Freedom Reborn

Freedom Force Forums => Requests for Skins and Meshes => Topic started by: Randomdays on September 22, 2013, 02:43:31 AM

Title: Possible Projects Interest
Post by: Randomdays on September 22, 2013, 02:43:31 AM
I'm looking at a maybe starting a few different projects and checking to see if there's any interest in some help;

1) Lost in Space - I've got models of the Jupiter 2, Chariot, the Robot, the laser pistol and rifle, and the landing pod. The jetpack from the the James Bond skope that detourne_me skoped could be used for the two males, John Robinson and Major West. I'd need help getting the transparent glass portions working on these, and someone that would skin the Robinson family and Dr Smith. If anyone has Poser and knew how it worked, I found most of the family as Poser meshes on line. Over my head on getting them to work though.

2) Thunderbirds - I've got all the Thunderbirds and some of the Tracy family. Would need someone to skin some other characters like Lady Penelope, etc after I see what I have.

3) Dinosaurs/ Prehistoric - I've got the triceratops, stegasurus, a mammoth and a few other dinos. Wouldn't need any help with this I think.

4) Space Ghost/ Tarzan - I'm working on a converting a small creature from Turok into a monkey. Once done and rigged, it could be skinned by someone into Blip or Tarzan's companion, Nkima. Jan and Jace could be skinned as well if anyone was interested. Most of the villians would be hard to do but Moltar and Metallus could be skoped/ skinned from whats out already.

5) Trying to do a Benton Quest and Bandit from Jonny Quest. May need help reskinning Bandit. There's already a Race Bannon out there and Daglob started Jonny a while back. That would leave Hadji and maybe Jade and Dr Zin. There's also a mesh of Zin's Spider I could try to rig in bring into game.

I'm also working on finishing up some Looney tunes and starting some other groups - Ducktales, Disney's Mickey and friends, a ton of Star Trek characters,ships and villians from all the various shows,Tom and Jerry, and some various single characters and surprises, but I think I can handle those okay.
Title: Re: Possible Projects Interest
Post by: Cyber Burn on September 22, 2013, 11:25:57 PM
I don't know if my skoping skills are up to par for what you need, but I would at least be willing to give it a try.
Title: Re: Possible Projects Interest
Post by: Randomdays on September 23, 2013, 01:28:03 AM
Thanks Cyber. I think mostly skinning would be needed.

 For Skoping, If you know how to deal with alpha, I think if I set the vehicles up with the glass parts as seperate items somehow with their own materials, they could have their alpha turned on to make them transparent.

For Hadji, Kennx has a Sargon the Sorcerer with a turban on it and a couple of other turbaned characters. If that could be skoped on a sidekick mesh that might be a start.

If you're not sure what Moltar and Metallus look like, here's a pic of the major Space Ghost Villians together ;

 http://static1.btvguide.com/images/episodes/48/4806dbfafdc348bdb6f50ceea2b34cb3-214818-512-341.jpg



Title: Re: Possible Projects Interest
Post by: Cyber Burn on September 23, 2013, 02:36:24 AM
Thanks Cyber. I think mostly skinning would be needed.

 For Skoping, If you know how to deal with alpha, I think if I set the vehicles up with the glass parts as seperate items somehow with their own materials, they could have their alpha turned on to make them transparent.

For Hadji, Kennx has a Sargon the Sorcerer with a turban on it and a couple of other turbaned characters. If that could be skoped on a sidekick mesh that might be a start.

If you're not sure what Moltar and Metallus look like, here's a pic of the major Space Ghost Villians together ;

 http://static1.btvguide.com/images/episodes/48/4806dbfafdc348bdb6f50ceea2b34cb3-214818-512-341.jpg

Figures, skinning is pretty much out of the question for me. As for alphas, that's something that I have never learned. I could probably skope Hadji for you. As for the Space Ghost villains, which two are Moltar and Metallus?
Title: Re: Possible Projects Interest
Post by: Randomdays on September 23, 2013, 02:45:38 AM
The armored two in the middle
Title: Re: Possible Projects Interest
Post by: vorelliwiseau on September 23, 2013, 06:53:10 AM
What I know from Space Ghost I learned from Adult Swim, but I'd like to see those characters in action!
I might try my hand in making a Brak one, once I finish this set I'm making.
Title: Re: Possible Projects Interest
Post by: Randomdays on September 23, 2013, 07:35:59 AM
That would be great. Here's an original, non-comedy episode from the original 1966 series on youtube, to see what it used to be like, including the Zorak one - 

http://www.youtube.com/watch?v=hQeaMY-Kk0k
Title: Re: Possible Projects Interest
Post by: daglob on September 23, 2013, 10:00:08 PM
While Hadji has never been started, he was always intended to accompany Jonny, and I've looked at various labcoated meshes with ideas about turning one into Dr. Quest. Haven't found anything that I thought would make the perfect Jade. I did do another version of Race, though. Jan and Jace are in the works (problems with Jan's mask, looking for a jetpack, that kind of thing).

THE ROBOT FROM LOST IN SPACE? I can hardly wait!

Here's hoping for Fireball XL-5's crew...
Title: Re: Possible Projects Interest
Post by: Randomdays on September 23, 2013, 10:11:44 PM
For Fireball XL-5, I can convert the ship over, plus I've got meshes for the ships on Gerry's other shows - Supercar, UFO, Thunderbirds and Stingray. I already did Space 1999's Eagle a while back.

I started Dr Quest using the character creator in "The Movies" Game since I can't Skin. I'll post a pic later of what I was able to do wtih it.

The robot from Lost in space would be fairly static. I can't rig the arms to extend and shoot his electrical attack for instance, as they would also extend and swing when he walked.

Jan/ Jace's jetpack looks like a fairly simple box on their back.

Finished the probably last group of Looney Tunes this morning - Granny, Sylvester, Tweety and Pepe le Pew. Needs to be tweaked and packaged then up in a couple of days.
Title: Re: Possible Projects Interest
Post by: daglob on September 25, 2013, 08:49:44 PM
I couldn't find a nozzle for the jetpack; a resized square quiver from a TV mesh would do for the box. SCD's Cheetah (as in Tarzan and) might make a good Blip (Bandit is about the only charicatured cartoon animal in "realistic" series I ever liked).

And who cares if the LIS robot's arms don't move. I can't remember if Loopy Wolf's stuff can be scoped (I think so), but have you looked at his Daleks? They come in two sizes, so beware.

I don't know how to do it, but I wonder if aSFX could be made that looked like The Robot was extending his arms (like the Stretch Beam, but not as far)?

What about Robert the Robot (not that my computer would handle his transparent body correctly, but still...)?
Title: Re: Possible Projects Interest
Post by: Randomdays on September 25, 2013, 09:34:18 PM
I could easily add the nozzle to the quiver/jetpack, that wouldn't be a problem.

 SCD's Cheetah would need a tail and some changes since he's an ape and and thick bodied, and Blip is a monkey.

I'm looking at the Sims 2 Pets creator to see if I can make a good Bandit in it.

"Robert" the Robot, did you mean this one? Only the head is transparent like the B9.
http://sketchup.google.com/3dwarehouse/details?mid=37a9469b55ed2ddb6a12484fa9d9be10&prevstart=0

Title: Re: Possible Projects Interest
Post by: daglob on September 27, 2013, 10:28:59 PM
There actually is a Robby the Robot mesh (don't remember who did it-it's one of the older meshes-but I did a GL skin for it), but Robert was from Frieball XL-5.

Write up on a model is here:

http://www.hobbyshed.co.uk/model_kit_modelmaking_gallery_fireball_XL5_robert_robot.htm

You'd probably have to find him for another game and convert; I don't know how anyone would scope him.
Title: Re: Possible Projects Interest
Post by: vorelliwiseau on September 28, 2013, 05:35:13 PM
Guys, here's a shot of that Brak mesh I volunteered to contribute:

Spoiler: ShowHide
(http://i920.photobucket.com/albums/ad47/vorelliwiseau/brakprev_zps726b382e.png)

Brak_v1

Mesh and Base Skin: Edited from Male_Teen_TM by The Firey Tomato
Brak's Head and Hair made in Blender and skinned in GIMP!

Brak created by Alex Toth, William Hanna and Joseph Barbera. SPACE GHOST and all related characters and elements are trademarks of and © Hanna-Barbera. THE BRAK SHOW and all related characters and elements are trademarks of and © 2009 Cartoon Network. A Time Warner Company. All Rights Reserved.

Freedom for Force Versus the Third Reich Copyright © 2005 Irrational Games.
Freedom Force and the Freedom Force logo and related characters, names, and distinctive likenesses thereof are trademarks or registered trademarks of Irrational Games unless otherwise noted. All Rights Reserved.


====

It's a strange fusion of Classic!Brak and Adult Swim Child!Brak. His head's actually more of a helmet, and if you run him through CTool it looks weird plus some character animations show the head beneath, but when you put him through FFX 3.0 it's unnoticeable!

Here's a scale comparison shot of Brak in action:

(http://i920.photobucket.com/albums/ad47/vorelliwiseau/scalepreview_zps68ff2ff4.png)

If Randomdays thinks it's cool then I'll drop off the DL links!
Title: Re: Possible Projects Interest
Post by: daglob on September 28, 2013, 06:27:06 PM
 :blink:

My god... it is Brak!
Title: Re: Possible Projects Interest
Post by: Cyber Burn on September 28, 2013, 07:46:12 PM
You are doing some very nice work with Blender.  :thumbup:
Title: Re: Possible Projects Interest
Post by: Randomdays on September 28, 2013, 09:46:42 PM
That IS Brak! More Awesome, and Daglob's Jan as well! Please post away!
Title: Re: Possible Projects Interest
Post by: BigD on September 29, 2013, 01:27:29 AM
I agree everyone here ^_^, that is most definitely Brak plus it looks like to me that it does really look like Brak as his actual self and above all I really like it 100%. So just like Randomdays just said, and I quote with him "Please post away!". Also, please note that I do also like Daglob's Jan as well since Randomdays mentioned her :). One more thing, I am a really big fan of SPACE GHOST along with many other HANNA-BARBERA based shows that had some of the finest heroes such as Birdman and The Galaxy Trio :D. Great job on Brak, and I do hope that he will be up for grabs in the form of a download along with anyone/everyone else and many more characters that join up with him in the form of a download or more :thumbup:.

BigD
:cool:
Title: Re: Possible Projects Interest
Post by: Randomdays on September 29, 2013, 07:47:45 AM
Working on a few of the items mentioned at the thread start above


After going thru a bunch of Lost in Space Robots on the web I was able to get a few into Blender, and even fewer back out as a nif. One is very nice but is 600,000 or so polys. The one pictured below is a sketchup from the 3D Warehouse. It started at 60,000 polys or so, but the pic shows it in Character Tool at about 20,000 - hopefully I can get the count down some more. Also good is that fact the glass portions are alpha enabled and transparency works and can changed.

Also working on the Tom and Jerry set - Tom is done and ready as well as 4 different skoped versions of him in different costumes.

The other pic is a first try at Dr Quest - The costume is fine but the face not so good. Created with the character creator in "The Movies" game

(http://imageshack.us/a/img51/1559/3pkb.jpg)

(http://imageshack.us/a/img22/8583/5qa8.jpg)


 
Title: Re: Possible Projects Interest
Post by: BentonGrey on September 29, 2013, 08:23:00 PM
Ha, cool work on all three of thsoe, RD.
Title: Re: Possible Projects Interest
Post by: BigD on September 29, 2013, 08:45:23 PM
I agree with Benton on this one 100% Randomdays ^_^, all three of the following characters such as Tom, Dr. Quest and the robot that you are working on look awesome and above all I am a fan of many cartoons such as Tom and Jerry along with the HANNA-BARBERA classic Jonny Quest plus many TV classics such as LOST IN SPACE since I'm a big fan of the robot from that certain show and liked it since I had started watching it on DVD :). Great job Randomdays, I do hope that you will get these squared away with anyone else that you need to work on if you have anymore to work with, and I do hope that these along with many others will be ready for us to enjoy and use to play with in :ff: depending on which version these are for ;).

BigD
:cool:
Title: Re: Possible Projects Interest
Post by: President Raygun on September 29, 2013, 11:46:52 PM
Just had to say, that Tom is excellent! Keep up the great work Random.
Title: Re: Possible Projects Interest
Post by: vorelliwiseau on September 30, 2013, 12:50:06 AM
I agree - the Tom is fantastic! I can't even begin to know where to begin to make parts like that.
Title: Re: Possible Projects Interest
Post by: Randomdays on September 30, 2013, 02:36:25 AM
Thanks, but I can't take credit for anything but the rigging on it. Original model from the Tom and Jerry Gamecube game "War of the Whiskers". Rigging not that bad except for the very short legs that in the end wound up not being able to bend.

Was able to get the robot down to 15,000, but lower than that, deformations starting appearing messing up the shape. The robot itself has no skin - all the colors are from the material.

Starting work on rigging Jerry - besides basic Jerry there should also be 4 different skoped costume versions.

Edit - Jerry is done. Had to jump thru some hoops to get him to work due to the non standard base pose he came in - removed the left leg, selected the right leg and copied it, mirrored it and then reattached the copy as the new left leg. Only the thigh bones are rigged to the legs. On the arms, the right hand is rigged to the right forearm instead. He looks good but not great in character tool. Doing the skoped versions should be quick. Tom will be set to 50% of standard size and Jerry to probably 25% standard.

Unrigged Jerry

(http://imageshack.us/a/img826/6952/gepu.jpg)


Rigged Jerry

(http://imageshack.us/a/img29/3243/66b5.jpg)

Title: Re: Possible Projects Interest
Post by: BigD on September 30, 2013, 05:19:42 PM
I like the way Jerry looks Random, and above all you're doing a great job with him so far :thumbup:. I do hope you bring him out with the others for us to enjoy, and above all I do hope you'll bring some more characters based upon where they are from and I do hope they come out looking great :). Keep up the good work Random, and I do hope that your next set of characters will be up for being made and finished at the same time ;).

BigD
:cool:

P.S. Random, I didn't know that you used Tom from the Gamecube version game of TOM & JERRY: WAR OF THE WHISKERS and I'm wondering if my guess is right on this one is that Jerry is from the same game as well but I could be wrong :unsure:.
Title: Re: Possible Projects Interest
Post by: vorelliwiseau on September 30, 2013, 06:15:49 PM
Sorry it took so long, bro - I got hung up on this splotchy-skin issue when creating a Brak character for the first time. I've fixed it - I hope.

Anyway, here's Brak_v1! (http://www.mediafire.com/download/71ari4ess0yrfr9/Brak_v1.zip) He comes with keyframes plus a bonus Sisto skin! Brak's Dad and Mr. Bawk-Buh-Gawk not included. Enjoy!
Title: Re: Possible Projects Interest
Post by: BigD on September 30, 2013, 09:55:29 PM
Thank you very much for providing us a link to download to Brak for us to use in :ff: to play with and battle :lol:, but most of all I'm glad you included a bonus character in the form of a skin known as Sisto which I will also enjoy very much as well ^_^. Once again :), thank you very much and I do appreciate it plus I will enjoy both Brak and Sisto together very much as I play with them along with using them to battle my choice of enemies and creating them as well ;).

BigD
:cool:
Title: Re: Possible Projects Interest
Post by: daglob on September 30, 2013, 10:36:22 PM
What about...

Droopy Poodle...
Title: Re: Possible Projects Interest
Post by: Randomdays on September 30, 2013, 11:41:10 PM
No Droopy unfortunately. But I've got and going to try to rig the following; Nibbles the baby mouse, Spike and Tyke the bulldogs, Butch the cat, the baby duck and the robot cat. If I can grab it, I'll try to do monster Jerry. Nibbles and Butch should also have some skoped verisons. I've also could do a lion and an eagle from the game that were taken from some of the old episodes, but since they're really not recognizable or iconic will probably skip them.

Should be about 20 meshes alltogether when done.

One of Jerry's skopes is done, the second almost done. 2 more and I'll start on the next.

Daglob, looking at some Space Ghost cartoons, I really didn't see a nozzle on the jet pack. Jonny Quest's jet pack did, but I think  the quiver might be alright as is for Jan, maybe some narrowing at the bottom where the thrust came from.
Title: Re: Possible Projects Interest
Post by: BigD on September 30, 2013, 11:58:22 PM
Can't wait to see more along with more characters from TOM & JERRY :lol:, and above all I'll have to wait and see how they will all come out in the way on what they all look like so far and how they will work out for everyone's approval :). Until then, I'll be waiting for more characters from TOM & JERRY and above all I do hope Spike and Tyke the bulldogs will come out looking great with the others ;). One more thing, I do especially like Spike and Tyke very much and I'm a big fan of them with the other iconic characters from the TOM & JERRY cartoons as well :D.

BigD
:cool:
Title: Re: Possible Projects Interest
Post by: vorelliwiseau on October 01, 2013, 12:22:03 AM
Thank you very much for providing us a link to download to Brak for us to use in :ff: to play with and battle :lol:, but most of all I'm glad you included a bonus character in the form of a skin known as Sisto which I will also enjoy very much as well ^_^. Once again :), thank you very much and I do appreciate it plus I will enjoy both Brak and Sisto together very much as I play with them along with using them to battle my choice of enemies and creating them as well ;).

BigD
:cool:

@BigD: You're welcome! Thanks to everyone else for their compliments, too!

Random, if you've got any other Hanna-Barbera characters slated up, just PM me and I'll see what I can do.
Title: Re: Possible Projects Interest
Post by: Amazo Version 2.2 on October 01, 2013, 02:25:26 PM

Daglob, looking at some Space Ghost cartoons, I really didn't see a nozzle on the jet pack. Jonny Quest's jet pack did, but I think  the quiver might be alright as is for Jan, maybe some narrowing at the bottom where the thrust came from.

how about a gun holster as a jetpack? and for the 7/L piece, maybe a horn piece from someones head?
Title: Re: Possible Projects Interest
Post by: daglob on October 02, 2013, 09:52:55 PM
Daglob, looking at some Space Ghost cartoons, I really didn't see a nozzle on the jet pack. Jonny Quest's jet pack did, but I think  the quiver might be alright as is for Jan, maybe some narrowing at the bottom where the thrust came from.

I may be mis-remembering. I couldn't find a pic, and the library blocks Youtube (and other streaming media sites) so I couldn't look for a cartoon. wonder if I can find one of my SG comics...
Title: Re: Possible Projects Interest
Post by: vorelliwiseau on October 05, 2013, 03:43:05 AM
I have that Blue Falcon I PM requested from you, Random. The face was a bit tricky, so anyone, feel free to edit the hell out of it!

Oh, and in honor of Halloween, every file I'll upload this October comes with a bonus Black Lantern skin! [The next Batman Inc. 3-pack counts, too.] Think of it as my Halloween present or something!

Here are some preview shots:
Spoiler: ShowHide

Blue Falcon v1

(http://i920.photobucket.com/albums/ad47/vorelliwiseau/Preview_zps3faec505.png)

Mesh: male_cape_lowboots by The Beyonder
Base Skin: edited from male_basic.tga, from Male_Stocky_TM by The Firey Tomato
Forehead Beak and Beak Skin by Randomdays
Keyframe: male_cape_lowboots by The Beyonder

Skin edited in GIMP!

Blue Falcon created by Joe Ruby and Ken Spears. SPA and all related characters and elements are trademarks of and © Hanna-Barbera. Dynomutt, Dog Wonder is a registered trademark of and copyrighted by Hanna-Barbera Productions, Inc., and Hanna-Barbera Cartoons, Inc., a Turner company. All rights reserved.

Freedom for Force Versus the Third Reich Copyright © 2005 Irrational Games.
Freedom Force and the Freedom Force logo and related characters, names, and distinctive likenesses thereof are trademarks or registered trademarks of Irrational Games unless otherwise noted. All Rights Reserved.


And here's Blue Falcon facing off with with his Black Lantern counterpart:

Spoiler: ShowHide
(http://i920.photobucket.com/albums/ad47/vorelliwiseau/blackvblue_zps284177d8.png)


As usual, if the sourcing's right and if there aren't any concerns, I'll drop off the links right away!
Title: Re: Possible Projects Interest
Post by: spydermann93 on October 05, 2013, 06:33:54 AM
That is just so awesome! :thumbup:
Title: Re: Possible Projects Interest
Post by: Randomdays on October 05, 2013, 07:50:18 AM
Totally awesome!

Small correction though- I told vorelliwiseau that I had merely grabbed some vertexes on the original mesh's face and moved them around to add the beak, but now thinking about it, I think what I actually did back then was grab the beak from a bird mesh, attach it to the male cape mesh, and then move the vertexes around to fit the face of the mesh.


Edit - Yeah! My 500th post - All your base are belong to us! (Evil Laugh!)
Title: Re: Possible Projects Interest
Post by: vorelliwiseau on October 05, 2013, 08:36:06 AM
@Randomdays: Oh, that's cool - in that case, I'll just wait for you to get the sourcing corrections. I'm not pressed for time anyway! Please PM me with the credits if you find them so I can change the readme.

@spydermann: Thanks! Stay tuned for more!

Title: Re: Possible Projects Interest
Post by: Randomdays on October 07, 2013, 01:42:49 AM
Almost done with the Tom and Jerry group. Pictured - Tom, Jerry, Nibbles, Spike, Tyke standing, Butch, Robot Cat, Duckling and Tyke walking.

Butch has hand problems in Character viewer but appears normal in game.

Still have to rig the Robot Cat, Duckling and the second Tyke.

Not shown are skopes of the group - 4 more Tom, 4 more Jerry, 2 more Nibbles, 1 more Butch and 1 more Duckling. Total should be 21 meshes.

After rigging the last 3, still have to do portraits, resize them down and adjust their Z axis down so they don't appear to be floating


(http://imageshack.us/a/img96/9945/lehs.jpg)

Title: Re: Possible Projects Interest
Post by: vorelliwiseau on October 07, 2013, 11:45:46 AM
These are fantastic! I'm interested in that Robot Cat, specifically. What's the scale on that thing?

Plus, I love the details, especially the greenish bloodshot eyes. How'd you keep that kind of noticeable detail quality?
Title: Re: Possible Projects Interest
Post by: Cyber Burn on October 07, 2013, 01:17:02 PM
These are awesome Random, you're bringing characters to FF that I don't think anyone though they would ever see. This will lead to some potentially very fun rumble room sessions.  :D
Title: Re: Possible Projects Interest
Post by: Randomdays on October 07, 2013, 09:05:06 PM
Thanks Cyber.

V - The game these came out of is from 2003, so polycount is just a bit higher the FF - about 2-5k on average. Skinning is done a bit different - more by color than a total skin like we're used to. If you download one of these when they're done and look at the tgas, you'll see what I mean.

For scale, most of these import very small and I size them up to match whatever donor I'm using from FF. When done, I'll use nifscope to scale them back down. I figure 50% for the cats, 60% for Spike and 25-30% for the smaller characters.

For the robot cat and the last tyke I'm going to try to rig to ren's dd_wolf that I've used before. It actually has a jawbone and some animations so I MIGHT be able to get the mouth to open and close on the robot cat. I'll probably size that down a bit, but you can scale it to whatever you want with nifscope.
Title: Re: Possible Projects Interest
Post by: Amazo Version 2.2 on October 07, 2013, 10:03:46 PM
seriously sweet stuff randomdays. very impressive what youre doing. just out of curiosity, wasn't there a lockjaw (the inhuman's dog from marvel) mesh floating around? maybe you could use that?
Title: Re: Possible Projects Interest
Post by: Randomdays on October 07, 2013, 10:09:15 PM
There is a Lockjaw out there and I'm pretty sure I have it. I'll take a look when I get home. Many meshes have turned out that they won't work for me in Blender though because of the way they were made. I know that right off hand that big cat versatile is one that won't work when I import and export back out.

Edit - oh, and I wan't too happy how wide the standing tyke looked, so I narrowed the x axis on the mesh only down to 60% and now he looks more like the second Tyke in his width.
Title: Re: Possible Projects Interest
Post by: Cyber Burn on October 07, 2013, 11:14:28 PM
Vorelliwiseau, that is a fantastic Blue Falcon! Just out of curiosity, since "Blue Falcon" seemed to come across as a "Batman" - like character, would you be willing to skope your skope onto one of the "Batman" meshes so that it has those type of animations? I know you've given yourself a hefty workload with other projects, so I won't be offended if you aren't currently able or willing to do this as far as time or interest goes. In which case, I will definitely do so once you release it to the public.  :D

And now I'm rambling, sorry.  :banghead: Been one heck of a long day.
Title: Re: Possible Projects Interest
Post by: vorelliwiseau on October 07, 2013, 11:25:06 PM
@CyberBurn: No problem, man! I've just done the finishing touches on the skins, so just tell me how to do it and I will. Which materials do I copy where?

 Anyway, give me your links, and I'll give you a kicky Blue Falcon!
Title: Re: Possible Projects Interest
Post by: Cyber Burn on October 07, 2013, 11:58:35 PM
@CyberBurn: No problem, man! I've just done the finishing touches on the skins, so just tell me how to do it and I will. Which materials do I copy where?

 Anyway, give me your links, and I'll give you a kicky Blue Falcon!

Giving instructions is definitely not one of my stronger suits. If you'd like, I can send you a PM with my e-mail address and I could very happily do this for you. Especially since, like I said, I would have done it anyway.  :D Plus I can write down the steps I take as I go and then post them for you. As long as it's alright with you guys.

Title: Re: Possible Projects Interest
Post by: vorelliwiseau on October 08, 2013, 12:23:28 AM
Sure! PM me with your email and what files you'll need me to send to you. 
Title: Re: Possible Projects Interest
Post by: Cyber Burn on October 08, 2013, 12:41:50 AM
You've got PM.
Title: Re: Possible Projects Interest
Post by: vorelliwiseau on October 08, 2013, 08:14:12 AM
And you've got mail. I'll wait - message me if you didn't get any e-mails!
Title: Re: Possible Projects Interest
Post by: daglob on October 09, 2013, 11:05:18 PM
 :)

The Blue Falcon...

Y'know, I think one of Tommy's meshes has a hawk beak that has a hollow underside and could be re-sized...
Title: Re: Possible Projects Interest
Post by: vorelliwiseau on October 10, 2013, 02:39:44 AM
Oh, no, that's okay - Random did the beak mesh already.

I'll check Tommyboy's meshes for that thing you mentioned, though -  there's someone I have in mind I could use that for. Any names?
Title: Re: Possible Projects Interest
Post by: Cyber Burn on October 10, 2013, 03:56:47 AM
And you've got mail. I'll wait - message me if you didn't get any e-mails!

Got it! Thank you.  :D I'll get it back to you by this weekend.
Title: Re: Possible Projects Interest
Post by: daglob on October 12, 2013, 08:18:23 PM
I'll check Tommyboy's meshes for that thing you mentioned, though -  there's someone I have in mind I could use that for. Any names?

I don't remember which mesh it was on. I used a TV beak for the toe claws on my Ultra-The Multi-Alien scope, and the first one I did for FFv3R was solid, but on the second one for FF I discovered that the beak I picked had a concave bottom (and maybe only one side; making it invisivble from one direction). I do need to look at for it, though, since it would make my Golden Age Raven and War Eagle scopes look better. It might do as the visor for some G-Force helmets...

I'm pretty sure it was one of his Hawkman meshes, but which one...
Title: Re: Possible Projects Interest
Post by: Randomdays on October 13, 2013, 07:49:03 AM
Touche, Pussycat!

For the Musketeer skopes, took a sword from another mesh (checked and seems like its a common item found in Conan, Zorro and other skopes) and replaced the mallet with it. Also lengthened it a bit and made the guard more round to be more like a foil or epee.

All meshes, skopes, portraits and resizes done and tested in game. I WAS able to get the jaw movement working for the robot cat.

21 characters total. 9 Basic, 3 Musketeer, 1 winter, 3 beach, 3 western, 2 sailor.

Watch the releases thread - should be out later today or tomorrow - or, just checked, whenever yahoo gets the groups fixed since they're not working - again.

(http://img802.imageshack.us/img802/6383/x98x.jpg) (http://imageshack.us/photo/my-images/802/x98x.jpg/)

Uploaded with ImageShack.us (http://imageshack.us)

Title: Re: Possible Projects Interest
Post by: windblown on October 13, 2013, 09:28:05 PM
wow, those are very cool Randomdays!
Title: Re: Possible Projects Interest
Post by: Randomdays on October 13, 2013, 10:26:39 PM
Thanks windblown

All files uploaded. More info in release thread; http://freedomreborn.net/forums/index.php?board=20.0
Title: Re: Possible Projects Interest
Post by: BigD on October 14, 2013, 12:22:48 AM
Hey Random :lol:, just wanted to let you know that I had recently just caught a glimpse of the other Tom and Jerry characters such as the robot cat along with the other characters that you've been working on and above all I just got a glimpse of the latest characters that you just gave us a preview of ^_^. I really like the picture of the latest additions of the Tom and Jerry character lineup which consists of the Tom and Jerry characters Tom, Jerry and Nibbles looking like characters from the Three Musketeers almost, and also I just wanted to let you know that I had just gone to the corresponding link to the release of the Tom and Jerry characters and noticed the same ones such as the robot cat and the others but I did also notice that you did beach versions of the characters such as Tom, Jerry and Butch themselves along with the sailor versions of Tom and Jerry themselves, the wild west versions of Tom, Jerry, Nibbles and the little duckling and even the winter version of Jerry himself :). One more thing, I'm glad that you had released all of the Tom and Jerry characters for us to use and I do hope that we will have fun using them in :ff: depending on which version they're all for. Great job on the characters of Tom and Jerry themselves Random, and above all keep up the good work and I do hope that you will bring us more soon enough ;).

BigD
:cool:

P.S. By the Random, I really like all of the Tom and Jerry characters that you just did and furthermore I am also a fan of the classic cartoon TOM AND JERRY which I really like very much 100% :thumbup:.
Title: Re: Possible Projects Interest
Post by: Randomdays on October 14, 2013, 07:25:43 AM
Some Lost in Space meshes to keep the robot company. There are some much nicer Jupiter 2 versions out there, but I don't think the engine could handle it.

(http://imageshack.us/a/img707/3220/84af.jpg)

(http://imageshack.us/a/img29/1488/yvzm.jpg)

(http://imageshack.us/a/img443/2180/wxcd.jpg)
Title: Re: Possible Projects Interest
Post by: vorelliwiseau on October 14, 2013, 09:55:16 AM
Man, that is some solid work. Are those babies to scale?
Title: Re: Possible Projects Interest
Post by: Randomdays on October 14, 2013, 10:10:08 AM
Yep - they're probably going to more useful as map items than characters, but changing scale up/down is pretty easy to do with nifskope or blender.

Jupiter 2 about 3K polys, Chariot about 18K and spacepod about 9k
Title: Re: Possible Projects Interest
Post by: Randomdays on October 15, 2013, 11:04:48 AM
Hadji from Jonny Quest - 1st try. Didn't come out too bad. Will have to try for different clothes of course, adjust on the turban to match the show better.. Made with the Sims 2 Body Shop software.

(http://img837.imageshack.us/img837/2418/tqpc.jpg) (http://imageshack.us/photo/my-images/837/tqpc.jpg/)
Title: Re: Possible Projects Interest
Post by: Amazo Version 2.2 on October 15, 2013, 02:15:57 PM
seriously sweet stuff randomdays. you are really bringing new life to  :ff:.
Title: Re: Possible Projects Interest
Post by: BentonGrey on October 15, 2013, 06:42:49 PM
Sim-sim, Sa-la-bim!

Cool stuff, RD.  I love the Lost in Space stuff.  I bet those things could be useful.
Title: Re: Possible Projects Interest
Post by: Randomdays on October 16, 2013, 11:00:15 AM
Thanks Guys. Here's 3 new versions of Hadji, unrigged at the moment. Couldn't find a good nehru jacket anywhere and wound up grabbing the one from the James Bond Blofeld mesh I had done recently.

The 1st is with normal size. Hadji has a broader face though so for the second I doubled the x and y but kept the z the same. This made the face much closer but made him a little stocky. The 3rd I increased the z only a little. Which looks best to you guys?

(http://img853.imageshack.us/img853/6164/z043.jpg) (http://imageshack.us/photo/my-images/853/z043.jpg/)

Uploaded with ImageShack.us (http://imageshack.us)
Title: Re: Possible Projects Interest
Post by: spydermann93 on October 16, 2013, 11:39:50 AM
Thanks Guys. Here's 3 new versions of Hadji, unrigged at the moment. Couldn't find a good nehru jacket anywhere and wound up grabbing the one from the James Bond Blofeld mesh I had done recently.

The 1st is with normal size. Hadji has a broader face though so for the second I double the x and y but kept the z the same. This made the face much closer but made him a little stocky. The 3rd I increased the z only a little. Which looks best to you guys?

(http://img853.imageshack.us/img853/6164/z043.jpg) (http://imageshack.us/photo/my-images/853/z043.jpg/)

Uploaded with ImageShack.us (http://imageshack.us)

I'm leaning towards the third Hadji. He seems to fit the cartoon style, more.
Title: Re: Possible Projects Interest
Post by: Cyber Burn on October 16, 2013, 01:16:33 PM
Agreed, the 3rd definitely looks best.
Title: Re: Possible Projects Interest
Post by: vorelliwiseau on October 16, 2013, 02:35:25 PM
Nice work, Random! Hadji's eyes look adorable, almost puppy-like.
Title: Re: Possible Projects Interest
Post by: BigD on October 16, 2013, 06:19:12 PM
I agree with everyone on their comments about Hadji from HANNA-BARBERA's Jonny Quest ^_^, and above all I also agree with Cyber aka Cyber Burn on his choice of which version of Hadji is the best and I say that the third Hadji is really the best choice and the best looking one ever :). So far so good Random, I do hope that you keep plugging away at Hadji along with any other projects that you are currently working on by taking your time with, and I do hope that you bring us more surprises in the way of new and upcoming releases in the form of meshes and/or skins for us to enjoy playing with and using them on :ff: at the same time. One more thing ^_^, I just downloaded all of the TOM AND JERRY characters that were all released recently, and I'm going to test them out and play with them at the same time whenever I get the chance to do so. Great job so far Random, and I do hope that you will bring us more soon enough one way or another :thumbup:. Check ya later ;)!

BigD
:cool:
Title: Re: Possible Projects Interest
Post by: daglob on October 16, 2013, 09:56:02 PM
So, do I need to finish my Jonny, or is he in the works too?

Not mad, just wanna know. If the Jonny looked as good at the Hadji, then I know which one I'd rather use.
Title: Re: Possible Projects Interest
Post by: Randomdays on October 16, 2013, 10:16:10 PM
Daglob, was hoping your Jonny would be released.

Dr Quest is in the works, I found a mesh of Dr Zin's spider robot I'll try to convert ,and may try to do a Dr Zin with the Sim 2/ Movies Game character creators. Still trying to get a Buldog pup put together for Bandit. Race Bannon was already done by Cartoon Squared. Jade will probably be too hard to do but I might try.

Thanks everyone for the Hadji comments. While still made with the character creator for Sims 2 and some skope work, so far this is the only original character I've done - everything else has been conversions.
Title: Re: Possible Projects Interest
Post by: daglob on October 16, 2013, 10:35:29 PM
Jade's headkerchief always stumped me. Gren's female mesh with handguns might be nice for the base.

