPC stands up into the middle of the chair. I was almost finished with an updated how-to, but I accidentally deleted it when I cleaned up my desktop ARGHHHH!!!
Title: Re: Adding custom items and weapons to SoM
Post by: airflamesred on June 01, 2011, 05:42:21 am
So is it best to use one tex or more?
Title: Re: Adding custom items and weapons to SoM
Post by: HwitVlf on June 01, 2011, 05:09:52 pm
I think it's just a matter of preference. Personally, I prefer to use as few textures as possible.
But on big models, it usually takes a couple textures at least to get a good look.
On my NPC, I have a three textures: clothes, face/hair, feet/legs/hands. I probably could have fit everything into two if I tried hard enough.
Title: Re: Adding custom items and weapons to SoM
Post by: Verdite on June 01, 2011, 06:24:57 pm
And do all three go through x2mdl alright? What version you using?
Title: Re: Adding custom items and weapons to SoM
Post by: HwitVlf on June 02, 2011, 06:16:53 pm
Yes, all three textures come out good in the MDL. I was using an old version of x2mdl (about the 4th release) since the later version didn't work at all. But Mick's latest release (about the 10th version) available here (http://www.swordofmoonlight.net/bbs2/index.php?topic=12.0), seems to work again.

Note, double sided polygons look funky in somimp_viewer, but they look normal ingame.
Title: Re: Adding custom items and weapons to SoM
Post by: Creatura on June 12, 2011, 03:32:14 pm
Hey guys just for fun I'm posting this:
http://www.mediafire.com/?2l34ode6n7x1146

I made everything myself.

Just For Laughs.  :biggrin:
Title: Re: Adding custom items and weapons to SoM
Post by: HwitVlf on June 13, 2011, 05:50:10 pm
That's actually a good starting model to learn with. You should load him into your SoM game as a secret boss. I gave him an attack just for the fun of it.
Title: Re: Adding custom items and weapons to SoM
Post by: Creatura on June 13, 2011, 06:01:02 pm
 :biggrin: :biggrin: :biggrin: that was hilarious.
Imagine these animations in minecraft.  :biggrin:
Title: Re: Adding custom items and weapons to SoM
Post by: Creatura on June 28, 2011, 05:05:47 pm
I haven't posted my weapons here for a long time.

I made this today:
Title: Re: Adding custom items and weapons to SoM
Post by: dmpdesign on June 28, 2011, 05:29:43 pm
Beautifully done!  Is that an in game/in editor shot with a 256 set of textures?  It looks really high res.
Title: Re: Adding custom items and weapons to SoM
Post by: Creatura on June 28, 2011, 07:44:58 pm
the tex are 256 and it's shot in meta render.
Title: Re: Adding custom items and weapons to SoM
Post by: Creatura on June 29, 2011, 08:14:11 am
A little addition to that sword:

Title: Re: Adding custom items and weapons to SoM
Post by: Verdite on August 05, 2011, 10:41:30 am
Can this be stickied? :)
Title: Re: Adding custom items and weapons to SoM
Post by: dmpdesign on August 09, 2011, 11:11:17 pm
done.