I was kinda getting stressed, so I thought to myself - do something "fast"... OH boy... fast indeed.
I hereby present my WIP for my SECOND Carlos mod:
Mr. Death himself, HUNK
What I thought would be a simple model switch, ended up becoming days of trial and error which I still am in the middle of.
I wana finish this first before I can get back to working on Taksmaster, but I have a dayjob (work from home / also in the Game industry) which goes without saying takes priority over my mod development time >.<
- skinning fixes
- mesh editing (get rid of radio pocket on backpack)
Noticed that there is some sort of texture glitch for the back of the neck, but dang, I'm looking forward to this and the Taskmaster.
Yes, that's because the mesh I replaced with Hunk's neck sub-mesh was Carlo's beard (hence the transparency issues). I was debugging textures from the other parts of the body during the time I captured the video.
... I've already settled the texture linking problems.
I need to do skinning fixes,
and I really wana get rid of that radio pocket on his backpack.
It wont be too hard to replace / rename the mesh files to replace Jill's BUT...
If we do that:
Glitches like this will happen, because animation data used in the player cutscenes were designed to fit Jill's skeletal proportions, so while Hunk replacing jill will look normal during gameplay (female voice notwithstanding) - the cutscenes will look like nightmare fuel
What I can do to make this work - is to forcefully modify / rescale hunk's skeleton within a DCC (like Maya, 3DS Max or Blender) - and try to match Jill's proportions. And Adjust Hunk's Mesh accordingly.
I could queue up another mod for Lady Hunk for a future mod who already has the feminine proportions....
lady hunk would be awesome but i remember there being problems with her model causing the head to be sunken in and the aim to be strange
yes, i uderstand, I don't know what was up with the weird aiming, but I suspect the sunken head indeed is a result of mismatched skeleton alignments.
The other day, I saw AlphaZ post on the discord that he was troubleshooting some issues with...head bones. I am not yet aware if there is a way to modify game skeletons with our current tools - I think it might be unlikely, as animation data brought into the game is already 'baked' beforehand - that means that even if we somehow were able to edit skeletons, the position and rotations of the bones are fixed in place by the animation.
So bringing in external models, means that we have to comply with the skeletons (and the animation that drive them) that are already in the game. So to Circumvent this limitation, it's ideal for our models to match the body proportions of the target character we intend to replace.
EDIT: However, I believe Fluffyquack has had success with modifying animations? I don't know how the math works underneath, but he has been able to change animation values as shown in a lot of the funny vids he posts online.
Post by themimegogo on Apr 13, 2020 18:20:05 GMT 10
Almost Finished... .>.<
(I would have been able to spend more time on this had I not been doing work over the weekend - upcoming deadlines and such)
Did some general play testing last night and some cutscene testing as well.
I just need to fix skinning in the neck area, and parts of the backpack - then i'll be comfortable enough to release it.
One strange thing - I noticed that working on hunk sort of F*kd up UBCS Tyrell's gear and shoes. I dont know why that is, but I suspect it might be a material sharing issue.
- Will Carlos' mesh change in later parts of the game? I've seen some Zombie and injured versions of Carlos' mesh in the pak, and I'm worried that if I dont replace those, it might screw up with this mod.