Now I need to fix Jonny's pants...

I've always loved/hated Dr. Sin's Spider-robot.

I think Bearded-In-Lair did a large non-robot spider. It would be located in one of his groups if it would be of any help.
Title: Re: Possible Projects Interest
Post by: Randomdays on October 16, 2013, 11:02:42 PM
The Spider Robot only had 4 legs so that makes things easier. Will probably eaither use the wolf or one the transformer animal meshes as a base.

Jade only appeared in 2 episodes that I remember - once in "Double Danger" in India and once in "Terror Island" in Hong Kong. The second one had a few scenes with her hair without the headkerchief that might do for a start.
Title: Re: Possible Projects Interest
Post by: Cyber Burn on October 16, 2013, 11:03:52 PM
I think Tap43 (Maybe) did a Robo-Spider skope. Not sure where it's currently located at though.
Title: Re: Possible Projects Interest
Post by: Randomdays on October 16, 2013, 11:26:54 PM
I think that was on NPI - but I think I have it somewhere anyway.
Title: Re: Possible Projects Interest
Post by: vorelliwiseau on October 17, 2013, 07:06:14 AM
Hi, I'm starting work on Mightor now! I have the horns and can probably find a caveman's club, but are there any versions of Grenadier's Male_Basic_Ranger (cape, hood) that I can edit in Blender, or any mesh with a club and a cape?

Also, are there any caveman-type keyframes for male_basic around? I'd appreciate the help!
Title: Re: Possible Projects Interest
Post by: Randomdays on October 17, 2013, 07:18:14 AM
Someone did some cavemen and I had them - have to see if I lost them in a crash awhile ago. A club should be easy to get - I'll look around for one.

One of the batman meshes might work better for a base since its more like a cowl than a hood, but the flying animations would have to be looked at since most of them has him "fly" on a swinging batline.
Title: Re: Possible Projects Interest
Post by: vorelliwiseau on October 17, 2013, 08:47:37 AM
Yeah, Male_Ranger's flying is indeed Spider-Man/Batman -like. I guess I'll stick to the guy's cape and hood for now, but I'll search  for some swordsman-style keyframes - some possibility there.
Title: Re: Possible Projects Interest
Post by: Randomdays on October 17, 2013, 10:08:14 AM
Possibilities ; Doctor_Doom_Gun_TM by Tommyboy - has a standard fly animation and gun appearing animations where the gun could be replaced by the club. Based off of Taskmaster.

Taskmaster - lots of variants. The billyclub attacks could be used with the club swap. Has cowl and cape, but fly animations might be a problem

Any Thor mesh - hammer attacks could be swapped for the club, blender/scope on the hood/cowl

thor_norvell_gren - different version of Thor

Balder the brave - same as Thor, but has a sword instead. have to blender/scope on the hood/cowl.

Moleman - has a high collar but kf's are good, replace the staff with a club.

Maybe one of the meshes for Marvel's Shroud or Moon Knight since they both have cape/hood.


From what I looked at, I think the Moleman or one the Balder meshes has the kfs that match the best. Look at those and see what you think.

Not sure if the Balder or moleman kfs would work with other meshes but that would help a lot. If not, I could always rerig whatever you put together so that it will work with those kfs. That way you could build the best look and we can rig for the best action.

The Cavemen meshes were done by Captain Wigster but it looks like his group might be gone. I don't think I have them anymore.


Found an ancient warrior from Civ 4 with a club that comes very close to Mightor, just needs a couple of jagged metal pieces removed to give a good match;

http://groups.yahoo.com/neo/groups/FF_Swap_Shop/files/temp

(http://img837.imageshack.us/img837/9613/o5sr.jpg) (http://imageshack.us/photo/my-images/837/o5sr.jpg/)



Title: Re: Possible Projects Interest
Post by: vorelliwiseau on October 18, 2013, 03:31:40 AM
Thanks for the list - tommyboy's Baldur/Balder mesh works great! I'll have to hide/add pieces, and right now he looks like Space Ghost, but I think he's a fantastic fit for Mightor!

As for the rigging, the idle, melee_idle and getting up animations might need changing (the cape's positioning messes with the last two), so if you'd like me to send it to you before I post links, just give me a holler. I guess the only thing I need now is a cape I can edit in Blender - I'll check if Tomato has something I can work with.

By the way, I checked tommyboy's amended rules for using his meshes, and I think what I'm about to do falls under the 'safe to edit' category. If anyone has concerns, please don't hesitate to PM me!
Title: Re: Possible Projects Interest
Post by: Cyber Burn on October 18, 2013, 02:25:53 PM
Hi, I'm starting work on Mightor now! I have the horns and can probably find a caveman's club, but are there any versions of Grenadier's Male_Basic_Ranger (cape, hood) that I can edit in Blender, or any mesh with a club and a cape?

Also, are there any caveman-type keyframes for male_basic around? I'd appreciate the help!

Unfortunately, I think Tomato is the only mesher to actually give Blender permissions. But if you are creating new pieces in Blender and then using Nifskope to add the pieces to the mesh, you should be ok.

I am going blank on Mightor's design right now, but if you guys post a pic, I would be glad to help bat around some ideas with you guys.

In regards to "Blue_Falcon", I meant to mention it earlier, but Hoss20 has very kindly agreed to help try and get the effects on the mesh working.
Title: Re: Possible Projects Interest
Post by: Randomdays on October 18, 2013, 07:46:21 PM
Mightor - http://www.internationalhero.co.uk/m/mightor.htm

Edit - Just wanted to say I'm really looking forward to both these characters and any variants of them as well. Thanks for all the help with these. I've been looking around to see if there's any dinosaur meshes out there that could have wings added to it for Tog, but nothing yet. Sheera is generic enough she might be skinned on one of the female basic meshes though.

The more I look at the caveman from Civ 4 and other meshes from the game, the more I want to start rigging them for FF. They are already nifs with a skeleton attached so they might be quick imports. Maybe jump to a few of them when the Quest group is done.
Title: Re: Possible Projects Interest
Post by: Randomdays on October 19, 2013, 09:42:16 AM
I think I've gotten Dr Quest as good as he's going to get. I might tweak the hair a little more to get it closer to the pic but that would be about it. Besides the version just done, I'll try to blend his head onto the Lab coat version previously attempted, and maybe a third in a suit. None have been rigged yet. Comments welcome and if anyone would like it sent over before I do any further work to try to "tweak" it, please let me know.

(http://img209.imageshack.us/img209/9297/ys0h.jpg) (http://imageshack.us/photo/my-images/209/ys0h.jpg/)

Edit - Here's a first try at Jonny - the hair could be tweaked to match better. Not sure if I should continue with this one. Comments? Daglob? Could send either or both your way if you wanted to work with them.

(http://img811.imageshack.us/img811/79/vuy6.jpg) (http://imageshack.us/photo/my-images/811/vuy6.jpg/)

Uploaded with ImageShack.us (http://imageshack.us)
Title: Re: Possible Projects Interest
Post by: daglob on October 19, 2013, 05:40:36 PM
lonespaceranger@gmail.com is ready and waiting.

You might take a close look at the animations in Ctool; there may be more than one flight animation. I used Nifscope to change Tommy's gun keyframes so that the standard rope-swinging flight was something like "flyq", and changed the name of a superman-type flight to "fly". It even works.

Some people are adept at more advanced keyframe editing...
Title: Re: Possible Projects Interest
Post by: Randomdays on October 19, 2013, 07:49:51 PM
Sending Dr Quest your way. Jonny in a bit. Still unrigged at the moment and not sized yet. Since they were made with a character creator they are made of multiple "parts" joined together and will have a different skin for each part. Since I can't skin, I made two versions of Dr Quest - one with the beard and one without. I deleted all of the bearded version except the beard, tweaked it, and pasted it on the clean face. Since you can skin ,you won't have to deal with that.

Thanks for looking at them.

Jonny sent. Worked on the hair a bit and the sizing. I think side view looks good but not the front. Could be the lips, eyes - not sure. Neck seems a little long.

(http://img22.imageshack.us/img22/7484/q8s3.jpg) (http://imageshack.us/photo/my-images/22/q8s3.jpg/)

Uploaded with ImageShack.us (http://imageshack.us)

Title: Re: Possible Projects Interest
Post by: BigD on October 19, 2013, 11:53:33 PM
Judging by my own examination and inspection along with the progress on Jonny Quest himself Random :huh:, I think he looks good enough to me depending on how he looks so far but if he needs to be re-adjusted, modified, tweaked or whatsoever then go ahead and maybe work out the minor details along with the kinks and the bugs whenever you get the chance. Anyways Random, I think Jonny Quest is looking good so far and above all he is also looking sharp as well if you know what I mean :). As for Dr. Quest aka Benton Quest himself Random, compared to the one in the classic HANNA-BARBERA series JONNY QUEST I think the one that you just made all by yourself looks good and above all he is fantastic so far plus judging by how you worked on Dr. Quest's face it looks just like the one in the classic cartoon series plus the color of Dr. Quest's hair and beard along with the mustache look pretty good to me ^_^. One more thing Random, so far so good on both Jonny Quest and Dr. Quest plus they do pass with flying colors along with an A+ and a 100% passing grade for effort and such. Great Job so far Random, and also please do keep up the good work and I do hope that you'll surprise us with more of your latest creations that you can come up with whenever you get the chance ;).

BigD
:cool:

P.S. I'm giving both Jonny Quest and Dr. Quest two thumbs way up just for you since I like them very much Random, and above all I am so a #1 fan of Jonny Quest :thumbup:.
Title: Re: Possible Projects Interest
Post by: Randomdays on October 20, 2013, 09:08:09 AM
Thanks BigD. Daglob has both right now and I'm sure he'll be able to improve them. I think another problem might be that Jonny's head is too big for his body.

Since he's looking at those right now, I went ahead and rigged the caveman warrior above. Even though it was a nif and I tried renaming the existing bones and vertex groups to FF standards, it wouldn't animate. The good news is that after starting from scratch with a rig for male_basic, it came out very well. Its only about 450 polys so it might be a little low poly, as well as needing a better skin. Check it out and comments welcome.

http://groups.yahoo.com/neo/groups/swap_shop_attic/files/Civ4%20Empire

Edit - actually uploaded wrong version without the club attached to hand. fixed and reuploaded. sorry for anyone who grabbed the 1st version. Please download again and should be fixed.

Title: Re: Possible Projects Interest
Post by: Cyber Burn on October 21, 2013, 02:14:45 PM
Hey Vorelliwiseau, Hoss20 sent me back the Blue Falcon skope with the effects turned back on. I want to make a few touch ups, and then I'll send it back to you. Just want to keep you posted and let you know that I haven't forgotten about this.
Title: Re: Possible Projects Interest
Post by: Randomdays on October 23, 2013, 12:56:52 AM
Just finished a couple of Civ 5 meshes for Benton and will be go back to the caveman and try to do a couple of versions with an axe and spear if possible. I plan to try to do a lot of Civ and Empire Earth characters soon - they're low poly and are coming out quick and easy so far.

But first, I'll take a break and put out a few (hopefully) quick Halloween goodies by next week. They could be Grim. They could be Evil. They just might be Despicable.

Hints galore.
Title: Re: Possible Projects Interest
Post by: BigD on October 23, 2013, 04:59:41 AM
So far you're doing good on your progress Random ^_^, and above all since you mentioned the upcoming Halloween goodies that might be coming our way I can't wait too see and find out what kind of ghoulish yet monstrous and scary surprises that will be waiting for us to see when they are revealed to us :). Hopefully Random, they will be very good ones to enjoy and hopefully they won't be too scary not to download if you know what I mean :lol:. If they are too scary Random, I guess I won't download them along with celebrating and having a Happy Halloween at the same time :(. Oh by the way Random :mellow:... I was just kidding about the upcoming Halloween goodies that may be 100% scary and all that along with not downloading them :lol:, and above all I'm sure they're not scary and/or too scary but hopefully they're gonna be blast when they get the chance to be shown off one way or another to everyone out there :D. Anyways, good job with the Civ 5 project Random or should I say Civilization 5 project Random and I do hope that you will keep up the good work and bring us more surprises our way ;).

BigD
:cool:
Title: Re: Possible Projects Interest
Post by: Randomdays on October 26, 2013, 10:48:43 AM
Halloween, part 1

All heroes dread him.

All villains fear him ( except Thanos, who's dating his sister)

He comes for all.

He's unavoidable.

He's unstoppable.

He's..........

Spoiler: ShowHide


Positively Grim.
(http://img33.imageshack.us/img33/6284/z1og.jpg) (http://imageshack.us/photo/my-images/33/z1og.jpg/)

Uploaded with ImageShack.us (http://imageshack.us)

Uses male_heavy_staff keyframes. Looks a bit spookier that the original model really. Legs do not move, to give that kind of "float" feeling

Title: Re: Possible Projects Interest
Post by: Cyber Burn on October 26, 2013, 02:47:40 PM
Now that, is cool!!!   :thumbup:
Title: Re: Possible Projects Interest
Post by: vorelliwiseau on October 26, 2013, 05:43:47 PM
@ Randomdays, Part 1: That Grim is supremely kickass - Love the cartoon-y cloak tails! I'm gonna give him all 10 stats and pit him against the core Freedom Force.

On a side note, where do I get him? I checked the releases thread, but I could only see the Tom and Jerry meshes in the swap_shop attic YG. Thanks in advance!

@CyberBurn and Hoss20:
 Just got your e-mail (plus the neat tutorial doc), and man, that Blue Falcon is AMAZING. I spent like minutes checking out over his cool new moves on CTool - he's so like Batman now! You were right about the skins being shiny, so I'll adjust them as you recommended before I release it. Anyhow, you and Hoss20 have my thanks!

@ Randomdays, Part 2:

I regret to inform you that I won't be able to do Mightor as I promised. I went into this thinking I could do it, and well, time has proven that I can't. Mightor has proven to be quite a difficult piece to make, and I'm sorry I couldn't use all that legwork.

In conclusion, I offer this picture of apology:

Spoiler: ShowHide

Nah, I'm totally kidding. Mightor's done and ready to go!

Mightor_v1

(http://i920.photobucket.com/albums/ad47/vorelliwiseau/prev_zpsc73d4a1d.png)

[spoiler]Mesh:
Main - Baldur_t by tommyboy
Cowl - male_longhair_head from Tommyboy's Second Head Collection, by Tommyboy
Cape - CSA_Ultraman_REN by Renegade
Club and Skirt - Warrior from Civ 4, from the FF_Swap_Shop [lead given by Randomdays]
Ankle Cuffs - Tom_Versatile by Tommyboy
Trapped Tor's Head - male_cowlicks_head from Tommyboy's Second Head Collection, by Tommyboy
Trapped Tor's Hair - sun_boy_tv, by Tommyboy
Mightor Horns, Cowl Guard, and Black Lantern Logo made by me!

Skin:
Main - male_basic_TM, by The Firey Tomato
Cape -  male_cape_base from the C6 Base Skins collection by Courtnall6
Trapped Tor's Head - male_basic_TM, by The Firey Tomato
Cowl, Club, Skirt, Ankle Cuffs, Trapped Tor's Hair, Mightor Horns, Cowl Guard and Black Lantern Logo exported from NifSkope

Keyframes: Baldur_t, by tommyboy

Character Concept: Alex Toth

Mightor created by Alex Toth. Mightor and all related characters and elements are trademarks of and © Hanna-Barbera. Moby Dick and Mighty Mightor is a registered trademark of and copyrighted by Hanna-Barbera Productions, Inc., and Hanna-Barbera Cartoons, Inc., a Turner company. All rights reserved.

Freedom for Force Versus the Third Reich Copyright © 2005 Irrational Games.
Freedom Force and the Freedom Force logo and related characters, names, and distinctive likenesses thereof are trademarks or registered trademarks of Irrational Games unless otherwise noted. All Rights Reserved.


=======

Sorry it took so long, I had mid-terms last week, plus Mightor's cape was really hard to do. I edited the cape from Tomato's Ultraman mesh in Blender, until I realized that Renegade did the mesh, so instead I had to edit the vertices in Nifskope, and that took really long.

Anyways, it's finished now, so no harm done! For the record: I give permission to edit my work using any software you'll need to do it, Blender, Nifskope or whatever. If you need Minesweeper to edit El Gaucho, by all means edit away!

Another reason it took way too long was this:

(http://i920.photobucket.com/albums/ad47/vorelliwiseau/Untitled_zps7a9dc47d.png)

It's a Black Lantern Firestorm deal: the ghost head with the Kirby Dots is Tor, trapped inside Mightor's body.

What happened was Mightor got KIA'd, but instead of both of them dying, Tor just got depowered. Mightor's corpse is still there, but it's dead, kind of like a vanishing twin thing. So when black rings came a' callin, it couldn't take Mightor even if he had died, because half of him - Tor -  wasn't dead, not really.

So instead of going for Tor, it went for the magic club, because it was the only way it could mainline to the dead Mightor. So instead of the dead hero trapped inside the living caveboy, we have a living caveboy trapped inside a dead hero.
[/spoiler]

If there's no problems, I'll drop off the links right away!
Title: Re: Possible Projects Interest
Post by: Randomdays on October 26, 2013, 06:33:08 PM
Thanks guys. This is Grim from the Grim and Mandy Cartoon network Show, taken from the Wii Punchtime Explosion Game. I also made the scythe into a separate nif and included it for anyone who wanted to add it other meshes could do so.

V - 1) Will release the entire Halloween pack when done next week. Will do a pack of at least 3 characters, but hoping for 6.

     2) Mightor is awesome, as always. Being a greedy pig, any chance of a simple Tor release sometime in the future as well? I always like secret identity / companion character releases and there are too few of those. When I was looking at the characters, I though Sheera would be easy as some red hair, a necklace and a dress.

If I haven't said it enough, thanks lots for doing both Brak and Mightor.
Title: Re: Possible Projects Interest
Post by: BigD on October 26, 2013, 07:33:15 PM
Hey there everyone including you Random :lol:, just wanna let you all know that I really like Grim the grim reaper from The Grim Adventures of Billy & Mandy and above all I didn't know that he was also in the Wii game Punchtime Explosion which I think is also cool plus just so you know I am a big #1 fan of The Grim Adventures of Billy & Mandy as well :). I also like Mightor very much since I do remember the classic HANNA-BARBERA cartoon series THE MIGHTY MIGHTOR from 1967 which I really like since he made a special guest appearance on one episode of the HANNA-BARBERA classic cartoon series SPACE GHOST during the final six episodes involving The Council of Doom :D. So far so good ^_^, I hope they will be released one way or another soon enough and I do hope everyone including me will enjoy playing with them in :ff: depending on which version they are for :lol:. Until we meet again everyone, peace out and I'll CUL8TR ;).

BigD
:cool:
Title: Re: Possible Projects Interest
Post by: vorelliwiseau on October 27, 2013, 12:42:48 AM
Nah, I don't mind making a Tor one! I have the important pieces here anyway. Maybe I can do a Sheera (rounding it to a solid 3-pack), but I'll have to entrust Mightor's Rogues to someone better, though - sorry!

In fact, I've been wondering if there's a civilian identity pack around for some time now. There's Clark Kent and Bruce Wayne, but I've been wondering if there's a LabCoat!Barry Allen or a Diana Prince skin/mesh out there somewhere.

Will post back with Blue Falcon, Mightor and Tor (and maybe Sheera) DL links!
Title: Re: Possible Projects Interest
Post by: Cyber Burn on October 27, 2013, 03:48:56 AM
@CyberBurn and Hoss20:
 Just got your e-mail (plus the neat tutorial doc), and man, that Blue Falcon is AMAZING. I spent like minutes checking out over his cool new moves on CTool - he's so like Batman now! You were right about the skins being shiny, so I'll adjust them as you recommended before I release it. Anyhow, you and Hoss20 have my thanks!


All thanks goes to Hoss, I just did a little copying and pasting, and once again, Hoss came to my rescue and did all the hard stuff. Unfortunately, I have yet to successfully add effects to something that didn't have them already set up.

In regards to the tutorial I put together, like I said, different meshers and skopers do things differently, so that tutorial is more of a rough guide than anything else.

And I also have to say that Mightor looks fantastic, once again you have put together something fantastic.

I could have sworn that I had seen a Barry Allen floating around somewhere, Benton maybe?
Title: Re: Possible Projects Interest
Post by: Randomdays on October 27, 2013, 03:58:14 AM
That's awesome V! Thanks for taking that on.

I don't remember a Barry Allen anywhere. The ones I know of - most of the Batman/ Superman support crew are out there - Clark, Lois, Perry, Jimmy, Bruce, Commissioner Gordon. There's a Bruce Banner with labcoat , Jonah Jameson and a girlfriend pack from Avalon for Marvel. Maybe a Tony Stark.

And I think that's about it. I've always wanted some of the major characters like Peter Parker, Aunt May, Matt Murdock, Donald Blake, etc but no one ever got around to doing them.

Maybe since I started work some on the Sims 2 Editor I could try to throw some together down the line. I can rig up the lab coat on the other page to a male_basic and do a generic face and that could be a starter, like male_basic_labcoat, and people could skin from that.
Title: Re: Possible Projects Interest
Post by: Randomdays on October 28, 2013, 01:03:16 AM
Halloween Part 2;

While the last character was one of the scariest, there's something even he fears.

When he goes bump in the night, sometimes something bumps back.

Putting a fresh new face on evil, its.........

Spoiler: ShowHide

Mandy.

Oh, and Billy too. Both on Bearded's Joker kf's.

(http://img21.imageshack.us/img21/5715/iuv2.jpg) (http://imageshack.us/photo/my-images/21/iuv2.jpg/)

Uploaded with ImageShack.us (http://imageshack.us)



Also; 2) I think there's a Dynomutt out there, and a Dorno from the Herculoids by Dr Ruina. I can't find them on my backups, so thanks if anyone can direct me to them.

         3) On the secret identity/ friends meshes mentioned above, here's some meshes from DC Universe put on TF3D. something to add to my list of things I want to rig.
             http://tf3dm.com/search/?q=dc+universe&format=All+Formats&search=Search
             Harvey Bullock
             Commissioner Gordon
             Jimmy Olsen
             Lois Lane
Title: Re: Possible Projects Interest
Post by: vorelliwiseau on October 28, 2013, 05:05:27 PM
Heh, nice! Perfect counterbalance for Grim. I had a feeling those two would pop out somewhere.

As for the labcoat, that would actually be a good idea! There's a few characters I have in mind that could really use a male_basic_labcoat kind of base mesh.

Anyway, here's the Mightor Booster Pack! It comes with Mightor, Tor and Sheera. Black Lantern Mightor with Ghost Tor included. Download it here! (http://www.mediafire.com/download/pblo3fq3a3q5vwz/Mightor_BoosterPack.zip)

Pics and Sourcing for Tor and Sheera below:
Spoiler: ShowHide


(http://i920.photobucket.com/albums/ad47/vorelliwiseau/torsheerapreview_zpsf092f5ba.png)
=========================
Tor_v1

Mesh:
Main - Male_Teen_TM by The Firey Tomato
Tor's Hair - sun_boy_tv, by Tommyboy
Skirt - Warrior from Civ 4, from the FF_Swap_Shop [lead given by Randomdays]
Ankle Cuffs - Tom_Versatile by Tommyboy
Skin:
Main - male_basic_TM, by The Firey Tomato
Ankle Cuffs, Tor's Hair and Skirt exported from NifSkope
Keyframes: Male_Teen_TM by The Firey Tomato
Character Concept: Alex Toth

=========================
Sheera_v1

Mesh:
Main - Female_Basic_TM2 by The Firey Tomato
Sheera's Hair - Eve, by Irrational Games
Necklace stones made by me!

Skin:
Main - Female_Basic_TM2 by The Firey Tomato
Sheera's Hair - female_longhair from the C6Femalebase_2Pack, by Courtnall6
Necklace stone skins exported from NifSkope

Keyframes: Female_Basic_TM2 by The Firey Tomato

Character Concept: Alex Toth

Sheera created by Alex Toth. Mightor and all related characters and elements are trademarks of and © Hanna-Barbera. Moby Dick and Mighty Mightor is a registered trademark of and copyrighted by Hanna-Barbera Productions, Inc., and Hanna-Barbera Cartoons, Inc., a Turner company.
All rights reserved.

Freedom for Force Versus the Third Reich Copyright © 2005 Irrational Games.
Freedom Force and the Freedom Force logo and related characters, names, and distinctive likenesses thereof are trademarks or registered trademarks of Irrational Games unless otherwise noted. All Rights Reserved.


I'll upload Blue Falcon_v2 next!
Title: Re: Possible Projects Interest
Post by: BigD on October 28, 2013, 06:21:09 PM
Hey there everyone :lol:, I just wanted to let know that I just caught a glimpse of the latest updates in the form of preview pics and also since the last time I was here when I mentioned to all of you that I was a #1 fan of The Grim Adventures of Billy and Mandy and I'm also happy to announce that my prayers had been answered and also I had just gotten my first glimpse of Billy and Mandy in their first ever appearance as :ff: meshes ^_^. I really like them very much, and also I can't believe that they both use Bearded's aka Beard's Joker keyframes plus I also caught a glimpse of the preview pics of Tor and Sheera from HANNA-BARBERA's THE MIGHTY MIGHTOR and they both look awesome so far :thumbup:. Anyways, I like what's going on so far with the latest designs and creations in the forms of new meshes and such and I do hope that they come our way soon enough but if they're already out I'll make my way towards them and grab them whenever I get the chance :). Until then everyone, keep up the good work and I do hope that you can come up with some great ideas in the form of new releases so that we can download them, enjoy them and play with them on :ff: depending on which version they are really for after they had been released for us to download ;).

BigD
:cool:
Title: Re: Possible Projects Interest
Post by: Randomdays on October 28, 2013, 09:46:07 PM
Awesome as always V. Thanks for taking some time out from your Batman project to do these - while they'll probably only find a small audience who wants them, the few of us who do really appreciate them.

I'll take a look at making the labcoat basic after the last Halloween pack is done, and then some more prehistoric meshes of dinos and cavemen that ought to go well with Mightor.
Title: Re: Possible Projects Interest
Post by: daglob on October 28, 2013, 09:55:32 PM
I did a skin of Bruce Banner in a labcoat for Texas Jack's Dr. Jekyll and Mr. Hyde mesh, and I know there is one other Banner only. Atomic Robot did skins for Lois, Perry, and Jimmy, and Bearded did meshes for Clark Kent and Jimmy (with AR skins). I also did Adam West Bruce Wayne skins (suit and ascot versions), and there is at least one other Bruce skin (I've seen it at FXForce). I know too there are a couple of Commissioner Gordons out there.

However, other than Leslie Thomkins and a some Spidey girl friends, I don't know of any other supporting cast members.
Title: Re: Possible Projects Interest
Post by: Randomdays on October 28, 2013, 10:21:01 PM
There's a couple of Jonah Jameson's done recently. Benton may have some in his new Marvel heroes mod - I remember he was looking for Tony Stark among some other characters.

After Halloween AND the dinos AND the Jonny Quest AND the Space Ghost stuff, I'll look at rigging those DCU characters I linked to.

Tons of stuff to do, and enthusiam and time to work on them at the moment.
Title: Re: Possible Projects Interest
Post by: vorelliwiseau on October 28, 2013, 11:28:24 PM
Not a problem, Random! When it comes to hobbies, it's about the feeling of having completed something, if you get what I mean.

Also, after all this is over we should get several of us together and do a Civilian Identities thread! You know, just for kicks.
Title: Re: Possible Projects Interest
Post by: Randomdays on October 28, 2013, 11:38:10 PM
That would be good. Almost every mainstream character for Marvel and DC has been done, some multiple times. For some characters, the secret identity isn't all that important or used that much. But for someone like Spider-man or Superman, they play a major part of the story, along with their crew.
Title: Re: Possible Projects Interest
Post by: vorelliwiseau on October 30, 2013, 12:44:20 AM
Here's Blue Falcon, now with new and improved Bat-moves and snazzy, shiny new gauntlets, beak, belt and boots! Brought to you by Cyber Burn, Hoss20, Random, and me! Download it Here! (http://www.mediafire.com/?f8jt882et3h82ez)
[NOTE: Now upgraded to Blue Falcon v2.1, I fixed some minor problems regarding pinking textures. Sorry for the mix-up!]

(http://i920.photobucket.com/albums/ad47/vorelliwiseau/bluefalconshinyprev_zps1c48d1f8.png)

@ Random: With Mightor and Blue Falcon, that's two down from the Justice League of Hanna-Barbera. I'll be bowing out for a while to get back to Batman, Inc - hope you don't mind, man!

@Hoss, or maybe Cyber: That fullbody .refl thing from Blue Falcon could be very useful to me in the future - d'you two mind if I use it in the future, like for my Batman, Inc. set?

I haven't tested it out on other meshes yet (I'm working on something big to cap off Halloween) but I could try and study some tutorials to make it work. Just wanted to ask permission. Thanks!
Title: Re: Possible Projects Interest
Post by: Amazo Version 2.2 on October 30, 2013, 01:08:40 AM
that is seriously sweet, i can't wait to get my computer back and up and running. great job on both blue falcon and the black lantern.

Title: Re: Possible Projects Interest
Post by: Randomdays on October 30, 2013, 01:31:56 AM
V - no problem, I appreciate the time you've taken from your own project to work on these. Of course when you're ready, I have a few things in mind ..........

Looking forward to seeing more of your own work in the meantime.
Title: Re: Possible Projects Interest
Post by: Cyber Burn on October 30, 2013, 01:45:52 AM
Here's Blue Falcon, now with new and improved Bat-moves and snazzy, shiny new gauntlets, beak, belt and boots! Brought to you by Cyber Burn, Hoss20, Random, and me! Download it Here! (http://www.mediafire.com/download/bts1ei36vmkm396/Blue_Falcon_v2.zip)

(http://i920.photobucket.com/albums/ad47/vorelliwiseau/bluefalconshinyprev_zps1c48d1f8.png)

@ Random: With Mightor and Blue Falcon, that's two down from the Justice League of Hanna-Barbera. I'll be bowing out for a while to get back to Batman, Inc - hope you don't mind, man!

@Hoss, or maybe Cyber: That fullbody .refl thing from Blue Falcon could be very useful to me in the future - d'you two mind if I use it in the future, like for my Batman, Inc. set?

I haven't tested it out on other meshes yet (I'm working on something big to cap off Halloween) but I could try and study some tutorials to make it work. Just wanted to ask permission. Thanks!


No permission needed for that, there are actually a few ways to get that "All Shiny" effect. You could either copy the "Male_Basic" (Or whatever you are using) and rename the copy to "Male_Basic_Refl", or you could make an all grey/silver (.TGA) or (.DDS) and name it "Male_Basic_Refl". It should work with any mesh that has the (Refl) enabled.

Random, if you don't mind me asking, what are you planning next? If you are planning on it being a surprise though, please don't feel obligated to answer. I'm just being nosy.  :D
Title: Re: Possible Projects Interest
Post by: Randomdays on October 30, 2013, 02:24:03 AM
Finishing up a couple of Halloween rigs (hopefully), though I'm having a bit of trouble with the 1st.

Daglob is handling the Jonny Quest and Space Ghost things for now so I'll wait on that and see how he's doing with those.

I've got a small creature from a Turok game I've adjusted some things on that it might be a good monkey for Space Ghost's Blip or Tarzan's Nkima.

So I think next - Prehistoric things since the Mightor just got done. I can do a spear and axe version of the Civ 5 caveman, the bachite is already pretty close to a cave woman and might just need some leopard/ tiger skin clothes to fit.

I' ve got a triceratops, stegasaurus, mammoth and few other creatures to rig. The stegasaurus without the back fins would be a good baby brontosaurus with a reskin or simple recolor, and with some dimension changes, a reskin and some wings added would be a good Tog for Mightor.

And a couple of other things that might or might not workout.
Title: Re: Possible Projects Interest
Post by: vorelliwiseau on October 30, 2013, 09:18:29 AM
@Cyber - neat tip, lemme try that out for my next skope. Thanks for the heads up!

@Random - Can't wait for Blip and Tog! You seem to be an expert when it comes to meshing cartoon creatures.

@ Amazo - I've been faced with a wonky laptop before (something about poorly applied thermal paste), so I hope yours comes out all right. Blue and Black'll be here when it does.

Oh, and guys, I've upped Blue Falcon to v2.1. I fiddled around with it in-game and found the refl textures [Black Lantern linings, gloves, etc.] sometimes ends up reflecting pink. Hopefully this version solved the problem. Link location remains the same, for convenience. Super sorry!
Title: Re: Possible Projects Interest
Post by: Randomdays on October 30, 2013, 10:22:55 PM
Looks like the Halloween release will be just the 3 shown already. Can't seem to get the arms to do what they should on the next one, and that was going to be the base for two more.

I'll do readmes and portraits in the morning and release the three finished ones then.

V - did some tweaking on the small animal this morning to make it more "monkey" like - I'll post a pic later and I can try rigging it to one of the acrobatic kfs. but it will have to wait for a skinner to go to work on it. Might be able to do a transparent version for "inviso" mode as well.
Title: Re: Possible Projects Interest
Post by: Cyber Burn on October 31, 2013, 12:02:09 AM
I don't know if they are possible or not, but since you guys are making Hanna-Barbara characters, I thought I would ask.

Is there any chance of seeing the Impossibles making their way into the FF games?

http://en.wikipedia.org/wiki/The_Impossibles_%28cartoon%29

I loved them when I was a kid, one of the few things that could always put a smile on my face.
Title: Re: Possible Projects Interest
Post by: Randomdays on October 31, 2013, 12:20:07 AM
I had thought about them too, but since their body types are so unique, it wouldn't be easy. They might have to have meshes created just for them.

Something to look at down lthe line, unless someone else tackles them first. In my case too, someone else would have to skin them if I got around to making them.
Title: Re: Possible Projects Interest
Post by: Podmark on October 31, 2013, 12:26:04 AM
Cool stuff, very timely with the Black Lantern versions.
Title: Re: Possible Projects Interest
Post by: Randomdays on October 31, 2013, 10:39:55 AM
Upping the 3 Halloween releases in a few minutes. I also think I got the problem solved on the other mesh but it will take a couple of days to tweak it and get the other two ready, so they'll be a late release.

In the meantime, enjoy some Halloween Grim, Billy and Mandy goodness.
Title: Re: Possible Projects Interest
Post by: vorelliwiseau on October 31, 2013, 01:11:26 PM
Fantastic work on Grim and Mandy, Random! Took them for a test drive - Minuteman and his color crew had a little more fight in them than I expected. Not by much, though.

Billy however seems to be short a, well, Billy. Can't seem to find his character.nif file.
Title: Re: Possible Projects Interest
Post by: Randomdays on October 31, 2013, 09:08:36 PM
Billy told me he got lost while Trick and Treating. He's now been found and is ready to be redownloaded.

Billy apologizes for the confusion.
Title: Re: Possible Projects Interest
Post by: Randomdays on November 04, 2013, 04:20:33 AM
Halloween Part 2 done - finally.

After many tries, various mad scientist experiments and many failures, my creatures have life!

