Always on a quest...
Posts: 3,751
Original Join Date: Apr 6, 2013
|
Post by ΛLISTΞR on Feb 5, 2019 10:04:24 GMT 10
|
|
We're Partners to the end.
Posts: 1,023
|
Post by Pvimto on Feb 5, 2019 10:18:42 GMT 10
YAY for BLOCKS
|
|
Always on a quest...
Posts: 3,751
Original Join Date: Apr 6, 2013
|
Post by ΛLISTΞR on Feb 5, 2019 10:22:36 GMT 10
All the Blocks!
|
|
Posts: 150
Original Join Date: Feb 4, 2011
|
Post by Zealot Tormunds on Feb 5, 2019 12:04:05 GMT 10
That's an awesome idea and I can't wait to see it in the game! Regarding the imports, with the current state of the tool we can already put some models in the game, but there's two main issues. The first one is rigging. The tool can change the bone index and weight in any of the vertices, which makes rigging possible, sort of, but it also means no custom skeletons or anything like that, and all the rigging has to be done manually inside the tool. For low poly models, this is not an issue. That's the reason why these models won't be specially hard to rig, so I'd say this is a good way to test the whole import feature. However, models with more vertices will be harder, since we have to change the bones manually. The second issue is also related to high poly models. The tool lags like HELL when opening some meshes (+50000 vertices). I think this is because I'm using a 3D engine (Unity) instead of creating my own with OpenGL. The performance will be really bad in some meshes. That kinda limits us a lot in what we can or can't import. Eventually, we'll solve these issues, but I'm afraid these problems will be there in the first builds Anyway, my post might've been way too off-topic, so all I have to say is that I love this idea. Keep it up!
|
|
Posts: 222
|
Post by xandrew2007x on Feb 5, 2019 12:48:22 GMT 10
That's an awesome idea and I can't wait to see it in the game! Regarding the imports, with the current state of the tool we can already put some models in the game, but there's two main issues. The first one is rigging. The tool can change the bone index and weight in any of the vertices, which makes rigging possible, sort of, but it also means no custom skeletons or anything like that, and all the rigging has to be done manually inside the tool. For low poly models, this is not an issue. That's the reason why these models won't be specially hard to rig, so I'd say this is a good way to test the whole import feature. However, models with more vertices will be harder, since we have to change the bones manually. The second issue is also related to high poly models. The tool lags like HELL when opening some meshes (+50000 vertices). I think this is because I'm using a 3D engine (Unity) instead of creating my own with OpenGL. The performance will be really bad in some meshes. That kinda limits us a lot in what we can or can't import. Eventually, we'll solve these issues, but I'm afraid these problems will be there in the first builds Anyway, my post might've been way too off-topic, so all I have to say is that I love this idea. Keep it up! @zealot, check twitter, also they are adding them this in 11 days!
|
|
Always on a quest...
Posts: 3,751
Original Join Date: Apr 6, 2013
|
Post by ΛLISTΞR on Feb 5, 2019 12:53:00 GMT 10
That's an awesome idea and I can't wait to see it in the game! Regarding the imports, with the current state of the tool we can already put some models in the game, but there's two main issues. The first one is rigging. The tool can change the bone index and weight in any of the vertices, which makes rigging possible, sort of, but it also means no custom skeletons or anything like that, and all the rigging has to be done manually inside the tool. For low poly models, this is not an issue. That's the reason why these models won't be specially hard to rig, so I'd say this is a good way to test the whole import feature. However, models with more vertices will be harder, since we have to change the bones manually. The second issue is also related to high poly models. The tool lags like HELL when opening some meshes (+50000 vertices). I think this is because I'm using a 3D engine (Unity) instead of creating my own with OpenGL. The performance will be really bad in some meshes. That kinda limits us a lot in what we can or can't import. Eventually, we'll solve these issues, but I'm afraid these problems will be there in the first builds Anyway, my post might've been way too off-topic, so all I have to say is that I love this idea. Keep it up! Hopefully those problems can be fixed 👍🏻 And yeah maybe those models are a good way to test your tool. Not the most demanding haha.
|
|
Forum Zombie
Posts: 29
|
Post by -Rusty- on Feb 5, 2019 13:34:33 GMT 10
Would you be willing to do some of my old models I've done in the past if you have interest in the future? A few might be useful for characters like Elliot Edward and William Birkin, who don't have ingame models for the original game.
|
|
✫Advanced Coder✫
First, I was known as Sectus. And then, well, I ended up here.
Posts: 2,811
Original Join Date: Aug 31 2009
|
Post by FluffyQuack on Feb 5, 2019 13:46:37 GMT 10
That's an awesome idea and I can't wait to see it in the game! Regarding the imports, with the current state of the tool we can already put some models in the game, but there's two main issues. The first one is rigging. The tool can change the bone index and weight in any of the vertices, which makes rigging possible, sort of, but it also means no custom skeletons or anything like that, and all the rigging has to be done manually inside the tool. For low poly models, this is not an issue. That's the reason why these models won't be specially hard to rig, so I'd say this is a good way to test the whole import feature. However, models with more vertices will be harder, since we have to change the bones manually. The second issue is also related to high poly models. The tool lags like HELL when opening some meshes (+50000 vertices). I think this is because I'm using a 3D engine (Unity) instead of creating my own with OpenGL. The performance will be really bad in some meshes. That kinda limits us a lot in what we can or can't import. Eventually, we'll solve these issues, but I'm afraid these problems will be there in the first builds Anyway, my post might've been way too off-topic, so all I have to say is that I love this idea. Keep it up! Would it be doable to make a tool which converts models from one format to another? I think FBX is a commonly supported format, so then people could use 3DS Max, Blender, or whatever to do the rigging. On a side note, do you know how the mesh format stores vertex normals? I think I remember that being a problem people never figured out with some later MT Framework games (though I don't know how much time people actually spent on looking into it).
