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Creating a Davvy Jones Model (WIP)

<!--quoteo(post=218237:date=Oct 20 2007, 10:48 AM:name=Heretik)--><div class='quotetop'>QUOTE(Heretik @ Oct 20 2007, 10:48 AM) [snapback]218237[/snapback]</div><div class='quotemain'><!--quotec-->friends - feast your eyes on this! The pre-made animations work fine - I just need to resize it a bit so that DAvy-boy isn't quite as big in comparison to the other characters.<!--QuoteEnd--></div><!--QuoteEEnd-->*Is impressed*
AWESOME! You might want to check out the model.height attribute in initModels.c. You might be able to use that resize our friend without any 3D modeling required. <img src="style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" />

<!--quoteo(post=218210:date=Oct 19 2007, 08:17 PM:name=Cylon13)--><div class='quotetop'>QUOTE(Cylon13 @ Oct 19 2007, 08:17 PM) [snapback]218210[/snapback]</div><div class='quotemain'><!--quotec-->What previous version? <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->The one currently used in the modpack. I can't find a screenshot right now.

<!--quoteo(post=218222:date=Oct 20 2007, 01:39 AM:name=Heretik)--><div class='quotetop'>QUOTE(Heretik @ Oct 20 2007, 01:39 AM) [snapback]218222[/snapback]</div><div class='quotemain'><!--quotec-->oh my god! Pietr! Are you serious! You actually got a hold of Maya 5.0? And that means that you can use the tools required to export the files? Does that mean that we would be able to import animations?!!!!!!<!--QuoteEnd--></div><!--QuoteEEnd-->I didn't, but somebody did. I don't even know who, but suddenly it was there on the FTP. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
looks really nice, but i think i'll have to see him from the front to fully appreciate it. he's a little hole-ey at the moment though. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
Alright guys - I have modeled Davy's hand, and I have a crucial question for anyone that feels they can answer it. What should I do first? I'm just not sure which problem would be best dealt with first so that the other one would be less complicated - or at least not more complicated.

a) texture the image
b) try to solve the exporting problem with some of the normals coming out reversed

If I texture it now, I'm pretty sure that part will go relatively smoothly. BUT if changing the normals or whatever else later is going to screw with the way that the texture comes out, I may want to do that first. but then will that make creating a texture a living hell?

Also, I have realized that if the model comes out bigger than the skeleton, you are running above the bottom of your boots, and he holds the sword higher on his arm than his tentacle/fist thing. I will deal with this issue though, as I continue along. I don't anticipate that being too hard to fix.

Morgan: lol yeah... still haven't tried to fix the normals yet. the face looks unfortunately more or less the same as before, but I tried to mess with the scaling of different features to at least get his silhouette to be more similar. It's just too late for me to try to change it too much, I'd have to build it from scratch again to nail that. But i might try later if i get a lot better, and I actually succeed.

Pietr: i know that if you save a file in .ma format, you can change something in the file if you open it in a text editor, and you'll be able to open it in any version of maya. I wonder if I used the tool from maya 5.0 if I could get it to export properly? that would be uber sweet.


//edit// hmm I wonder if Maya has issues with XP? I can load it, but it crashes as soon almost as soon as the program opens... Might have something to do with me having another version of maya installed at the same time though.
 
<!--sizeo:5--><span style="font-size:18pt;line-height:100%"><!--/sizeo-->OMG OMG OMG OMG, *Head explodes*............................................. <!--sizec--></span><!--/sizec-->so cool...
 
I have it also installed, imported the lugger onces (BUT I HAVE NO IDEA HOW TO EDIT IT) only could make it bigger/wider/thinner but I didn't got any crashes.
 
I never installed Maya, so I can't help with that. Personally I would fix the normals problem first. Or first add a very simple texture map, then fix the normals issue, then make the proper texture. The pro of the second option is that once you fixed the normals, you already have a texture map and you don't need to mess with the model anymore, only with the texture. In any case: GREAT JOB! <img src="style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" />
 
Yes, it is. A "normal" is something that defines from which side a "polygon" (what a 3D model is made of) is visible. So if the normals are flipped, the model will appear inside out. If some normals are flipped, there will appear holes as seen on Heretik's screenshot.
 
I don't know if this helps but I have had this problem repeatedly and using the "reverse normals" in TOOL sometimes works. that's the weird part it doesn't always work, it seems to depend on using this option before converting back to gm. I mean no offense but Tool is a very tempermental program, kinda buggy... I guess you could use the gm viewer to see it if works from there, or view it in game. That's if of course you are even using tool.
 
awesome!

and morgan - I might be able to toss you a maya tip or two if you would like. I could probably even send you some tutorials - only if you are interested though.

weell... I'm not really sure what to do in terms of the normals. it seems that some of the normals that register fine in tool.exe don't in the game engine, and then some that don't do. I figured that my best bet would be to try to get maya 5.0 working and use that plugin tool. so right now I'm reinstalling maya, and I might see if I can dig up that ridiculously old copy of 3D studio that Scott bought me in like kosovo or something when I was in high school. I remember Pietr saying something that I might be able to use to fix it in that, so I'll give that a whirl if the maya thing doesn't work out. beyond that I guess it will just be trial and error. AAAAAAH!
 
Come to think of it: Stian has been able to modify character models in 3D Studio MAX. So perhaps the issues with your model can be fixed later in 3DS MAX. You could send him a PM. Be sure to check his thread <a href="http://www.piratesahoy.com/forum/index.php?showtopic=11030" target="_blank">here</a>.
 
<!--quoteo(post=218432:date=Oct 21 2007, 08:59 AM:name=Heretik)--><div class='quotetop'>QUOTE(Heretik @ Oct 21 2007, 08:59 AM) [snapback]218432[/snapback]</div><div class='quotemain'><!--quotec-->and morgan - I might be able to toss you a maya tip or two if you would like. I could probably even send you some tutorials - only if you are interested though.<!--QuoteEnd--></div><!--QuoteEEnd-->

now what gave you that idea? <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /> well, i might be interested, but i would never get round actually doing anything, so i'll leave it for now.
 
Morgan: lol - will do! just PM me if you ever need some.

Pietr: Great idea. Stian was actually the person who managed to get this project up and going again - I already owe him/her a lot just for motivating me. I'll send a PM, and I guess I'll start with the normals myself too... I'm just scared that if I do the texture first, that I'm not going to be able to match it once the normals are all screwed around with.
 
well, i've started with programming class today. i fear that it might be a full year before i'll actually learn something useful though.
 
no doubt. <img src="style_emoticons/<#EMO_DIR#>/smile2.gif" style="vertical-align:middle" emoid=":))" border="0" alt="smile2.gif" />
 
<!--quoteo(post=218562:date=Oct 23 2007, 04:25 AM:name=morgan terror)--><div class='quotetop'>QUOTE(morgan terror @ Oct 23 2007, 04:25 AM) [snapback]218562[/snapback]</div><div class='quotemain'><!--quotec-->well, i've started with programming class today. i fear that it might be a full year before i'll actually learn something useful though.<!--QuoteEnd--></div><!--QuoteEEnd-->
How are they starting you off?
 
not at all, at the moment. although i think we're starting with making a site with javascript. properly using the HTML code, things like that.
 
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