Every mad scientist, evil genius or anyone who wants to rule the world knows, you can't do it alone. You need help. It could be an army of zombies, the hordes of Hydra (Hail Hydra!) or some black clad ninjas.

Or a bunch of guys named Dave, Mark, Jerry, Stuart and Tim. Otherwise known as...................

Spoiler: ShowHide


Minions

Originally from a sketchup model of 40,000 polys, reduced to 10,000. Replaced the large boxing clove type hands with hands from the Loony Tunes Sylvester mesh taking ploycount down to under 8000.

Had to rearrange the bones in the skeleton to get things to even half work. The whole body is assigned to the neck bone, the arms to the upper arm bones only - otherwise they "stretched" down to the ground. Legs and feet rigged to the thigh bones only. Changed the run mode to walk animation to fix problems.

Due to the resizing and the rigging used, when he fires either gun the fx appears higher than the mesh. Maybe a skoper can change the weapon node or something to fix the problem.

Two eyed, one eyed and tall versions with two different hair and mouth choices. Rigged to Ren's Punisher kfs. Removed the rifle and uzis and replaced the uzi's with rayguns from the Bugs Bunny outerspace mesh.


Should be up in a day or two - portraits and readmes to do still.

(http://img138.imageshack.us/img138/6465/npd3.jpg) (http://imageshack.us/photo/my-images/138/npd3.jpg/)

Uploaded with ImageShack.us (http://imageshack.us)

Title: Re: Possible Projects Interest
Post by: Cyber Burn on November 04, 2013, 04:31:22 AM
Now this...this...is AWESOME!!!
Title: Re: Possible Projects Interest
Post by: BigD on November 04, 2013, 05:03:44 AM
Just so you know everyone that I'm truly a big of both the movies known as DESPICABLE ME and DESPICABLE ME 2 :D, and also I do like the minions of Gru from both movies very much. They really look great so far, and also I like the way they have been made and customized at the same time :thumbup:. Also I like to point out that Dave, Mark, Jerry, Stuart and Tim look great and I do hope that we can play with them depending on which version of :ff: they are all for ^_^. Anyways, great job with the minion's of Gru from both DESPICABLE ME movies and I do hope that we will all get a chance to download them and play with them at the same time :). Until we meet again everyone, play on :ff: fans and I'll CUL8TR ;).

BigD
:cool:
Title: Re: Possible Projects Interest
Post by: Randomdays on November 04, 2013, 11:00:21 AM
Minions have been released. see the release thread for info
Title: Re: Possible Projects Interest
Post by: windblown on November 04, 2013, 07:55:23 PM
wow, those are awesome!  :thumbup:
Title: Re: Possible Projects Interest
Post by: daglob on November 04, 2013, 10:57:07 PM
Yes, yes... now my plans will come to fruition... AND NO ONE CAN STAND IN MY WAY!
Title: Re: Possible Projects Interest
Post by: BigD on November 05, 2013, 02:17:18 AM
Hey everyone out there :lol:, I just wanted to let you all know that since the minions have been released I had just downloaded them today and I will get a chance to test them out, create them by making them and playing with them at the same time as well :D. One more thing ^_^, I really like them very much and I will enjoy them with all my heart as well :wub:. Check ya later guys ;)!

BigD
:cool:
Title: Re: Possible Projects Interest
Post by: vorelliwiseau on November 06, 2013, 08:41:51 AM
Fantastic work as always, Random! I love the little bolt details around their goggles.

Also, I got to your mention of the Punisher, and I suddenly thought of Frank Castle wearing a theme park Minion mascot outfit.

This is great stuff. Will we be seeing Gru soon?
Title: Re: Possible Projects Interest
Post by: Randomdays on November 06, 2013, 09:07:40 AM
Thanks for looks go to the original mesher, of course.

Looked around and didn't see any of the other characters readily available. Not even a fluffy unicorn to stop Daglob's evil plans. I'm thinking of dumping a ton of apples and bananas in front of his minions to slow him down though
Title: Re: Possible Projects Interest
Post by: Randomdays on November 06, 2013, 10:25:45 AM
And....speaking of bananas......

Monkey Madness!

Looked everywhere I could but didn't find any good monkey meshes to work with. The Gamecube Turok game had a primitive lemur creature in it - very low poly count about 160.

I've been working on changing it into a monkey and its about done. Narrowed the tail, changed the front paws, enlarged and moved the ears down and flattened out the muzzle. He's almost done and ready to be rigged.

Looking for someone to help and skin him into 3 different monkeys - Blip, Nkima and Gleek.

Pic of the original lemur on the right and monkey morph on the right.

(http://imageshack.us/a/img6/7092/dhc9.jpg)


Pics of the 3 monkey skins wanted by anyone willing to help.

(http://imageshack.us/a/img690/5947/sgug.jpg)


And..... to answer the question of who would win in a fight between Blip and Gleek....http://gfestblog.blogspot.com/2010/07/super-monkey-knife-fight-club-blip-vs.html


And......... there's another monkey out there.

Braver than Batman

More courageous than Superman

Rasslor spared the entire world from destruction to honor his spirit for never quitting no matter what.

The hero known as .........................

Spoiler: ShowHide


Monkey!

(http://imageshack.us/a/img546/4180/3n2r.jpg)


Title: Re: Possible Projects Interest
Post by: Cyber Burn on November 06, 2013, 02:15:43 PM
I've said it before, and I will say it again...You are just doing some really awesome work here. I have been made almost giddy seeing some of the characters that you have imported to FF. Thank you.
Title: Re: Possible Projects Interest
Post by: Cyber Burn on November 06, 2013, 02:22:03 PM
Sorry Random, I meant to bring this up before, you had mentioned Dyno-Mutt in one of your earlier posts, it was made (I believe) by SCD and was at NPI. With NPI down, maybe someone could E-Mail it to you.
Title: Re: Possible Projects Interest
Post by: Randomdays on November 06, 2013, 08:35:15 PM
Thanks Cyber. I was able to get Dynomutt from one of SCD's yahoo groups. Still looking for Dr Ruina's Dorno though.
Title: Re: Possible Projects Interest
Post by: daglob on November 06, 2013, 10:42:05 PM
Hey... Dial M for Monkey. I've thought about asking for that.

Y'know, Huntorr had a Johnny 7...
Title: Re: Possible Projects Interest
Post by: detourne_me on November 08, 2013, 01:15:08 PM
So many awesome meshes!
And monkeys too! Great! I'd love to see a Gleek vs. Blip match.  Maybe Hit-Monkey can jump in too
Title: Re: Possible Projects Interest
Post by: Randomdays on November 09, 2013, 04:10:10 AM
Finished the 1st new dino and tested in game - might need to make him a little bigger. Tried using the Snarl dinobot as a base but the animations turned out to be a little too limited for a real dino compared to a robot one. Wound up using Gren's wolf for kfs again but swapping the walk and run - a big dino romping around didn't look right.

From the Gamecube Turok game at 900 polys.

(http://img31.imageshack.us/img31/2465/kfa6.jpg) (http://imageshack.us/photo/my-images/31/kfa6.jpg/)

Uploaded with ImageShack.us (http://imageshack.us)
Title: Re: Possible Projects Interest
Post by: Randomdays on November 09, 2013, 07:12:00 AM
A few updates - some model sheets for the Impossibles since CB mentioned them - http://www.zianet.com/donaghe/Saturday/impossibles.html

Model sheet for Space Ghost Group  - http://www.zianet.com/donaghe/Saturday/spaceghost.html

Model sheet with Mightor and Dinoboy - http://www.zianet.com/donaghe/Saturday/mightor.html

Some other character there as well.

Took off the back plates from the stegasaurus and stretched the body a little. Needs a new skin and would be a good Bronty from the HB Dinoboy cartoon. Already rigged from the stegasaurus version. Pic below

Stretched the body some more and added the wings from the BB_pteradactyl mesh, resizing the wings a bit as well.  Also needs a skinner and would be a fair Tog from Mightor. If I can get a skinner, will probably rig with the Sam the Eagle kfs - he'll always fly and never land, though I could try folding the wings back and use the previous version for a walking version. Pic below

(http://img837.imageshack.us/img837/9762/rpi3.jpg) (http://imageshack.us/photo/my-images/837/rpi3.jpg/)

Uploaded with ImageShack.us (http://imageshack.us)




Title: Re: Possible Projects Interest
Post by: Randomdays on November 11, 2013, 02:27:05 AM
More stone age goodness.

Putting the dinos aside until a skinner jumps in to help.

Found a stone axe mesh on the web and a spear from Civ 4 and made two new versions of the cave man. After doing the axe version, I found that Captain Wigsters' hex male_belt_cape_staff_boots_gloves worked in Blender. Similar to male_basic but has more choices in the kfs for animation. Final count is 2 versions with the axe, two with the club and one with the spear.

(http://imageshack.us/a/img841/7682/yfw0.jpg)



Moved  from there to Sims2 for the female version. Found a few good custom meshes/ skins at "the Sims Resource" for cave women and created a basic character in the Bodyshop. I've found that using the preview model with the arms on hips doesn't capture well, but was able too pull the T model out with some web research.

(http://imageshack.us/a/img845/6669/r7g4.jpg)


Each character has 3 main parts - body, face and hair. I made 3 basic cavegirls without hair, one for each weapon, and saved those as bases. I picked a hair mesh and added it to each of the bases and then made three alt skins with different hair and eye colors.

Two issues with these so far - first, the clavicle bones are too big for a female mesh and I had to do a bit of adjusting to round them the shoulders. Second, the bottom of the dress is a seperate piece and it and the hair use alpha for transparency. Since I don't know how to apply the alpha, there are some black areas for these two pieces.

Right now there are 12 different versions done - 3 weapon types with 4 hair color types each. Each of the four hair colors also has a different eye color as well. These are all tied to the male_belt_cape_staff_boots_gloves mesh, not to female mesh/ kfs. They might work with other male_cape meshes. Total poly count for each version with hair and weapon is about 1800.

Making the next set will be much faster with the body base done and I'll only have to pick some different hair types and apply them to the base. I'm also thinking of making a new female_basic (or more versions) with a base skin if people want it, also linked to the male_cape or some female meshes/kfs if I can find some that work in Blender.

(http://imageshack.us/a/img200/4097/b4kd.jpg)

(http://imageshack.us/a/img543/9996/hxnt.jpg)




Title: Re: Possible Projects Interest
Post by: Cyber Burn on November 11, 2013, 03:05:18 AM
Once again Random, I have to say that I am impressed with what you have been doing.
Title: Re: Possible Projects Interest
Post by: windblown on November 16, 2013, 09:13:39 PM
Great stuff here Randomdays, if you are still having problems with the alpha channel in the cavewoman mesh I think I could help you if you want.
Title: Re: Possible Projects Interest
Post by: Randomdays on November 16, 2013, 09:26:31 PM
As a matter of fact, yes - and appreciated. If you check the tech problem thread I put a post there with a little more info. At the moment, I'm not sure if its working or not since I can't see it (I think)

If you want to give me address, I can send one your way to check out.
Title: Re: Possible Projects Interest
Post by: windblown on November 16, 2013, 09:41:36 PM
Sure, I'll PM my email
Title: Re: Possible Projects Interest
Post by: Randomdays on November 17, 2013, 09:15:16 AM
Update - Sending a cavegirl to Windblown to checkout setting up alpha for hair and skirt. Hopefully an easy problem for a skinner to fix.

Finishing up making an alternative to female basic for those who want to try it It will use a Sims2 body for a base. I seem to be having a lot of problems with the female meshes/kfs, and since in the end I can always go back and rerig later,  I'll rig to a male base as with the cavegirls. In this case I'll be using male_alpha_collar since I can work with it and it has good set of animations to it. A base skin will be included and the 3 sets of hair I've done for the cavegirls to swap around. Almost done rigging at the moment.

For the rest of the stoneage, a triceratops, killer bird and mammoth for sure. Maybe 1 or two more after that, and the two dino meshes from above if a skinner steps forward.

The next set will be mainly some Civ/ EE meshes with an Egyptian/ Arabian Knights theme.

And last, over on the resources thread, I found some info for Marvel Ultimate Alliance. I think this might have to be a combo effort. Is this something people want to see in FF and would help with? I can do a character at a time, rigging it to something simple like male_basic and setting up the skins, but then a skoper would have to move it onto a better base that fits the character. I just grabbed my MUA that I never really went though and will install tomorrow, playing through the game to open things up.

From what I've seen on the Marvelmods forums, most of the skinners have given blanket permission to use their work as long as credit is given.

Is there a character someone would like to see and would be willing to skope with? Let me know and I'll try it for a starter.
Title: Re: Possible Projects Interest
Post by: BentonGrey on November 21, 2013, 02:54:55 AM
Hey, a Stegosaurus!  That's awesome!
Title: Re: Possible Projects Interest
Post by: Randomdays on November 21, 2013, 10:03:06 PM
A triceratops just got finished as well. The mammoth didn't work out, and I think the last 2 for the group will be a killer bird and a pteradactyl. Windblown is helping me figure out alpha channel with the hair and after that gets done the group should be finished.
Title: Re: Possible Projects Interest
Post by: BentonGrey on November 21, 2013, 11:17:17 PM
A killer bird?  That sounds like a possible pet for the Penguin.
Title: Re: Possible Projects Interest
Post by: Randomdays on November 27, 2013, 05:05:41 AM
Update - As I wrote in the technical problems area, I'm having issues with the alpha channel on the cavergirls' hair and dress. With Windblown's help, the dress problem ought to be fixed, and the shorthair style as well, depending on your computer. The straighthair and ponytail I'll release for skinners to look at as its over my head.

The Stoneage set is basically done except for resizing and readmes - I won't be doing portraits for these.

The group is;

3 cavemen - one each of club, axe and spear

9 cavegirls - 3 hairstyles each with the club, axe and spear as with the cavemen. Each hairstyle also comes with 4 different hair colors.

4 different dinosaurs - triceratops, stegosaursus, pteradactyl and killer bird.

(http://img9.imageshack.us/img9/1680/c5lh.jpg) (http://imageshack.us/photo/my-images/9/c5lh.jpg/)



Still looking at Marvel Ultimate Alliance and starting a new group called "Desert Sands" which will be Egyptian/ Arabian themed. First mesh in that group is rigged and done, though I might add a shield that was included. There's also a camel I can put him on, but If I animate the camel the rider will be static with only the camel doing the attacks.


(http://imageshack.us/a/img32/6936/e2z5.jpg)
Title: Re: Possible Projects Interest
Post by: spydermann93 on November 27, 2013, 05:15:27 AM
Random, is it ok if I say that I love you? :unsure:
Title: Re: Possible Projects Interest
Post by: WyldFyre on November 27, 2013, 11:17:07 AM
Good looking stuff Random. 
If you want both camel and rider animated, you could try rigging it to one of Tommyboy's various horse and rider meshes.  They should both have animations that way.  Just a suggestion as rigging meshes is beyond my capabilities at the moment.
Title: Re: Possible Projects Interest
Post by: Randomdays on November 27, 2013, 11:26:50 AM
Thanks WyldFyre - I'll look at them. A lot of meshes aren't very friendly with Blender, so I'll have to keep my fingers crossed that not only will I see something that fits but that works as well.

Edit - checked out 5 or 6 of tommyboy's horse riding meshes. It appears that they are a variant of tvlite with the mount only appearing in the flying animations. I don't think what I want has been made for FF - animations of both the horse attacking/ rearing as well as the rider using a melee weapon or shooting/ firing a ranged weapon while mounted.

If the horse could be made to NOT vanish during attacks that would work, but I think that would be major rewrite of the kfs.

Is there anything like a centaur mesh out there? I might be able to work with that, but I don't think Ive seen anything like that either

Another Edit - Stoneage pack available on the Release thread
Title: Re: Possible Projects Interest
Post by: Cyber Burn on November 27, 2013, 04:10:48 PM

Is there anything like a centaur mesh out there? I might be able to work with that, but I don't think Ive seen anything like that either


I don't know of an actual Centaur, but there is a "Ant-Rider Man-Spider" at: http://www.alexff.com/stuffJF.php

Unfortunately, I haven't tried it out yet, so I don't know what it has for animations or anything.
Title: Re: Possible Projects Interest
Post by: vorelliwiseau on November 27, 2013, 04:54:41 PM
Fantastic pterodactyl, Random! Those cavepeople [cavepersons?] have got some quality detail on them.

Downloaded!
Title: Re: Possible Projects Interest
Post by: detourne_me on November 27, 2013, 04:56:47 PM
The only centaur I'm aware of is a skope called "nature god" or something like that. I think it was Bevo that sloped it.   It was Pan with his legs duplicated and extended out like a horse.

The other option you have is to include key frame sets for both a male_basic and the animals key frames.   You would have to set the nodes so they would line up well,
I think you would also have to get rid of the NifSkinInstance for the legs too.  That way you could position the legs on the mount, and although the nodes for the human legs would be there, nothing would be attached to them, and the animations should play out.
I've tried this before, kind of.   I had combined Val's Orc with Beyonders Ballista mesh.   I thought the ballista looked odd without an operator, that's why I posed the Orc with it.   I was able to use the ranged key frames from the ballista, and the melee key frames from the Orc, but then he was kind of out of place.

There could be a few different workarounds I think.

Sorry for the wall of text...just brainstorming.
Okay... Two different male_basic skeletons, one with the legs removed or invisible, and one with the top half invisible, and connected to the mount... That could work?
Title: Re: Possible Projects Interest
Post by: Randomdays on November 27, 2013, 07:16:32 PM
Thanks for the input guys.

V - the dinos from the Turok game are under a 1000 polys each, but the skins are very detailed for the model. Excellent work by the skinner, whoever he is. The Sims 2 girls are a bit higher in polycount, but still under 1500 or so, but the skins are large and detailed if you check them out in  the files. I'll release the female base I rigged to the male_alpha_collar in a bit if you or anyone wants to work with it.

Cyber - Tried working with the ant before when doing Eggfu, as well as the other 6 legged meshes out there, and none would work with Blender. The antrider is probably based off the ant I would think.

DM - WAY over my head, but you go! I remember the nature god I think - I'll try to find it and take a look at it. If you can put something together, it could be used in a variety of ways. I'm going to be doing a lot of Civ/ EE ancient soldiers coming up, and it would add some cavalry choices to them. There are some elephant riders as well.

Plus, if it can be rearranged, there are some nice chariots among them - having a human character as a static driver and another one shooting arrows from the back would be very cool.

Here's a screenshot of some of the things I could rig if I had the kfs to work with

(http://img809.imageshack.us/img809/5189/csht.jpg) (http://imageshack.us/photo/my-images/809/csht.jpg/)

Uploaded with ImageShack.us (http://imageshack.us)
Title: Re: Possible Projects Interest
Post by: Randomdays on November 27, 2013, 08:29:26 PM
Sims 2 female base uploaded for anyone who wants to try it out. Rigged to male_alpha_collar kfs. The skin is broken into 3 pieces - full body from the neck down, hair and face with separate area for eyes and teeth. Uses the straight hair seen in the female cavegirl meshes. Skopers could probably swap the other hair styles in if they wanted.

http://groups.yahoo.com/neo/groups/FF_Swap_Shop/files/temp
Title: Re: Possible Projects Interest
Post by: Randomdays on November 27, 2013, 11:54:06 PM
Quick holiday release that adds something a little unexpected to the game.

Happy Thanksgiving everyone.

Check the releases thread for download links
Title: Re: Possible Projects Interest
Post by: Cyber Burn on November 28, 2013, 12:39:03 AM
Quick holiday release that adds something a little unexpected to the game.

Happy Thanksgiving everyone.

Check the releases thread for download links

That is an awesome release.  :thumbup:
Title: Re: Possible Projects Interest
Post by: windblown on November 28, 2013, 01:17:23 AM
Quick holiday release that adds something a little unexpected to the game.

Happy Thanksgiving everyone.

Check the releases thread for download links

That is an awesome release.  :thumbup:

I agree! It's fantastic  :thumbup:
Title: Re: Possible Projects Interest
Post by: Randomdays on November 30, 2013, 09:08:11 AM
Desert Sands - Part 1

Completed 8 more desert themed warriors plus a camel rigged to Beyonder's horse kfs.These are all from Empire Earth 3, so still a bunch more from the Civ games. There's also a couple of more camels, horses, elephants and chariots I could do from EE3.
 
 For the warriors, all I need to do is decide what weapons to give them. They're all rigged for male_alpha_collar so mainly the scimitar and axe. A bow would be good but I'm not sure I can work with any of the archer meshes.

(http://imageshack.us/a/img18/2514/tktc.jpg)

Also went thru the Sims 2 and checked what was available for the girls. Looks like about 8 more, plus some of the costumes have color variations for alt skins. None of the girls are rigged as yet.

(http://imageshack.us/a/img593/7363/q8j7.jpg)


DM, or anyone else - if you want, I can send the camel and any warrior you want if you want to try to combine them back into a mounted warrior. Let me know.
Title: Re: Possible Projects Interest
Post by: Cyber Burn on November 30, 2013, 06:53:19 PM
I'm a little behind on some projects right now because I've been sick (Again  :thumbdown:), but I would be willing to at least try and get you some working archers if you want. If you want, send the meshes my way, and I'll see what I can do.
Title: Re: Possible Projects Interest
Post by: spydermann93 on November 30, 2013, 07:32:34 PM
I'd also like to try my hand at helping with any required skopes, should Cyber need the assistance.
Title: Re: Possible Projects Interest
Post by: Randomdays on November 30, 2013, 09:49:39 PM
Thanks guys. I'll do some quick readmes for them. The second character was an archer to begin with and has a quiver on his side. I'll make that a seperate nif so you can move it to the back if want. I'll also include seperate nifs of the bow, scimitar, axe and spear so you can mix and match if you want.

EE3 and the Civs are nicely balanced and easily rigged, taking me only about an hour each. The animals and the Sims 2 are a bit more complex and are taking a bit longer.
Title: Re: Possible Projects Interest
Post by: Cyber Burn on December 01, 2013, 02:50:43 AM
Just for clarification, these are for FF1?
Title: Re: Possible Projects Interest
Post by: Randomdays on December 01, 2013, 03:28:58 AM
Yes, for all of them. Almost done and I'll probably just do a release of them to a yahoo group

Edit - Released and ready to play with.
Title: Re: Possible Projects Interest
Post by: Cyber Burn on December 02, 2013, 12:42:49 AM
Just sent you an E-Mail Random, forgot to mention that I did not try the character I sent you in game, let me know if there are any issues with it, and I'll try to fix it. Sorry about that, I still haven't been able to get my disk drive fixed.
Title: Re: Possible Projects Interest
Post by: Randomdays on December 02, 2013, 01:51:05 AM
Thanks Cyber. Just downloaded and tried it out. Both the original rig and your skope appear broken to me in character viewer, so I set it up in game. In game, it looks and works perfect. I also appreciate the extra work done doing the portrait.

A little update. Completed a second camel and a horse from EE3, as well as an archer from Civ 5. The archer works with Beyonder's male_archer, but its not very usable with a black square filling the inside of the bow when drawn. Could be my alpha problem popping up again The  Civ 4/ 5 meshes will probably have to be skoped for archer as well, if there's still volunteers for it when I'm done.  I think I'm about done with the EE3 rigs except for the war elephants and chariots if they can be figured out.


(http://img706.imageshack.us/img706/2774/kp5m.jpg) (http://imageshack.us/photo/my-images/706/kp5m.jpg/)

Uploaded with ImageShack.us (http://imageshack.us)

Title: Re: Possible Projects Interest
Post by: Cyber Burn on December 02, 2013, 02:51:16 AM
Most meshes appear broken in  :ff: for me. That is why I usually work for  :ffvstr: unless otherwise requested. In order to get the portrait, I had to convert the mesh for  :ffvstr: and get it from CTool2. And I'd be glad to check out your other archer for you.
Title: Re: Possible Projects Interest
Post by: Cyber Burn on December 03, 2013, 03:40:04 AM
I'd also like to try my hand at helping with any required skopes, should Cyber need the assistance.

Spyder, I meant to post this earlier, but I would love to see what you do with these. Between the two of us, I think we could come up with a nice variety of characters.
Title: Re: Possible Projects Interest
Post by: Randomdays on December 04, 2013, 02:17:43 AM
Working on some more Civ 5 Arabic units and then the Egpytian units. Saving the girls for last.

I might try to rig a couple of chariots with warriors in the back but they would be static with only the horse(s) moving. Someone like DM might be able to do some skoping magic and get both to work somehow.

Another thing that might be fun to try for skinning is turning some of the Arabic or Egyptian units into undead by zombiefying them into an undead army. Perhaps led by Set for Thor to battle?

Skoping/ skinning them into skeletons might be a bit harder but would look great too.
Title: Re: Possible Projects Interest
Post by: Cyber Burn on December 04, 2013, 03:04:03 AM
I sent you back the Arabian Archer, it should work alright.

Also, Renegade (I think), meshed some skeletons, they could probably be skoped onto other meshes with weapons. If I can find the mesh again, I could take a look for you. (Let me just say that it really bites not having access to my External HD or my back up disks, lots of content that I can't easily access.)
Title: Re: Possible Projects Interest
Post by: BentonGrey on December 05, 2013, 05:14:07 PM
Ohh man, that is even more awesome stuff!  I love the camel and the Arabs/Persians.  Those guys have tons of potential.  I also love the Pteranodon!
Title: Re: Possible Projects Interest
Post by: Randomdays on December 05, 2013, 10:39:37 PM
The Arab/ Egytian group is pretty large, factoring in EE3 plus Civ 4 and 5. A couple of small projects for the Hoidays ar in the works right now with thes,e but after that, the Civs have some nice mesoamerican (Inca, Maya, Aztec) units that will probably be next.
Title: Re: Possible Projects Interest
Post by: Randomdays on December 07, 2013, 07:13:21 AM
Just finished the rest of the Civ 5 Nomad units that I'll be doing. I'll be releasing the extra camel and horse, a couple of archer skopes that Cyber was nice enough to do, and the eight new ones below later today or tomorrow. The archers are skoped on Beyonder's Green Arrow, the horse and camel on Beyonder's horse, and the nomads on Beyonder's male_alpha_collar. There are seperate nifs of the various swords, spears and shields included.

(http://img5.imageshack.us/img5/4789/fngc.jpg) (http://imageshack.us/photo/my-images/5/fngc.jpg/)

Uploaded with ImageShack.us (http://imageshack.us)
Title: Re: Possible Projects Interest
Post by: Randomdays on December 08, 2013, 11:09:28 AM
Second group now released. The third group of the Egyptians might be a bit delayed due to special Christmas releases.
Title: Re: Possible Projects Interest
Post by: Cyber Burn on December 09, 2013, 04:14:49 AM
Looking forward to the Christmas releases.

I love my cannonfodder, so all these characters that you're importing into FF are awesome.
Title: Re: Possible Projects Interest
Post by: SickAlice on January 08, 2014, 03:17:35 PM
Looks nice. Anything left on your request list you need a hand with? Long winter and I have the time here.
Title: Re: Possible Projects Interest
Post by: Randomdays on January 08, 2014, 06:00:35 PM
As a matter of fact, yes. I can switch gears back if needed.

Things I have to get back to if there's interest in helping;

Skins for the bronto, Tag the flying dino and the monkey to match their cartoon versions. Bronto is rigged and ready whiel I still have to rig Tag and tweak and rig the monkey.

Rigging Jonny, Dr Quest and Hadji from Jonny Quest. Then if someone could, I'd like the jetpacks from the show to appear on the hover and fly animations. Somehow I'd like to have Bandit and Race done as well.

Not mentioned before, but there's a few Marvel characters out there that I don't think have been done yet that I'd like to see meshed or skinned;

I've found a Sgt Fury from MUA to do, so the rest of the Howling Commandos would be great

Metal Master - Hulk #6 - http://en.wikipedia.org/wiki/Metal_Master_%28comics%29

Jarella - various Hulk - http://en.wikipedia.org/wiki/Jarella

Missing Link #2 - Hulk # 105 - http://en.wikipedia.org/wiki/Missing_Link_%28comics%29''

Pysclop - Avengers #88 - http://www.marvunapp.com/Appendix2/psyklophulk.htm

Umar - Strange Tales #150 - http://en.wikipedia.org/wiki/Umar_%28comics%29

Kaluu - Dr Strange - http://phantombunburyist.freedomforceforever.com/cripp12/28/th_kaluu.jpg

Tyrannus - Hulk#5 - http://en.wikipedia.org/wiki/Tyrannus_%28comics%29

Zom - Strange Tales # 156 - http://www.marvunapp.com/Appendix/zom.htm

Yandroth - Strange Tales #164 - http://marvel.com/universe/Yandroth

Calizuma - Defenders #2 - http://marvel.wikia.com/Calizuma_%28Earth-616%29

Zarko the Tomorrow Man - Journey into Mystery # 86 - http://en.wikipedia.org/wiki/Zarrko

Stone Men of Saturn - Journey into Mystery #83 - http://marvel.wikia.com/Kronans

Tamara - Sub Mariner #58 - http://marvel.wikia.com/Sub-Mariner_Vol_1_58

Lady Dorma - http://en.wikipedia.org/wiki/Lady_Dorma

Karthon the Questor - Sub Mariner #9 - http://www.marvunapp.com/Appendix2/karthonquester.htm

Naga - Sub Mariner #9 - http://www.marvunapp.com/Appendix2/nagalemurian.htm

(already Done) Tyrak - Avengers #154 - http://www.marvunapp.com/Appendix2/tyrakatlan.htm

Man Beast - Main enemy of the High Evolutionary

(Already Done) - Karnilla - Journey into Mystery #107 - http://en.wikipedia.org/wiki/Karnilla

Any help with any of these would be great, from anyone who wants to try one.

And of course, there's always some more obscure characters out there waiting to be skinned or meshed.








 




Title: Re: Possible Projects Interest
Post by: spydermann93 on January 08, 2014, 06:56:12 PM
Karnilla was done by Fusion (I believe).

If anybody needs these her, I can send her to them. :)

Also, I'd love to see Tyrannus, Metal Master, Jarella, Zarrko, and the Kronans.  They are all so classic.

Also, I believe that Tommyboy did Tyrak, but I am unsure.
Title: Re: Possible Projects Interest
Post by: Randomdays on January 08, 2014, 06:58:42 PM
Send Karkilla over if you can. My name @aol.com. I'll look for Tyrak.
Title: Re: Possible Projects Interest
Post by: spydermann93 on January 08, 2014, 07:04:12 PM
Karnilla has been sent :thumbup:

Oh, and I'm sorry, but Tyrak was done by "RiddleMeThis" and can be found on Alex's Freedom Fortress.

My apologies.
Title: Re: Possible Projects Interest
Post by: Randomdays on January 08, 2014, 07:31:39 PM
Thanks - much appreciated
Title: Re: Possible Projects Interest
Post by: daglob on January 08, 2014, 10:45:00 PM
I've done a Zarko the Tomorrow Man, but haven't released it yet. He is just so useless...

I think that Dorma has been done, but I forgot to look for her when I got home last time.
Title: Re: Possible Projects Interest
Post by: laughing paradox on January 24, 2014, 07:49:28 PM
Hey Random, I had a question.

Did you come across any snakes on your game travels of importing things? A giant snake would be great that had an attack or two.
Title: Re: Possible Projects Interest
Post by: Randomdays on January 24, 2014, 10:48:46 PM
Snakes are out there, Neverwinter Nights comes to mind off the bat. Not sure about what I would rig it to for that snakelike motion. There's a Princess Python mesh that comes with a snake accessory that I have't checked out yet that might work. Suggestions?
Title: Re: Possible Projects Interest
Post by: Randomdays on January 26, 2014, 10:26:05 AM
Checking out the snake, its by Bearded - snake_small. Besides the standard skin it also has a yellow and green skin by Zulu Delta. For some reason the alpha was set to transparent but when I increased up to 1.0 and zoomed in with the character viewer I could see it. The scale can be increased to make it a giant snake with nifscope since it is VERY small.

Let me know if this is what you need - I could try to put rig another snake mesh to it if you need something different - a hooded cobra for instance.
Title: Re: Possible Projects Interest
Post by: Randomdays on January 27, 2014, 07:43:10 AM
Updated the desert releases with an Egyptian group from Civ 5

Pictured below - Archer, Composite Bowman and Longbowman - (rigged to male basic and needs to be skoped onto an archer base.) ,driver and spearman from chariot

                          Knight, longswordsman, pikeman, spearman and swordsman

(http://imagizer.imageshack.us/v2/xq90/560/h3x5.jpg) (https://imageshack.com/i/fkh3x5j)

http://groups.yahoo.com/neo/groups/FF_Swap_Shop/files/Desert%20Sands
Title: Re: Possible Projects Interest
Post by: Randomdays on January 27, 2014, 08:06:25 AM
Most of the desert units are done and I'll be starting on another group soon, as well as some more MUA items and something for LP. Any preference on which group you'd like to see next?

Rome, Greece, Vikings, Spain, China, Japan, Mongol, Persia, India, Babylon, England, France, Germany, Crusader, Aztec, Inca, Maya, Amerind, Polynesia
Title: Re: Possible Projects Interest
Post by: spydermann93 on January 27, 2014, 02:03:56 PM
Aztecs, Inca, China, and Vikings :D
Title: Re: Possible Projects Interest
Post by: Cyber Burn on January 27, 2014, 02:08:09 PM
Do you have a link that shows the characters? If the Germans are Nazis, then I would definitely have an interest there, you can never have enough Nazis to beat on. Otherwise, the Vikings sound interesting.

As for this current group that you're previewing, very nice, I like the animal motifs of the characters, I also like the diversity of weapons.
Title: Re: Possible Projects Interest
Post by: Randomdays on January 27, 2014, 10:09:47 PM
I should have been a little more specific - all are past age units at present. The German units are sword and shield level along with the rest.
Title: Re: Possible Projects Interest
Post by: Randomdays on January 29, 2014, 09:00:45 AM
CB - Link for what the various packs look like, Danrell's Ancient packs 1-22

http://forums.civfanatics.com/downloads.php?do=cat&id=129

I haven't really looked at packs for the other eras yet, but there's bunches out there.
Title: Re: Possible Projects Interest
Post by: Cyber Burn on January 29, 2014, 02:16:45 PM
Just took a brief look at a few of the options, and the ones that interested me were the Vikings, Russians, Germans, and the Koreans.
Title: Re: Possible Projects Interest
Post by: spydermann93 on January 29, 2014, 02:26:51 PM
Just took a brief look at a few of the options, and the ones that interested me were the Vikings, Russians, Germans, and the Koreans.

Koreans are good ones, too! I forgot about them :P

But I'd still reeeeally like the Aztecs and Incans, overall.  We're lacking some good Meso/South American natives.
Title: Re: Possible Projects Interest
Post by: Randomdays on January 30, 2014, 12:33:33 AM
Vikings first then. I haven't looked at the Koreans yet so I'll check them out. Probably the Aztecs, Incans and Maya after that since I was thinking about them as well.
Title: Re: Possible Projects Interest
Post by: BentonGrey on February 02, 2014, 08:26:52 PM
I can't remember if I've said this somewhere else, but I will certainly have sue for Mayan/Aztec/Incan type troops eventually.  Vikings would be cool.  That might provide some nice options for Asgardian characters as well.
Title: Re: Possible Projects Interest
Post by: Randomdays on February 03, 2014, 01:07:29 AM
Vikings are done and will be up soon. 9 different characters ;

Archer and composite bowman on Beyonder's Green Arrow kfs, crossbowman on Gren's Punisher with the crossbow replacing the rifle, swordsman and pikeman

 3 different longswordmen and a spearmen, on male_alpha_collar kfs.

