[WARDROBE] 1st self made Helmet, anyone else?

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[WARDROBE] 1st self made Helmet, anyone else?

Postby Alisiamaus » Sun Nov 22, 2009 2:57 pm

hope you like it. I just made a normanic looking helmet. Well I dont like the bitmap I used as a map but I have no wacom so I will need some time for tweaking around with my mouse ^^

Image

enjoy^^

Comments and Suggestions are warmly welcome!

Id like to know if anyone else brought a custom made Wardrobe Item into the game to share experience and maybe find issues to get started with a short tutorial. At the Moment Im trying the Chest Piece but suffer Vertex Distorsion Issues (Bevor AND after weihting the vertex by hand)

So plz, share your experience

Thank you very much. Great Community so far...
Best Regards, Maus
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Re: [WARDROBE] 1st self made Helmet, anyone else?

Postby Alisiamaus » Tue Dec 01, 2009 1:09 am

bump!
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Re: [WARDROBE] 1st self made Helmet, anyone else?

Postby mattdesl » Sun Dec 06, 2009 6:16 pm

Awesome! Any chance we can see the UVs? Would you mind if others (like me :lol:) add some new skins to it?

It looks a bit flat, now. A bit of dirt/grunge could really help, even with a mouse and a pre-made Photoshop brush pack.

Also, are you using blender?

Keep it up. :)
Torchtools - An open-source save editing toolset
Rename characters & pets, transfer gold, change difficulty, etc.
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Re: [WARDROBE] 1st self made Helmet, anyone else?

Postby AdAstra » Sun Dec 06, 2009 9:56 pm

Alisiamaus wrote:...Id like to know if anyone else brought a custom made Wardrobe Item into the game to share experience...


Exported a mesh from Maya 2008.

Image

Converted vanquisher .max file to maya format using .fbx as medium.

Run and idle animations for now.
Image

Its so nice that the exporter converts y-up to z-up coordinate system.
That would have been major PITA , if i had to do it myself.

Ill just try to reexport the idle animation and see if it works with the original .skeleton files.
If not, ill use the original animations as reference and will make some of my own.
How hard can it be? :lol:

PS.
Exported modified troll mesh and idle.skeleton with all animations set to idle just to test it.
Image

The newly exported mesh does not work with the original skeleton files.
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Re: [WARDROBE] 1st self made Helmet, anyone else?

Postby TaylorMouse » Wed Dec 09, 2009 11:14 am

How did you get that ingame ?

T.
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Re: [WARDROBE] 1st self made Helmet, anyone else?

Postby AdAstra » Wed Dec 09, 2009 2:48 pm

http://www.ogre3d.org/download/tools - maya exporters.

Exported mesh and idle.skeleton, then in troll.animation everything set to idle.skeleton.
It seems that since the engine cant find the other animations
in game the troll is only following me around (not walking or runing - sliding idle :) ), i can attack him...

I think if I export all of the animations , he will be fully functional.
When i have more time ill test it.
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Re: [WARDROBE] 1st self made Helmet, anyone else?

Postby Baddcog » Sun Dec 20, 2009 10:38 am

Image

Got my Viking Helm in game, got a proper drop model. But when I click on it I get a crash. Not sure what I'm missing.

Attached/weighted to destroyer mesh. Exported anim and mesh just like the Runic tut says. Unfortunately non of their tuts say anything about the dat files. Copied a basic helmet dat file from the destroyer and just left the alchemist and vanquisher meshes as they were.

Any ideas?

Would it be possible to get your files Alisiamaus? So I could double check needed files. Using Heron's Weapons packed help alot getting my sword in game.
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Edit, Awesomw, got it on the character without a crash. But it's on his face so he can't see. Need to work on orientation now.
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Re: [WARDROBE] 1st self made Helmet, anyone else?

Postby Baddcog » Wed Dec 23, 2009 10:13 pm

Alright, got it in game no crashing, got the head placcement correct. This pics a bit outdated due to size/position but I thought it was funny.
Image

Still don't quite understand what Runic is doing here. I haven't found anything on attachment angles for helmets.

The destroyer mesh files have complete sets of armor rigged, and that's what I did initially with this helmet. + the drop model. Not being able to align the helmet made me think it might just be an attached drop model like a sword.
So I changed the position of the drop model and sure enough, it changed the position of the on head model. So I guess rigging the helmet to the head is unessecary.I suppose shoulder armor is the same way (probably one model that gets mirrored, just need to figure out which side to export as drop model).

One problem though, now the drop model rests on the back of the helmet, not the bottom like above. I decide to just reuse (convert to xml, edit names, convert back to mesh) the dragon armor. Seems to work fine that way. Didn't have any luck seeing the helmet model though if I tried to export through Max 7 and the Ofusion exporter like I have done with weapons. If I can get it to work with Ogre exporters than helmets, shoulders, and weapons could be exported from any program and there'd be less need for Max 9.
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Re: [WARDROBE] 1st self made Helmet, anyone else?

Postby Alisiamaus » Mon Jan 04, 2010 12:32 pm

Happy new year!

As stated in other posts you have only 2 options.
1) Modify an existing rigg (add new wardrobe) and use Max9 with the Runic Exporters
2) Make a completely new rigged model + Animation files with ANY 3D Program

I have choosen the 1st way and added the Helmet to the Vanq. The whole armor set is one model and has submehes that are identified via their maeial ID's. Runic uses multimaterial in Max. When you want to get correct animations you have to rig the model and weight all verts to the bones you wanna use. There are no tags for Head or shoulder items. I also made a harnisch but it looks kinda odd so I decided not to share it here. At the moment I model a Zealot skull head (a trophy). It still need some refining.

Image

Ill post the UVs for both later in that post.
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Re: [WARDROBE] 1st self made Helmet, anyone else?

Postby Baddcog » Tue Jan 05, 2010 10:52 am

I'm well aware of that, I have made several posts all over this forum about exporters, etc...

However it's alignment issues I have with the helmet. It either aligns to head or the drop model on the ground, I cannot get the model to align in both instances. I have attached the helmet to the rig, however that doesn't show in game, only the drop model shows.
And possibly the attached helmet (to the rig) only gives coords for head attach, but with that mesh in the folder the helm wont show in game, in fact the game crashes when I grab it. (exportered Max9 - ie: way #1)

I did a quick anim test on an object with another program but the anims didn't show (anims on a weapon), maybe I didn't go far enough, but was more concerned with the helmet at the time.
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So are you rigging the helmet to the rig, and also exporting the drop model? Or are you just doing a drop model, and does it properly align to the ground?
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