CCCenturion

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CCCenturion
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  • Gomer wrote: We currently lack time to include technical details of every update. We're planning on doing it further on as we get more established within the project. However, we don't mind sharing such examples if you ask specifically what intere…
  • Henrik wrote: Zidders wrote: Looking great so far, might want to put those screenshots in spoiler tags, tho Thanks for your compliment, means a lot to us! Isn't part of the fun when viewing this thread seeing the progression from scr…
  • True; I didn't mean to leave out Maya. There's no way I can commit to working on a Maya import/export script, since this project is already taking me away from my real interests, but someone in the Maya community may be interested. I'm pretty sure…
  • Let's save all that lifesaver business for when I actually have something worthy of posting. I'm still in the early stages right now, picking apart the codes to figure out exactly what each piece does. My plan is to refactor the working 2.49 code …
  • Hi folks, I've been out of the loop for a while, but lately I've been feeling the Torchlight itch and I figured it's time to dive back in, what with TL2 coming up and all. The most logical thing seems to be picking up where I left off -- trying to …
  • I've been good. I've been bulking up on my coding skills, so I'm hoping I can put together some good stuff moving forward. I do plan to get involved with TL2 modding but I think I might put more of an emphasis on building tools like the Blender im…
  • toysoldyours wrote: Ok. so. i was modding way back in the "month after the game came out" days. and i just recently got back in. anyways. im a big into 3d modeling. mostly cad work. but blender tends to work in a similar manner. ive also started t…
  • Well, I haven't touched this in a long time, but I did make some adjustments to the script to make it more versatile. The difference between this and the old version is that now you can import/export animations to/from any of the (human) NPC charac…
  • Okay, I tested the animations and they work. However, the animation libraries are too big for TorchED (and Torchlight) to handle. I'm not sure how many animations a character can have, but there is a limit. I'll work on writing an importer progra…
  • Just posted a new update on RGF. The latest version has all of the Alchemist, Destroyer, Vanquisher, Alric, Brink, and Syl animations converted to work for any of the three player characters. I ran the script and posted the files from my work co…
  • Phanjam wrote: As far as I've seen on these forums so far, you and Dusho are the most advanced Blender-guys here... Thanks, but I really only know how to work with meshes. When it comes to animations, materials, textures, and anything else…
  • Dusho wrote: all the animations are there, it's stored in file - you can just work with one at the time, unless you'll play with NLA. Also materials are there (multiple materials per 1 mesh). You can see in alchemist mesh object like 4-5 material…
  • Well, yesterday Phanjam posted a patch to his Valkyrie 2 class that successfully implements the Devastate animation on the Vanquisher model, and it looks seamless! For anyone interested in using animations from other classes, consider this no lon…
  • All right, thank you Dusho! I got the importer working. Apparently I did have the Hamstring animation in my Alchemist folder from when I was developing the AnimationConverter script. However, the import script is only loading one animation at a…
  • Dusho wrote: Hm.. that GetBlender249Name gave you error? The code I wrote there is like I meant it to have.. unless it give an error.. of course. You noticed that script snatches everything it finds in directory (all .skeleton files - no matter i…
  • Hmmm, still having some problems. So here's what I did: - installed the new import script - ran Blender, tried importing Alchemist.mesh.xml (maybe I should have just imported alchemist.mesh?) - got an error message, fixed the GetBlender249Name…
  • I fixed a bug in the script. The function "GetBlender249Name" will resize a file name if it is too long for Blender. However, it handles the file names with a sequence of if/else statements, and there's a missing "else" that leaves one of the ifs …
  • Can't wait to try this out. Thanks Dusho!
  • Here's a status update for those of you who don't spend much time on the RGF forums. The animations are working for the Alchemist and Destroyer models, but not for the Vanquisher. I did get the Vanquisher animations to the point where the game d…
  • Thanks for looking into that. I've been pretty busy this week but once things calm down a bit (and after I finish tweaking my animation converter to work for the Vanq) I do plan to get back into this project. Hopefully that will be sometime early …
  • Phanjam wrote: DMV01 already mentioned this, but yeah, have you looked a the Vanquisher catsuit mesh by Demolos for that? Not yet, but I definitely plan to. Probably not till after the New Year though, since I'll be on vacation next week. …
  • And in case anyone is interested, here is my troublesome animation file parser: (written in Python 2.6) def decode(string): return string.replace('\x00', '').replace('\r','') def recode(string): string = string + '\r\n' return '\x00'…
  • Just posted this over on RGF. It's a work in progress, so I'll give it its own thread when it's ready. Shared Animations Library This is a work in progress based on my Animation Converter script. Included in this file are all of the animations…
  • Zidders wrote: Think this might be something youll eventually be able to use with Torchlight II, if the next TorchED is more streamlined than the current one? Not sure, but probably. The version of TorchED doesn't really matter; as long as…
  • As noted in the OP, I've upgraded to 0.2 by making the script run the Ogre Xml Converter for you. Also, when entering the animation name, you no longer need to include the file extension (so in the example you only need to enter 'special_long_telep…
  • I haven't done much with the Destroyer resize in the past week or so, but this will almost certainly help. As far as I can tell, one step in the Destroyer resize will be getting the Destroyer mesh to fit the Alchemist skeleton, which of course will…
  • Yeah, sorry about that. I got a little sloppy and started using the thread as my own personal notebook. I think I did the wrong calculations to figure out the transformation that takes you from the actor skeleton's basis pose to the action skele…
  • CCCenturion wrote: Well this basically kills my dream of putting all of a character's animations in one skeleton, unless I also create my own animations that take the character from one bind pose to another, and then tack it on to the beginning of…
  • Dusho wrote: as I told in previous post.. when I compared import static mesh script (from D-man) with this script I noticed that this script doesn't handle vertex information inside 'sharedvertices' tags (in .xml form). But yes.. if there is a wa…