Warning to all - imageshack redesigned itself not too long ago and today I see a message that my "free trial" only has 16 days left. Since I won't be paying for image hosting, I don't know what will happen to all my pics on the forums when the time runs out.

(http://imagizer.imageshack.us/v2/xq90/534/d27l.jpg) (https://imageshack.com/i/eud27lj)
Title: Re: Possible Projects Interest
Post by: Cyber Burn on February 03, 2014, 02:34:48 AM
Love the Vikings, as for your photo hosting issues, I've been using Photobucket for years without issue, maybe you could try that out?
Title: Re: Possible Projects Interest
Post by: spydermann93 on February 03, 2014, 02:37:03 AM
How long have you had Imageshack? :huh:

I've had my account, free account, for years and they've never shut it down on me.  Heck, I don't even recall a "trial" period.
Title: Re: Possible Projects Interest
Post by: Randomdays on February 03, 2014, 02:56:55 AM
I've had my free account for years also. Things have been changing lately though
Title: Re: Possible Projects Interest
Post by: spydermann93 on February 03, 2014, 03:15:37 AM
This page might be helpful to you:

https://imageshack.com/faq#subscriptions
Title: Re: Possible Projects Interest
Post by: BentonGrey on February 03, 2014, 04:02:12 AM
Nice!  The swordsman looks promising.
Title: Re: Possible Projects Interest
Post by: Cyber Burn on February 04, 2014, 03:24:27 PM
I was able to get the guys with the Swords and Axes Skoped onto another Mesh with more suitable Keyframes, and I have a few ideas for the Spearman and Pikeman as well, it's just a matter of being able to get them done. In addition, while Skoping the Sword and Axe guys, I was able to set it up so that I more or less have a Template which may make Skoping some of the other characters go a little quicker.
Title: Re: Possible Projects Interest
Post by: doctorchallenger on February 04, 2014, 10:22:26 PM
I was able to get the guys with the Swords and Axes Skoped onto another Mesh with more suitable Keyframes, and I have a few ideas for the Spearman and Pikeman as well, it's just a matter of being able to get them done. In addition, while Skoping the Sword and Axe guys, I was able to set it up so that I more or less have a Template which may make Skoping some of the other characters go a little quicker.

CB: have you looked at Gren's latest Swordsman mesh? I have found that they work prettty well, with that, particularly the meshes with shields fixed in place. For those with hexxable shields, I have been playing with Gren's Crusader (version 2 with shield) mesh.
Title: Re: Possible Projects Interest
Post by: Randomdays on February 04, 2014, 10:43:58 PM
The Sword and axemen are just off of a male_basic varient. The spear and pikemen are too, but I would have liked to get them on something else if I could. Tommyboy's Moleman had some good staff/ thrusting kfs, or maybe one of the Gambit's.

Working on the Aztec warriors at the moment. At least one of those has a cape so I would need that skoped if possible when done, since I'm having trouble finding a caped mesh that works with Blender.
Title: Re: Possible Projects Interest
Post by: Cyber Burn on February 05, 2014, 02:19:08 PM
I was able to get the guys with the Swords and Axes Skoped onto another Mesh with more suitable Keyframes, and I have a few ideas for the Spearman and Pikeman as well, it's just a matter of being able to get them done. In addition, while Skoping the Sword and Axe guys, I was able to set it up so that I more or less have a Template which may make Skoping some of the other characters go a little quicker.

CB: have you looked at Gren's latest Swordsman mesh? I have found that they work prettty well, with that, particularly the meshes with shields fixed in place. For those with hexxable shields, I have been playing with Gren's Crusader (version 2 with shield) mesh.

Doc: I totally forgot about the Crusader Mesh, I'll have to check that out, if it has shield animations, it may be a better fit that what I already did.

The Sword and axemen are just off of a male_basic varient. The spear and pikemen are too, but I would have liked to get them on something else if I could. Tommyboy's Moleman had some good staff/ thrusting kfs, or maybe one of the Gambit's.

Working on the Aztec warriors at the moment. At least one of those has a cape so I would need that skoped if possible when done, since I'm having trouble finding a caped mesh that works with Blender.

Random: Could you use Tommyboy's "Tv_Lite_Fingers" Mesh as a base? It already has a cape node and may prove workable for skoping.
Title: Re: Possible Projects Interest
Post by: Randomdays on February 05, 2014, 11:41:43 PM
Cyber, I don't think I have that mesh. Can you send it or a link my way?

Thanks
Title: Re: Possible Projects Interest
Post by: Cyber Burn on February 06, 2014, 12:16:17 AM
My bad, it's called "tvlite_fingers", located here on the bottom left of the screen: http://www.tommyboymeshes.freedomforceforever.com/other%20meshes%201.html
Title: Re: Possible Projects Interest
Post by: Randomdays on July 23, 2021, 12:35:10 AM
Resurrecting this thread since, like Dean, I'm getting motivated for some Saturday Morning Goodness, and this is a good place to continue from.

And, of course, the last post many years ago, was Cyber helping out as always.

First, I tried to get one of the Phantom Cruisers for Space Ghost imported. The first 2 skinned models were in formats or versions that Blender couldn't  handle.

 The 3rd model came in, but it was an obj file that the user had set up for 3D printing and there was no mtl file or skin set up for it.

It took a few hours to get where I'm at on the outside, and I'm just about as far as I can go. The uv mapping is all messed up, and someone who knows what they're doing would have to work with that. I gave the ship the basic yellow color from the series, but there's no shading or anything due to the mapping. I separated out the cockpit glass to give it a different texture, and to see if I can add transparency with an alpha channel later. Last, I took the shield from Gren's Crusader mesh and pasted it on the back, and put the Space Ghost emblem on it.

If I can get the transparency for the cockpit set, I'll see about adding some seats and Space Ghost inside, and maybe doing a completely transparent model for 'inviso' mode.

Comments and help welcome.

RD

Here's where its at for now, hopefully resized correctly to put a crew inside ;

(https://i.postimg.cc/cH2hgymK/Phantom-Cruiser.jpg) (https://postimages.org/)

Title: Re: Possible Projects Interest
Post by: BentonGrey on July 23, 2021, 05:12:36 AM
Neat, RD!  I'm afraid I have nothing helpful to add.  I'm pretty sure you know a lot more about this end of things than I do.  Good luck!
Title: Re: Possible Projects Interest
Post by: deanjo2000 on July 23, 2021, 06:25:27 AM
Good stuff :thumbup: I have zero skill in this area and Iím always impressed with what gets done.
Title: Re: Possible Projects Interest
Post by: Randomdays on July 23, 2021, 03:39:31 PM
Thanks guys. Encouragement helps. And for both Benton and Dean, I couldn't do what you two do either.

I spent most of the morning working on the Cruiser, going as far as I think I can go on the interior for now. I was able to alpha the windows, added 4 seats and a couple of control panels, some basic interior 'walls' since the cruiser mesh, like all meshes, is transparent from the inside. The last thing I did was take Kenn X's Space Ghost, remove everything except the mesh and the texture, and pose him in the pilot seat.


Further Space Ghost news; I was able to find a Zorak that imports. It's high poly so I'm working on trying to get it down within workable range. I was also able to find a few 'monkey meshes' that might work for Blip, but before I get started, I need to know if anyone would be willing to skin him. Without that, there's not much sense in working on him.

RD

Screenshots below;

(https://i.postimg.cc/sxyc4Vmn/Cruiser-2.jpg) (https://postimages.org/)

(https://i.postimg.cc/T19ckZHT/Cruiser-3.jpg) (https://postimages.org/)
Title: Re: Possible Projects Interest
Post by: Randomdays on July 23, 2021, 03:47:50 PM
And here's the first draft of Zorak - not rigged yet, but reduced down to a manageable 5000 * polys, and the 12 meg 2048 x 2048 tif skin down to a 500k 512 x 512 tga skin.

(https://i.postimg.cc/9MQDy0qX/Zorak.jpg) (https://postimages.org/)










+
Title: Re: Possible Projects Interest
Post by: BentonGrey on July 23, 2021, 04:00:15 PM
So cool!  Space Ghost looks great in the cockpit!

Zorak!  Hah, nice!  He looks great.  :)
Title: Re: Possible Projects Interest
Post by: DoctorRuina on July 23, 2021, 06:28:10 PM
This Zorak looks great! Brago, Moltar and Tansit would be easy to skinning. (I would like to learn how export meshes)
Title: Re: Possible Projects Interest
Post by: deanjo2000 on July 23, 2021, 07:25:48 PM
I will skin him :thumbup: Iím away for 2 weeks but should be fine when I get back. Plus Iím 90% done on a blue falcon.
Title: Re: Possible Projects Interest
Post by: Randomdays on July 23, 2021, 08:35:08 PM
Thanks Dean! Good to hear about another Blue Falcon coming too!

I'll post a screen shot of some of the choices for blip and you can pcik the one you want to skin.

The Zorak will be a little difficult to work with due to the pose - especially depending on if the hands can separate easily or not.

For Moltar, I though Human Bomb 69 would be a good choice for the skinners to work with.

Dr R - I did a very thorough walkthru on importing years ago. It's still on site, but not as useful since the screenshots are missing. Luckily, Sick Alice is hosting it on his site intact. Take a look and see if it will help you. I also did a part 2 not to long ago, and its on site, and should help with some of the more uncommon problems with importing.

http://catman.freedomforceforever.com/pages/workbench.html (http://catman.freedomforceforever.com/pages/workbench.html)

RD
Title: Re: Possible Projects Interest
Post by: BentonGrey on July 23, 2021, 08:40:43 PM
For Zorak, the Ant, maybe?
Title: Re: Possible Projects Interest
Post by: Randomdays on July 23, 2021, 11:19:04 PM
Dean,

I had difficulties with finding some good monkey meshes, and then some of them wouldn't export, so I wound up with 2 for now.

RD

(https://i.postimg.cc/2SdN5j60/monkey-1.jpg) (https://postimages.org/)

(https://i.postimg.cc/htRqgQSJ/monkey-2.jpg) (https://postimages.org/)

Title: Re: Possible Projects Interest
Post by: BentonGrey on July 23, 2021, 11:35:43 PM
Cool!
Title: Re: Possible Projects Interest
Post by: Randomdays on July 24, 2021, 12:27:14 AM
I was able to get a third one working, not sure about the skinning, but its more cartoonish.

(https://i.postimg.cc/prRYvt05/monkey-3.jpg) (https://postimages.org/)
Title: Re: Possible Projects Interest
Post by: deanjo2000 on July 24, 2021, 06:17:33 AM
Iím leaning towards the first one, maybe itís the tail, but 3 is more cartoonish as you say. To be honest Iíd take all 3  :thumbup:
Title: Re: Possible Projects Interest
Post by: DoctorRuina on July 24, 2021, 10:15:39 AM


For Moltar, I though Human Bomb 69 would be a good choice for the skinners to work with.

http://catman.freedomforceforever.com/pages/workbench.html (http://catman.freedomforceforever.com/pages/workbench.html)
Yes for Moltar I had in mind the Humanbomb. Brago and Tansit are similar.
Title: Re: Possible Projects Interest
Post by: DoctorRuina on July 24, 2021, 10:21:14 AM


Dr R - I did a very thorough walkthru on importing years ago. It's still on site, but not as useful since the screenshots are missing. Luckily, Sick Alice is hosting it on his site intact. Take a look and see if it will help you. I also did a part 2 not to long ago, and its on site, and should help with some of the more uncommon problems with importing.

http://catman.freedomforceforever.com/pages/workbench.html (http://catman.freedomforceforever.com/pages/workbench.html)


Thans RD, I am very interested in learning to export One Piece characters.
Title: Re: Possible Projects Interest
Post by: DoctorRuina on July 24, 2021, 10:26:58 AM
This monkey could work for Detective Chimp and maybe for the Space Monkeys.
Title: Re: Possible Projects Interest
Post by: Randomdays on July 24, 2021, 11:00:22 AM
Figured out the UV problem for the 3rd Monkey - I had to go thru Daz 3d to Milkshape to Blender to Nif to get the proper export.

Dean - Sending these over - they are unrigged as in the PM, and at present are all for FF while you mess with them, but conversion to FFvt3R should be simple. Some of the textures are high res so you may want to knock them down.

DR R - importing isn't bad once you get the hang off it. The hardest part is posing to match the mesh, and setting up the vertexes to the armature so it will animate. A high poly mesh can take a while.

Benton - I'll look at the Ant, but I'm going to look at the Pan mesh to see if his legs configure to Zorak's. I'm also thinking of giving him some weapons, so maybe a male_basic_gun, a taskmaster variant, or Tommyboy's trek_t since I've worked with it before with my Star Trek imports, and it has a hidden pistol and rifle animation.

Suggestions for the monkeys? I'm thinking either 1)just male_basic  2) A gorilla or Grodd set, 3) a Nightcrawler, or 4) a Toad since he has a hopping motion.

Below is the corrected Monkey 3. He's still a bit blocky, but as smooth as I can get him

(https://i.postimg.cc/PrD16971/monkey-4.jpg) (https://postimages.org/)
Title: Re: Possible Projects Interest
Post by: deanjo2000 on July 24, 2021, 12:00:26 PM
Tommyboy has some ape meshes at his site for the red ghost, would they help?
Title: Re: Possible Projects Interest
Post by: Randomdays on July 24, 2021, 12:29:51 PM
I have those, but completely forget about them. Ill' take a look.

Your Igoo doesn't look to bad in that respect either (and great overall, of course.)


Also, I just, finally, got around to checking Daglob's Jan. It looks very good for an 'incomplete". Besides putting a jetpack on the back, not sure what else it needs.

I also found a Jonny Quest on a male_teen 14 mesh. No readme on it. Maybe Daglob?

RD

Title: Re: Possible Projects Interest
Post by: DoctorRuina on July 24, 2021, 08:49:28 PM
Another obscure character that can be made with this monkey hehe
http://https://dc.fandom.com/wiki/Beppo_(Earth-One)
Title: Re: Possible Projects Interest
Post by: Randomdays on July 25, 2021, 04:05:43 PM
5......

Spoiler: ShowHide
(https://i.postimg.cc/cCHNftsM/Thunderbird-5.jpg) (https://postimages.org/)



4......

Spoiler: ShowHide
(https://i.postimg.cc/NMQtfPSn/Thunderbird-4.jpg) (https://postimages.org/)


3......

Spoiler: ShowHide
(https://i.postimg.cc/jj0KBjXt/Thunderbird-3.jpg) (https://postimages.org/)


2......

Spoiler: ShowHide
(https://i.postimg.cc/ht7cCmV2/Thunderbird-2.jpg) (https://postimages.org/)


1......

Spoiler: ShowHide
(https://i.postimg.cc/sDL39mGB/Thunderbird-1.jpg) (https://postimages.org/)



Spoiler: ShowHide
Thunderbirds are go!  I had talked about doing Gerry Anderson imports way back on the first page, and was motivated to finally start on them. Thunderbirds was one of my favorite shows back when I was a kid.

All these need work, resizing and being rigged. They were all a lot more difficult to get into nifs than I thought they would be. To do, there's still a Thunderbird 2 without a pod, the pod itself, the Mole, and FAB 1. I also have meshes for Lady Penelope, Scott and Virgil to try to import. The original mesher talked about doing all the characters, but they never appeared.

After that, among other projects, the other Anderson shows.

FAB!


Title: Re: Possible Projects Interest
Post by: Randomdays on July 25, 2021, 05:17:17 PM
Sometimes its the simple things..... I was wondering why some of the textures on the imports were showing up, but not the others. I had forgotten that, while other formats aren't limited like nifs, nifs ARE limited to textures in a res of multiples of 2. Changing some of the textures to 512 x 512 from odd shaped ones enabled some of the missing textures to show up - not all, depending on the uv, but some, and they already look a little better.
Title: Re: Possible Projects Interest
Post by: BentonGrey on July 25, 2021, 05:43:35 PM
Ha, RD, I can't tell you how many times I've made that mistake!

These all look really cool!  Great work, man!
Title: Re: Possible Projects Interest
Post by: Randomdays on July 25, 2021, 07:43:11 PM
So a few few people have mentioned some alternate skins for the monkey if it get done and animated. Besides Blip, there's Beppo from Superman, Nkima from Tarzan, and Gleek from the Superfriends,  that might be good additional skins. I've done the super powered version of Monkey from Dexter's lab, but the normal version might be a choice. Any other monkeys out there?
Title: Re: Possible Projects Interest
Post by: Randomdays on July 27, 2021, 03:01:02 PM
Not available for download, but fun to watch.....

https://sketchfab.com/3d-models/the-impossibles-cc100354754f436abc00d2fec3ba355a (https://sketchfab.com/3d-models/the-impossibles-cc100354754f436abc00d2fec3ba355a)

available for download, but I'm not sure I can work with it.....single characters look like they're available here too.

https://pinshape.com/items/43210-3d-printed-the-impossibles-car (https://pinshape.com/items/43210-3d-printed-the-impossibles-car)

Title: Re: Possible Projects Interest
Post by: deanjo2000 on July 27, 2021, 04:58:39 PM
So a few few people have mentioned some alternate skins for the monkey if it get done and animated. Besides Blip, there's Beppo from Superman, Nkima from Tarzan, and Gleek from th Superfriends,  that might be good additional skins. I've done the super powered version of Monkey from Dexter's lab, but the normal version might be a choice. Any other monkeys out there?
I was thinking mojo jojo, I have a few I want to do before I get to him though.
Title: Re: Possible Projects Interest
Post by: daglob on July 27, 2021, 06:02:32 PM
Not available for download, but fun to watch.....

https://sketchfab.com/3d-models/the-impossibles-cc100354754f436abc00d2fec3ba355a (https://sketchfab.com/3d-models/the-impossibles-cc100354754f436abc00d2fec3ba355a)

available for download, but I'm not sure I can work with it.....single characters look like they're available here too.

https://pinshape.com/items/43210-3d-printed-the-impossibles-car (https://pinshape.com/items/43210-3d-printed-the-impossibles-car)
I've tried doing them, but never gotten them to where I felt I could release them. I should get my desktop running in the next week, though, so maybe...
Title: Re: Possible Projects Interest
Post by: Randomdays on July 27, 2021, 10:25:13 PM
Dean - I had forgotten about Mojo, thinking mainly of Silver/ Bronze age. Mojo, Gleek and Beppo, thinking about it, all have a cape, so I would probably rig the 3rd monkey to something like male_cape, and then skope out the cape for Blip if needed. Mojo would need his helmet added, and Blip his jetpack. Probably a few different skopes instead of a one size fits all solution.

For the first 2 monkeys, I'm going to look at some Nightcrawler meshes to see their kfs - it one of the few I can think of with a moving tail. If not, I lke the way the Igoo moves and I might try that.


DG - It will be good to see you skinning/ skoping again. If you can't get it to where you're happy, I'm thinking of buying them to see if I can import them.

This site, has all 3 plus the Impossicar for less than 5 dollars - a much better deal than the first.

https://www.cgtrader.com/3d-print-models/miniatures/figurines/the-impossibles-collection (https://www.cgtrader.com/3d-print-models/miniatures/figurines/the-impossibles-collection)

Blender is supposed to be able to work with stl files - the files used for 3d printing. Trying to get them imported in and exported out is something I haven't done, so I might try with a random free file first.

That might be down the road a bit though.

RD
Title: Re: Possible Projects Interest
Post by: Randomdays on July 29, 2021, 11:53:05 PM
Started work on the monkeys...hopefully done this weekend. For Monkey 1 (and probably Monkey2) I picked Texas Jack's Toad from the Brotherhood of Evil Mutants. Its got a crouch, some leaping, a walk, and a flying with the arms in not too bad of a position; most of the animations I'm looking for.

For Monkey 3 I picked Gren's Martian Jonn Jonzz. It's got a walk animation and a fly with the arms back. If Dean wants  to use Monkey 3 for Blip, the cape can be skoped out I assume. I also might do a version with a helmet on top for Mojo Dojo.

The Nightcrawlers and hero_with_tail didn't seem to fit, nor did the Beasts or the Venoms/

If anyone has some better suggestions, I'm listening. The kfs need to have a walk and a fly with the arms in a "non- superhero" position like the two above.

RD
Title: Re: Possible Projects Interest
Post by: Randomdays on July 30, 2021, 04:05:49 PM
I thought I was working on Monkey 1, but it turns out I mistakenly was editing Monkey 2. Not that important but a little unexpected.

Turning a four legged mesh into a two legged mesh was more difficult than I thought it would be...six hours later I think its about as good as its going to get.

Edited the body shape a little, and rotated the tail up and curled it a bit. The neck, chest and hip areas are a little off (and were a lot worse before major editing), but it animates well on TJ's Toad kfs with no issues. Wouldn't export properly for FF, so FFvt3R only.

Thanks to TJ if he's anywhere out there for the base mesh/armature and the kfs.

4 poses - Idle 1, Idle 2, Fly and Melee Idle 2.

RD

(https://i.postimg.cc/tRPpxzy7/Monkey-2a.jpg) (https://postimages.org/)




Title: Re: Possible Projects Interest
Post by: deanjo2000 on July 30, 2021, 09:47:11 PM
Fantastic :thumbup: I canít wait to get to get to work on those skopes.
Title: Re: Possible Projects Interest
Post by: Randomdays on July 31, 2021, 12:54:23 AM
Thanks Dean,

Truth to tell, I'm not entirely happy with it, but after tinkering with it for hours and not seeing much improvement, decided to say 'that's it."

I'm working on Zorak at the moment and its going along a bit better. Because of the weird legs, everything is tied to the left and right thigh bones to keep the bend in place. The long neck, forward head and wings throws things off a well. The hands being crossed will require some tinkering as well.

With Tommyboy's trek_t it animates well with most actions, but for some, it freaks out in a pyschodelic show for some reason. He should be able to pull a pistol okay, but the rifle kfs are part of the freakshow.

Hopefully a working release tomorrow.

RD
Title: Re: Possible Projects Interest
Post by: daglob on July 31, 2021, 04:37:39 AM
Any chance of Dial "M" for Monkey?
Title: Re: Possible Projects Interest
Post by: Randomdays on July 31, 2021, 09:21:26 AM
 :D

More Monkey Madness



(https://i.postimg.cc/BZ5RgrWr/monkey-5.jpg) (https://postimages.org/)
Title: Re: Possible Projects Interest
Post by: deanjo2000 on July 31, 2021, 09:34:10 AM
Fantastic :thumbup:
Title: Re: Possible Projects Interest
Post by: DoctorRuina on July 31, 2021, 09:56:12 AM
I like monkeys!
Title: Re: Possible Projects Interest
Post by: Randomdays on July 31, 2021, 12:09:49 PM
Monkeys are great!


Something for in the future, but probably not for awhile.....

https://www.models-resource.com/wii/cartoonnetworkpunchtimeexplosionxl/ (https://www.models-resource.com/wii/cartoonnetworkpunchtimeexplosionxl/)

Fond when I was looking for anything for Major Glory and Val Hallen. I think Daglob has already done Krunk. There's a Mojo Jojo as well.

RD
Title: Re: Possible Projects Interest
Post by: daglob on July 31, 2021, 01:24:45 PM
:D

More Monkey Madness



(https://i.postimg.cc/BZ5RgrWr/monkey-5.jpg) (https://postimages.org/)

 :thumbup:

Krunk was just a skin on on a Hulk mesh. I did a General Glory, too (someplace). Someplace else I have a guitar to switch out with a Silver Surfer surfboard for Val Hallen, but I have never been skillful enough to make it work.
Title: Re: Possible Projects Interest
Post by: Randomdays on July 31, 2021, 01:55:27 PM
It's all good DG. The more there is the better.

Beware Space Ghost! Zorak has escaped prison and wants revenge!

Small update on this - The original mesh was made by a Sketchfab user called 'Personify', in honor of, and from a statue in the estate of, C Martin Croker.

I didn't know who that was, but looking him up, he was the voice of Zorak and Moltar in Space Ghost Coast to Coast. He died after feeling sick in 2016 from unknown causes at 54 years old. Wikipedia recounts that CN gave him a nice tribute about that time.

RIP. Thank you for the fun you brought.

I think it would be nice if someone could do Moltar for FF.

.............................................


This mesh came out pretty nice - not perfect, but nice. The legs and the body angles are a little wonky at times due to the problems mentioned before. Had to shorten his arms to match the human armature from Tommyboy's trek_t. Every time I mess around with changing the length of the bones, strange things happen.

Original vertix count went from 130k to 7k. The skin is very well done.

The mesh spazzing out problem for some animations seems to be fixed. The overlapping hands DID create problems due to missing the middle area between the two hands. I wound up deleting the left hand entirely, fixing the holes in the right hand, and then mirror imaging the right hand to make a new left hand. It seems to have worked out pretty well on the mesh.

You'll occasionally see a problem with the wing cases and the pelvis area overlapping in different animations. Replaced the pistol and rifle with a couple I imported from the weapon packs I did a while back. No weapons in hover- ranged animations, but that's from the original kfs/ mesh.

The pic below shows idle, melee idle, ranged gun and ranged rifle.

RD

(https://i.postimg.cc/MGJ9YqSB/Zorak.jpg) (https://postimg.cc/hXM8DFh4)
Title: Re: Possible Projects Interest
Post by: SuperPoweredYank on July 31, 2021, 02:19:47 PM
Looking good. :thumbup: Melee Idle looks a little funky, tho.
Title: Re: Possible Projects Interest
Post by: Randomdays on July 31, 2021, 02:31:51 PM
Zorak is a wonky, funky, kind of guy. The mesher did an excellent job on him (and as far as I can find, this is the ONLY downloadable mesh on the net for Zorak).

Unfortunately, being a funky kind of guy, he doesn't animate easily with standard kfs. He would need custom kf's from a master to reach his full potential.

RD
Title: Re: Possible Projects Interest
Post by: deanjo2000 on July 31, 2021, 02:35:00 PM
Love it all, moltar is on my list and Iíve got ideas on how to do him justice.
Title: Re: Possible Projects Interest
Post by: Randomdays on July 31, 2021, 02:46:00 PM
And that's why this forum is one of the best out there.

I just uploaded Monkey 2 and Zorak to the Mega site I'm using; https://mega.nz/folder/bxoATQBA#zhsyE8hp1uwMeDk7r17BcQ (https://mega.nz/folder/bxoATQBA#zhsyE8hp1uwMeDk7r17BcQ)

Monkey 2 is for FFvt3R under 'Animals', and Zorak is for FF under 'Others", but should work in both games.

If DG doesn't mind, I'm going to try to add a simple jetpack to Jan and then 1) do an alpha 'inviso' power version and 2) stick her in the Phantom Cruiser.

RD
Title: Re: Possible Projects Interest
Post by: DoctorRuina on July 31, 2021, 04:01:30 PM
It is time to meet the Council of Doom.
Title: Re: Possible Projects Interest
Post by: Randomdays on July 31, 2021, 04:37:39 PM
With Brak and Zorak, that's two of the six.



And if Dr R doesn't mind, I might try to take Tundro from the Herculoids and see about getting his legs to move on the wolf kfs.

RD
Title: Re: Possible Projects Interest
Post by: Randomdays on July 31, 2021, 06:21:14 PM
Well,

Monkey 3 has died. Doing ANYTHING to the mesh messes up the uv and the skin.

So.....Long Live Monkey 4!

We'll see how he works out.

(https://i.postimg.cc/TPvhqsL4/monkey-6.jpg) (https://postimages.org/)
Title: Re: Possible Projects Interest
Post by: DoctorRuina on July 31, 2021, 08:24:16 PM

And if Dr R doesn't mind, I might try to take Tundro from the Herculoids and see about getting his legs to move on the wolf kfs.

RD

This Tundro is very improvable. Of course, you have to improve it.
The keyframes for Gloop and Gleep are very improvable too.
Title: Re: Possible Projects Interest
Post by: Randomdays on July 31, 2021, 09:31:12 PM
Thanks Dr R.

I'm thinking, maybe Bandit from JQ?

https://www.models-resource.com/3ds/nintendogscats/model/25038/ (https://www.models-resource.com/3ds/nintendogscats/model/25038/)

And maybe Moby Dick from the Mightor/ Moby show? Not that close of a match, but finding one that is will be difficult.

https://opengameart.org/content/5-low-poly-animals (https://opengameart.org/content/5-low-poly-animals)





Monkey 4 is done, looking classy with his cape and collar. He was rigged to Gren's Martian Jonn Jonzz and got his cape and kfs from there.

He went rather easily. His arms were too long and had to be shortened, and his legs were too short, but seem to be okay.

I think the only adjustment might be making the cape shorter so the tail doesn't pop thru.

Made for FF, but appears to work in both viewers. In both, he's rather small, and has some breakage in the viewer for FF.

Edit - Since I shrunk him down to monkey size, He now appears much bigger in the viewer.

He might be a good choice for Blip after all.

He needs to be resized down to monkey level and then he'll be up on the mega site in the animal area shortly.

The first pic shows idle, flying, melee idle, and running.

RD

(https://i.postimg.cc/R0bNWhSm/monkey-7.jpg) (https://postimages.org/)

(https://i.postimg.cc/k46DKCGb/monkey-8.jpg) (https://postimages.org/)



Title: Re: Possible Projects Interest
Post by: deanjo2000 on July 31, 2021, 10:05:59 PM
Bandit is a good fit, I think moby with the right skin could work too as itís probably the most we can get. Monkeys are just brilliant and Iím looking forward to getting onto them. I have an idea for the first rigged monkey which youíve done. On a side note whatís out there for dynomutt? Iíd like him to go with the falcon Iím doing.
Title: Re: Possible Projects Interest
Post by: Randomdays on July 31, 2021, 10:23:29 PM
For Dynomutt, There's not much. SCD did one by putting a costume on Beyonder's Wolf.

I didn't see anything import wise out there - maybe the Blue Falcon's car/plane.

I would say 1) maybe the Scooby Doo I imported or 2 ) look at the master link for the Nintendogs game I put up for Bandit. Maybe one of those dogs might work.

RD
Title: Re: Possible Projects Interest
Post by: Randomdays on August 01, 2021, 10:44:29 AM
Captain Caaaaveman!

https://www.cgtrader.com/3d-print-models/games-toys/other/captain-caveman (https://www.cgtrader.com/3d-print-models/games-toys/other/captain-caveman)
Title: Re: Possible Projects Interest
Post by: deanjo2000 on August 01, 2021, 11:10:54 AM
Oh man Iíve been thinking of a way to do him and he would be hard, that model is just lovely.
Title: Re: Possible Projects Interest
Post by: Randomdays on August 01, 2021, 01:25:10 PM
Finished working on Daglob's Jan - not that it needed much help.

1) moved the ears into their proper location

2) moved the body onto the armature

3) added the jetpack. Took a simple box, put some curves on it and colored it red. It will take a skin if needed. It's adapted from the FF1 'letter' nif that came with the game.

4) also did an 'Inviso' mode. It wouldn't work for FF, so its for FFvt3R only.

RD


(https://i.postimg.cc/L8p29H7D/Jan-1.jpg) (https://postimages.org/)

Title: Re: Possible Projects Interest
Post by: deanjo2000 on August 01, 2021, 01:31:04 PM
Thatís a great skin, I know daglob says itís unfinished but I thought it looked amazing as is. The skope is top notch too. Is there a jayce out there or shall I pop him on my list.
Title: Re: Possible Projects Interest
Post by: Randomdays on August 01, 2021, 01:37:54 PM
Thanks Dean

No Jace. DEFINITELY should be on your list (near the top)

Got permission from DG to post them on the Mega site. They'll be up in a few minutes.

Edit - both Jans are uploaded to the 'Other' directory.

Thanks Daglob.

RD
Title: Re: Possible Projects Interest
Post by: Randomdays on August 01, 2021, 07:43:58 PM
Tundro update

Dr Ruina gave permission to update his Tundro for the Herculoids. It was based off a Beast Boy set, and like most of those there was no good kfs for animation so he kind of 'bounced' along.

A couple of hoops to jump thru when updating it but;

1) removed all the other Beast Boy forms from the mesh as they weren't needed. Brought the poly count way down.

2) removed part of the rhino body from inside the armor as they're never seen.

3) changed leg count from 10 to 8, removing middle set of legs. Moved the back legs higher on the mesh as they appear low when animated.

4) rerigged and changed the kfs to Valendar's Headstrong Transformer. Tundro now runs, headbutts, and has what looks like a horn firing his energy rocks.

   He'll probably need a weapon node set up for that.

He doesn't look much different on the outside, but the inside has changed a lot.

Mesh is for FF, but it won't animate in the FF viewer so he may not work there. He animates fine in the FFvt3R viewer though, so he might need to be tested in both games.

Also, not happy with the lighting in the viewer as he appears too light. If someone can adjust that, that would be great (same problem with the elephant I did as well, if someone wants to look at that also.)

Uploading to the Mega site under 'Others'

RD



(https://i.postimg.cc/NFD8Lr26/Tundro.jpg) (https://postimages.org/)
Title: Re: Possible Projects Interest
Post by: DoctorRuina on August 01, 2021, 08:42:11 PM
Great RD! I'm going to try this Tundro right now. Daglob did not do a Jayce? It would be easy to do it kittbashing his Jan in a male_basic or similar.
Title: Re: Possible Projects Interest
Post by: Randomdays on August 01, 2021, 09:40:18 PM
Sounds good Dr R. Let me know how the Tundro works for you.

I'm not sure what Daglob's stance is on kitbashing - I'd PM him first if you're going to do that and make sure he's okay with it.

RD

Also,

I looked at Saturday Morning Squared's Samson and Goliath work. The Goliath is a pretty good lion, including the grey steel paw, off of Big Cat Versatile I assume.

The Samson is a skin for a Bobby 69 mesh, but he doesn't say which one. I've tried several 'mullet' ones of his and others, but none seem to fit. From what I have seen of the skin, its not bad, but it looks more like an older, rougher, Samson than the one on the show.

I'm also looking at dog and scooter meshes for the unpowered up versions, plus I'll need an unpowered skin for Samson as well.

RD
Title: Re: Possible Projects Interest
Post by: deanjo2000 on August 01, 2021, 09:53:10 PM
Again they are on my list :D I was going to skope him from grens hercules as the base. The lion I was going to see if enlarging the head and mane would make him more like the show. For tundro is it possible to flatten the horn and then skope on 3 smaller horns maybe from gren meshes?
I think itíll just be easier for me to skin jayce than to kittbash jan.
Title: Re: Possible Projects Interest
Post by: Randomdays on August 01, 2021, 10:28:42 PM
Hey Dean - the horns for Tundro shouldn't be an issue. Looking at the picture below, it looks like he'll need only two more horns

When I was Google searching, I noticed that sometimes Tundro appears brown, and sometimes green. I just started watching the show again when I get some free time for a classic Saturday morning marathon for a few shows.

https://picclick.com/The-HERCULOIDS-TUNDRO-MODEL-SHEET-PRINT-Hanna-154189570696.html#&gid=1&pid=1 (https://picclick.com/The-HERCULOIDS-TUNDRO-MODEL-SHEET-PRINT-Hanna-154189570696.html#&gid=1&pid=1)

I'm also reading some Silver Age comics and found something interesting; In Gold Key's Phantom # 2 from 1963, there's a side story arc starting called "King, Queen and Jack. It starts with a twin engine plane with its engines failing over the African Jungle. A boy, Jack, parachutes from the plane like the opening from Dinoboy. And just like Dinoboy, a (normal) tiger attacks, waiting for lunch. Instead of a caveman rescue, he's saved by a couple of hunters named Victor King and Francis Queen.