|
|
Posts: 150
Original Join Date: Feb 4, 2011
|
Post by Zealot Tormunds on Feb 5, 2019 14:37:48 GMT 10
That's an awesome idea and I can't wait to see it in the game! Regarding the imports, with the current state of the tool we can already put some models in the game, but there's two main issues. The first one is rigging. The tool can change the bone index and weight in any of the vertices, which makes rigging possible, sort of, but it also means no custom skeletons or anything like that, and all the rigging has to be done manually inside the tool. For low poly models, this is not an issue. That's the reason why these models won't be specially hard to rig, so I'd say this is a good way to test the whole import feature. However, models with more vertices will be harder, since we have to change the bones manually. The second issue is also related to high poly models. The tool lags like HELL when opening some meshes (+50000 vertices). I think this is because I'm using a 3D engine (Unity) instead of creating my own with OpenGL. The performance will be really bad in some meshes. That kinda limits us a lot in what we can or can't import. Eventually, we'll solve these issues, but I'm afraid these problems will be there in the first builds Anyway, my post might've been way too off-topic, so all I have to say is that I love this idea. Keep it up! Would it be doable to make a tool which converts models from one format to another? I think FBX is a commonly supported format, so then people could use 3DS Max, Blender, or whatever to do the rigging. On a side note, do you know how the mesh format stores vertex normals? I think I remember that being a problem people never figured out with some later MT Framework games (though I don't know how much time people actually spent on looking into it). Ye, fbx is a great format. The tool currently has an .obj importer and exporter, I made it some time ago but it needs some tweaking, its performance is not the best. I can't use an existing one either because most of them have an outdated way of importing the UV mapping, so my only option is continue tweaking the one I made. However, having a fbx converter would make things way better. I'll check if there exists any kind of tool I can use. Thanks for the suggestion!
Regarding the normals, I'm having some trouble with that as well. I'm guessing they're saved in half-float right after the vertex and texture section, but honestly that'd be kinda weird. I've never seen a game save the normals in half-float, usually they're just normal floating coords. There's no other option though, there isn't any other section in the .mesh files with normal floats aside from the vertex section, so ye, pretty sure it's half-floats, just like the UV mapping. There's some extra gibberish after the UVs so that must be the normals.
|
|
|
Post by noonbob on Feb 5, 2019 17:37:27 GMT 10
Excited for this ! You are a legend ΛLISTΞR@-Rusty- I love those models ! They look great.
|
|
Always on a quest...
Posts: 3,751
Original Join Date: Apr 6, 2013
|
Post by ΛLISTΞR on Feb 5, 2019 17:40:59 GMT 10
Would you be willing to do some of my old models I've done in the past if you have interest in the future? A few might be useful for characters like Elliot Edward and William Birkin, who don't have ingame models for the original game. those look really cool! Yes I would!
|
|
Forum Zombie
Posts: 29
|
Post by -Rusty- on Feb 5, 2019 18:52:42 GMT 10
Sounds good. I've included a few other things that you may be interested in. Some may be useful, some not. I'm going to assume you already have RE2MV for exporting. -Distant Memories Mod content -Nintendo 64 Angel Studios Outfits -RE 1.5 Uninfected Citizens -RE 1.5 Beta Leon and Kendo -RE 2 Uninfected Civilians -RE 2 Random Bundle(W. Birkin, Ark Thomspon, etc) -RE 2 RE6 Retro Characters Piers and Jake -RE 2 STARS Members -RE 2 Weapon Mod(M4A1 for Leon) Here you go: (note: anyone who downloads this, these files are for the original 1998 RE2) Rusty's RE2 Classic Stuff
|
|
First of my name, Queen of Joke Mods, Mother of memes
Posts: 2,569
Original Join Date: May 12, 2009
|
Post by JTeghius Kittius on Feb 5, 2019 19:52:47 GMT 10
Like I said I'm willing to give you a hand on this. So count me in
|
|
Always on a quest...
Posts: 3,751
Original Join Date: Apr 6, 2013
|
Post by ΛLISTΞR on Feb 5, 2019 22:50:54 GMT 10
Like I said I'm willing to give you a hand on this. So count me in Sounds good! 👍🏻
|
|
✫Advanced Coder✫
First, I was known as Sectus. And then, well, I ended up here.
Posts: 2,811
Original Join Date: Aug 31 2009
|
Post by FluffyQuack on Feb 6, 2019 1:25:51 GMT 10
Regarding the normals, I'm having some trouble with that as well. I'm guessing they're saved in half-float right after the vertex and texture section, but honestly that'd be kinda weird. I've never seen a game save the normals in half-float, usually they're just normal floating coords. There's no other option though, there isn't any other section in the .mesh files with normal floats aside from the vertex section, so ye, pretty sure it's half-floats, just like the UV mapping. There's some extra gibberish after the UVs so that must be the normals. I wanna say I've seen a game store them as half-floats. The most unusual example I've seen was a game which instead of storing the normal as a vector was storing the tangent and bitangent as angles. Hopefully it isn't hard to figure out what Capcom did.
|
|