Help: Combining TL Animations into one Skeleton

Discuss art and sound mods for Torchlight.

Re: Help: Combining TL Animations into one Skeleton

Postby CCCenturion » Wed Jan 12, 2011 7:43 am

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, I'm still a complete noob.
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Re: Help: Combining TL Animations into one Skeleton

Postby toysoldyours » Tue Mar 08, 2011 10:12 pm

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 to dable in the animation and armature side of blender a lot more lately. actually. this past week, ive been scouring blender text books looking for a way to get custom mesh/skeleton/animation files back into torchlight. ive been reading through every post you (cccenturion) and dusho have put up on the subject. i cant seem to get my alchemist mesh back into torchlight. i dunno if theres just some posts from youguys that im missing. but im yanking my hair out on this one. i grabbed the ogre exoprt code. but everytime i try i get the " vertex with more than 4 bone assignments" warning. any help would be great. if i can figure it out. then i finish my gobboss mod and set work on my other 2 projects. one of which involves scratch building characters. so please. please. any knowledge will be sucked up and duely appreciated. thanks
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Re: Help: Combining TL Animations into one Skeleton

Postby Typhonn » Sun Oct 23, 2011 2:45 pm

I'm having an issue importing Torchlight meshes. .mesh xml works fine. It seems that not all of the folders have mesh xml versions to the mesh versions. Any time I try to load a .MESH file I get this error in Python:

Code: Select all
sword14.mesh
'c:\Program' is not recognized as an internal or external command, operable program or batch file.
Traceback <most recent call last>:
    File "C:Users\Owner\AppData\Roaming\Blender Foundation\Blender\.blender\scripts\importTL.py", line 895, in ImportOgre
       filename = files[0]
IndexError:list index out of range


Dunno. I've been fixing problem after problem, but this one is hard to understand. I wonder why they don't have xml files for each model.
Last edited by Typhonn on Sun Oct 23, 2011 2:53 pm, edited 1 time in total.
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Re: Help: Combining TL Animations into one Skeleton

Postby Typhonn » Sun Oct 23, 2011 2:52 pm

I'm sorry, but I think I posted in the wrong thread.
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Re: Help: Combining TL Animations into one Skeleton

Postby CCCenturion » Mon May 14, 2012 5:30 am

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 to dable in the animation and armature side of blender a lot more lately. actually. this past week, ive been scouring blender text books looking for a way to get custom mesh/skeleton/animation files back into torchlight. ive been reading through every post you (cccenturion) and dusho have put up on the subject. i cant seem to get my alchemist mesh back into torchlight. i dunno if theres just some posts from youguys that im missing. but im yanking my hair out on this one. i grabbed the ogre exoprt code. but everytime i try i get the " vertex with more than 4 bone assignments" warning. any help would be great. if i can figure it out. then i finish my gobboss mod and set work on my other 2 projects. one of which involves scratch building characters. so please. please. any knowledge will be sucked up and duely appreciated. thanks


Sorry I missed this. I'm assuming toysoldyours isn't really hanging around here any more, but others might be interested in the same problem. I took a lengthy break from Torchlight modding to focus on learning some other game programming stuff and I'm just now getting back into it. I'm currently working on updating the TL import/export scripts to work in Blender 2.62, but I'm still a couple weeks away from finished; I'm pretty sure it will be working before TL2 is released.
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Re: Help: Combining TL Animations into one Skeleton

Postby Phanjam » Mon May 14, 2012 5:56 am

Gasp! A TL1 Hero hath returned! How have you been CCC?! And I hope you're gonna stick around for some TL2 modding? :p

Oh are you in the Beta?
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Re: Help: Combining TL Animations into one Skeleton

Postby CCCenturion » Mon May 14, 2012 6:21 am

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 importer/exporter. I've also been thinking of converting data files into Excel format and back again, so quanty modders can do a bit more statistical analysis on balancing skills, etc. But I think the Blender script will be far more useful. We'll see.

I got a Beta key over the weekend, but I don't have tons of time to play -- we just moved and I still have tons of unpacking, putting together furniture, and screaming furiously at furniture assembly instructions. (Luckily I now have a 30 minute train commute, which gives me an hour a day to work on the Blender scripts.) When I do find time for the Beta I usually just start a new game called CCCenturion and leave it open for anyone to join.
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Re: Help: Combining TL Animations into one Skeleton

Postby Phanjam » Mon May 14, 2012 6:04 pm

Well, glad to see you back around man. I'm on th beta too but i only get about an hour free time a day. I'll keep an eye out for your game.
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