Author Topic: Modding Expeditions (KF)  (Read 45961 times)

Offline Holy_Diver

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Re: Modding Expeditions (KF)
« Reply #170 on: April 23, 2019, 12:20:31 pm »
Here (http://www.swordofmoonlight.net/bbs2/index.php?topic=293.msg2712#msg2712) is an early look at the work I'm doing to develop new modeling software, and some other components for SOM. I think we probably discussed this some in the beginning of this topic. I'm certain it will one day be used to port the tools (by reproducing the original functionality from scratch) to systems besides Windows. It emulates Windows 95 (classic mode) which is what SOM's theme is based on.

NOTE: I didn't develop the 3D manipulators shown. This is an example from the GLUI project that I'm commandeering as a starting point. They look pretty cool, but I don't want to give the impression here that this is my idea of the final 3D modeling productivity software I'm developing. There is more information in the link. The challenge here is to develop the UI (buttons, frames, etc.) to satisfy robust cross-platform development software. I actually like how it looks, but I think too noncommercial products should present an outwardly rugged exterior. It gives it a unique look, and speaks to the soul to meditate on function-over-form and rebukes certain forms of shallowness.

« Last Edit: June 19, 2019, 10:33:54 am by Holy_Diver »

Offline Holy_Diver

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Re: Modding Expeditions (KF)
« Reply #171 on: May 28, 2019, 03:01:42 pm »
Here's info on blending the MPX models:

http://www.swordofmoonlight.net/bbs2/index.php?topic=297.0



I've been working on this since I finished the first round of UI work from the previous post here:

http://www.swordofmoonlight.net/bbs2/index.php?topic=293.0

There's an EXE demo for that at https://github.com/mick-p1982/glui/tree/master/bin/Win32

I also spent two or three days adding a UDP feature to PSVRTracker that emulates PSVRToolbox so that I can hook SOM up to it instead of the Toolbox now. I'm working jointly on it to try to get a camera solution for PSVR working and to use it to build up an "Exselector" project. The Tracker project uses C++ instead of C# so it's more in keeping with SOM. Because of the Toolbox project I started to consider C# for future work, but that made me to keep my eyes peeled for information about C# and ultimately I decided C# should be avoided.

This blending project is an outgrowth of the layer project.


EDITED: New release information for blending feature: http://www.swordofmoonlight.net/bbs2/index.php?topic=294.msg2721#msg2721
« Last Edit: June 01, 2019, 12:44:04 am by Holy_Diver »

Offline Holy_Diver

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Re: Modding Expeditions (KF)
« Reply #172 on: August 31, 2019, 05:42:48 am »
Uh, this place is now officially deader than your average KF ghost town.



This screen is (very) early results from my work on building a new modeling software to make progress on porting King's Field II for SOM. It's based on Misfit Model 3D that is part of the discussion from earlier in this thread/topic. My goal is to make a software ideally suited for SOM's morph-target animation work, that is productive and user-friendly.

Offline Holy_Diver

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Re: Modding Expeditions (KF)
« Reply #173 on: December 05, 2019, 05:05:08 am »
Here (https://github.com/mick-p1982/mm3d/releases/download/win32-demo/mm3d-portable.zip) is a single EXE version of the 3D modeling software project I've been hard at work at for a while now.

That is a direct download link, more information is here (https://github.com/mick-p1982/mm3d/releases/tag/win32-demo) and there is source code in the directories above that one. Please give it a try and let me know if it works for you.

P.S. Publishing this is a major milestone for myself. I've been wanting to get it off my chest so-to-speak plus it's good to have files out in the wild so I know they don't depend on my own safekeeping abilities.

Background: http://www.swordofmoonlight.net/bbs2/index.php?topic=293.0

This is a link to a Windows demo of the project from the previous post in this thread.



EDITED: Some progress loading animation data into the new editor...

Unfortunately I'm a little stuck finding the will to go to the next stage because the editor requires reprogramming to work with sparse animation data. I could load it by generating the missing frames but that's no good for working with the model (which is also something the editor can only do to a limited degree as is) and wouldn't be a wise use of time in the grand scheme. I will summon the energy.
« Last Edit: December 21, 2019, 12:21:57 am by Holy_Diver »

Offline Holy_Diver

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Re: Modding Expeditions (KF)
« Reply #174 on: December 31, 2019, 06:18:07 am »
http://www.swordofmoonlight.net/bbs2/index.php?topic=286.msg2768#msg2768



EDITED: The textures must be upside down compared to in the game... I just realized that thing in the middle could be a uvula.

Funny story: All my life I thought "tonsils removed" was removing your uvula... of course I havn't thought about it since I was kid... but it makes sense actually, that "tonsils" is plural must never have occurred to me. Oh the curse of being a genius :rainbow:

EDITED: BTW, another thing you may not notice, is the likeness to a watermelon is more so since there is actually something like a rind around the mouth. I don't think I ever saw that.
« Last Edit: December 31, 2019, 06:28:22 am by Holy_Diver »

Offline Holy_Diver

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Re: Modding Expeditions (KF)
« Reply #175 on: January 02, 2020, 06:21:49 am »


Slightly improved version.

EDITED: This gives me an idea to work on an animated GIF feature. There's already a (frankly odd) feature to make PNG or JPG slideshows. There is a way to make a GIF with wxWidgets that I think would be nice for sharing animations online.
« Last Edit: January 02, 2020, 06:32:24 am by Holy_Diver »

Offline Holy_Diver

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Re: Modding Expeditions (KF)
« Reply #176 on: January 03, 2020, 03:02:00 pm »

Offline Holy_Diver

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Offline Holy_Diver

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Re: Modding Expeditions (KF)
« Reply #178 on: April 24, 2020, 09:28:24 am »
Conversion progress :bowl:


Offline Holy_Diver

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Re: Modding Expeditions (KF)
« Reply #179 on: May 09, 2020, 01:07:12 am »
Because King's Field II has 200 monsters on its maps this week I've worked on increasing SOM's limit up from 128. The player only took me a day, but SOM_MAP took more than few days.

All that's left to do is to add the extra data to the save file. In a normal software project changing the limit would just be typing in a new number, but with SOM it takes a week! But it's worth it. The problem with this case is this is a systemic part of the program and in all except MapComp the data is fixed by the program's code. I wouldn't normally mess with this kind of thing under the circumstances but for KFII I make an exception, plus the map elements are on the periphery of the system, so they are easier to monkey with than the SOM_PRM data tables. I think From Software set this number too low to begin with and now there is a layer system which means there's more vertical real-estate to fill with monsters!