Mind you, this is at least 2-3 years before HB made Dinoboy.

RD


(https://i.postimg.cc/85dwdpzt/Phantom02-20.jpg) (https://postimg.cc/34RgYHpv)
Title: Re: Possible Projects Interest
Post by: deanjo2000 on August 01, 2021, 10:43:30 PM
Thatís very interesting, I like little finds like that.
Title: Re: Possible Projects Interest
Post by: Randomdays on August 02, 2021, 10:30:39 PM
Upgraded Tundro now available on the mega site. Delete your old file and redownload.

1) narrowed the front horn and made it more pointed.

2) added two smaller horns above the front horn

3) moved the top horn back and changed the tip a little

4) moved the ears back and rotated them to better match Tundro animated.

5) added back in the 5th set of legs.

updated pic below. I think he definitely needs to be green from the show.

RD

(https://i.postimg.cc/8cmn9LtF/Tundro-2.jpg) (https://postimages.org/)


Title: Re: Possible Projects Interest
Post by: deanjo2000 on August 03, 2021, 06:42:53 AM
Brilliant :thumbup: I really didnít think tundro could be done in ff without a proper mesh but you and Dr R have pulled it off. Iím hoping to slap a skin on him in the next week or so :thumbup:
Title: Re: Possible Projects Interest
Post by: Randomdays on August 03, 2021, 04:41:19 PM
Thanks Dean. Looking forward to it. There's a lot you can do with nifskope, but somethings need a 3D program like Blender to make it simpler, or to do it at all.

During the work week, I don't have  lot of time for complicated projects, so in the next couple of days a few simple things;

1) Another Tundro - the one posted was scaled up to transformer size, and needs to be shrunk a bit

2) Dorno frequently rode on Tundro's back, so maybe a rider version of that. Possibly Zandor or Tara on Zok's back as well.

3) Putting Daglob's Jan inside the Phantom Cruiser in her normal seat.


I had just been talking about HB's Impossibles with Daglob, and I may try those next. Both he and Cyber were big fans of the characters and I think it would be a good tribute if I can get them to work.

Still in shock over his loss.

RD
Title: Re: Possible Projects Interest
Post by: Randomdays on August 04, 2021, 12:10:20 AM
The updated Tundro is now uploaded to the mega site. He's shrunk a bit, but different pics show him in different sizes, so its a bit subjective.

Also, added Jan to the Phantom Cruiser. Took a bit longer since for some reason my versions of Jan wouldn't go back into Blender and I couldn't find Daglob's original Jan - accidentally deleted I guess. Had to find the originally mesh (Tomato's female_basic_tm2) and rebuild it.

Pic below

(https://i.postimg.cc/T3SGMFk5/Cruiser-2.jpg) (https://postimages.org/)
Title: Re: Possible Projects Interest
Post by: SickAlice on August 04, 2021, 05:04:23 AM
I love all of it. Also frees me up from finishing my Space Ghost, you put more TLC into your than I'd intended for mine anyways.
Title: Re: Possible Projects Interest
Post by: Randomdays on August 04, 2021, 09:57:09 AM
Thanks SA. Good to see you back posting. These were my 1st superheroes back when Saturday morning still meant something. I couldn't read yet, but along with the Hanna Barbera characters, my introduction to the mainstream heroes - Superman, Batman, Aquaman and the Justice League, Spiderman and the Fantastic Four - was Saturday Morning as well.

Very pumped to see what Dean, Dr Ruina, and anyone else has coming out, and happy I can contribute to the effort.

RD
Title: Re: Possible Projects Interest
Post by: deanjo2000 on August 04, 2021, 12:26:24 PM
A very basic Jace (skope does'nt have a backpack)
(https://i.imgur.com/BvT8EZD.png)

Wips that still need a lot of work.
(https://i.imgur.com/dn1E5HV.png)
There are others too but these are further along.
Title: Re: Possible Projects Interest
Post by: Randomdays on August 04, 2021, 12:48:43 PM
Great Dean! I like the face on the left Jace above the right one. The Mightor and Blue Falcon are both excellent.

I see you added the jetpack shoulder hooks to the skin - something that Jan doesn't have.

You can either skope over the jetpack I did from Jan, or I can do it, or if you're not happy with it start from scratch. It comes in two parts - the main pack and a flat plate to cover the inside area against the back.

RD
Title: Re: Possible Projects Interest
Post by: deanjo2000 on August 04, 2021, 04:58:50 PM
Blip is a lot of trial and error but its getting to a place where i like it, its a hard mesh to skin but its coming along.
 (https://i.imgur.com/NAOYRyX.png)
Title: Re: Possible Projects Interest
Post by: Randomdays on August 04, 2021, 09:52:29 PM
I looked at the skin that came with the mesh when I downloaded it, and saw that it was pretty high res and complicated. I wondered how things would go, and you're doing a typical amazing job.

Small request - an alt Jace skin without the shoulder hooks for Phantom Cruiser placement.

RD
Title: Re: Possible Projects Interest
Post by: BentonGrey on August 05, 2021, 01:27:54 AM
Wow, all of this is coming along great!  Look at Blip!
Title: Re: Possible Projects Interest
Post by: DoctorRuina on August 05, 2021, 03:54:42 PM
This Mightor is great. An Blip and Jace. Space Ghost already has his sidekicks.
Title: Re: Possible Projects Interest
Post by: SickAlice on August 05, 2021, 10:43:08 PM
Much of my first ideas and still trying to keep them in play were Sat Morning stuff as well. I have some more obscure interests. I'm working a Blackstar in tangent with the MOTU one for example. Question since you're on jetpacks. Do you know the protocol for turning a particle emitter? Using the tornado from Tom's cannonball that I typically use. I had put it in Flaming Carrot and had to rotate it but it's been so long I can't remember what setting has to be changed. I swear I did that in the nif itself too, I wasn't keyframe savvy at the time.
Title: Re: Possible Projects Interest
Post by: Randomdays on August 05, 2021, 10:57:15 PM
Blackstar would be great - Trobbits and the rest as well?

I'm not sure, but the best example I can think of for something like jetpack exhaust would be Gren had a Iron Man Mk 7 with boot jets turned on, and I see you were messing around trying to that years ago for a Dr Doom jetpack. Maybe you could try to look at what you did then and see if it refreshes your memory.

Title: Re: Possible Projects Interest
Post by: detourne_me on August 06, 2021, 12:06:38 AM
You guys ares pulling me back into FF with talk of Blackstar.

What is it you want to do for a jetpack?
I might be able to dust out the cobwebs of some recessed memory to help. A few skopes, like Rocket Raccoon, Boba Fett, or that Ultron import you made SA, have simple particle emitters with basic scaling in the keyframes to turn them on or off. I believe those particle emitters could just be attached to any node. So, say you could skope on the nodes for a cape, and just position cape right and cape left to the exhaust ports of the jetpack. Then paste the particle emitters onto those nodes. Of course you could rename those cape nodes to something else so they wont be affected by any keyframes, but they would still be 'attached' to spine1.
After that, you'd just need to add info in the keyframes to turn them off for idle, melee idle and land animations, and turn them on for hover and fly.
Title: Re: Possible Projects Interest
Post by: Randomdays on August 06, 2021, 12:34:45 AM
The door is open....walk on in.
Title: Re: Possible Projects Interest
Post by: DoctorRuina on August 06, 2021, 12:47:21 PM
Who is Blackstar?
Title: Re: Possible Projects Interest
Post by: DoctorRuina on August 06, 2021, 12:48:41 PM
What about the Centurions, MASK, James Bond Jr, and his interesting villains...?
Title: Re: Possible Projects Interest
Post by: Randomdays on August 06, 2021, 12:52:05 PM
Blackstar - Blackstar was an early 80's show by Filmation, right before Masters of the Universe.

https://en.wikipedia.org/wiki/Blackstar_(TV_series) (https://en.wikipedia.org/wiki/Blackstar_(TV_series))

For the others, I'm trying to concentrate on the 60's and maybe a few of the 70's shows for now.

If otheres want to bring in the 80's show, that would be great too.

RD

Title: Re: Possible Projects Interest
Post by: deanjo2000 on August 06, 2021, 02:37:46 PM
I do have skopes for the centurions but will be awhile before I get to skin them.
Title: Re: Possible Projects Interest
Post by: Randomdays on August 06, 2021, 03:03:51 PM
Bring on the Bad Guys!

Since it looks like Mightor, the Herculoids and Dinoboy are getting some TLC, here's a few baddies for them to meet.

I've already done a bunch of ancient warriors, cavemen and dinosaurs, so these combine a few into rider meshes. Style also has a T-Rex and a Raptor rider mesh.

I know there's another Caveman out there, if someone has it can they send it my way.

A "Vulture Man" from the Mightor episode of the same name, as is the "Spear Warrior" from an episode of Dinoboy. Last is a Terror Bird Rider from the Dinoboy episode "Danger River. None are exact, but should still be fun to use;

(https://i.postimg.cc/GhFHp1vB/Caveman-Rider-1.jpg) (https://postimages.org/)

(https://i.postimg.cc/FHGzjgWN/Spear-Warrior.jpg) (https://postimages.org/)

(https://i.postimg.cc/6pBT21hM/Terror-A.jpg) (https://postimages.org/)

Title: Re: Possible Projects Interest
Post by: BentonGrey on August 06, 2021, 03:22:01 PM
Blackstarr was a cool show; it'd be great to see it get some love!

RD, those look great!  I particularly like the triceratops one!

Hmm, you know, I watched all of these cartoons back in the day, especially all the Hannah-Barbara ones, but I don't think I ever saw Dino Boy.  That's a shame, because I would have been all over that one from the premise.  :)
Title: Re: Possible Projects Interest
Post by: Randomdays on August 06, 2021, 03:56:03 PM
Thanks Benton.

The Triceratops rider is a custom user import of a mongol for Civ 4 or Civ 5.

They're done and I jest need to add some readmes before uploading. The Pteranadon was increased in size, the Triceratops was widened as he was a bit skinny, and the terror bird was cut to 50% size. I'll probably upload alternate meshes for those as well as the rider versions.

Dinoboy was in the middle of 2 Space Ghost episodes. If you watched one, you watched them both. Kind of like Frankenstein Jr and the Impossibles and Moby Dick and Mightor.
Title: Re: Possible Projects Interest
Post by: deanjo2000 on August 06, 2021, 04:45:35 PM
Fantastic :thumbup: they would work in a savage land mission too.
Title: Re: Possible Projects Interest
Post by: Randomdays on August 06, 2021, 06:22:25 PM
Good call Dean :thumbup:

This is interesting... and its a free download

https://sketchfab.com/3d-models/chip-dale-rr-woodland-hideaway-challenge-effc756f94f045d28a69b69b94008ccb (https://sketchfab.com/3d-models/chip-dale-rr-woodland-hideaway-challenge-effc756f94f045d28a69b69b94008ccb)

So, I went ahead and bought the Impossible files. Imported Coil Man into Blender successfully, but its over a million polys. At present, Blender is reducing the poly count down to a manageable number. I'll post a picture if it works.

The set come with the 3 seperate Impossibles and the Impossicar with all three of them in sitting poses.

RD

The file is a stl file. These are used for 3d Printers, so its one solid color with no setup for skinning. I'll have to see how that goes when iget there.
Title: Re: Possible Projects Interest
Post by: BentonGrey on August 06, 2021, 07:32:17 PM
Wow, that is so cool!  Rescue Rangers!  :)
Title: Re: Possible Projects Interest
Post by: Randomdays on August 06, 2021, 08:21:20 PM
After Poly Reducing, Coil Man went down to about 9000 polys. After removing the base, it should go down a bit more. The mesh had no materials or attributes, but after joining it to my basic donor, and then deleting that, it got some workable characteristics.

Since I don't know how to set up a uv for it, I'll probably color it by dividing it into pieces and giving each piece a base material color.

The next thing will be deciding what kfs to tie it to to get that hopping action. I might wind up doing the Toad again and see how that works.

Multiman would probably go on a male_shield/ cap base, and Fluid Man on a Plastic Man.

RD

(https://i.postimg.cc/3wSPLCPM/Coil-Man.jpg) (https://postimages.org/)

Title: Re: Possible Projects Interest
Post by: SickAlice on August 06, 2021, 09:32:56 PM
You guys ares pulling me back into FF with talk of Blackstar.

What is it you want to do for a jetpack?
I might be able to dust out the cobwebs of some recessed memory to help. A few skopes, like Rocket Raccoon, Boba Fett, or that Ultron import you made SA, have simple particle emitters with basic scaling in the keyframes to turn them on or off. I believe those particle emitters could just be attached to any node. So, say you could skope on the nodes for a cape, and just position cape right and cape left to the exhaust ports of the jetpack. Then paste the particle emitters onto those nodes. Of course you could rename those cape nodes to something else so they wont be affected by any keyframes, but they would still be 'attached' to spine1.
After that, you'd just need to add info in the keyframes to turn them off for idle, melee idle and land animations, and turn them on for hover and fly.

I considered the typical FX jets, maybe from Gren's Nick Fury. Though I want to stick with the tornado since there's a trick I can pull in the keys where another part vanishes at the same time and the tornado is pasted inside that node. I used this trick on Goblins and Flaming Carrot. In this case the part is the glow that happens inside the jetpack engine, saves me the trouble of doubling up in the animations. I always otherwise add to all keys, not just select ones. I found too many glitches can occur when animations are being weaved together.

I only need know how to rotate it, again I "think" this is done in the nif, possible the the Rotation Euler or Axis values and either the node or the Editable Mesh itself, but PArrary in this case. With no direction though I'm just shooting in the dark and trying one thing after another then reloading another fresh nif which is time consuming of course.

Far as Blackstar is concerned it will only be that character from the series if anyone else is motivated to do more. Just because the stuff I already made for He-Man lends itself to Blackstar. I otherwise only sort of remember the dwarf characters and that lava guy that had part of a lighter built into it to make it spark.
Title: Re: Possible Projects Interest
Post by: Randomdays on August 06, 2021, 09:49:12 PM
Blackstar was very similar to Masters of the Universe. If you like MotU, you'll probably like Blackstar.

Beside the "Trobbits" for comedy relief, he had a shapechanger friend named Klone, a spellcaster named Mara the Enchantress, and a riding dragon named Warlock. The main Bad guy, the Overlord, had a super powerful sword that got broken in two when Blackstar arrived and each got half.

Form what I remember, it was also going to have Blackstar be a Native American, but the network made Flimation back off on that and his background was never mentioned.
Title: Re: Possible Projects Interest
Post by: Randomdays on August 06, 2021, 10:35:47 PM
Here's Fluid Man and Multiman  - each about 4000-5000 Polys, down from 800,000

The Impossicar is clocking in at over 4,000,000 polys, and Blender and my laptop are having issues with such a large mesh.

(https://i.postimg.cc/SRPtM3yT/fluidman.jpg) (https://postimages.org/)

(https://i.postimg.cc/J4yFLrq9/Multiman.jpg) (https://postimages.org/)



Title: Re: Possible Projects Interest
Post by: Randomdays on August 06, 2021, 10:53:50 PM
And......it's Speedbuggy!

(https://i.postimg.cc/cHPdsDpW/Buggy.jpg) (https://postimages.org/)
Title: Re: Possible Projects Interest
Post by: Randomdays on August 07, 2021, 10:40:13 AM
Talked to Dean and since we both worked on Space Ghost's Jace, we'll both be uploading him to our own sites.

Here's 3 pics of Dean's Jace - One with the jetpack added, one in 'inviso' mode, and one added to the Phantom Cruiser.

RD


(https://i.postimg.cc/KzTsgRBM/Jace.jpg) (https://postimages.org/)

(https://i.postimg.cc/5tTR0wYJ/Inviso-Jace.jpg) (https://postimages.org/)

(https://i.postimg.cc/s25T1ySL/Cruiser-3.jpg) (https://postimages.org/)

Title: Re: Possible Projects Interest
Post by: SickAlice on August 07, 2021, 10:59:48 AM
RD: I had some of the figures, KMart sale of course. Blackstar, the static Trobbits and whatever the lava guy was. Never bit on the cartoon so much. My devotions were to MOTU, TMNT, X-Men, Real Ghostbusters, BTAS, Darkwing Duck, Transformers and Inhumanoids (long time nif plans for the monsters here) that I can recall off the top of my head. I did have sorts of random figures from one brand or another though. I did a long deep dive into action figures of the era at some point trying to get inspiration for modelling. Sectaurs, Dino-Riders, Power Lords, Visonairies, Captain Power, Food Fighters and Barnyard Commandos are ones that stood out that I thought would make for striking models in game. But lack of time and after getting the rest of my que done being what it is here. Likewise I have the designs for the Blackstar characters in my concept art directory though as it is again I'm only planning to do him since he shares a body type with He-Man so I can easily just recycle what I have for that one.
Title: Re: Possible Projects Interest
Post by: Randomdays on August 07, 2021, 11:10:09 AM
Those are all good, though some are a bit weird. I thought Mighty Max and a few others were good back then too. Trying to get them all into the game would be a never ending quest.

It took a while to get the Impossicar down to a level where it would convert to a nif. The amount of polys for a solid nif is a lot lower than one made from separate parts.

Clocking in at just under the limit at about 11k polys, the Impossicar with the Impossibles riding inside.

(https://i.postimg.cc/sDJCwSrV/imposscar.jpg) (https://postimages.org/)
Title: Re: Possible Projects Interest
Post by: DoctorRuina on August 07, 2021, 04:04:54 PM
A little contribution to the Space Ghost universe. Two little reskins of the Brak and Zorak created by vorelliwiseau and Randomdays. Brak and Zorak's minions.
(https://i.postimg.cc/yW5pDqLt/Sisto.jpg) (https://postimg.cc/yW5pDqLt)(https://i.postimg.cc/SJMT8Z5s/Zorak.jpg) (https://postimages.org/)
https://www.mediafire.com/file/56zj6dr3oc670kw/Brak_and_Zorak_minions.rar/file
Title: Re: Possible Projects Interest
Post by: deanjo2000 on August 07, 2021, 05:43:59 PM
Very nice :thumbup:
Title: Re: Possible Projects Interest
Post by: SickAlice on August 07, 2021, 08:16:43 PM
Nice DR, good conforming to the base there as well. I know how difficult that approach is.
Title: Re: Possible Projects Interest
Post by: Randomdays on August 07, 2021, 09:13:15 PM
Good job Dr R. !

After working on him all day, The Impossibles Coil Man is almost ready for action! Without any skins or a mtl file, I had to divide him up into diverent sections and color each with it's own material. He looks good in nifskope, but not so good in the character viewer. I'm going to run him thru Milkshape which will give a basic skin setup where each and every poly will contain the full skin. I'll just set each skin up as a basic color like a did for the Phantom Cruiser and that should work I think.

He rigged easily to Texas Jack's Toad, and animates well. I need to delete a few kfs and that should be that I hope.

RD

(https://i.postimg.cc/BnrCNJ23/Coil-Man2.jpg) (https://postimages.org/)
Title: Re: Possible Projects Interest
Post by: detourne_me on August 07, 2021, 09:48:33 PM
I considered the typical FX jets, maybe from Gren's Nick Fury. Though I want to stick with the tornado since there's a trick I can pull in the keys where another part vanishes at the same time and the tornado is pasted inside that node. I used this trick on Goblins and Flaming Carrot. In this case the part is the glow that happens inside the jetpack engine, saves me the trouble of doubling up in the animations. I always otherwise add to all keys, not just select ones. I found too many glitches can occur when animations are being weaved together.

I only need know how to rotate it, again I "think" this is done in the nif, possible the the Rotation Euler or Axis values and either the node or the Editable Mesh itself, but PArrary in this case. With no direction though I'm just shooting in the dark and trying one thing after another then reloading another fresh nif which is time consuming of course.
OK, I think I know what you mean about keeping the particle effects in another mesh. I think I did the same thing with my GR 2099 skope, for the flaming chainsaw.
I'm not familiar with the Jace character, so I don't really know about his jetpack and which way the flames should be oriented.
Title: Re: Possible Projects Interest
Post by: DoctorRuina on August 07, 2021, 11:08:44 PM
Sorry I had a mistake with the Sisto's belt. This is the corrected file https://www.mediafire.com/file/56zj6dr3oc670kw/Brak_and_Zorak_minions.rar/file
Title: Re: Possible Projects Interest
Post by: DoctorRuina on August 07, 2021, 11:11:09 PM
Nice RD. This mesh looks cool (although I don't know this character) :thumbup: :thumbup:
Title: Re: Possible Projects Interest
Post by: SickAlice on August 08, 2021, 08:55:12 AM
DM: Yeah, I'll keep it short because I shouldn't have been treadjacking like this but the idea more of less is as a static piece it then only is dragged along with the node it hangs out in  which in this case doesn't move itself much. Also that tornado piece automatically vanishes with a node that has keyframes unlike the typical FX emitter which requires a separate animation set for itself regardless. I "might" have a workaround though since I used it a lot and could have one that's in a good position already. Going to have to dig though just for the sake of my own knowledge base I do want to understand the process, or again since I forgot how I did it in the first place (because I didn't know how to keep notes then of course).
Title: Re: Possible Projects Interest
Post by: Randomdays on August 08, 2021, 11:54:20 AM
NO problem SA

Coil Man is done and seems to be working. Because of the sectioning of the mesh and basic single color skins for each area, a standard 256x 256 skin didn't work for some reason, but dropping the resolution down to 32x 32 worked. It looks good for a basic cartoon type of character, but if someone knows how to set up a true uv for it and do a standard skin, they're welcome.

1) Created a new directory on the mega site called "HB Heroes". Loaded or moved the following meshes there; Coil Man, Daglob's Jan and Inviso Jan (permission granted before he passed), Jace and Inviso Jace (permission granted by Dean), Tundro v3 (permission granted by Dr R), and Zorak. The Jonny Quest directory will probably merge with this one when done.

The Phantom Cruiser will probably be added when its crew is complete. I did an 'Inviso' version of the VX Space Ghost. It may go up in the future.

2) Added the Pteradactyl Rider, the Terror Bird Rider, and the Triceratops rider to the Ancient Units/ Caveman directory.

3) Added a second, smaller Terror Bird to the Animals directory. Replaced the Triceratops and the Pteradactyl with modified size replacements.

4) For both the Triceratops and the Triceratops Rider, corrected a problem with the original wolf kfs where run and walk were switched.

5) I've been calling the Toad a Toxic J Mesh when it was really Texas Jack. Apologies and entries have been corrected.


RD
Title: Re: Possible Projects Interest
Post by: DoctorRuina on August 08, 2021, 12:39:27 PM
Wow RD! You have worked a lot! Where is the link to download them? I don't remember.
Title: Re: Possible Projects Interest
Post by: Randomdays on August 08, 2021, 12:44:26 PM
 :thumbup:

 Give credit to Dean, Daglob and yourself.

My mega site is here - https://mega.nz/folder/bxoATQBA#zhsyE8hp1uwMeDk7r17BcQ (https://mega.nz/folder/bxoATQBA#zhsyE8hp1uwMeDk7r17BcQ)
Title: Re: Possible Projects Interest
Post by: BentonGrey on August 08, 2021, 03:09:52 PM
Lots of cool stuff, guys! 

Nice work on those guys, DR!
Title: Re: Possible Projects Interest
Post by: windblown on August 08, 2021, 11:36:54 PM
So many cool things on this thread!  :thumbup:
Title: Re: Possible Projects Interest
Post by: Randomdays on August 09, 2021, 12:41:56 AM
Thanks Windblown.

Always room for more....

Its very gratifying to see this project coming together, especially this late in the game's life when almost all the original creators are long gone. Major props to Dean and Dr Ruina. And yourself, for the help you gave me on importing kf's a few months ago.


I've been thinking about a couple of special animations that are needed. One is with Mightor, when Tor raises his club and transforms into Mightor. The male_basic has a 'Power" animation that would probably work with that, adding a fx and then swapping Tor out with Mightor.

The other one is for when Samson raises his arms and crosses his wrists and transforms into Mighty Samson. Rick Jones and Captain Marvel would do the same as they swapped back and forth. Are there any animations out there for that? (Or even a Rick Jones skin?)

Spent the day working on getting Fluid Man form the Impossibles imported. It turned out to be a bit of a Frankenstein creation. Due to the fact that his arms were crossed, they were basically melded together and unusable. After trying to work with them I gave up and tried something different.

I had decided to just go for a male_basic for rigging instead of a Plastic Man. I figured that his water attacks could be fx's - maybe a Green Lantern Fist colored Blue instead of Green.

To get around the arms problem I actually took each part of the Fluid Man mesh, one by one, and joined them to the male_basic mesh, deleting it part by part. In the end, the only thing left of him was his arms sticking out and a little bit of his chest.

He's done and working, but after Coil Man coming out looking so good, he's a little disappointing to me. Still having to do small single color skins for each part since it not set up with a uv.

He'll be up probably tomorrow for anyone who wants to work with him. Next project will probably be Multi Man. Fluid Man pic below.

(https://i.postimg.cc/BQv4sm0w/Fluid.jpg) (https://postimages.org/)





Title: Re: Possible Projects Interest
Post by: DoctorRuina on August 09, 2021, 11:09:47 AM
Here is Zorket (or someone who looks like him) and his rock robots ready to conquer the galaxy. Well, I think this character only appeared in one chapter, but I like these obscure characters. I will be a while without doing skopes because I want to do some hero files, do some multiversal battles and create material for another game, but I would like to try later to doing Spider Woman or another of the Council of Doom.
(https://i.postimg.cc/K177ndZc/Zorket.jpg) (https://postimg.cc/K177ndZc)(https://i.postimg.cc/MnJbfWJr/Zorket-rock-robots.jpg) (https://postimg.cc/MnJbfWJr)

https://www.mediafire.com/file/c7bax4mexlhlzim/Zorket.rar/file
https://www.mediafire.com/file/qbiyfoaop5hf05q/Zorket_rock_robot.rar/file



Title: Re: Possible Projects Interest
Post by: deanjo2000 on August 09, 2021, 05:15:38 PM
Cool :thumbup:
Title: Re: Possible Projects Interest
Post by: Randomdays on August 09, 2021, 09:34:57 PM
Grabbed! Thanks Dr R!
Title: Re: Possible Projects Interest
Post by: BentonGrey on August 10, 2021, 03:00:12 AM
Those guys look really cool, DR!

RD, nice work!  That sounds like quite the project.  A couple of thoughts:
-Sounds like male_basic's power anim would work just fine.
-Samson: I've seen characters that have that kind of anim, I'm thinking in active defense.  I'm not sure where, but I bet folks could look around and find something.
-Fluid Man: We've got Hydro-Man FX that could probably work for him.

Title: Re: Possible Projects Interest
Post by: deanjo2000 on August 11, 2021, 10:22:22 AM
These still need a little work and im going to adjust goliaths eyes as the mesh does have a bit of warping but so far so good.
(https://i.imgur.com/RK2aq9j.png)
Title: Re: Possible Projects Interest
Post by: Randomdays on August 11, 2021, 12:09:47 PM
Coming along nicely Dean!

Strangely enough, but the face with the collar is giving me an Elvis Vibe
Title: Re: Possible Projects Interest
Post by: deanjo2000 on August 11, 2021, 10:19:59 PM
I do see that :lol: I think Iíll widen the smile a bit.
Title: Re: Possible Projects Interest
Post by: BentonGrey on August 12, 2021, 03:36:51 AM
Looking really sharp.  That's a character I don't know, methinks.
Title: Re: Possible Projects Interest
Post by: deanjo2000 on August 12, 2021, 09:59:32 AM
These are all kinds of messed up :lol:
They need a better skoper than i to take a look at them.
(https://i.imgur.com/ncaPJjc.png)
Title: Re: Possible Projects Interest
Post by: Randomdays on August 12, 2021, 10:07:05 AM
They all look great in the pics - Chief Pondo AND Little Rok too? Great!

If you want, as always, send them my way, tell me what you need done, and I'll try to fix 'em up.

Benton - thanks for the tips on the kfs - I'll look through a few and see if it can be found.

As for Samson - here's the intro, and you can see what I mean about the wrists crossing - https://www.youtube.com/watch?v=D27V4GvzCmU (https://www.youtube.com/watch?v=D27V4GvzCmU)

RD
Title: Re: Possible Projects Interest
Post by: WyldFyre on August 12, 2021, 08:58:31 PM
Dean, what are you wanting to do with them? I don't see too many things in those poses. Do you mean the club?
Title: Re: Possible Projects Interest
Post by: Randomdays on August 12, 2021, 09:28:24 PM
WyldeFyre, I'm looking at them now since Dean sent them to me.

Chief Pondo  - part of his hair is pink in the character viewer. No kfs - I don't think this is a problem though, probably just forgotten

Little Rock - His club, cape and loincloth have effects turned on and are very 'shiny". Cape detaches from neck during fly animation

Mightor - His Belt is pink in the character viewer

Going to see what I can do with them.

RD
Title: Re: Possible Projects Interest
Post by: deanjo2000 on August 12, 2021, 09:31:44 PM
Chief pondo is tomatoís male stocky so I think he takes any male_basic keys, mightor is missing a refl I think, rok needs the most work really. Thank you for taking a look at them.
Title: Re: Possible Projects Interest
Post by: DoctorRuina on August 12, 2021, 10:41:14 PM
For the pink problem I think you can try renaming the files in nisourcetexture. It seems that if they are repeated this problem occurs. The "shiny" problem, Could it be because a refl or glow file is missing?
Title: Re: Possible Projects Interest
Post by: Randomdays on August 13, 2021, 12:41:37 AM
Thanks Dr R.... All 3 fixed

These are excellent skins and skopes by Dean, and they just needed a little tweaking to set them straight.

Some missing reflect and glow files actually turns things pink (in this case at least) and not shiny

For all 3 - they all looked good in nifskope (Dean's picture above) but not in the character viewer.

Also, For all 3, the cape would lift off the shoulders and disconnect in some animations, mainly flying.

Attaching any skoped mesh to the main mesh in Blender fixes the floating problem for some reason.

Chief Pondo - the nif was looking for extras reflect and glow tgas to go with the main extras.tga. Deleting these from the nif fixed the pink problem

The main hair piece would also move away from its proper spot when animating - this was also fixed by joining a skoped mesh to the main mesh.

For Chief Pondo and Mightor, I joined the Gold bracelets to the main mesh - the left one always moved out of place anyway after exporting from Blender.

For Mightor, the pink belt went away on its own and never came back - no other issues seen beside the floating cape.

For Little Rok - attaching any skoped mesh to the main mesh in Blender also makes it part of the main mesh, and gives it the main mesh's characteristics. This got rid of the shine on the pieces. You can't really see it in the pic, but in the back the hood blends into the cape. I shortened the hood and moved the cape to blend better into the hood.

I'll be sending them back to Dean, and we've already discussed that's it okay for me to post anything I've worked on on my mega site as well.

I've got another Mightor show mesh Dean sent me that might show up as well, and I'm going to try to find a bird that looks like Ork for Little rok fly on.

RD
Title: Re: Possible Projects Interest
Post by: deanjo2000 on August 13, 2021, 06:13:53 AM
Thank you for sorting these out.
Title: Re: Possible Projects Interest
Post by: Randomdays on August 13, 2021, 04:52:35 PM
No Problem Dean.

Sometimes figuring out why something is acting up is fun when you fix it - or frustrating when you can't.

Uploaded Dean's 3 Mightor skopes /skins to the Mega Site under "HB Heroes"

Reworked Fluid Man a little to make the 'F' on his chest thicker.

Finished Multi Man from the Impossibles. Rally Ho! All three Impossibles uploaded to the Mega Site under 'HB Heroes"

Multi Man came out somewhere in the middle, probably better looking than Fluid Man, not as good as Coil Man.

Edit - slightly corrected Multi Man uploaded

Pic below.

RD

(https://i.postimg.cc/QNcGx2W2/mult2.jpg) (https://postimages.org/)

Title: Re: Possible Projects Interest
Post by: Randomdays on August 14, 2021, 12:01:04 AM
Dean had sent me a Mightor villain a few days ago for a little cleanup - one of the pterodactyl riders from the "Vulture Men" episode. I tried to put a claw on the end of the spear like in the episode, but couldn't get it to attach right.

So here he is, plus another version riding on the pterodactyl.

Another great skin/ skope from Dean.

(https://i.postimg.cc/BvKYB2zh/Vultere12.jpg) (https://postimages.org/)

(https://i.postimg.cc/B6fhYX9J/Vultere11.jpg) (https://postimages.org/)



Title: Re: Possible Projects Interest
Post by: BentonGrey on August 14, 2021, 03:19:11 AM
Looks great!
Title: Re: Possible Projects Interest
Post by: deanjo2000 on August 14, 2021, 09:20:26 AM
Awesome :thumbup:
I did these awhile ago and forgot id done them.
(https://i.imgur.com/eUZknPS.png)
This is new though.
(https://i.imgur.com/ZFHDeFz.png)
All are in my random folder.
Title: Re: Possible Projects Interest
Post by: Randomdays on August 14, 2021, 10:04:05 AM
It's always a good morning when there's new skopes to download - at least that's what Mentok tells me to say.
 :D

I love the expression on his face with the crazy eyes.
Title: Re: Possible Projects Interest
Post by: Randomdays on August 14, 2021, 07:18:16 PM
Test message. Longer messages seem not to be working.


Title: Re: Possible Projects Interest
Post by: Randomdays on August 14, 2021, 10:10:13 PM
A boy and his bird.

Thanks to Dean, we now have Little Rok. But Little Rok really needs Ork to get anywhere.

So here's Ork, by himself - For FFvt3R on the Chicken kfs, and Little Rok riding on him for FF with the Sam the Eagle kfs.

Ork is from the Dodo Bird from Zoo Tycoon 2. He may need a new skin from someone, and I may tweak him a little by folding his legs up in flying position.

He's also way up in the air due to enlarging him also moved him away from the ground.

Also, Dean's Vulture Men and the Vulture Rider have been uploaded to the Mega Site.

RD
Title: Re: Possible Projects Interest
Post by: Randomdays on August 14, 2021, 10:42:11 PM
For some reason I couldn't post anymore in the above message, so here's the pic of Ork with and without Little Rok


(https://i.postimg.cc/jqn7BYGD/Ork.jpg) (https://postimages.org/)
Title: Re: Possible Projects Interest
Post by: deanjo2000 on August 15, 2021, 02:43:26 AM
I know what Iím doing today when I get home from work :thumbup:
Title: Re: Possible Projects Interest
Post by: Randomdays on August 15, 2021, 09:25:24 AM
Little Rok and Ork are now up on the Mega Site.

