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PheonixIV
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Posted: 13 Apr, 2007
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Joined: 08 Mar, 2007 Posts: 9771 Location: In a non-euclidian space between the walls.
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Devils_Hitman
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Posted: 13 Apr, 2007
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Joined: 23 Feb, 2007 Posts: 252
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Redo the skin, every vertex needs to be weighted to a bone.
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tpapp
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Posted: 13 Apr, 2007
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Joined: 25 Feb, 2007 Posts: 217
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Is it just me or do people simply refuse to read previous posts in a thread when posting their problems?
There are problems with the exporter that basically mean you cant have a mesh with more than one weighted bone in it and expect it to work in game. Robotronic is working hard to fix the problems so just hold up and stop posting the same things that other people have already posted. Next time try reading the last page or so of thread before posting to make sure youre not just adding to the clutter.
_________________ tpapp's sc2normal texture converter (v1.1):
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PheonixIV
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Posted: 13 Apr, 2007
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Joined: 08 Mar, 2007 Posts: 9771 Location: In a non-euclidian space between the walls.
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Manimal
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Posted: 13 Apr, 2007
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Joined: 11 Apr, 2007 Posts: 1915
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tpapp wrote: Is it just me or do people simply refuse to read previous posts in a thread when posting their problems?
There are problems with the exporter that basically mean you cant have a mesh with more than one weighted bone in it and expect it to work in game. Robotronic is working hard to fix the problems so just hold up and stop posting the same things that other people have already posted. Next time try reading the last page or so of thread before posting to make sure youre not just adding to the clutter.
Same old story in most forums where I've been !  :-/
I've taken the time to read the whole thread...
IMO it needs to be condensed to regroup the very usefull informations...
For memory this discussion is about "Model and Animation formats"
So I suggest the converter things to be exported in a specific thread which would be named "Converter XXX Dev" or something like that, where XXX is the name of the converter. (just like you did tpapp)
It's not my intention to push away Robotnic and other coders (I'll be one of their customers), but things are sometimes going a bit out of topic.
Then it becomes a pain to extract the essential data... (I'm a real noob at 3D)
<EDIT>
I won't offer to do this "cleansing" job cos' I don't feel good enough in summaryzing such topic I don't master (yet).
Although, modding SupComm requires lots of knowledges and tools.
In my specific case, I wish I could make a total conversion -alone for now- which supposes to do a big work (learning 3D and related tools, making CGs, learning LUA, coding, etc.).
I'd rely on SupComm fans's tools to create my own mod much more easier then...
But for now, I have to go back and learn how to make my own 3D units... until some question comes to my mind.
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Devils_Hitman
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Posted: 13 Apr, 2007
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Joined: 23 Feb, 2007 Posts: 252
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PheonixIV wrote: I did make every vertex only weighted to 1 bone! I ONLY HAVE 1 BONE!
If you upload it I can take a look at it.
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PheonixIV
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Posted: 13 Apr, 2007
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Joined: 08 Mar, 2007 Posts: 9771 Location: In a non-euclidian space between the walls.
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Robotronic
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Posted: 14 Apr, 2007
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Joined: 09 Mar, 2007 Posts: 199
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spliff
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Posted: 14 Apr, 2007
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Joined: 18 Feb, 2007 Posts: 493 Location: Gone
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Shouldn't it just be a matter of swapping a plus with a minus (or whatever the vector equivalent of that is) somewhere in the exporter? Turning textures inside out doesn't seem like a good long-term solution.
For someone who has minimal programming experience you've done a trully amazing job to get this exporter out so quick. I studied 3D art for 2 years at tertiary level and I still don't understand half this stuff (but I can make a wicked corkscrew  ).
EDIT: Forgot to mention. I've contacted RAD Game Tools and politely asked if they would consider releasing a community version of their export plugins. I made a good argument that it would add significant value to their 'granny' framework by giving their customers (ie, GPG) more features and giving RAD free promotion at the same time. Its not like the exporter would do anything for you if you weren't a licence holder yourself or the customer of one.
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PheonixIV
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Posted: 14 Apr, 2007
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Joined: 08 Mar, 2007 Posts: 9771 Location: In a non-euclidian space between the walls.
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Kenetor
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Posted: 15 Apr, 2007
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Joined: 16 Feb, 2007 Posts: 200
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spliff: its not the exporter that flips the model so is not a problem to fix, it works fine, it was just a problem 1 person was having, its worked fine with no problems for myself and alot of people you see
Kenetor
_________________ Mod Leader @ Gothic Commander - BFG TC
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Devils_Hitman
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Posted: 15 Apr, 2007
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Joined: 23 Feb, 2007 Posts: 252
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Kenetor wrote: spliff: its not the exporter that flips the model so is not a problem to fix, it works fine, it was just a problem 1 person was having, its worked fine with no problems for myself and alot of people you see  Kenetor
Well , I've had a few models where all the bones are positioned relative to the model, yet when exported they show up in reverse.
I got into max and change the position to say, x=15 to x= -15, it then works and shows up ingame in the right position. This has been true for most of the models I have working.
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Hammerhead
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Posted: 16 Apr, 2007
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Joined: 22 Feb, 2007 Posts: 172
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So how is the new exporter coming along robotronic?
