Importing A Custom Character Mesh

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Re: Importing A Custom Character Mesh

Postby SixshotOverdrive » Sun Nov 06, 2011 9:44 am

Semi-good news.
While I couldn't find any obstacles that tripped it up, I loaded the exact chunk I had issues with and couldn't use the shrine. When I replaced the 'ALL_SHRINES' layout link with a unit spawner it worked.
So we now know what's causing the issues, that's the good part, but I still don't know why :|
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Re: Importing A Custom Character Mesh

Postby spacepirate » Sun Nov 06, 2011 12:16 pm

Phanjam wrote:teaser pic...
Spoiler: show
Image
hehehe...



Amusing fact I just discovered: when armored the back of the Valkyrie is actually only using half the body art, and inverts the art on the arms.

Which kind of crushed my dreams about modelling it more closely to the destroyer, with its asymmetrical tattoos. :roll:
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Re: Importing A Custom Character Mesh

Postby Phanjam » Sun Nov 06, 2011 8:33 pm

spacepirate wrote:...when armored the back of the Valkyrie is actually only using half the body art, and inverts the art on the arms.
Which kind of crushed my dreams about modelling it more closely to the destroyer, with its asymmetrical tattoos. :roll:

EDIT:
looked at the body.png art just now and it seems that you can have asymmetrical tattoos - the art seems to be intended to fully cover the back and chest portions :)

Spoiler: show
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Re: Importing A Custom Character Mesh

Postby spacepirate » Sun Nov 06, 2011 9:15 pm

Well, it's true that it can be asymmetrical. Unless you decide to throw on some armor.

Body.png I used:
Spoiler: show
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Results:
Spoiler: show
Unarmored: Image

Armored: Image
Image


As you can see the arm tattoo gets flipped, and the back tattoo is mirrored over the spine from right to left
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Re: Importing A Custom Character Mesh

Postby SixshotOverdrive » Sun Nov 06, 2011 11:14 pm

yeah the alc and vanq both mirror the torso skins, I'm guessing the only reason the destro doesn't is because of the tattoos.

More of a band-aid than an actual fix. It was the collidable floor piece that was causing issues, I still don't know why, so I just disabled the collision.
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Re: Importing A Custom Character Mesh

Postby Phanjam » Sun Nov 06, 2011 11:46 pm

spacepirate wrote:Well, it's true that it can be asymmetrical. Unless you decide to throw on some armor... As you can see the arm tattoo gets flipped, and the back tattoo is mirrored over the spine from right to left

Oh now I see what you meant, sorry for jumping to conclusions!

I think I know what's causing that - if you go over the armor textures themselves, they're all half-images meant to be applied equally to the L and R sides of the chest sub-mesh. Any transparent portions in these textures will therefore show the body.png portion that is underneath it. So when the mesh picks up the armor texture it also picks up the transparent portion underneath and applies that equally L and R as well.

Sorry this may explain it, but doesn't really point out any workable solutions :( ...
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Re: Importing A Custom Character Mesh

Postby Phanjam » Sun Nov 06, 2011 11:49 pm

SixshotOverdrive wrote:More of a band-aid than an actual fix. It was the collidable floor piece that was causing issues, I still don't know why, so I just disabled the collision.
Download

Hi SixShot! Thanks - 'll try it out and give feedback :D
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Re: Importing A Custom Character Mesh

Postby SixshotOverdrive » Mon Nov 07, 2011 5:21 am

Phanjam wrote:Hi SixShot! Thanks - 'll try it out and give feedback :D

Hopefully it doesn't cause any other issues :lol:
Admittedly I would've preferred to fix the core issue than make a workaround, but if it does work I'm not really going too devote much more thought to it. Making new animations is sucking up enough of my time as it is :P
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Re: Importing A Custom Character Mesh

Postby spacepirate » Mon Nov 07, 2011 11:15 am

Test in progress:
Spoiler: show
Image

Spoiler: show
Image

Spoiler: show
Image


But yeah, the shrines work now. It's just that every time you load into a level with a shrine, your animations gets thrown out the window. :roll:

I'm still seeing what can be done so that it doesn't pitch a fit every time a layout is loaded late. Torchlight and it's blatant disdain for late compilation of resources is beginning to wear on me, though, since it usually involves restarting 2-3 times whenever I want to check if something is loading properly or if it still bugs out.
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Re: Importing A Custom Character Mesh