I know Dean has a few things planned still, but for Mightor I've only got a couple of things left to work on, and then maybe some more dinosaurs if I see any that might be imported. Sill other shows to work on of course.
Title: Re: Possible Projects Interest
Post by: deanjo2000 on August 15, 2021, 03:09:29 PM
These arent released yet but coming along nicely, mightor is done but still some things on ork i want to try.
(https://i.imgur.com/Bgfk1Qw.png)
Title: Re: Possible Projects Interest
Post by: BentonGrey on August 15, 2021, 05:19:40 PM
Lots of cool stuff!  Who's the character in green?  I don't think I recognize him (though I'm fuzzy on most of these shows).
Title: Re: Possible Projects Interest
Post by: deanjo2000 on August 15, 2021, 05:32:25 PM
Heís the modern day mightor.
Title: Re: Possible Projects Interest
Post by: Randomdays on August 15, 2021, 08:28:31 PM
Good work Dean... lots of horns in the pic above.

The bright red took me back for a minute, but then I saw you matched the original pretty well. Are the different shades of red above and below the neck on purpose, or due to lighting?



A mixed bag below.

Spent most of the day struggling with one more dinosaur... the ankylosaurus from Wildlife park 2. Its still not where I want it, but I don't think its going to get better than it is now.

Also added is a Caveman from a Scooby Doo game, the same from the old "Scooby's Night with a Frozen Fright"episode. Good for a generic more cartoonish Caveman.

Two forms - Normal size and  a giant size in the same rar, going in the Scooby Doo directory,

And last, two creatures I had been holding on to for another project but decided to release now. A giant lizard from Wildlife Park 2,  and a giant scorpion with 3 different skins from Civ 4 - the desert one in the pic, plus an arctic white and a glossy black.

They (and the Caveman) use custom keyframe imports. They'll be going in the FFvt3R keyframe import directory on the mega site.

Congrats to the original creators.

All are for FFvt3R. They'll be up later today or tomorrow.

Edit - files just posted - only one Caveman file in the Scooby directory, but it has both versions in the rar.

Pic below.

(https://i.postimg.cc/J7xw7rDx/Caveman1.jpg) (https://postimg.cc/Z0WsVhLv)
Title: Re: Possible Projects Interest
Post by: BentonGrey on August 16, 2021, 02:04:37 AM
Wow, lots of great stuff, RD!  That scorpion is really cool!

Dean, I didn't know there even was a modern Mightor, cool!
Title: Re: Possible Projects Interest
Post by: deanjo2000 on August 16, 2021, 02:43:49 AM
With the ork skin I just basically recoloured the standard skin, as I do like the texture on it.
Title: Re: Possible Projects Interest
Post by: Randomdays on August 16, 2021, 09:48:56 AM
Dean - good work on the recolor - the red plus single coloring the beak and adding the gold collar.

Benton - Thanks - the scorpion, caveman and lizard animate well with their custom keyframes. the dinosaur we won't talk about.

DC did some interesting things with the classic HB characters a few years back - You should check them out. They aught to be digital by now.

Future Quest - Jonny Quest, Frankenstein Jr, Mightor, Space Ghost, etc team up and have solo adventures. Some of the character redesigns are pretty good and could have their own meshes/ skins done.

Scooby Apocalypse - Basically Scooby Doo goes Resident Evil, with a very different take on Scrappy Doo.

Wacky Races - Wacky Races meets Mad Max and Death Race 2000

These were all good story lines . Not too good for me were some side stories they put in with some more 'realistic' versions of some characters like Snagglepuss, Snooper and Blabber, Secret Squirrel, etc. They did a series on some redesigned Flintstones as well that I didn't care for too much.

Archie did a good series for about a year called "Afterlife with Archie" but, even though it got good reviews, it got abandoned when one of the main people behind the project abandoned it to work on "Riverdale" on TV.

RD

Title: Re: Possible Projects Interest
Post by: deanjo2000 on August 16, 2021, 12:38:36 PM
I've just started reading a few and im liking them so far.
This updated birdman wasnt hard to skin and i do actually like it :D
(https://i.imgur.com/1kvhK0Y.png)
Title: Re: Possible Projects Interest
Post by: DoctorRuina on August 16, 2021, 08:25:03 PM
The Vulture Man was in my list! Great work Deanjo!
Title: Re: Possible Projects Interest
Post by: DoctorRuina on August 16, 2021, 08:27:22 PM
And Little Rock mounted in Ork! Marvelous!
Title: Re: Possible Projects Interest
Post by: Randomdays on August 20, 2021, 05:16:33 PM
We had a boy and his bird, and now a boy and his dog - two boys actually.

Jonny Quest and Hadji - I created these in the Sims 2 Create a Sim program a while back, using some custom content. They're rigged to male_teen_12. They still need a little tweaking.

Bandit is a pug from the Nintindogs 3ds game - animated to Gren's wolf with skin and collar by Dean.

RD

(https://i.postimg.cc/Rh6kjt3D/jonny.jpg) (https://postimages.org/)
Title: Re: Possible Projects Interest
Post by: Randomdays on August 22, 2021, 01:15:41 PM
Rally Ho!

Completed work on the Impossibles' car and placed them in their seats. Still need to add a bounding box and two more versions - an empty 'parked" one, and one without the wheels for flying mode.

(https://i.postimg.cc/8cry2Zq5/rally.jpg) (https://postimages.org/)
Title: Re: Possible Projects Interest
Post by: deanjo2000 on August 22, 2021, 03:50:23 PM
Fantastic :thumbup:
Title: Re: Possible Projects Interest
Post by: Randomdays on August 22, 2021, 11:14:33 PM
Thanks Dean

Since Mightor is going along pretty well, I decided to try to get some of the other half of the show into Freedom Force - Moby Dick

The main 4 characters are Moby, Tom and Tubb, the two boys who Moby befriends, and the seal Scooby (before the dog was invented,)

I've got the start of the seal done, importing a Sea Lion from Wildlife Park 2 and giving it an idle animation, and a whale that I've adjusted the body on a bit to try to make it look more like Moby.

For the boys, I tried taking the male_teen_12 mesh and rigging it onto a swimmer mesh - SFO's Triton Basic. That worked out perfect.

If I add some swim fins and a helmet to it with some transparency for the face, that should do for a Tom base until he gets a skin. For Tubb, I'll try to make a rotund version and do the same.

For some fun, here's c6's Aqualad on the swimming kfs, and the unaltered Triton and Oceanmaster skins that came with the Triton mesh, now turned into kids on the new mesh.

(https://i.postimg.cc/SRWK0mm0/teenswimmer.jpg) (https://postimages.org/)
Title: Re: Possible Projects Interest
Post by: Randomdays on August 23, 2021, 04:04:26 PM
More Moby Fun

Took the teen_12 swimmer and made a rotund version. Also took both versions and added the helmet from Fusion's Titanium man, enlarging it to fit, removing the face plate to see inside and adding an inner lining so it wouldn't be transparent form the inside.

Also added swim fins from Kenn X's scuba diver. Now all they need is some skins

In the pic below is the sea lion from WP2, so far with only idle swim kfs, and the 1st draft of Moby - removed the top fin and added 2 simple skins - one for the top and one for the bottom. Still needs some work and the side fins shortened.

(https://i.postimg.cc/sgyGn2Sr/Moby.jpg) (https://postimg.cc/xcxd8ntx)

(https://i.postimg.cc/tgpdV5DF/Moby2.jpg) (https://postimages.org/)
Title: Re: Possible Projects Interest
Post by: deanjo2000 on August 23, 2021, 04:35:43 PM
You can send them my way :D
Title: Re: Possible Projects Interest
Post by: Deaths Jester on August 23, 2021, 05:46:33 PM
Fusion's stuff is on the no skope list, mates.  Just letting you know.
Title: Re: Possible Projects Interest
Post by: Randomdays on August 23, 2021, 07:43:50 PM
Thanks DJ - I'll have to remove the helmet and find something else close in size.

Respect to Fusion and his work.
Title: Re: Possible Projects Interest
Post by: Randomdays on August 23, 2021, 09:07:19 PM
After a brief delay....

Removed Fusion's helmet - tried to use the one from Gren's Juggernaut but wound up creating my own. Created a basic primitive cylinder, resized it, cut a hole in the front, pulled some polys up on top, and set up the uv for a basic single color red skin.

pic below

Dean, wrapping them up and sending them your way. Thanks for your continued help.

RD

(https://i.postimg.cc/g0WTrd82/newhelmet.jpg) (https://postimages.org/)

Title: Re: Possible Projects Interest
Post by: deanjo2000 on August 24, 2021, 03:35:56 PM
Sometimes the most basic skins are the hardest to make look good :wacko:
(https://i.imgur.com/TQMfGJN.png)
Title: Re: Possible Projects Interest
Post by: Randomdays on August 24, 2021, 05:00:01 PM
 :thumbup:

Awesome Dean, and quick too.

To me they look great. The only thing I see that I want to change is for me to make Tubbs's legs a little thicker on the mesh.

Are you able to do skin the helmets I made and put the stripe on?

RD

Title: Re: Possible Projects Interest
Post by: deanjo2000 on August 24, 2021, 05:25:06 PM
The wireframe for it is way too complicated and id never be able to figure out the stripe properly, my only suggestion is maybe looking at Aim_TJ mesh and using the helmet from that and cut the front out, its a basic skin then and i could do it.
Title: Re: Possible Projects Interest
Post by: Randomdays on August 24, 2021, 05:31:50 PM
Allright - i'll take a look at it when I get home. Thanks for the suggestion.
Title: Re: Possible Projects Interest
Post by: deanjo2000 on August 25, 2021, 02:07:41 PM
Updated helmets :thumbup:
(https://i.imgur.com/FQDoBzB.png)
Title: Re: Possible Projects Interest
Post by: Randomdays on August 25, 2021, 03:51:23 PM
They look great Dean.  I think the thicker legs for Tubb helps too.
Title: Re: Possible Projects Interest
Post by: Randomdays on August 27, 2021, 07:07:30 PM
Updates and more prehistoric perils

1) fixed the problem with the elephant's color  - new version uploaded to the keyframe import directory

2) The terrorbird rider might have been a bit small - replaced with a larger version. In the Ancient Heroes Caveman directory.

3) Civ 4 has a Mammoth that uses the same kf's as the elephant. Uploaded a normal version and one with a rider on top. In the keyframe import directory.

4) uploaded a new version of the ankylosaurus dinosaur on its base WP2 stegosaurus kfs. Now in the keyframe import directory.

5) Added the WP2 stegosaurus and pachycephalosaurus dinosaurs to the keyframe import directory.

6) Uploaded the WP2 Sea Lion with a collar to represent HB's Scooby from the Moby Dick and Mightor show. In the keyframe import directory.

7) Improved the right elbow joint on Hadji from Jonny Quest. Hadji and Bandit uploaded to the HB Heroes directory.

(https://i.postimg.cc/446cf5gf/elephant.jpg) (https://postimages.org/)

(https://i.postimg.cc/DZP4fvXv/dinos-1.jpg) (https://postimages.org/)

(https://i.postimg.cc/VsTmryWm/dinos-2.jpg) (https://postimages.org/)




Title: Re: Possible Projects Interest
Post by: DoctorRuina on August 28, 2021, 05:40:41 PM
Great! The dinosaurs are very useful.
Title: Re: Possible Projects Interest
Post by: deanjo2000 on August 28, 2021, 06:10:39 PM
Lots of goodies :thumbup:
Title: Re: Possible Projects Interest
Post by: Randomdays on August 29, 2021, 01:12:37 PM
Thanks guys

Here's a second Prehistoric Perils Pack. Except for a few odds and ends, that about does it for Dinosaurs and their friends. One more release ought to finish it up.
Besides Mightor, Dinoboy and the Herculoids, these would probably useful for adventures with Kazar, DC's Warlord, Tarzan, and Turok.

1st picture shows a parasaurolophus, a T - Rex and two types of raptors that share the same kfs.

The second pic shows a new triceratops. a protoceratops, and a styracosaurus, that all share the same kfs, and a giant dragonfly.

The 7 dinosaurs are from the WP2 game from Deep Silver and are for FFvt3R. All have good, limited, animations with a couple of anomilies - their fall poses may be off the ground a bit, and they may stand up again after falling - basic trouble with the original kfs imported into the game.

The dragonfly was found on the web and is for FF on the Sam the Eagle kfs. He's about Sam's size in game but can be enlarged, of course.

The dinosaurs will be in the keyframe import directory, and the dragonfly in the animals one.

Last note - I was able to get 3DS Max 8 permanently activated so I could get these imported in. I was also able to get it to import Neverwinter Nights 2 models and export them back out again as nifs - unfortunately, no luck with animation so far. NW2 uses granny for animation and I don't think Blender 2.49 supports that.

Edit - a couple of pages of interest for the HB heroes - one is a history page - https://reelrundown.com/animation/History-of-Hanna-Barbera-Herculoids-Shazzan-and-Mighty-Mightor (https://reelrundown.com/animation/History-of-Hanna-Barbera-Herculoids-Shazzan-and-Mighty-Mightor)

And the other is a company that makes statues of animated and other heroes - this page is for the HB heroes that might be made. - http://www.electrictiki.com/hb.html (http://www.electrictiki.com/hb.html)

RD

(https://i.postimg.cc/rwM8TXTJ/dinos-4.jpg) (https://postimages.org/)

(https://i.postimg.cc/mgjT2X2G/dinos-5.jpg) (https://postimages.org/)
Title: Re: Possible Projects Interest
Post by: deanjo2000 on August 29, 2021, 02:35:00 PM
So much awesome :thumbup: thank you for doing these. Iím so happy right now.
Title: Re: Possible Projects Interest
Post by: Randomdays on August 29, 2021, 09:47:52 PM
Getting ready to do some work on some sea creatures for Moby Dick to fight (or Aquaman, Namor, etc) and had what I think is a major breakthru - with all the meshes, skins and kfs in the game, there's very little that slithers that you can run into.

I was able to get the first set of kfs for the WP2 Dragon Moray working. The rigging for it was totally off for some reason, and I had to start from scratch, but luckily its low poly and with only about a dozen bones in it. Now that I know it works, I can go ahead at some point and rig a snake mesh to it and go from there.

Like all the imports, it will have limited actions, but the main ones will be there - idle, swim idle, melee, swim, pain, dead( fall) and dead in the water (water fall/ float)

Pic Below

RD

(https://i.postimg.cc/LXNvvjZw/eel.jpg) (https://postimages.org/)

Title: Re: Possible Projects Interest
Post by: cmdrkoenig67 on August 30, 2021, 08:10:36 AM
Wow!! You really got Neverwinter Nights 2 meshes out of the game!? That's amazing, Randomdays!

Does that mean we may have some more D&D monsters coming to FF? I hope, I hope!
 
:thumbup:  :thumbup:

Dana
Title: Re: Possible Projects Interest
Post by: Randomdays on August 30, 2021, 02:46:09 PM
Dean - probably the way I feel when i see a new skin - especially an HB one.

Dana (I think I got that right) - Good to hear from you! I was mainly looking for some sea encounters - some sahaughin, both swimming and shark rider, a giant squid, crab, and sea dragon,etc.

Meshes were never an issue for DnD type of characters - Dark Age of Camelot, Morrowind and Oblivion already use nifs, and I know the 3D ripper program worked with WoW, at least when I tested it with the Lich expansion.  The main issue was getting them rigged for FF1/FF2.

I didn't think there was much interest in DnD though. But if there's anything you're looking for in particular, let me know. They could be fun bringing them into the game.

Edit - Right now I don't have NWN2 actually installed, I'm working of this pack - https://neverwintervault.org/project/nwn2/hakpak/combined/pains-monster-pack (https://neverwintervault.org/project/nwn2/hakpak/combined/pains-monster-pack)

Edit - Wrong link above - corrected - https://neverwintervault.org/project/nwn2/hakpak/combined/nwn2-creature-compilation-pack (https://neverwintervault.org/project/nwn2/hakpak/combined/nwn2-creature-compilation-pack)

If you want anything else, it would be helpful if you could get the mdl and the textures out of the hak and send them to me. Since the gr2 animation files don't seem to be working at the moment, I won't need those.

RD
Title: Re: Possible Projects Interest
Post by: Randomdays on August 30, 2021, 11:07:16 PM
Here's the first 2 water monsters, found on the web. The first was a full dragon ,but I clipped off the wings to make it a sea dragon. The other is a sea demon.

Not rigged yet, but at least I was able to convert them into usable nifs.

Update on NWN2 - looking further into the 3ds Max importer, it looks like you need the game installed to get the animations to import, so I'm doing that to see if it will help. Getting the animation to work as well as the meshes would be great.

Fingers crossed - probably no time to do it tonight after installing, but hopefully tomorrow.

RD

(https://i.postimg.cc/wj2WWYL3/monsters.jpg) (https://postimg.cc/WdD63K9P)

Title: Re: Possible Projects Interest
Post by: Randomdays on August 31, 2021, 11:01:59 PM
Update on NWN2 imports - no luck in getting the mesh to include an armature when imported, or with animating since the armature is needed.

Setting up the pathways in the ini file didn't seem to help.

There ARE Blender import files as well, but none that I can find for 2.49b that I'm using.

Getting the mesh out and into a nif appears to be totally possible though.

Below is a sample mesh imported to FFvt3R - a typical fire beetle. The skin is a 256 x 256 dds and the mesh is only 68k with about, 1.2k polys.

Unrigged, but probably would go on the giant ant kfs easily.

RD

(https://i.postimg.cc/GhBFWVJj/beetle.jpg) (https://postimages.org/)
Title: Re: Possible Projects Interest
Post by: SickAlice on September 01, 2021, 09:53:55 AM
So you're importing and assuming nif formats then. Curious if you have a ready tutorial for any modifications that need to be made to the nifs for them to conform to the FF games, I had trouble doing that (Knight Rider 2 again). As well are you converting the animations over with them and if so how there too?
Title: Re: Possible Projects Interest
Post by: Randomdays on September 01, 2021, 02:08:58 PM
Hey SA

For the keyframe files, I think if I can get it to animated in Blender, I can get it to animate for FFvt3R - no luck on FF.

Check here - http://www.freedomreborn.net/forums/index.php?topic=60666.0 (http://www.freedomreborn.net/forums/index.php?topic=60666.0)

and the meshing /skinning 2 you're already aware of here - http://www.freedomreborn.net/forums/index.php?topic=60677.0 (http://www.freedomreborn.net/forums/index.php?topic=60677.0)

It has a section on kfs import.

Only 3 games are working so far for the new keyframe import.

Now, for 3DS Max and maybe GMAX - I haven't gotten NWN2 to animate yet, but if I could, I think I read that if you export them as dwf(Dwx, etc - not sure right now since I'm at work, what the file format is) files, they maintain their animation info and you can import them into Blender with animation. I haven't tried that yet though. 

I do remember getting NWN1 mdl files to animate in GMAX/ NWGMAX. I'll try to get that up and running this weekend and see if I can get the animation into Blender

Not sure what you mean by modifying the nif to work in FF beyond the 1st tutorial wayback when- can you give me an example?

RD

Title: Re: Possible Projects Interest
Post by: DoctorRuina on September 01, 2021, 07:54:51 PM
There are a lot of dinosaur, animal and insect models in Neverwinter Nights that can be useful for a superhero world.
Title: Re: Possible Projects Interest
Post by: Randomdays on September 01, 2021, 09:09:09 PM
Hey Dr R

Trying at them moment to see if I can get them to import in with their animations intact - that will make things a lot easier than having to rig the models to FFvt3R kfs, and give more variety as well.

Since it doesn't look good for 3ds Max 8 and NWN2, going to look at Gmax and NWN1 in a bit and hope for more luck there.

RD
Title: Re: Possible Projects Interest
Post by: Randomdays on September 02, 2021, 09:42:29 AM
Update on the NWN games -

With GMax I was able to get the collision spheres and other extras to show up with the model. Still no animation when adding a gr2 animation file.

Going to NWN1 with both GMax and Max 8, the model shows up and animates. The animation file is one long string of animations where you would have to select a range of frames for each animation you wanted. Exporting the mdl worked fine, but no combination of export options I tried worked in Blender - the one that might work turned out to be the FBX format, but Blender 2.49 doesn't have support for that.

Looking deeper into the mdl format and reading some tutorials, it looks like I would have to get the mdl model into Blender and then build a armature from scratch to get some kind of normal animation to work in FF1/FF2.

In the end it appears that it would be simpler to go the normal route for both games and just bind the meshes to a FF1/FF2 armature as I've been doing before.

Disappointing and more time consuming, but at least the models and skins are available.

RD
Title: Re: Possible Projects Interest
Post by: Randomdays on September 02, 2021, 12:11:59 PM
Update for Oblivion - I was able to import a mesh and animation from Oblivion and get them to work. The mesh and armature are separate nifs, but putting them both in Blender and parenting the mesh to the armature worked fine - the skin weights worked with no problem. Adding an idle animation worked in Blender and in Character Viewer for FFvt3R after the kf was adjusted manually after export like for the other games. The only glitch was the mesh didn't work till I deleted some form of Bounding box on the armature. I'll have to add one from a FFvt3R mesh.

The individual kfs are a good mix for import - idle, run, various attacks, melee idle, recoil (pain), and forward (walk). There's no fall/death, but there's a stagger that might work when I get into converting. There's also a few swim kfs.

I'm assuming that since Oblivion works, and from other posts, that Morrowind would work as well

Below is a picture of a mudcrab from Oblivion running on his idle animations - he's missing a few parts that I didn't add on while experimenting - the eyes and 2 jaws are four seperate nifs that would have to be attached.



RD

(https://i.postimg.cc/TwFhky1y/crab.jpg) (https://postimages.org/)

Title: Re: Possible Projects Interest
Post by: Randomdays on September 02, 2021, 08:34:37 PM
Completed the mud crab and uploaded it to the keyframe transfer directory for anyone who wants to check him out..

While the mesh and skin looks good, and the keyframes do their job, I had to mess with them a bit beyond normal. Unlike the FF games, and other nif games I've worked with, it looks like the kfs actually move the mesh forward when walking and running, instead of 'running in place. This makes for a somewhat jerky forward and backward movement when moving on the map.

I was able to get around it for the crab with first giving him the maximum speed possible in the game, and then with changing out the run animation with the swim idle one, which has the legs move.

If this is true for all the creature kfs , then Oblivion might not be of much use for FFvt3R.

RD
Title: Re: Possible Projects Interest
Post by: Randomdays on September 04, 2021, 02:09:55 PM
Odds and ends;

1) I have a Marvel Golden Girl skin on a Supergirl Capeless mesh (by Ink I think). The mesh has a problem with the skirt where one of the vertexes isn't weighted right.

I went ahead and fixed the weight painting and attached the skirt directly to the main mesh, as there was also a problem with the skirt being hidden inside the main mesh. I went ahead and posted this on the mega site under requests (even though no one did). If there's a problem with this I'll take it down.

Pic Below

(https://i.postimg.cc/wTm2WR1R/Girls.jpg) (https://postimg.cc/Czwb51Hw)

2) Ewzzy had requested the female shorthair and female medium hair meshes. They are also posted on the mega site under requests.

3) The WP2 Dragon Moray is done. Its posted in the keyframe import directory. Also posted is a rattlesnake on the same kfs from NWN2.

4) Morrowind - Morrowind turned out to be a lot harder to import kfs from than expected. When I finally got one to partially work, its walk animation has the same problem as Oblivion - the mesh moving forward when walking. Morrowind nifs would probably have to be rigged to other kfs to be useful.

5) More prehistoric Perils - I've got a lot of map items from WP2 and EE2 - huts, logs, nests, eggs, caves, etc. Though it should be simple to run them through Blender to convert them, the main slowdown will be resizing them and adding the bounding boxes to each one.

(https://i.postimg.cc/KjvfckHN/Cave-Stuff.jpg) (https://postimages.org/)

6) Final Prehistoric Peril Pack - Bugs! - Besides Dinosaurs, other cavemen, and early mammals, there's always those giant bugs bothering you! I've already imported a dragonfly, scorpion, spider and some butterflies. Dana has done a beetle, and of course there's the base game's ants.

Working with NWN2 - Ive already done a Bombardier Beetle on two different kfs - the Civ 4 Scorpion and the base game soldier ant. I'll post them both later and you can see the difference. The Scorpion base actually came out better, imo.

Also available are - a wasp, 2 more beetles, another dragonfly, and 4 different Spiders. A centipede might be done, but I'd have to put it on the eel kfs - nothing available could make all the legs move.

A few notes about the NWN games - I'm exporting NWN2 to 3ds in Max 8, and then to nif in Blender as the nif export has a problem sometimes with applying the texture. If 3DS has a problem, I have to do a obj file, use Milkshape to apply the texture (correctly) and then to Blender.

When you edit the mesh, there are actually 3 meshes in the nif, each of different poly count. I'm guessing this is for seeing the mesh at different distances, with the low poly one for when the creature is far away. I'm only using the highest poly one and deleting the other 2.

NWN1 mdls have a importing problem with NWMax unless they're converted to Ascii format, and the dds skins are a very early form and won't open normally, so they have to be converted to tga with a special converter program.

Last, looking at another underwater Moby Dick monster- the Sharkmen. For these, Sick Alice has a few king Shark meshes, and Tomato has done some shark men as minions to the Randy Rippof avatar, off of a webrider mesh.

NWN2 has a Sahuagin mesh, and NWN1 has wereshark, both I think by modders. I'm leaning towards the wereshark.

Pic of the cartoon monster, the Sahuagin and the wereshark below. They're riding some hammerhead sharks - I think I've done those already and can do a mounted form.

RD

(https://i.postimg.cc/k4grzcmM/sharkman.jpg) (https://postimg.cc/JyvdBj0S)

Title: Re: Possible Projects Interest
Post by: SickAlice on September 05, 2021, 01:31:49 PM
Thanks and bookmarked, will give it all a read. If you want I'd like to add the second part of the tutorial to my site for posterity. In due time, endlessly completing manual work on keyframes right now until then. I don't have Max or any variant on the new system, not planning to either. I had an old one via a student license (8th) but that program tends to slog the hard drive too much for my liking. Blender 2.49b currently though I understand multiple can be installed, will also have to look into it and how that works with current Windows.

Else current Win10 x64 is so problematic with older programs (don't get me started on DirectX based games either). On that note desperately looking for a resolution to installing FFX on the system for Third Reich. Nothing seems to get by that and it's throwing a huge project I had going in the trash bin otherwise.

On shark: I'm working on the one from TMNT for Benton, as always it's a slow go. Interested in whatever you find perhaps in a PM whenever. I always psyche out the tail on that stuff where it's just static. Though operable tail nifs are always of interest seconded by any working Doc Ock (off limits by Permission list and otherwise where my interest in converting animations from games outside Netimmerse come from, a few Doc Ocks in other games to draw from of course). My opinion is all this would be better resolved by scripting new functions into an old/new program entirely to handle animations for these games, likewise add new functionality to the games themselves. Not my area at all though, I took classes but bottomed out hard there. More of an artist and I get as bored doing long math as I did when I was in school for it.

On examples. Here's two if you want to play around with them. From Knight Rider 2, I suggest getting it and ripping through the files there just to expand ones knowhow. Now the format is unusual, may even be how nif was intended to be used where the nifs themselves are containers. I had to mess around to get them working in CTool2 using an exploit I came up with for looking at FX in CTool back when. The original file is renamed character.nif. It contains keyframes, geometry and all sorts of other stuff inside it. The keyframe file is from Val's Bumblebee2 (car mode). You can drop that keyframe in anything and it will display in CTool so long as the other file is named character.nif. The odd thing that will happen here is it bounces back to the character.nif and plays the animations inside that one in sequence all in one single animation. In Hoffs case it takes a very long time to cycle through. In KITTS it happens in a blink and you have to pause and scroll to see it all go down. Next are files that are linked in the nifs that I setup in the skins/standard/ tree. They contain info as well the image files (textures) are inside of the nifs themselves (can be extracted) as are instructions for their displays. Noting originally there is then the game engine itself as well a lot more external files attached to these like more animation nifs, textures and specifically ini's that I didn't include.
http://catman.freedomforceforever.com/temp/KR2_Hoff.rar
 (http://catman.freedomforceforever.com/temp/KR2_Hoff.rar)http://catman.freedomforceforever.com/temp/KR2_KITT.rar (http://catman.freedomforceforever.com/temp/KR2_KITT.rar)

On Netimmerse games: I've been slowly compiling stuff on all this. I haven't tested much other than Knight Rider, noting that one is not listed anywhere online and rather something I happened across by accident one day and surprise it opens in Nifskope. Anyways here's what I have right now, probably nothing new to you but just in case. Also maybe not new but knowing you work with stock animals a lot I noticed export for the games Wildlife Park 2 and Zoo Tycoon 2 in the 2.49b plugins and the games look to have a large volume of animal nifs included. May be of interest if you haven't already looked into that.

Spoiler: ShowHide
Atlantica
Axis and Allies
Bully SE
Civilization IV
Culpa Innata
Dark Age Of Camelot
Divinity 2
Emerge (?)
Empire Earth II
Empire Earth III
Epic Mickey
Fallout 3
-FF + FFVTR
Howling Sword
Kohan 2
KrazyRain
Lazeska
Loki
Megami Tensei: Imagine
Morrowind
NeoSteam
Oblivion
Prison Tycoon
Pro Cycling Manager
Red Ocean
Sid Meier's Railroads
Star Trek: Bridge Commander
The Guild 2
Warhammer
Wildlife Park 2
Worldshift
Zoo Tycoon 2

-
nifskope games:
- from Nifskope wiki
The Elder Scrolls V: Skyrim (Bethesda)
Oddworld Munch's Oddysee (can't open?)
-
Online lists with some info:
http://niftools.sourceforge.net/wiki/Nif_Format/Nif_Resources (http://niftools.sourceforge.net/wiki/Nif_Format/Nif_Resources)
https://en.wikipedia.org/wiki/Gamebryo#Games
 (https://en.wikipedia.org/wiki/Gamebryo#Games)
from internet forums:
Fallout 76
Fallout Las Vegas

discovered:
Knight Rider 2





Title: Re: Possible Projects Interest
Post by: Randomdays on September 05, 2021, 03:04:56 PM
Hey SA

No problem on putting the second tutorial on your site.


The wereshark imported to FF fine on some swimmer kfs - I used a Triton mesh for a base. For some reason he's very small in the character viewer, but fine in game.

The tail is static and tied to the pelvis.

(https://i.postimg.cc/j2jH979G/sharky.jpg) (https://postimages.org/)

For Wildlife Park2 ,most of the dinosaurs, and some other animals I just imported, are from that game and are on their own kfs.

Zoo Tycoon 2 has good nifs, but doesn't use kfs, so I have to tie their animals to existing armatures on import.

Since Morrowind and Oblivion have problems with the way their animations are made, I think they're out.

So, right now, for me at least, for new kfs and animations, I'm limited to Wildlife Park 2, Empire Earth 3, and Civiliation 4 - all games that use nifs and kfs.

RD


Title: Re: Possible Projects Interest
Post by: SickAlice on September 05, 2021, 06:04:38 PM
I read the tutorial. So Third Reich keys can be imported or only exported. Going to play with it a bit when time allots still. Also complete a list once there's more findings, ty for that info. I ran into something which again I'll look into more but it's about conversions to keyframe type scales. Just in basics my understanding is an animation type say is imported into Blender but then arranged on Blenders native scale for the player which is keyframe more or less. At this point that animation in the program would be exported as nif type keyframe and adjusted in the ways included in your tutorial (armature assignment, Nifskope tweeking and so on). That's not complete but I know you get the gist in the event you want to experiment as well. I'm looking at two cumbersome types in the long run, BRRES and the animation format used by XNALara. We'll see what comes of it. I know a good deal about converting 3d game model types, been awhile but enough anyways. Noesis and the BRRES stuff are invaluable tools there.
Title: Re: Possible Projects Interest
Post by: Randomdays on September 05, 2021, 06:10:11 PM
The eagle below may not look like anything spectacular, but he's a pretty neat breakthru. This model is from Ultima Online - The Mondain's Legacy expansion which was using the 3d client, discontinued later, using Granny1 meshes and animations. Jumping through a few hoops and more than one mesh editor, I was able to get this eagle skinned and turned into a nif. Probably no luck with the animations, but at least the meshes are available.

I haven't check out the enhanced client running now to see what it uses.

There's a granny viewer that will convert anything put in it from grn to gr2 that makes them more usable, and then a converter that exports them to smd, that gets them into Max 8.

The mesh is 240 vertexes and the skin is a 256 x 256 tga

(https://i.postimg.cc/gcMYmK35/eagle2.jpg) (https://postimages.org/)
Title: Re: Possible Projects Interest
Post by: Randomdays on September 06, 2021, 04:02:55 PM
Update - Replaced the Dragon Moray, Snake and Scorpion with versions that have selection boxes and bounding boxes.

Bug Pack 1 uploaded! comes with a Giant Blue Beetle from Ultima Online, 2 versions of a Bombardier Beetle, a Fire Beetle, and a Stag Beetle - all from NWN 2.

All are in the keyframe import area. The beetles are all using the Scorpion kfs, except for one beetle using a FF2 soldier ant set

Looking at the UO Models, they're fairly low poly since you're never supposed to get close to them in the game, and some of the skinners involved seems to have done a better job at it than others. NWN 1 and 2, Dark Age of Camelot, WOW and Everquest are available, and  will probably be better choices for Fantasy Creatures unless there's something unique in UO.

Pic of the Beetles below.

RD

(https://i.postimg.cc/7hW6W5TL/beetles.jpg) (https://postimages.org/)

Title: Re: Possible Projects Interest
Post by: cmdrkoenig67 on September 07, 2021, 12:36:31 AM
I'm in awe of all the creatures and creepy crawlies, Randomdays! I love it!!! I'm just living for all the extra non-human monster content! I have yet to get them on my computer, though...I'm still having issues connecting my phone to my computer...ugh!

Love those bugs too!!!

That wereshark is so cool! "Candygram."

Those map items are amazing, as well! Love them!

Doesn't NWN have ghosts, wraiths, and spectres or something that them too? Could those meshes be put on the :ffvstr: Wraith meshes (or maybe the Fire Elemental mesh), perhaps? I'm just wondering?

Perhaps some NWN elemental meshes (if there is some, I'm trying to recall, it's been a while since I played).

Thank you for listening to my craziness...

Best,

Dana
Title: Re: Possible Projects Interest
Post by: Randomdays on September 07, 2021, 10:04:21 AM
Dana

Thanks - any feedback is good, and positive feedback is better.

"Candygram" - that brought a smile to my face - been a while since I've seen some classic SNL.

It'll be awhile to get to them, but they're in queue.

Elementals - NWN had the 4 base elementals, with more added by modders. The modders actually improved on some of the base elementals, making them more like the one pictured in the Monster Manual.

Ghosts, etc - Not sure but I'll look - you could also just make something more ghostly by turning on transparency.