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Robotronic
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Posted: 16 Apr, 2007
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Joined: 09 Mar, 2007 Posts: 199
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Hammerhead wrote: So how is the new exporter coming along robotronic?
I'm rewriting it. The current version was giving me so much problems. I'm ditching the skinmod idea. I'm going to treat each object in the scene as a seperate node. This should be easier for me and the exporter will be a lot faster. ( I hope)
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CodyLavery
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Posted: 17 Apr, 2007
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Joined: 11 Mar, 2007 Posts: 131 Location: Utah
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Sweet Robotronic!! thats the way im used to doing it in unreal modding. i hope that isnt harder to do, cause it will make modeling and animating these things easier. it makes sense that way cause none of the models have percentile deformations in SC.
oh and about the problem with bones coming into the game backwards or offseted, it happens in unreal often (especially the flak cannon!), even if you exported it correctly sometimes certain nodes could be rotated by the code you were extending your weapon from.
so it might be something harded coded into that specific blueprint or elsewhere that your custom units code may be extended from... just my little theory.
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tpapp
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Posted: 17 Apr, 2007
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Joined: 25 Feb, 2007 Posts: 217
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So what you mean is that individual objects will be linked as a whole to their respective bones? I think thats a much better system.
I look forward to more updates on your progress.
_________________ tpapp's sc2normal texture converter (v1.1):
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PheonixIV
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Posted: 17 Apr, 2007
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Joined: 08 Mar, 2007 Posts: 9771 Location: In a non-euclidian space between the walls.
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Robotronic
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Posted: 18 Apr, 2007
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Joined: 09 Mar, 2007 Posts: 199
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CodyLavery wrote: Sweet Robotronic!! thats the way im used to doing it in unreal modding. i hope that isnt harder to do, cause it will make modeling and animating these things easier. it makes sense that way cause none of the models have percentile deformations in SC.
oh and about the problem with bones coming into the game backwards or offseted, it happens in unreal often (especially the flak cannon!), even if you exported it correctly sometimes certain nodes could be rotated by the code you were extending your weapon from.
so it might be something harded coded into that specific blueprint or elsewhere that your custom units code may be extended from... just my little theory. Making models for supcom will be _really_ easy. The reason bone position isn't correct is because of broken code ;( tpapp wrote: So what you mean is that individual objects will be linked as a whole to their respective bones? I think thats a much better system.
I look forward to more updates on your progress. Objects in max will act like a bone. You only need to make every movable part a separate object, set its pivot (bone point) and link it to the parent object. PheonixIV wrote: Aye, that's much faster, especially for mechanical models. It's a bit of a bitch for organics tho.
Organics will not be possible with scmexp2.0. I'm planning on going back to using skinmod because you have more control, I just need to figure out some sorting problems.
Tried thinking of a nice way to calculate the relative position and rotation of a bone today. Broke my brain with all the maths....
And then I found out you could do this:
Code: bone.position = ( in coordsys parent node.pos ) bone.rotation = ( in coordsys parent node.rotation )
I feel kinda stupid
The relative pos/rot was the biggest snag, now that I know this coding the rest should be easy. I hope to have a working version tomorrow.
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tpapp
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Posted: 18 Apr, 2007
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Joined: 25 Feb, 2007 Posts: 217
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Best news all week.
_________________ tpapp's sc2normal texture converter (v1.1):
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PheonixIV
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Posted: 18 Apr, 2007
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Joined: 08 Mar, 2007 Posts: 9771 Location: In a non-euclidian space between the walls.
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Robotronic
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Posted: 19 Apr, 2007
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Joined: 09 Mar, 2007 Posts: 199
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Code: v0.9 -New export script. Uses max object instead of bones. -Objects are treated as a seperate bone -Dummy objects are treated as reference bones -Don't link objects to a dummy object. Objects that are linked to dummies are ignored. -Check the example max file (requires max9)
download: http://janvanderweg.com/supcom/scmtool0.9.zip
Exporter should fully work. Please test... oh god please test it and tell me everything works.
I left the old skinmod export script in there if you need it for some reason. To use the new exporter click on the "Export .SCM (object)" button.
Edit: Forgot to include the correct readme and example max file. Fixed now.
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Hammerhead
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Posted: 19 Apr, 2007
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Joined: 22 Feb, 2007 Posts: 172
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Sweet a new exporter. I should give it a try tonight with a simple tank or something. Might make a tutorial from it.
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tpapp
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Posted: 19 Apr, 2007
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Joined: 25 Feb, 2007 Posts: 217
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Awesome. I havent had a chance yet to put something in game but right off the bat you need to support linking objects to reference bones.
_________________ tpapp's sc2normal texture converter (v1.1):
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Robotronic
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Posted: 19 Apr, 2007
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Joined: 09 Mar, 2007 Posts: 199
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tpapp wrote: Awesome. I havent had a chance yet to put something in game but right off the bat you need to support linking objects to reference bones.
I don't see why? Reference bones should be at the end of the links. No supcom model that I've seen has normal bones linked to reference bones. If you really need this I'll try to add it.
I don't know if this is possible though since reference bones come after the normal bones. If a normal bone says its parent is a bone that comes after it in the list it might not load up correctly is supcom.
we now have a nice megathread for the exporter so please continue discussion in there!
http://forums.gaspowered.com/viewtopic.php?t=8582
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