Postby SixshotOverdrive » Mon Nov 07, 2011 7:29 pm

spacepirate wrote:It's just that every time you load into a level with a shrine, your animations gets thrown out the window. :roll:

lol that doesn't even make sense... this is getting a bit tiring. :|

I'll try and find a better solution though.
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Re: Importing A Custom Character Mesh

Postby spacepirate » Mon Nov 07, 2011 8:15 pm

SixshotOverdrive wrote:
spacepirate wrote:It's just that every time you load into a level with a shrine, your animations gets thrown out the window. :roll:

lol that doesn't even make sense... this is getting a bit tiring. :|

I'll try and find a better solution though.
False alarm on the animations thing. It was unique to my latest test Vindicator, since I was trying to bake in the fix with next build I push out. The Spiritist and older Vindicator had no issues when it is run as a separate mod.
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Re: Importing A Custom Character Mesh

Postby SixshotOverdrive » Tue Nov 08, 2011 2:09 am

ah, good to know I didn't add any new bugs.
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Re: Importing A Custom Character Mesh

Postby Arkham » Tue Dec 06, 2011 9:06 pm

If you all don't mind, I'd like to dredge up an older topic that was covered in this thread. Anyone remember that elf mesh some of us were working with a while back?

This isn't directly related, but, after fiddling around for quite some time with this pet mod I'm working on (the pet is one of those Lego wizard guys):
Spoiler: show
Image


...I finally managed to get not only the model, but rigging/animations as well, working in game, which is a MASSIVE success since I had been under the impression for quite a while that the Ogre exporter for Maya just wouldn't export animations that were compatible with Torchlight, or something. (I've never been more happy to be wrong.) The upshot is, I can now put models with skeletal animations on them into Torchlight.

While I still would probably have trouble working with existing rigs in the game already (and thus am not really in a position to attach the elf's model to, say, the Vanquisher's skeleton, which is what I think we were trying to do originally), I could, if people wanted, make a totally new character rig with totally new animations. Would anyone be interested in working on the elf again, if I were to do this?
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Re: Importing A Custom Character Mesh

Postby Phanjam » Wed Dec 07, 2011 1:22 am

Arkham wrote:Would anyone be interested in working on the elf again, if I were to do this?


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Re: Importing A Custom Character Mesh

Postby SixshotOverdrive » Wed Dec 07, 2011 9:02 am

lol I love the lego wizard, and look forward to seeing what you do with the elf. Especially if there's new animations involved :)

Also, as the thread was bumped anyway. Let's play a small round of "guess the silhouette"
Spoiler: show
mostly because I haven't gotten around to the skin yet :P

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Re: Importing A Custom Character Mesh

Postby bran » Wed Dec 07, 2011 10:11 am

SixshotOverdrive wrote:
Also, as the thread was bumped anyway. Let's play a small round of "guess the silhouette"
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looks like my old friend diablo? :D
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Re: Importing A Custom Character Mesh

Postby Phanjam » Wed Dec 07, 2011 3:49 pm

Now this thread is REALLY gonna live up to its name! This is too GREAT!
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Re: Importing A Custom Character Mesh

Postby SixshotOverdrive » Wed Dec 07, 2011 9:51 pm

bran wrote:looks like my old friend diablo? :D

Somebody had to do it right? :lol:
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Re: Importing A Custom Character Mesh

Postby Phanjam » Fri Dec 09, 2011 9:47 am

Hi guys, just thought I'd toss this on the floor...

Since this is a thread about custom character meshes, here is a set of meshes and animations of some of the units from the Celestial Mausoleum TC mod. A first extraction of unit files from this mod was done by Croissant and I've just further extracted only the character units from Croissant's set.

There are some pretty interesting meshes in here, let me tell ya :twisted: !

EDIT:
Spoiler: show
Image
yes, this is in Dusho's viewer.


Credits to the author/s of the original Celestial Mausoleum mod and to Croissant.
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Re: Importing A Custom Character Mesh

Postby Phanjam » Sat Dec 10, 2011 1:23 am

Arkham wrote:...after fiddling around for quite some time with this pet mod I'm working on (the pet is one of those Lego wizard guys):

Spoiler: show
Image

...I finally managed to get not only the model, but rigging/animations as well, working in game, which is a MASSIVE success since I had been under the impression for quite a while that the Ogre exporter for Maya just wouldn't export animations that were compatible with Torchlight, or something. (I've never been more happy to be wrong.) The upshot is, I can now put models with skeletal animations on them into Torchlight.

Congratulations Ark! I saw your latest pet mod on RGF using this Lego wizard model! Another huge step forward in TL modding!
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