I just found a whole bunch on content for Civ 4 to work on later, which is great since it'll add new animations as well as meshes. Besides a centaur and a naga, there's a large Warhammer mod that adds lots of Fantasy creatures. I'm thinking of creating a typical PC party to go with them - dwarf fighter, elf archer, etc. Tommyboy already has a warrior versatile that can turned into a bunch of different characters.

There's only a few Hanna Barbera characters I can finish up with, besides doing the Prehistoric and Undersea creatures that they can meet/fight, and helping with some mesh/skope work if Dean or anyone else needs to support.

Lots to work on and have fun with. Like I said way back on page one, there's an almost unlimited amount of content that can be added with importing - just not so many people around to enjoy them anymore. It'd be great if came back and were active again - maybe a fantasy -type map to go with the creatures?

RD

Title: Re: Possible Projects Interest
Post by: Randomdays on September 08, 2021, 04:54:20 PM
I'm going to pause a day or two on importing rigging. I just did some more research on the gr2, ganny2 file format. This is used for Civ 5 and partially for NWN2. The old UO Mondain's Legacy uses gr1 that I can convert to gr2. If I can get the project below to work, that would save the rigging time.

What I'm looking into after running around on the Civ Fanatics site for Civ 5 is there are some scripts for Blender on this, and a program called Nexus Buddy2. It looks like with NB2, you might be able to get converted GR2 meshes - with animation - into Blender 2.49. I've already done the meshes, but getting the animations in would be a big breakthru, especially the creature animations for UO and NWN2. Civ 6 would be nice also, but its units are mainly people, with a few creatures thrown in. For all three of these games the animations are a bunch of separate files for each action, similar to Civ 4. Nothing else I've tried has worked, though I did get a NWN1 creature animated into nifskope with the animations embedded within the nif. It wouldn't animate in Blender, and I don't know how to separate them out in nifskope though to make a kf out of them.

Not going to spend too much time on it though. I'll do some setup and experimenting when I get home.

1) Anyone know how to get an animation out of a nif? SA - I think this is what you saw in the Knight Rider game. While not a nif, the mdl files for NWN1 do the same - one long string of animations. When exporting to nif in Max 8, I could get the animations working embedded, but trying to do a seperate kf file, it always had no data in it. I did see where in Max at least, you can break it up into smaller animation sets. instead of one big one.

2) Has anyone done modding for Civ5/ gr2 files?

RD

Title: Re: Possible Projects Interest
Post by: Randomdays on September 08, 2021, 11:59:37 PM
Update on above - I was able to get a granny mesh with armature and skin weights imported into Blender. The armature though is completely different than a nif armature - no solid bones. I could export the mesh out as a nif, which I could do before with max, but not the armature(envelope skinning not supported). I might be able to get it to animate in blender, but not as a nif without the normal bones.

I would say that ends it for me in getting the animations in for anything extra except the NWN embedded issue.

RD
Title: Re: Possible Projects Interest
Post by: Randomdays on September 11, 2021, 06:53:28 PM
Update and odds and ends.

A little further along but still not quite there. Doing some searching I was able to find some good support for Granny files with a Program called Noesis. The thread on the granny files is here - https://forum.xentax.com/viewtopic.php?f=16&t=22277 (https://forum.xentax.com/viewtopic.php?f=16&t=22277)

After finding the right dll file to make everything work, I was able to get an animated spider from UO, and a Bullette skeleton animated from NWN2. They exported as dae files to Blender 2.69 and animated there as well. I was even able to get a crab from NWN1 to animate somehow. Some nifs were working in Noesis but not all, and there's no nif export.

And thats about it. I can't get the nif scripts working in Blender 2.69. There's no animation in 2.49b. Even though the armature is there now, I can't get a working kf going or get around the "convert envelopes to vertex group"  error when exporting. Blender 2.7 and up won't run on my win7 laptop, which might fix the problem.

The Nexus Buddy program seems to work all right, but appears to be just for Civ 5 granny files.

On the upside - many of the Civ 4 mods I've downloaded have promising fantasy/ creature models and kfs that should import.

And more good news (or bad if you're a character in game) - the Giant Spider Invasion has started!

Below is a pic of some items uploaded to the megasite; all the spiders are on the Civ 4 spider kfs for FFvt3R. A UO Giant Spider with 3 alt skins - Black Widow, Dread and Frost; NWN2 spiders - A Brown Spider with an alt Dire Spider Skin, a Giant Spider, a Phase Spider in normal and Phased Mode, and another Giant Spider.

On the bottom is an unmounted Spear Warrior and a NWN2 Wasp - the wings weren't working right for some reason, so it has dragonfly wings.

Also, upped the Wereshark, and reupped the Snake, this time with 5 alternate skins.

RD

(https://i.postimg.cc/dtw8bgz2/spiders.jpg) (https://postimg.cc/CdrBDrM5)







Title: Re: Possible Projects Interest
Post by: SickAlice on September 12, 2021, 09:42:58 AM
Nice stuff. Good old Noesis, such a handy thing right along with quickbms. No to your question about getting keyframes out of a nif, not with what tools I have which would be nifskope mostly. It was the question I was asking you. Only a guess though I never tried, too tied up with the endless manual editing of keyframes myself (I've been working on Tigerclaws keys for going on a month with none to spare for any other projects) but I would think either make a copy of the nif say, delete anything not keyframe and rename it. Or copy the keyframes from the nif to a keyframe file of choice. If I get the process, still haven't tried it and not clear on the Blender version and proper installation but you import keyframes one at a time? So then copy the keyframe from the nif to a keyframe file, choose a short one (chicken has the shortest keyframe set I can think of) and delete the excess keyframes so only the one that you copied remains then use the file as the rest of the process goes. Renaming the animation and such and even setting it up in the proper form if needed. That's where my mind goes without any testing on this.
Title: Re: Possible Projects Interest
Post by: Randomdays on September 12, 2021, 10:41:13 AM
The problem with the embedded keyframes inside the nif is that I don't even see them to work on them. Even though it was exported out as a FFvt3R mesh, I don't see the normal FFvt3R keyframes when looking through the data in nifskope.

Blender went through many changes as it advanced, and backwards compatibility isn't very good. The newer version can do things that the older versions can't - I can see that just from the point that the dae import of the nwn mesh animates fine in 2.69 but not in 2.49. I actually got what looked like a good kf out at one point, but it was only 4k in size and doing testing with the viewer, it wouldn't animate.

I don't know what I did before, but I'm having problems

Blender2.69 doesn't have nif import/export. The newer 2.7x and 2.8x versions do, but won't run on my laptop. Maybe one of those versions would work fine exporting to nif, but no way to tell at the moment.

I'll go ahead and upload the original some files into a zip(NWN test.rar) and put it in the request area on the mega site if anyone wants to look at it.I'll upload the UO spider gr2 mesh and walking gr2 files, and the animating dae file, and for the crab the nwn mdl file which has the mesh and animation it it, the FFvt3R nif with the embedded kf, and a separate nif with an almost working kf. If you want to look at the mdl, you'll need Neverblender to look at it, or nwmax for gmax or max.

RD
Title: Re: Possible Projects Interest
Post by: SickAlice on September 12, 2021, 02:29:28 PM
I'd have to see it of course. If you want to send me PM when it's ready. Because you say "normal" that implies there's something there. Like the KR2 files have keyframe controllers with keyframe data but for Third Reich they would need to be linked within a standard controller sequence. That's the manner of the experiment I'm going to try once I get through the other set I'm editing. So basically a matter of looking at what is there and figuring out how to reorganize in the way FF reads them. No matter what I want to see them though, I like digging through different nif files and seeing what's going on.

If or when I get to it I noted those Blender versions. If I can figure out how to standalone and not install over 2.49b (I have a version like that for Avengers Academy models, I just don't remember how I installed it) I'll give it a shot and pass along what I find.
Title: Re: Possible Projects Interest
Post by: GogglesPizanno on September 12, 2021, 05:40:18 PM
You can download all versions of blender from their site, and each one has a portable version (download the zip/7z as opposed to the exe/msi) and just extract it to a folder and run. I have like 4 different versions "installed" on a thumb drive:

https://download.blender.org/release/
Title: Re: Possible Projects Interest
Post by: Randomdays on September 12, 2021, 06:36:20 PM
Thanks SA

The files are uploaded to the mega site, as stated above, in the request folder

https://mega.nz/folder/bxoATQBA#zhsyE8hp1uwMeDk7r17BcQ (https://mega.nz/folder/bxoATQBA#zhsyE8hp1uwMeDk7r17BcQ)

As Goggles said, they shouldn't interfere with each other

RD
Title: Re: Possible Projects Interest
Post by: Randomdays on September 12, 2021, 09:03:20 PM

4 new meshes uploaded. Jonny Quest and his dad uploaded to the Jonny Quest folder. Hadji and Bandit moved to the Jonny Quest folder. Old, unrigged meshes removed.

Kaboobie from Shazzan - walking version - uploaded to the HB heroes folder. Also, the Civ 4 mesh its based on uploaded to the keyframe transfer folder.


(https://i.postimg.cc/15ZsnZBY/Jonny-Group.jpg) (https://postimg.cc/3W9PVVPg)

4 more meshes that are in process - no estimated time for finishing;

Up top, the Spidermobile with Spider-man behind the wheel, Speedbuggy almost ready to go.

and... 40 stories high, head in the clouds.. its HB's Godzilla! .... and Godzooky.

(https://i.postimg.cc/NGps9ny6/Godzilla.jpg) (https://postimg.cc/bdSc439r)



Title: Re: Possible Projects Interest
Post by: SickAlice on September 12, 2021, 10:08:05 PM
Cool. Downloading the stuff now. It'll be a bit before I get into the Blender part. I had surgery, the bit on my tailbone has me slow moving. I'll look at the nif tonight yet. Ty both.

Great job on the buggy's. Noticed you have Grim, Billy and Mandy in there? If you know how you extracted them and could PM that to me I'd be grateful. Porting Eris from the game has been way up on my to do list for awhile but I never got through the format.

Edit: Looked at the samples. This is top of my head mind you. I don't know about the spider, I watched it move in Noesis but never worked with this format. I'll follow your tutorials and check this later. It will give me practice.

So the crab. Looking the keyframe files (refer to screencap from a normal FFvTTR keyframe). In the keyframe.kf for crab are NiKeyframeControllers and within them NiKeyframeData. So my guess is you would copy and paste and build a standard keyframe using a NiControllerSequence as you would work with in any standard keyframe set (again screencap). There is a NiControllerSequence already in your crab keyframe as well the needed NiTextKeyExtraData. However it isn't the correct directory structure. This should like any keyframe set be collapsible down to the NiControllerSequence. So basically open this and any standard keyframe set and look at them side by side then set them up accordingly. Likewise you would have the proper biped information and so forth. Again I've never done this so this a test.

(http://catman.freedomforceforever.com/temp/keyzA.jpg)

Another noted thing is the NiKeyframeData appears lacking? Maybe it's because it's this single animation. I do see in crab_with_keyframe.nif a lot of data especially in the NiTransformData values. These are also under specific bone nodes. I don't know if this needs to be translated somehow but maybe a place to look into.

If you need more explanation let me know but I know you enough to think what I'm saying will snap into place when you're looking at the crabs keyframe set and a standard one side by side. Someone like Windblown could probably make a better go of it here of course.


Title: Re: Possible Projects Interest
Post by: Randomdays on September 13, 2021, 08:48:15 AM
Thanks SA
Sorry to hear about more health issues - have a speedy recovery.

Nothing really jumping out - it probably does need someone like a Windblown to figure out.

Billy and Mandy came from a 3d models site thats not around anymore, but you can get whats available from here;

https://www.models-resource.com/wii/cartoonnetworkpunchtimeexplosionxl/ (https://www.models-resource.com/wii/cartoonnetworkpunchtimeexplosionxl/)

I was thinking of doing a Halloween release next month. Hoss and Irwin are there, and there's also some Courage meshes available on the site.

RD

Title: Re: Possible Projects Interest
Post by: SickAlice on September 13, 2021, 10:03:18 AM
The health issues are constant. I have a weird condition. More reluctant to have caught this early.

Oh that one. I'd thought you got the models from the game of the cartoon itself. I never cracked the self titled one which has the rest of the supporting characters from the show in it.

Things I noted. Your character.kf doesn't have values in the NiKeyframeData. In crab_with_kf.nif they are present in the NiTransformData. I tried coverting the block type and copying them over but it's a version mismatch. So what I did was import that crab_with_kf.nif into Blender, 2.49b for me here, with import animation checked of course. Then selected all and exported but as FFvTTR animations only. The keyframes that came out do contain the data now, the key data in the Translations and Quaternions right? Next noted the naming conventions are off in your nif to include _ca1slash at the end of each node. So I renamed the strings to match that. No dice either. I was thinking then maybe copy just the keyframe datas into a different keyframe set or something next? The header could be bad here and Blender doesn't spit out keyframes right typically as you know but the NiKeyframeData in the ones I exported is correct.

At any right I know you understand all that and can replicate it so at least maybe it will get you further ahead with this. My suggestion is to try to copy them into another set and see it goes (I really think the header info is broke) like your character.kf. Or I included a reduced BumblebeeCar keyframes to make it easy for you. Anyways here's the converted, converted and renamed to _ca1slash and reduced BBC keys.
http://catman.freedomforceforever.com/temp/crabkeys01.rar
 (http://catman.freedomforceforever.com/temp/crabkeys01.rar)
Title: Re: Possible Projects Interest
Post by: Randomdays on September 13, 2021, 04:42:04 PM
Thanks for all the research and effort looking into this.

I'll download them and look them over sometime this week as work permits.Anyone else that wants to investigate, please do. Maybe you'll have better luck.

With the EE3 and Civ4 keyframes imports working well with FFvt3R, new human type kfs have a lot of new choices. I think the Civ4 kfs also share some common bone naming where there ought to be some kf transfer among them possible. Also, I think that a lot of units might share common kfs. Once a shield and sword set is done, they might be used by any similar type of unit, and it might be possible to just quickly import/ export a similar unit and have it animate right away.

For the other games, I'm more looking to try to get some non-human animations imported, like the crab. An or or goblin would be just fine on what's available, but the non - standard beasts would be great on their own kfs. Seeing a Balrog or Beholder doing their special attacks would be very nice.

Civ 4 does have some nice fantasy mods that I'm looking at, especially the Warhammer and Fall from Heaven 2 mods. I've already gotten the nice scorpion and spider kfs in that I've used with other imports.

RD
Title: Re: Possible Projects Interest
Post by: SickAlice on September 13, 2021, 05:22:07 PM
I'm into what you're doing as well since I desire more variety in animation types as well, again Doctor Octopus has been a long subject among many. Same with specific coding options though again me not being able to install FFX is creating a block on my end with that. Though the short version of this crab thing is it's about the correct set-up and values in the file, all the basics you already know when copying on keyframe to another in Nifskope and/or adjusting them. It usually always is a value somewhere that's just wrong. I noticed though it's a messy file maybe the Nif itself is incorrect or has a bad value or two buried in it since it isn't lining up with the keyframes even when the values are correct. A last thing to consider is signature. More often keyframes and nifs have baked in signatures. This is why I use Val's Bumblebee car keys for testing, they're broken somehow thus work with any nif out there in CTool/CTool2 and provide a converted version on my own site. Anyways you can copy over a keyframe and even see it in CTools but that doesn't mean it will work in game because it was never baked in and signed in 3ds Max. It comes then down to legacy and what that nif and keyframe set is derived from. Like I've found that Ink's Exodus is broken in this way that most nifs can conform to it's signature so long as they are caped (important because there's a variety of animations otherwise unavailable to most caped male nifs in that set). All sorts of things to consider but I know when doing the process it's easy to get microscoped in on a certain point though in reality again it's almost always a bad setting. Hence stopping at a point and comparing to a working keyframe/nif upon when I did I caught several errors right away like the wrong block types (thus the engine wouldn't recognize them), wrong node names in the strings, empty keyframe data and so on. Much of what I ever pulled off since day one, this is before Nifskope and when we only hex editing to go by was done by exploiting a setting in the values one way or another. Otherwise I'll be on and off investigating as well likewise as time permits though I think I have more to devote since I'm down due to surgeries, hence why I mentioned that. Also I work for myself and it's seasonal which is at a wrap up point sans raking leaves and plowing snow now. Else please continue to elaborate on findings, I'm paying attention and it's important for documentation as well for others. I have a feeling we're going to crack this code yet.

Title: Re: Possible Projects Interest
Post by: Randomdays on September 13, 2021, 06:32:49 PM
It could be a problem with Max 8. The original Neverwinter mdl import to Max through NWmax seems to work fine, and you can see the long animation thread of all actions when you animate the mesh. On export though, the export nif with single or mutli kf gives only a small empty kf, as well as when you pick exporting out a single or multi kf alone without the nif.

Only when you select exporting the nif with the embedded animation do you get any animation at all.

Unfortunately,  NeverBlender won't run on 2.49b, and while it will run on 2.69, that version doesn't have nifscripts. I've got 4 or 5 different graphics programs installed, but none of them can do everything, so you wind up trying to move between them trying to get something working. The dae format is nice since it does contain the animations within it.

That's while I'm thinking Bender 7x or 8x might be worth looking into - I think its got NeverBlender and updated nif scripts, and might be able to do the job.
Title: Re: Possible Projects Interest
Post by: SickAlice on September 13, 2021, 11:37:30 PM
I put a 2.83 standalone on my system as it was the latest called for and installed scripts for both games. I'll run through some experiments and bring back the results. I have the most recent version of windows as well a stellar graphics card (Ryzen 5) so the only thing left is how complete the scripts are. There's a note in Nif ones that they aren't complete and are work in progress though what's missing isn't specified.

edit: early findings. The Niftools suite is different than Nif plugins and there's a lack of handy tutorials on the subject. Imported crab using Neverwinter tools, animated it and so on. Export failed as usual, wrong settings and so on. No export dialogue is present in Niftools at all, just dumps an unspecified type nif/keyframe with no parameters. No tutorials found on how this works online, assuming a toolset must be accessible somehow. Wiki tutorial appears to just recycle old stuff from previous plugin tutorial (Ye Old Chair).
Title: Re: Possible Projects Interest
Post by: Randomdays on September 14, 2021, 10:03:22 AM
Well, that's disappointing, but good to know. It may be that importing and animating may not be possible beyond limited use. As it is, I could limit the animation to one embedded set and have an idle or walking crab for non-interactive background items.

At least all the meshes are available.

If you get the chance, try the same with the spider dae file and see what happens with that. If that works, that would open up NWN2, and I've seen a tutorial online for converting NWN1 to NWN2 and changing the animation over from the super set into individual kf files.

https://nwn2.fandom.com/wiki/Creture_Conversion (https://nwn2.fandom.com/wiki/Creture_Conversion)

Once again, thanks for all the help with this. If it can't be done, that will be disappointing, but at least the other games still work. There might be other nif/kf games from the list that might be able to hammered in for the FF games.

RD
Title: Re: Possible Projects Interest
Post by: SickAlice on September 14, 2021, 11:38:21 AM
I don't think I'm being clear here. The problem is export, not import. I can import a 3d model and animate it fine in any program. The problem with exporting is there are no options to do so. I think I get where you're confused. There is no "new version". Nif Plugins and Nif Tools are two different things. Nif plugins ended as of the last beta. Niftools is a ground up project and barely works. It's suggested not to use it all and stick with the plugins and other utilities. This is what I'm telling you here. Sorry. They aren't even close to having it working and much if it is just stubs right now.

I can't use that tutorial since I don't have 3ds Max. Doesn't matter because see above. Again though exporting keyframes works with the plugins, the results I got which are in the linked file where superior to garbage that Niftools program pumped out. I don't know what step you missed that made yours come out empty (highlighted everything before export? Sounds silly but it's important). I think what your missing is the rest that has to be done outside of Blender. Blender doesn't create nif files right, you know this. When you export a nif you have to fix it outside in Nifskope. It's the same for keyframes, you can't use what Blender spits out. There's no version that does FFvT3r specifically. So the file IS right, it just needs to be worked from there.

So speaking of that I noticed your crab nif itself is broken. There is no pick-ups or furniture. Like the bounding boxes and contacts and stuff. So that's a static model is what it is. So whether the keyframes are fine it won't animate like that regardless. Noting too just so it's said CTool isn't accurate. It's for preview only but will display most models that will otherwise crash in game. That's why I stick to transplanting and working with what's already there. The slightest deviation causes a crash. It's also why I don't use the keyframe swap "shortcuts". Like assigning more than one variable to a single keyframe. They work so I'm told. Yes, in Ctool. They crash in game. Likewise copying keyframes to another if the mesh itself isn't legacy crashes it in game. Likewise if the root biped is off by a single digit. All those things work in CTool but not in game.

So if it resonates, open up a working file, open your new file and make them match is what I'm getting at. There's no shortcut here. You have to the long boring work to make it work. Just like tedious work I've been doing a month on this one keyframe set, just copying and pasting values over and over. Because Blender and even Nifskope just don't put them out as is. So yeah it can be done but you have to do all the tiring set up work yet is all. I don't have a few weeks to devote to that part of it.

Edit: Something I forgot here. Just because it's Nif doesn't mean it's supported by this game and think that's a snag you're running into. Third Reich is a pretty retro version of the Netimmerse and the first game is way worse. So there's features in the Neverwinter nifs and keyframes for example this 3rdR engine can't actually read. I'm not clear on all the specifics but I know this much because I went through this process myself. My method here would be to impose those into an existing (or vice-versa). I would use one the ants in this case because they're comparable (so you can get the bounding boxes and all that stuff). I'd be looking at bringing over the armature and all that too. That's what I'm seeing anyways because again the keyframes look fine, the ones I exported anyways. The nif itself isn't fine at all though. It's missing way too many things. Unless you can figure out how to add it all in Blender first of course. Shortly when you go in Nifskope and select Display Hidden. On a usable Nif all that colorful stuff will show up, even those native Knight Rider 2 nifs I sent you have that. You're crab doesn't have any of it. It's just an armature and a bunch of static 3d models with no information baked into them as it is now.

Title: Re: Possible Projects Interest
Post by: Randomdays on September 14, 2021, 01:28:21 PM
That's what I thought - and thanks for clarifying.

Usually when I work I do have to add the selection and bounding boxes in by hand. I know what you mean also by not all nif versions being the same/ compatible with each other. Zoo Tycoon 2 doesn't use kfs at all, but xml files. Dark Age of Camelot uses kfm files, which need a specific program to work with, and forsome reason I can't get the uv to set up the skins right for them - they never seem to skin correctly. In a way its lucky that two of the games that do work, EE3 and Civ4, have such a large number of meshes and kfs to choose from, and Civ 4 has such a large number of mods for it.. Other than that then it'll be going back and rigging the mesh to working armatures and kfs, like the beetles and spiders I just did.



Thanks once more.

RD
Title: Re: Possible Projects Interest
Post by: SickAlice on September 14, 2021, 09:22:39 PM
I think that crab would on ant and you could play around and get the claw working. When I watched all the animations they were mostly walking with exceptions where it swung the claw around. Really I don't think you'd think you'd even need the pincer to clasp, it's not like it would be seen in game being so small and everything. But else I see the animations working fine in Blender, can select between whichever I want there. I also "think" it may be possible to superimpose some of the crab to an already made nif then rig the original crab animations to it still though. Just a lot of messing around in Nifskope.

I can almost always fix texturing with ease if you want to send those my way. I've used Milkshape for decades now and it was made for doing that exactly.
Title: Re: Possible Projects Interest
Post by: Randomdays on September 14, 2021, 11:06:55 PM
I'll put up a couple of test Dark Age nifs in the requests folder for you to look at. I've been using Milkshape for a long too, but I tried Milkshape, Blender and Max, and all applied the texture incorrectly. Maybe you'll have better luck. There's multiple types of the same creature in the game, some might be higher poly models introduced form an expansion. I'm including those as well, just in case I picked the wrong version, though I think I tried them all. I don't think there's other versions of the skins but I'll look again for that also.

For the crab, it would of course be a Giant version to menace the good people of the city. If you check the keyframe imports on the mega site, you'll see I was able to get a scorpion that might work, imported with new kfs from Civ 4 (which itself was imported to Civ4 by a modder from Kohan 2), and a mud crab I imported with new kfs from Oblivion.
Title: Re: Possible Projects Interest
Post by: SickAlice on September 15, 2021, 11:13:05 AM
Cool. I'll probably be able to work it. In the time I used Milkshape I've failed to map a single 3d model. I know that program like the back of my hand. Just when you do get whatever uploaded make sure to send me a PM so I won't miss it and can put a prompt in my que.

I'm standing on what I say about crab, spider as well. I think you export fine enough but need to combine methods and if so can pull it off. Downside is it means a ton of value input, copying and pasting of course. But to get it from that format to FFvT3R anyways. Else thoughts were 1.) did you make sure the armature was assigned before export? That would be all individual parts. I noticed the models in the nif are static and have no bone/biped data in them. 2.) possibly weight the thing to a copy of itself. This is a long shot though I'd check the former first. Either way I know that nif is missing any pick-up/contact information it needs, all the hidden furniture like I said and that being the case wouldn't animate in CTool nor in game. I mean it's simple, there's nothing actually attached to the 3d models nor them to anything in the Nif, they're basically free floating right? So when you run it in CTool the bone nodes/armature is probably animating (at least with the renamed keyframes I put together for you) but it's not like you can see them. But the models aren't assigned to those bones so they just sit there and don't move. Hope I'm making sense here, I can't figure out how to word it.

On the side celebration. Phase 1 of Tigerclaws keyframes are done. On to modelling and texturing Phase 2 then keyframing Phase 2 and finally glossing. I'll be happy when I get this thing and the other "big project" out of my way so I can go back to the fun stuff.
Title: Re: Possible Projects Interest
Post by: Randomdays on September 15, 2021, 01:18:51 PM
Good to hear on Tigerclaws.

The Camelot files were uploaded last night and are ready to grab. One skin is a little weird in the its not a standard square/ multiple of two, but a rectangle - this might be one issue. Good luck with those.

I understand what's your saying on the weightpainting and I'll double check on that - but if they weren't weight painted at all, why would they animate at all, the dae in 2.69, or the embedded nif in nifskope?

In noesis with the spider at least, you can activate the skeleton view and see the armature animate as well as the mesh. If its losing its weightpainting somehow, that would be something to look into.

On a side note, I was able to get the spider to animate well in 2.49, but as a Quake 3 md3 file - which from the looks of it animates the mesh directly without an armature at all.

The 'furniture' to me could always be looked at later if the kf problem can be figured out. The spider and the crab aren't too important for themselves, but more for test subjects for the process.

Title: Re: Possible Projects Interest
Post by: Randomdays on September 15, 2021, 09:51:32 PM
Update on the Camelot files - tried again on the two nifs - cyclops and ettin - converted the nif to obj in Blender, loaded the obj in milkshape, assigned the texture, exported the obj back out, loaded the obj in Blender - skin not properly set up to match the mesh.

But....tried the process above with 3 different meshes - a basilisk, a cockatrice, and a crab - process worked perfectly and skins look good on the mesh.

Not sure what the problem is for the 1st two, unless the models are wrong for the skins, or I just got unlucky in picking two difficult sets first.
Title: Re: Possible Projects Interest
Post by: Randomdays on September 15, 2021, 11:00:09 PM
The Spider- Mobile is basically finished. Added transparency to the front and rear headlights, added some basic skins to make it look more like the classic car.

http://www.comicscube.com/2015/05/the-saga-of-spider-mobile.html (http://www.comicscube.com/2015/05/the-saga-of-spider-mobile.html)

Just under 20K vertexes total, but since its made of many parts and has no animation or vertex groups, doesn't seem to lag in game.

Spider-man mesh/skin from Tommyboy's Spider-man TVLite. Its a male basic skin so any male basic should work on it.

I tried to get it to work with the ant kfs so it would look like it was riding up a wall with the wall climbing ability, but couldn't get it to respond to the kfs.

If anyone wants to work on it - tweak the skin, add web cannons to the headlights, get it to wall climb, please hop on board.

Uploaded to the mega site in the 'other' folder.

RD

(https://i.postimg.cc/TP898m4G/mobile.jpg) (https://postimages.org/)
Title: Re: Possible Projects Interest
Post by: SickAlice on September 16, 2021, 08:54:43 AM
It's close enough to release I can spoil I guess. Tiger Claw is a model imported in rather than making my own for getting the look right. I'm adding the mechanical arm though. So it left me having to work in his jetpack, two guns, a rifle and a sword then the weapons the arm turns into as well. Also had to make the new arm and body parts from scratch. More than for fans I'm also working which has been a goal lately to make it open for skopers/skinners to have a lot of new options they can swipe for whatever project.

Spider-mobile looks great, I expected no less from you.

To be clear weight painting is a long shot. It's more that there's no data at all in the models connecting them to the bones. Like if you took a model and dropped it in the Scene Root, it would just hang out and not respond to the animations. So my direction would be rigging it using Nifskope to make it closer to this games required structure. As it is it isn't a 3rd Reich nif, not at least past a static object and this games limited engine as the first is very fickle in that it does checksums for specific things. If they aren't there, if the values are off a hair (example: main biped changes size momentarily results in freezing in game) or are properties this version of the engine doesn't utilize it will be a no go. It's why I always check everything in game, especially the new animation exactly. So you don't need to weight paint exactly as much as find a way to assign the models to their nodes. As it is the models have no data in them that I can see.

All in all this is what wings me around to updating the engine itself, making an new one that's more flexible. But that's not a solo project of course and I'm not that level of a programmer. Likewise where FFX is the workaround since you can tweek existing settings, again frustrating for me it doesn't install on 10 x64.
Title: Re: Possible Projects Interest
Post by: SickAlice on September 16, 2021, 09:49:25 AM
Here, took some screenshots to see if I can show you what I mean. The first one is Irrationals ant_soldier, 2nd your crab file:

Normal set up in the ant. It opens with a Scene Root. Value Flag is 2= Collison Detection: Triangles. Check Skin Influence. Like your typical it has lighting effects that will be applied to everything in the scene. It also stores the main node which everything is attached to, usually that's Biped 01 (Flag: 6 type) for us. Or it's within a Handle. With 3rd Reich within a Root_NoteTrack set. Inside the Scene Root are also buffer properties/vertex color, so on. A weapon node is in there that the game accounts for maybe some Omni lighting. The Scene Root tree structure is important in other words, the game checks for this. Meshes are typically stored within a node. You see the ant Editable_Mesh stores within a NiNode (Flag:2 type). These types are important and it matters that they're specific. Editable_mesh is weighted thus contains the bone info inside it, you know this. It doesn't have to be. Dropping a static model into a bone node in Nifskope will assign that bone data to the model, it will have that data in it if you look in the block details. Else in block details you have the pick-ups. Collision detection, important because that's how the scene and object within the scene interacts with the rest of the game. Else it would just be in space somewhere. So on, you know all this stuff.

(http://catman.freedomforceforever.com/temp/zNifset1.jpg)

And then there's this crab nif. See compared to above? However Blender spit this one out it isn't right. No Scene Root for starters. Instead a NiNode (crab3, naming conventions are important since the game looks for them) with a 12 type flag, Collision Detection is set to Bounding Box. It's telling the game and CTool to look for that bounding box which isn't there. No directory tree nor essential values since there's no Scene Root. No furniture again. No main node either, instead there's this c_crabyellow_ca1slash which is apparently a keyframe track? Inside it where the biped structure should be but instead there's static models (I highlighted what is the crab Body model) just dropped in and the bone nodes are inside of them instead of the other way around? In some of the others there's a node named for the bone node that isn't a bone at all with the model dropped inside that (static, connected to nothing) with the bone inside of it and something multiple times. Same name btw and as in the animations so the animation would if it could see multiple instances of the same string. And then all of them, everyone is inside one static model, the Body. Not actually a node but stuck inside one 3d mesh. You know that doesn't work. None of this does.

(http://catman.freedomforceforever.com/temp/zNifset2.jpg)

So what you need to do is copy and paste and rebuild this thing so it's set up proper. I suggest using a donor at least for Scene Root and go from there. There's no reason I can think of the armature of the crab (or spider later) can't just as well be brought over so long as the tree structure is correct (it would take the place of the Bipeds of course). I also do suggest renaming all this stuff to be something more commonly used, likewise match the keyframes. So sure I think it can be used. Can you export from Blender and it "just works"? No. You need to use your normal method of working with Skope and adding the missing settings and such, in this case pretty much rebuild it all. That's where the issue is, it's not the kf's, it's the nifs. So if it's a consolation you're keyframe export method works, I think you just have to highlight everything before export and change a setting or two after. It worked for me which also means you answered the question I asked in at the start of this exercise and I'm going to experiment with that this season now. It's the nif that's actually junk in the case of these models and needs to be fixed.

Otherwise I got the Camelot files, will take a look at them. Also on Spider-buggy the KITT I sent you from KR2 ironically has the animations you're looking for if it was set-up right. Funny that you bring it up since I've been thinking about it.

Title: Re: Possible Projects Interest
Post by: Randomdays on September 16, 2021, 10:00:54 AM
Good information SA. I'll try fooling around with them this weekend.

The Spider mobile is basically just a bunch of meshes thrown together as a static object. Tommyboy's Spider-man was posed in edit mode using its vertex groups, and then, since I was trying to get the ant to work, stripped of its armature and groups.

But with the FF ant a least, just importing it alone and exporting it back out in Blender - with no changes made - breaks it and stops animation. Its the only set of kfs I can think of that rotates 90 degrees with wall climb.

Adding the car pieces to the ant nif in niskope would probably work, but there's so many parts to it it would probably take quite a while to do.


Title: Re: Possible Projects Interest
Post by: SickAlice on September 16, 2021, 10:22:38 AM
The cool thing is your keyframe exporting does work, I think anyways. That's big to me. As far as buggy goes I would have transposed it on an already existing car to snag it's animations. I know you can copy a typical keyframe to climbing as well with some adjustment, I think to the rotation. It's been a long time since I did that. Else I already looked at the Camelot textures. They're off but fixable. Do you have the original files so I can look at them and see what's missing? Generally it's either and/or the position needs to be fixed, texture needs to be flipped. I'm looking at the cyclops though and don't have the original mapping to work against.
Title: Re: Possible Projects Interest
Post by: Randomdays on September 16, 2021, 01:34:22 PM
Those are the original files - Camelot uses nifs for creatures and map items. I haven't done anything except extract the files from the data packs.

http://niftools.sourceforge.net/wiki/Dark_Age_of_Camelot (http://niftools.sourceforge.net/wiki/Dark_Age_of_Camelot)

It looks like none of the original nifs I checked had mapping done, which is strange since they're obviously mapped in game. I'll check some more to see if I'm wrong on that.

Instead of kfs though, it uses some unique "kfa" files I can't find much information on.

I haven't see any problem in game when testing the keyframe imports. I had sent the first one over to Windblown to see if he could get it working (he did) so I think he would have noticed anything odd about them. You ought to download a few and take a look. Examples - The mud crab is from Oblivion, the scorpion from Civ4, the dinosaurs from Wildlife Park 2, and the Barbarian from EE3.

For all the map items I might be adding, I'll use existing ff items like a tree or something for a base. For the car I'm going to see if I have any better luck with the FFvt3R ant and see if I can make that work.

