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Re: iheartibuki's n00b WIP

Posted: Tue Sep 04, 2012 12:28 pm
by Dazzy
iheartibuki wrote:
LOL, that'd be weird as I didn't reparent any bones. Maybe it was like that from the get go? Hope me rotating the meshes 180 degrees didn't have anything to do with that. :shock:

Ok, I'll keep those in mind (spec maps and light maps) and will also check on the eyelids. I can probably use the minibumps used on Akuma or Ryu, will use different rendering groups, of course. :D

EDIT: Tried rotating the armature on the Z axis in edit mode, seems to have a different pivot point no matter what I do, so I'll leave it like it is and do the "flipping" in XNALara, LOL!
Maybe, rotating the armature wouldnt do anything though xD

Ok :D Yeah, thats easier :)

Yeah, you'll have to do that xD

Re: iheartibuki's n00b WIP

Posted: Wed Sep 05, 2012 1:37 am
by semory
waiiiiiiiiit foooooooorrrrr meeeeeeeeeeeeee :lol:

Re: iheartibuki's n00b WIP

Posted: Wed Sep 05, 2012 8:48 am
by Dazzy
semory wrote:waiiiiiiiiit foooooooorrrrr meeeeeeeeeeeeee :lol:
:lol: If ya need help once you got the main stuff done, just ask ^^

Re: iheartibuki's n00b WIP

Posted: Wed Sep 05, 2012 12:50 pm
by iheartibuki
semory wrote:waiiiiiiiiit foooooooorrrrr meeeeeeeeeeeeee
You channeling Hall & Oates there? :lol: Seriously I'm far from being done-done. Plus work in the office is getting in the way, ha ha ha. Technically though I can install XNA and Blender on my work machine since I have admin rights but people will go like, "Uh, aren't you supposed to be working in Toad!?" :lol:

@Dazzy: I reparented the upper eyelid bones to the head since it was actually parented to the lower eyelids. Weird! It works better now. Thanks again for the tip.

Re: iheartibuki's n00b WIP

Posted: Thu Sep 06, 2012 12:42 am
by iheartibuki
Ok, I just need to fix the lightmaps a bit, rename bones and flip the mesh :) I really went mini bump crazy with this one :lol:

Image

Does anyone know how to use the Thor's Gear stuff? Are you only allowed 2 textures when you use this option?

Re: iheartibuki's n00b WIP

Posted: Thu Sep 06, 2012 3:10 am
by Anx
http://www.tombraiderforums.com/showpos ... count=1727
~Additional ┬┤pre-defined┬┤ meshes~
(# and type of textures must be kept)

handgunhand/holster (right/left)

# of textures: 2 (diffuse - bump)
alpha channel: yes (since XNALara version 9.4.1)
reaction to light settings: yes

thorbelt1/2, thorgauntletright/left

# of textures: 3 (diffuse - light - bump)
alpha channel: no
reaction to light settings: yes

thorglowbelt/gauntlet

# of textures: 1 (diffuse)
alpha channel: yes
reaction to light settings: no (shadeless)
Thor's Gear stuff?
You need 3 textures when you use this option!
Example:

Code: Select all

thorgauntletleft
1 # uv layers
3 # textures
data\lara_jungle_shorts\thorgauntlet_diffuse.png
0 # uv layer index
data\lara_jungle_shorts\thorgauntlet_lightmap.png
0 # uv layer index
data\lara_jungle_shorts\thorgauntlet_bump.png
0 # uv layer index
819 # vertices
Flip the mesh?
Never do this, it can cause shading errors.
Rotate the model around the root bone and save the model with Shift+F11 in XNALara ;)

http://www.tombraiderforums.com/showthr ... ost6247821
http://www.tombraiderforums.com/showthr ... &page=2248
http://iheartibuki.deviantart.com/art/S ... -298662025
*** VERY IMPORTANT NOTE: You have to disable "Always use backface culling" in XNALara 9.6.8 & XPS 10. Both versions have a bug that turns the screen purple if you invoke the post processing parameters while your model is flipped in the X axis.

Re: iheartibuki's n00b WIP

Posted: Thu Sep 06, 2012 7:51 am
by iheartibuki
^ Thanks for that very useful info, Anx! I've been looking for that page but for some reason it kept eluding me, lol!

But no transparency support for thorbelt!? Ugh! Will have to live with the handgun options, I guess... I know you can make items optional for XPS but I'd like to make this model work perfectly with XNALara too. Oh well. :|

With regards to flipping, I know that it will mess up your shading when you turn backface culling on. But you can save the flipped mesh posed in XNA, import back into Blender, and flip the normals. It will fix that issue. The SF4 model exporter exports them X-flipped (a character's left side is on the right and vice versa) so you have to X-flip to make it look like the original in-game character.

Re: iheartibuki's n00b WIP

Posted: Thu Sep 06, 2012 9:59 pm
by semory
OK, you can stop now and take a break for a few days he he he :). Or I may have to blow up the bay area...

Re: iheartibuki's n00b WIP

Posted: Thu Sep 06, 2012 10:23 pm
by iheartibuki
semory wrote:OK, you can stop now and take a break for a few days he he he :). Or I may have to blow up the bay area...
:lol: :lol: :lol: You can try but Ethan Hunt will stop you!!! :P

Re: iheartibuki's n00b WIP

Posted: Mon Sep 10, 2012 10:15 am
by iheartibuki
Ok, I know I said when I first posted my Dan WIP that I don't see myself doing this full time. That statement is still true, however, I don't want to miss the opportunity to port some of the Street Fighter 4 or SFxT characters that otherwise would not get any love or will take a long time to get ported since other folks have characters from other games on their plate. So I'd like to take advantage in porting 11 models intermittently (at least for now) and putting dibs on them.

* Blanka's default costume
* E. Honda's default costume
* Liligan (Lili's cosplay of Morrigan)
* Ibukayane (Ibuki's cosplay of Ayane)
* Shermie Viper (Viper's cosplay of Shermie from KOF)
* Guy and Cody's default costume
* Ibuki's school girl costume
* Rose's Victorian costume
* Oni's default costume
* Tekken 6 : Lili's default (if I can get her with original bones)

No way these are set in stone, and are completely dependent on free time. If I get bored with SF4 characters or don't find time for them I'll be happy to pass them along to someone else. :P