Modeler new to mods

Discuss art and sound mods for Torchlight.

Modeler new to mods

Postby OrganizedChaos » Wed Jan 06, 2010 10:42 am

So, I've never worked on a mod before, but I was working on this little guy and thought it might be a fun project to figure out how to get him in game. I've looked around and it seems like everything I've come across is a texture alteration, no actual model replacements or anything. Is it possible to do this - to make a new in game model? Can you make your own rig or is it possible or smarter to bind it to an existing rig? I use 3d studio max 2009 (i've been working on this guy at work during my lunch break- texture is stll a work in progress)

Image

I'm sure I can cut down polycount if necessary (1,170 tris right now) and I can probably make whatever adjustments need to be done, probably reduce the texture size as well. I need to open up the zip and see if I can't figure out what kind of specs the monsters are using now.

I have no idea how difficult this would be overall- if anyone could give me a clue, please do.
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Re: Modeler new to mods

Postby Nickity » Wed Jan 06, 2010 11:53 am

I know at some point Brad was trying to get a new model in game with a new rig, maybe he can chime in?
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Re: Modeler new to mods

Postby Baddcog » Thu Jan 07, 2010 3:33 pm

As far as I know Max9 is the only program you can use for animated meshes (with Runic exporter) so you're in luck.

You need a root bone, with NO verts attached. It needs to be at 0,0,0 so your model will appear in game where it's center is.

Ogre (the renderer) only allows 4 weights per vert (ie: the vert can only belong to a max of 4 bones - not a big deal really, it would need to be a pretty complex rig to use more).

It needs to be a skin modifier, biped wont work.

That poly count is probably fine, I imagine you wouldn't encounter too many dragons at once. But as far as that goes, Torchlight is low poly so it can work on a wide range of machines. Ogre can accept a very large amount of polys, you could get him in game just fine with 60,000 or more. But that would kill performance on some machines.

There is also a released pack of alot of Torchlight stuff in obj and Max9 format so you can look into it more, but all you really need to do is:

rig, animate, export each anim seperate (but they can all be keyframed together in one file) and export the mesh then convert the xml to mesh (ogre command lines)

have texture in png, tga, jpg or dds format and a material file (shader file) for it. Runic didn't use any special shaders, just diffuse and maybe spec or alpha on some stuff. But with Ogre shaders you can add normals, scrolling, rotating, etc...

Then you'll need to look into the pak file in Torchlight and extract some files of a character to see how the dat files are set up, they call anims, etc... you can edit in notepad++ or in torched, I haven't had luck finding model directoris in torched yet, then probably open or create a mdungeon to place the character in. There's also a way to add it to a list so they will just spawnalong with other creatues I beleive.

Good luck, he's a pretty cool dragon.
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Re: Modeler new to mods

Postby OrganizedChaos » Mon Jan 18, 2010 12:22 pm

I appreciate the help- not much progress so far unfortunately- I've been working on this guy when I can during lunch. Figured I'd see if anyone had any opinions on the matter though, which level of saturation for the belly looks best?
Image
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Re: Modeler new to mods

Postby OrganizedChaos » Wed Jan 20, 2010 6:01 am

Ah well, the image seems to be too large. I managed to make a mesh out of the guy last night and run him in an ogre model viewer.
Image

Now comes the part where I really need help- how do I get him in game? Or well, first step, the editor... I dont have any animations on him yet- but I tossed a quick skin on him last night and I couldn't figure out how to get him to show up.
I've seen tutorials on weapons, but I'd imagine monsters need to act differently.
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Re: Modeler new to mods

Postby Baddcog » Wed Jan 20, 2010 8:50 am

Well, if you just want to see him in game I'd do the same as weapons or static meshes like a barrel. Then you can compare him to other stuff. For that you can text edit a .def file which isn't too hard, just open the pak file in Torchlight folder and find mine/barrel or something. Copy the folder paths and def file.

But put the stuff in C:/users/your user name/app data/roaming/runic games/torchlight/mods/OranizedChaosDragon/media... and match the mine parts folder structure here.

Then open the game, console shift-~ I think, type item organziedchaosdragon 1 (or what ever you named it)

It should spawn one right by you. I like to start a new character for testing, it will flag it as a cheat character if you spawn something.
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Re: Modeler new to mods

Postby OrganizedChaos » Thu Jan 21, 2010 11:19 pm

Hm. Where can you find the .def file? Do you mean the .dat file? I went ahead and tried editing that to change it to direct to my dragon instead of the previous entry.
I've been struggling with this a bit. I can get the mesh to show up in the ogremax viewer, but I can't seem to get it to show in torchEd or by hitting the play and trying to spawn him. I've tried with a clone of the .dat barrel file and with the armor rack. I'm not sure what I'm doing wrong exactly and I know it's hard to get help online, but maybe im missing something someone can recognize. I'm wondering if it's a directory problem? I have the steam version of torchlight, which is in a different location from torchED, I can get to the roaming app data mods through the steam location and torchED is somewhere else entirely. I dont know if that has anything to do with it though because I've tried putting the information needed in both locations. Do you just need the model (mesh, material, skeleton, texture) in the models folder and the .dat in the unit folder? I'm probably missing something here.
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Re: Modeler new to mods

Postby nickoz » Wed Feb 03, 2010 10:23 pm

hi,

Ive had sucess with exporting meshes/ rigs and animations from maya, using the orgre exort tools. You need to have the model (.mesh), skeleton (.skelton) , material (.material) and anims, (.skeleton) all in the same mode folder. The folder structure is like this.

mod - models (you put your models and stuff in here)
-units (the .dat file for the charcter)
-wardrobe (not sure yet, i think textures and otehr stuff)
- UI (any changes to the UI or startup screen)

i recommend cloning an existing unit in the UNIT EDITOR, so it makes the .dat for you. then you can just add the extra bits and edit the paths.

there are some tutorials that come with the torhced assets that are pretty helpful too.

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Re: Modeler new to mods

Postby edger89 » Mon Feb 08, 2010 3:10 am

Nice Post and Good Info.


Thanks...

:D


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Last edited by edger89 on Sun Feb 14, 2010 11:19 pm, edited 1 time in total.
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Re: Modeler new to mods

Postby OrganizedChaos » Wed Feb 10, 2010 8:19 pm

Nickoz, I don't know if I thanked you personally, if not, thanks a ton. I sent your e-mail to the animator who contacted me and they said you were a HUGE help, answered everything for them.

Just so everyone knows, they're working on a rig now and some animations in maya, it's pretty exciting since I'm not too keen on animating. Hopefully it all works out. Until then, I saw Runic is hiring environment artists, which is super exciting, I would absolutely love working for them, so I'm going to try to put together a scene or at least some stylized textures. I was thinking about maybe doing a shipyard? Not sure yet

Edit- it also occurred to me that I never posted an image of the texture sheet/wireframe - for those interested
Spoiler: show
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Re: Modeler new to mods

Postby Nickity » Wed Feb 10, 2010 9:18 pm

It's looking good dood :) Keep it up
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Re: Modeler new to mods

Postby Wayne09 » Thu Feb 18, 2010 3:14 am

Nice Post Guys and good info.

Thanks...
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Re: Modeler new to mods

Postby TaylorMouse » Sun Feb 21, 2010 12:57 pm

Lovely, although I guess the wings are... too red, they should be darker. Well, in my opinion

Keep that progress coming plz :mrgreen:

T.
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