RD
Title: Re: Possible Projects Interest
Post by: windblown on September 16, 2021, 07:10:19 PM
Lots of great stuff here! I especailly love the animals/dinosaurs imports, I'm pretty excited of the possibility of importing keyframes from those other games too, great news! :)

Also I'm glad to see that you've found a skinning partner on Dean for the Saturday Morning project, working with Podmark on the New X-men was the best part of FF modding for me and it was very motivating, as it was doing X-force with Death Jester or Generation X with Murs. I hope that both of you keep your collaborations going!
Title: Re: Possible Projects Interest
Post by: Randomdays on September 16, 2021, 09:18:50 PM
Thanks windblown... all possible with your help.

Some of the dinos have some very nice animations - eye blinks, tail swing attacks, 'alert' behavior.

If you have a chance take a look at the experiments me an SA have been trying to work with from Ultima Online and the Neverwinters. It looks bad, but if there's some simple fix we're overlooking that would be nice.

Also, if you could look at any of the spiders that share the same kfs- I'd really like the walk/run animation turned 90 degrees for a wall climb. Either a very simple explanation on how to do it, or if you could take the time to do it and add it in. Tomato tried to explain it to me a little but I couldn't work it out.

Dean is great to work with, and his skins are excellent. I really appreciate his stepping in and his enthusiasm for the project. The Saturday morning project has gotten some great additions to it. But feel free to add any you'd like to do.

RD
Title: Re: Possible Projects Interest
Post by: Randomdays on September 17, 2021, 01:01:53 PM
Update on new animation imports.

With really no progress being made on the UO or the Neverwinter games, I took a look at some of the links SA had listed for other games that use nifs. Some of these might be usable but are narrow in scope, and probably not much would be added over whats already available. A lot of the games also have a strong anime/ chibi feel to them, which to me doesn't really go with the overall feel of the FF games.

With all that, I took a look at a game called Atlantica Online. Its still an anime type of game, but some of the models looked generic enough to be usable. Also, for an MMO, it has a strong strategy mode to it with lots of different units from many cultures. The game came out in 2008, so the nif version and polycount isn't too extreme for FFvt3r. While a lot of the units might not be useful, I'm more interested in the new animations.

http://at.valofe.com/guides/game_overview (http://at.valofe.com/guides/game_overview)

The client is a free download of a zip of about 4 gigs. Opening that you find a multiple part installer file setup and can delete the zip.

The game installs to about 15 gigs total. From there, there's some good news and bad news.

The game uses nif and kf files, and there's over two thousand different directories in the 3d model folder. Some of the nifs open fine in nifscope, some only give you the armature. Those nifs won't open in Blender or Max, but open fine in Noesis. For the kfs, some have a large kf with all the animations in it, some have  individual kfs for each action, and some have both.

The kfs have a standard mix - idle, attack, damaged, death and walk. Some have a 'tired' kf which could be used for stunned, and a 'magic' kf that might work for ranged or special attacks.

The last problem is that the game uses dds textures for skins, modified on the header so that they're unreadable by dds viewers. Luckily the modders out there had already found away around that and I was able to get some working textures applied.

I was able to import a working nif and individual kf in to Blender and back out again as a working set for FFvt3r. I picked a centaur ant soldier and walking kfs carrying a boulder. The boulder is supposed to be carried in his hands but appeared off of where it should be, so I removed it in nifskope for now.

Below is a pic of the ant in the FFvt3R character viewer, properly textured and animated. Poly count is about 1k ,and it uses two 256x256 textures for the mesh.

(https://i.postimg.cc/PrSqpNGv/antman.jpg) (https://postimages.org/)


Title: Re: Possible Projects Interest
Post by: SickAlice on September 17, 2021, 07:20:41 PM
Really making strides. I still your on to something with taking any sort of animation type and exporting as this type, at least as a base to then messed with in Skope and such.

Tracking back a page to Camelot. Okay so native format. So I'm going to figure the game engine assembles it somehow, akin to tilesets. I've run into that before and with nif, Knight Rider speaking of. I'll figure it out, I'll just have to remember what method is used for this. I can see looking at the cyclops for instance where things should be, like you can see where the bottom of the feet is mapped and where the sole is on the texture. I know I've heard of kfa. I'll leave a note to check an old forum and see if I can find that.

Not sure what you mean by tested and working but if it isn't the crab then all that means is they already where set up in a way the engine reads them. The idea is to use them as a measure to fix the ones that don't. Just to be clear when I test I test everything. The bugs occur in odd places, usually when a specific animation and interaction happens. I know other people who test in game by looking at it and saying it looks fine. I've been tasked with fixing their animations on and off for the past few years by request of other users when their games/mods crash. *shrug*

Anyways what I was saying didn't pertain to ones you got to work, it pertains with how to get the NeverWinter stuff to work. For whatever reason (I'm not tuned into how Blender and it's Nif scripts work in detail of course) that format isn't making the changeover correctly but it is coming out as something. It just needs to be manually fixed past that point. That's all I was saying with that.

The other thing if you mean the car by the buggy to climb? I did it with something else and I "think" I used the fly or hover animation but changed the rotation in the keyframes is all. Probably a windblown subject there.
Title: Re: Possible Projects Interest
Post by: Randomdays on September 17, 2021, 08:06:55 PM
Camelot - I assumed that the engine did something like that. Double checked the other 3 test nifs - they did not have any mapping set up but they did map correctly once run through either Blender or Milkshape. I know the game came out with several addons after it was released, and maybe they changed the way things were done with the updates - for better or for worse.

Tested and working - I put them in game both as good guys and bad guys, gave them various powers ,and had them fight till there was a winner, all without any crashes. Collisions/pathfinding were mainly good with both the map terrain and other characters, but may need a little tweaking here and there.
Probably correct in that they were set up for the engine to read them. As Gamebryo kfs to start with they had a head start on the Neverwinter animations and probably didn't need a lot of changes to work.

Wildlife Park 2 uses a version of 10, Atlantica, Oblivion,  and EE3 use a version of 20; Civ 4 lists versions from 4 to 20 and Camelot uses versions from 3 to10, probably changing with the addon packs,

 The only issue I saw, in game as well as with the character viewer was 1) sometimes after combat the loser would go back to idle mode after falling down and 2) after losing, the nif would be floating above the ground a bit. This is not present with all imports and appears to be due to the way the original kfs were set up.

Climbing - exactly - I need to rotate an existing set of kfs 90 degrees and rename them to climb - as said, turn the spider's walk animation into a climb one.

Thanks for all your input on this stuff. I know you've got a lot going on and I'm sure its taking at least a small piece of your time looking at this. Its helping putting things in focus and looking at things from a different angle.

RD
Title: Re: Possible Projects Interest
Post by: SickAlice on September 17, 2021, 11:37:50 PM

- mapping:
I haven't got a method down yet, just sat down. But one I'd ask about Camelot since you said they load in Blender (I have the wrong Nif plugins for Milkshape, going to have to try and remember to check my old drive) is if your finished product works then? Noting the native doesn't have assigned textures, likewise they have keyframes in the nif at what not. Just checking because if so then it could be exported from Blender after the fact, corrected then reweighted in Blender again. I know the method otherwise, I just have to remember it. Just for ideas though. I've gone as far as I could get one working in a 3d program or CTool even and just screenshotted the model with texture and went from there. There's always something though, one single model in my time and I probably could have but it was never assigned in the first place and it would have a massive job to fix (user has purchased this model so I considered it the job of the person compensated for it).

Usually just for your notes you have to flip it. Quickest method is open you're object/dae whatever in Noesis and export it with Flip UV's checked. I use PSK almost exclusively otherwise DAE with Noesis as it has the least loss. Sometimes when I'm not up to it I'll just vertically flip the texture even and call it day. Not the case here but again something you may run into and need all this for.

- keys:
Yeah the keyframes were fine for NW as I said for the most part, one wrong value in the header only and the string names didn't have that additional part. Just the nif was a mess. So you're saying you got those working? And yeah testing. My two to check areas are animation(s) in question, same vs collision specific (lift pole so life one), interrupted (knocked out during animation say or explosion so the animation changes in midsequence, this is why shared keyframes usually fail).

Those are the areas I run into freeze (character object/possible cyclic redundancy), freeze universe (whole game, not often), black screen of death (crashes/often) or glitch object (should hidden object does not, often when a sequence is interrupted in mid thus the object hangs out). Else the scale Biped bug (results in character freeze then to Black Screen Of Death) when the main Bipeds scale is off in the donated keyframe or signature mismatch, the key isn't legacy so the animation won't be usable in game (I keep meaning to start a list of what's what but end up putting it off).

Personally why I'm rigid about all this and to answer the same question from windblown elsewhere in addition to personally I look at how this stuff would be used when I'm gone. More important to me what people can skin, skope and mod from anything I do then what I do myself. And again I had a lot of skoped keyframes sent to me for fix. A to each their own maybe but I work by standard example, when it comes to keyframes I mirror whatever Gren does. His keyframes are always complete and streamlined so I personally stick with that. I don't really discourage anyone else's methods here, this is just the way I do it but when it comes to needing me to look at something this is the way I do then, with a fine comb. Always one setting I tell you, even one character is off in say the texture name in a nif (one of this games files even, can't remember though I do remember Time Masters Hourglass actually has the wrong texture assignment).

-Rotate: I think it's the R value in the Quaternion keys and whatever the main node is on Euler adjacent to the objects placement in it's scene. I usually just do a couple tests on a copy of the keyframes until I hit the mark. I downloaded your buggy and will have a look, I know this is as easy as it was for me to give that penguin a belly slide animation. I just never remember the exact math offhand. A handy chart below that I keep with my Freedom Force stuff at all times.

-
I don't mind mostly because I'm learning a lot of things myself here. Like I said I have a high interest in converting non-netimmerse animations to nif.kf and you made the first breakthrough I've seen now here. Also I had surgery on my tailbone so I'm laying here in bed with my laptop so not that much going on. This is me taking breaks between whatever I was working on anyways.

Aside the below applied to 3d dimensional space in animations in Nifskope and looking at the colored axis minding X = l to R (red), Y = back to front (green), Z = up to down (blue) as marked by the handy arrows in Nifskope and the relative values there (I often zero out weighted mesh nodes to make keyframes easier to work with). Likewise in the same Edit pop up menu are the needed Euler values for the math and as below, though I keep a check on the values might not be derived from the node but the editable poly itself, sort of hit and miss. Particle emitters are a problem for me there as I've been bugging about lately aside not being able to see them to work with all this. At any rate this is the method I'm going to apply to your buggy tonight, note what values I changed here so you can use it as a point of reference going forward.

(http://catman.freedomforceforever.com/temp/Euler angles.png)


Title: Re: Possible Projects Interest
Post by: Randomdays on September 17, 2021, 11:57:57 PM
Camelot - It looks like the nifs import with all weights intact. No animations due to the kfa issue. I can put up a couple more test nifs with their kfas that have proper textures when they're mapped if you want. I was thinking thy might animate if you renamed the armature/ bones to FF1/FF2 bone names, but not sure if tha would work.

Neverwinters/ UO - no, not working yet, or much progress there. The new working kfs and nifs were from Atlantica Online.

Since Windblown popped in I was hoping he'd take a peak.

AO has some new, interesting animations I've already seen. I've been using Sam the Eagle a lot for flyers, but AO has a couple of flying bugs with a much faster wing beat that would go better with the dragonfly and wasp I've just done. There's a good snake with animations as well, better that the eel I've used. A lot to go through.

The Spider Mobile is pretty much a mess. I need to load up a FF vehicle or map item and bond it to the mobile to help clean it up I think. Still haven't tried the FFvt3R ant yet - that may work for the rotation. The spider might be easier to work with for the rotate test. Besides, a bunch of spiders climbing up buildings would be creepy.



Title: Re: Possible Projects Interest
Post by: SickAlice on September 18, 2021, 01:32:16 AM
Where did you find these Camelot files? One of two things are happening. These aren't the correct textures. May be for a different model of these characters used in cut scenes or something else. Either way I'm looking at Ettin and that mapping doesn't fit this texture. Second, the more likely I'm googling a bit. First thing that comes up is a texture conversion problem (indicates mapping is the error too). They come from .mpk package files according to their mod forums. I think they had to do something to convert them. The keyframes are inside the nifs as with the NW ones and need to be extracted from them.

Okay that's where my confusion was. I was talking about what the NW nifs need, probably that I got too thick into it. Though again doing a side by side with the ones you do have working and trying to make the NW ones match is a safe bet. Fair warning that crab.nif is a mess and needs a lot of work.

I'm giving your buggy a shot tonight, putting it in Val's jeep (from TF Hound) since it's a comparable scale and has all the decent keyframes. Should be easy actually once it's all in the node, it has no weighting requirement either, all static. Past this if you get the point suggestions are INK's Prof.X V.2 to have an animated Spidey inside the buggy. Else for rotation study just check any character keyframes Idle against it's flight position. The entire thing rotates at an angle there so if you look at the rotations in the keyframe associated with the main node it should be real visible. Though again when I'm doing your buggy I'll take notes for you and pass them along, it's a simple process when you done it a few times.

*edit: Ha ha. I got your spider-buggy working in a few seconds after I made this comment. I'll tell you how did it so easily when I'm finished polishing it up. You're going to laugh and I was seriously just guessing and it worked.
Title: Re: Possible Projects Interest
Post by: SickAlice on September 18, 2021, 07:11:38 AM
Spider-Buggy with climbing action finished for you. The funny bit was I chose that jeep nif, looked at all that stuff that was in the buggy and just copied it all at once into the jeep node. Fit like a glove, no joking and that was total shot in the dark just for lulz. I only had to move it slightly over. Else I made a few value and naming adjustments to make it easier for you to work with. Likewise made a custom climbing key, tested it in game and it works like charm. All the details are in a text document I stuck in the folder.

http://catman.freedomforceforever.com/temp/Spider Mobile RD Val.rar (http://catman.freedomforceforever.com/temp/Spider Mobile RD Val.rar)
Title: Re: Possible Projects Interest
Post by: Randomdays on September 18, 2021, 12:17:05 PM
Thanks a lot for the spider-mobile ! - downloading now.

Going to look for the jeep. Sounds like it might be a good base for the other vehicles I've done.

Camelot - all files were extracted from DAoC mpk files. I had already extracted all the nifs and put them in a directory. Going through them all I only found the 2 ettins and 2  cyclops. No conversion done on them or the extracted textures. Cata_Ettin would be from the Catacombs expansion.

For the textures there are a LOT of mpk files for them . Each one is a mix of everything from monster skins to various character parts - hair, faces, armor, clothes, etc. Its possible that there are other skins for those meshes in different mpks I haven't found yet, and those are for outdated models. Those were just the first one I had come across.

The entire client is available for download here; https://darkageofcamelot.com/ (https://darkageofcamelot.com/)

I had bought the complete dvd, but the download is more up to date. If you do download it, I've got the mpk extractor if you can't find it.

Animation - from everything I've seen, the animation is in the kfa files, not the nif. I'll go ahead and put the other 3 test files up with their kfas so you can see. Apparently they used something called 'Iris shortened format' to make them. almost no information found on the web about how to work with that.

NWN - I think just about all the NWN meshes would turn out to be messy. Almost all the models are multi part, with each bone seemingly getting its own mesh part. For the characters, getting a new piece of chest armor didn't mean a new skin for the chest, but frequently meant getting a new chest mesh for that armor type.

I think there might be a few monsters that are a single piece that could be looked at.

NNW2 might be a better bet to concentrate on in some ways. While you can get the armature and animations going in Noesis with the granny 2 scripts, and then exported out as a dae, the mesh would have to be imported in separately with Neverblender, and maybe re-weight painted. Getting the granny2 files to work would also get the UO files going, and the best NWN creatures were already upgraded to NWN2 by modders.

I'll go ahead and send you a NWN2 gr2 skeleton, sample animation and mesh, and a noesis dae to look at as well.

Uploaded - under requests as 'SA Samples"



Title: Re: Possible Projects Interest
Post by: SickAlice on September 18, 2021, 03:42:43 PM
If you need any help with buggy let me know but it should be standard stuff for you. I extracted and looked at the models, the mapping is straight forward. I would remake some of it but that's me, like how the tires are mapped so I could add tire traction. Some have more parts combined in one then should be. Tire example again also has parts of the platform chasis in it which are overlapped with the tire texture assignments. In my case I would move those texture assignments, both on black.tga and then create two separate models, copy and past the tires in the nif and import the distinct models naming the new one something like "platformchasis2" for those bits. Aluminum_Anod is another which holds several geometries between parts of the frame in addition to the metal portions of the head and tail lights. These mapped to Aluminim.tga. There I would repeat that. These pieces also have Specular channels and a glossiness of 12. Each their own but I copy the process I did with the tires and bodypanel giving them new standard material properties, texture properties (creating _refl and _glow Aluminum.tga for this), decrease the glossiness to 10 and get rid of the specular. I'd repeat it with several, this is just me.

Problem customer is parts that have no external texture though I'd leave them or reassign and make textures for them depending (looking at what the Spider-Buggy calls for). Leave the stencils where they are, parts like the tires for example depend on them to draw what is otherwise blank space. Leave the transparency on lightcovers and the clear exhaust fan and I'd say leave the window as is since that's a hard effect to pull off otherwise. Else I can do web shooters if need be or rather set up so you can finish the animations for there. Course there's parts you want out, I'd hide them so they're available for future use like the bumber for example and parts you want to make and put in like the license plate. Luckily this whole thing is static and nothing is angled so you can just export/import through Nifskope without any issue. Other things I'd redo the interior parts and dashboard imo. And else make some hubs that are over the lug wheels inside the tires with the spider-man logo on them. "Could" make duplicates, one having a rotating texture and one static then account for them in the keyframes via the scales as well. They're short keyframes so it isn't too much work. Anyways that's everything off my mind there, I'm willing to throw in on the modeling and texturing part of it if you want. I have a good idea how this should match.

For future use here's a better option being all of Val's Transformers thus all their alt forms. I also have his static models for maps from NPI, ask if you need them but these will otherwise double as map models using their Idle animation of course.
http://www.mediafire.com/file/41oyr7o168n8el5/Transformers.zip/file
 (http://www.mediafire.com/file/41oyr7o168n8el5/Transformers.zip/file)

Yeah, looking again at the Camelot ones and the keyframe animation is just a placeholder for their XYZ coordinate pretty which would otherwise be set in the node properties. I would maybe convert these as well like I did with the spider-buggy but that's up to you. I'll look at the files later but something is off here, that much I can see so there must be some other file that goes with these. Maybe something that point to material assignment like KR has.

NW I dunno though I would cheat and combine FF skoping methods there. Seems like a huge tasks to individually bring them over. That's another one on you. Like again I'd just assume bring the crab on to this games ant_soldier then work out the claw animations from scratch.
Title: Re: Possible Projects Interest
Post by: Randomdays on September 18, 2021, 08:35:35 PM
Spider-mobile - tinker away on it - I think it'll be awhile before I get back to it. None of the parts had mapping to them when I started; I left the unmapped pieces as they were since the original modder assigned them different colored materials, like the red on the engine. Of course it would be easy to add mapping to those pieces and simple skins like I did for the black.

Camelot - did a search through the entire game directory for ettin and cyclops and only came up with the meshes, kfas and skins - no possible set up files, though they could be in some master file.

I did find another set of cyclops skins in one the zones - a head and body skin. The body skin worked fine but still having problems with the separate head skin. I have a feeling that like you said, there's more skins somewhere that will work, and I just haven't found them yet.

I'll upload that for you to look at.

Also, you had said something about the Doc Ock mesh/ kfs and them being on the do not touch list. Don't know if you want a traditional octopus set, but AO has a rather nasty looking one with two different skins. I started on the kf imports and did the idle and walk, but for some reason parts of the legs disappear while animating.

I'll send that up for you to check out also.

NWN - agree that since it seems that's there's no easy way to get the animations into FF, probably best to import the old way. For the ant, I tried using that for one of the beetle imports. The problem is that the ant legs go very high above the body before bending back down. That's why I used the scorpion for most of the beetle imports, and the Civ 4 Spider for most of the Spider imports. The crab will probably go on the Oblivion mud crab, or the Civ 4 scorpion since they have the claws. AO has a nice scorpion and a crawfish as well.

RD

Title: Re: Possible Projects Interest
Post by: Randomdays on September 19, 2021, 12:46:06 AM
For the HB Heroes project, there's not much left for me to do - trying the get Dr Zin's Spider, the flying Kaboobie from Shazzan, Speedbuggy, and Godzilla and Godzooky from the HB show. Other than that, I'm ready to support Dean or anyone else who needs some help with some missing characters.

Missing so far: (wish list, though some are being worked on by Dean or others I'm sure)

Jonny Quest - Jade, Dr Zin; I'd like to do an alternate pack of the team with jetpacks on, but would need some skinning done to add the harness, and an alternate Race done., since I'm not sure on SMS permission on kitbashing. Also; the bad guys from "Calcutta Adventure", "The Fraudulent Volcano" and "The Quetong Missile Mystery"; The monsters from "The Sea Haunt" and "The Invisible Monster"

Space Ghost; Blip (In Process), the space coup and the rest of the Council of Doom; Dinoboy, Ug, and Bronty (in process)

Moby Dick and Mightor  - Tog and Moby (both in process)

Birdman - Birdgirl

Shazzan - Chuck and Nancy. If they get done, I'll do a mounted version of flying Kaboobie with them on board.

Herculoids - I'd like to take a look at Dr R's Zok, Gloop and Gleep and see if there's anything I can do with them

Samson and Goliath - In process - if the normal versions get done I've got a few motorcycles I can put them on.

Frankenstein Jr - Buzz and his dad.






Some new aquatic encounters, for Moby or anyone else under the sea.

From WP2, a Bluetip Shark and a re-release of the Hammerhead I had done years ago, both now on their own kfs.

A Kua Toa from a modder on NWN2, both by itself and on the Hammerhead. Trident from Gren's Aquaman.

On the bottom, the Sea Demon and Dragon, from users on Turbosquid. Those and the Kua Toa are on the male_swimmer kfs.

The two sharks and the shark rider are in the key frame transfer folder. The sea monsters are in the others folder.

A few more underwater things to do - some alternate crabs from NWN2 and DAoC, a couple of lobster/ crayfishes from same. Some of the map items - caves and ruins that are being worked on would work well, and I'm trying to get an old sunken ship for a lair.

RD

(https://i.postimg.cc/CL6n6002/fishey1.jpg) (https://postimg.cc/crwJrVr7)

Title: Re: Possible Projects Interest
Post by: SickAlice on September 19, 2021, 02:28:08 AM
Those are pretty wicked looking.

Like I said if you could send me a PM as a reminder where to download the things I'd appreciate it. Else I forget some of this stuff in the day to day. That tracks about cyclops, it has a separate head and body mesh and that was part of what made me think it couldn't be the right texture.

If you mean an actual octopus I can't think of a use for it though I'd look at it. Benton would probably love that being sea creature and all though.

The buggy was textured. I had to export the pieces individually from the nif out of Blender to obj's for the texture to show. Some have good mapping, some terrible. For your reference. I'm scrapping most of it myself sans a few pieces I want to swipe like the cool headlights and otherwise I'm building a new one from scratch. I didn't like the buggy and I mean the model is to die for but it isn't the Spider-Mobile's distinct shape. So I'm doing something with that, more skinner convenient mapping and a lot less polys. The last especially, the buggy has a ton of faces and tiny little parts inside that aren't seen really. If you don't mind I want to host it on my site as well, credit given where it goes of course including yourself. I have a thing for adding as much stuff to my Spider-man page and trying to get those rare characters and props made for that series (racking my brain about Kindred currently speaking of, those centipedes though).

(http://catman.freedomforceforever.com/temp/spidermobilewip.jpg)
Title: Re: Possible Projects Interest
Post by: Randomdays on September 19, 2021, 11:57:50 AM
No problem at all on the Spider-mobile. Host away. Happy to see it getting a proper release.I picked the one I used since it seemed the closest I could find. The polycount on it was way higher in the beginning before I reduced it in Blender. Most of the vehicles I've imported are the same, since they were never meant for the FF games to begin with.

Glad to see you're giving it a proper texture as well - mine was a mess since I'm definitely not a skinner, and the mapping was all over the place as you said.

Looking forward to the finished project. Will you be adding the posed spider-man back in?

Sending you a pm for a reminder on where the files are.

Speaking of obscure Spider-man, has anyone ever done the villain "The Fly" ? https://en.wikipedia.org/wiki/Human_Fly_(comics) (https://en.wikipedia.org/wiki/Human_Fly_(comics))

I'm asking because I just ran into this mesh/kfs in AO. I was thinking of bring him over as is, but I could also replace his mesh with a male basic so it could use his animations. I will be doing that for the wasp and dragonfly creatures if I can, to get the better wing animation.

He comes with two skins, and there's a different version there as well. So far all I've done is his idle kfs, which are a little creepy. First he rubs his hands together, then his feet.......like a fly.

(https://i.postimg.cc/8kw6S4tv/flyman.jpg) (https://postimages.org/)

RD
Title: Re: Possible Projects Interest
Post by: SickAlice on September 19, 2021, 01:00:12 PM
Leaving Spidey in of course and giving him a passenger. Both have alpha channels so they can be textured out and it used as a map object as well or with I think the amalgam trait in FFX where a character combines with another entity to create the illusion of driving a parked vehicle (not sure if something better has been scripted, can't install it like I said). I'm near finished with the modelling now and just working out the frame and little details.

Dunno about the fly, if so an oldie like Kenn or maybe recently someone like daglob, if that one is then it would be over at Alex's with the rest of the vintages. No reason ever not to do your own take on a character though. I'm interested in looking at that one for Baxter from TMNT as he's on my list.

Bit of trivia since on the subject of Spider-mobile and links you shared. Reviewers missed a beat about the name of the company, Corona Motors. I scrapped most of it like I said to make it look signature and part was the engine where I said I was working with an air cooled engine as came with the 3d model. Noticed the engine in the comics was different so I started researching to make my model of it. Yeah, it's a corona engine which is a DIY yourself project akin to making a Tesla coil at home that doesn't use gas. So that company name was a nod as well them making the "non polluting engine" as a promotion for his buggy. Just a little Easter Egg the writer tossed in there.
Title: Re: Possible Projects Interest
Post by: Randomdays on September 19, 2021, 02:36:40 PM
The Flyman is finished and is being uploaded to the keyframe import folder on the mega site. He came out very well with no glitches beyond that the wings need alpha channel setup for the transparent areas, and the recurring problem of the character standing back up after the fall animation is finished.

The animations are very nice - especially the fall, one of the pain animations where he gets knocked on his butt, and the idle mentioned above.

Since this was the first flying mesh I've imported, I was able to double up on some the animation to add to the base - idle doubled and renamed to hover, etc.

Comes with the two skins, an alternate  "spikey" version, and I left in the original mesh and kfs if anyone wants to see what they look like - he will animate with them in nifskope. They can be deleted otherwise.
Title: Re: Possible Projects Interest
Post by: Randomdays on September 19, 2021, 06:08:13 PM
Kaboobie the flying camel....flying. A bit shiny but animates well on the dependable Sam the eagle kfs.

(https://i.postimg.cc/3wXMQR5x/camel-fly.jpg) (https://postimages.org/)

SA... read your walkthru on rotating the spider-mobile - or any mesh - 90 degrees for climb. Still  foggy since I've never done it and doing research on it isn't helping. Can you send me a more detailed step by step, maybe with a couple of screenshots?

RD
Title: Re: Possible Projects Interest
Post by: cmdrkoenig67 on September 19, 2021, 09:40:14 PM
Hi RD,

I don't know if it's just my bad (using my phone's tethering connection to my computer) internet or what, but several of the zips/rar files from your Mega site say they are corrupted or damaged? I've been able to download a few successfully (like the the rabbit, butterfly, green sea turtle, hyena, Christmas tree, fireplace, window, etc...), but quite a few, give me the "damaged error". for example: all the items on the "Map Items" page, all of the new NWN meshes and new creature meshes, you recently uploaded.

again, I'm not sure if the issue is on my end or with the files?

Dana


EDIT: the error message actually says, "the archive is either in unknown format or damaged", I thought it said corrupted or damaged.

I also just tried to download files from the keyframes folder again, the flyman, most of the animals, like the elephant, kraken, mammoth, the mudcrab, all the spiders, scorpion, etc...they're all giving me the error message.
Title: Re: Possible Projects Interest
Post by: SickAlice on September 20, 2021, 07:48:57 AM
Maybe I'll make a page on my site but else how do pull off multi post threads? For you're question. I gave thought about just giving a run down of the basics of all this since I know it's problem area for people though it shouldn't be asides the higher math end of it (and then there's a calculator for that). Shortly, we don't need a picture because you know this stuff, you open a nif in nifskope and go to a spot that shows geometry values. Transform > Edit is going to be commonplace for most here. There you see values in a pop up window, the first being Translation, the second Euler. These break down in a various specific ways when choosing which setting but just keeping this basic Translation is where on a 3d plane and movement in it, Euler is rotation. Over in the keyframes you find the same thing, XYZ and Euler. That tells the program to move the object by V (varies by selection from on it's axis, that being the center point of the node to it's own triangles and so forth). So it moves the thing by said amount but then the math comes in against it's original location.

So in this case the main node which is Dummy01 when you look at the nif (Transform > Edit). I chose this because I want to move the bounding box and everything else including the model in game, that helps with contact so the model doesn't fall through a wall and so on. Looking at it again in Nifskope at the axis (Render > Draw Axes) there's arrows. Red, Green and Blue. Looking at the Translation values are X, Y and Z. Looking at the Euler values are Y, P and R. For the Translation those arrows are:

Red = X = left to right
Green = Y = back to front
Blue = Z = up to down

Just getting that in your head as a guide, we're working with Euler because we want to rotate it instead of move it. Over in the keyframes we find the same sets again. Looking at the Idle animation (because this is what I copied to make a Climb) at the keyframes for Dummy01. Looking Quarternion, Translation and Scales. Rotation, Translation as above and Time (visible/not visible/so on). So Quaternion is where we go. Since it was different type of key and not the usual type (this has XYZ Rotation) I changed it our desired Linear.
That made clean sets. I made two values and matched up the time on the last one to the rest of it (0.3333). Clicking on the values switches over to Axis and tosses in a 4th value of A. Lets avoid that here. Clicking on the button that says Axis switches it back to Euler. Our Euler values minding the arrows is:

Y = up-down
P = front-back
R= left-right

So our math is we went to turn 90 from the position it is Idling in. Negative in this case so -90. And up/down so value Y. There's a value of 0.00 in the Euler slot of our two fresh keyframes. So enter -90 right? No, because we have to triangulate it against the position of the actual (virtual, whatever) object. Back over in our nif the Dummy01's Y Euler reads 90.00. Right so pretty simple then, subtract -90 and we have a value of 0.00 to enter in the keyframe we want this rotation to happen for the Climb keyframe which is the default. So there's no other work to do.

This is also why I talked before about zeroing out nodes in a nif. The way I pull it off and easily is using the weighting method you taught me in Blender. When you copy and paste the new weighted model as you see it drops into the nif exactly. That's zeroed out. If you drop it into an already existing node usually it will turn in all different directions that you wouldn't want it at. So you'll look at Transform > Edit at the node and model already inside it and at those values then adjust the new weighted model to the old models values until it matches that position which itself is against the values of the node it rotates around and the keyframes around that. Phew, that's going to be a lot of polynomial based math when making animations isn't it? So how about this though, the new weighted model is already zeroed out and we aren't keeping the old one, just it's node. So drop the new one into the node, delete the old model and zero out (0.00) all the values of the node itself (also the string name called upon by the keyframes). Now in our above example we would be entering -90.00 into that Y value in the keyframes. No need to do a bunch of calculation or work.

Anyways I hope that clarifies, it's simple when we get it down especially minding the arrows and the shared values between the nif and keyframes, looking at the keyframes as mirror to the nif you want to think of it that way. There's a lot more specifics that can be added here to create a variety of effects that the engine allows for but just getting the basics down and what anyone would normally be using and want to use to speed the process along.
Title: Re: Possible Projects Interest
Post by: Randomdays on September 20, 2021, 09:03:47 AM
Dana - just downloaded the flyman and he opened fine for me. I used winrar 6.0 -64 bit to rar him up - not sure what you're using to try to open him. When I get home I can try uploading an alternate version with winzip or 7zip. No one else has reported a problem, but then maybe no one else is downloading?

The newer items are on a different computer and years later, so probably a different version of winrar. If you haven't got that, maybe try to download.

SA - I'll look things over also when I get home and see if I can wrap my head around it.

Thanks for the input

RD
Title: Re: Possible Projects Interest
Post by: Panther_Gunn on September 20, 2021, 06:04:45 PM
I'll echo what RD said about Winrar versions.  I've seen in the past that older versions won't properly recognize anything created with a recent version.
Title: Re: Possible Projects Interest
Post by: Randomdays on September 20, 2021, 09:59:44 PM
SA....

So Transform > Edit on the nif - got all that from before; resizing, moving. zeroing out, etc. I usually do that in Blender when I can.

"Over in the keyframes we find the same sets again. Looking at the Idle animation (because this is what I copied to make a Climb) at the keyframes for Dummy01. Looking Quarternion, Translation and Scales. Rotation, Translation as above and Time (visible/not visible/so on). So Quaternion is where we go. Since it was different type of key and not the usual type (this has XYZ Rotation) I changed it our desired Linear. "

This is where I'm stuck. Looking at idle, walk, etc, I don't see these options anywhere. For a FFvt3R kf, are they on the main NiControllerSequence, the NiTextKeyExtraData, the Controlled Blocks? Are things different depending of if its a FF keyframe or a FFvt3R kf? Do you need to right click somewhere to bring up a menu?

For the Spidermobile you're rotating on Val's transformer kfs, which I think are  using FF keyframes. I'm looking at the spider which is using converted FFvt3R ones.

Title: Re: Possible Projects Interest
Post by: Randomdays on September 20, 2021, 11:20:30 PM
A few upcoming creatures in process, If I can get them to work.

Two Crabs - one from NWN2 and one From DAoC. They'll probably be rigged to the Oblivion Mud Crab. If not, maybe to the spider or a scorpion.

A Scorpion from AO. Should be able to use its own keyframes.

A Lobster from NWN2. It'll probably be rigged to one of the two scorpions.

RD

(https://i.postimg.cc/CxdZ3HLC/fishey2.jpg) (https://postimages.org/)
Title: Re: Possible Projects Interest
Post by: SickAlice on September 21, 2021, 01:35:36 PM
It's a spider-signal projector, you're right. I bought the digital comic for a few cents. My question had been whether the nubs where part of the metal, the art again is rough (reading that Andru did that on purpose to sabotage it, thought it was dumb and a forced move by a toy company and noting his art on the Spider-man and the scenery is otherwise detailed and immaculate). So lenses is what I'm looking at with no real life counterpart. Else I'm taking some liberties given the inconsistent art around the interior. The dash only has a constant of speedometer/fuel gauge (in spite of the fact it has an engine that doesn't use fuel?) left of the steering column (some later artists draw it to the right or both), a camouflage switch (shown once otherwise never appears again?) and radar (mid to steering apparently but never shown?). And the backseats, well just look at the art clips online even from any single issue, it varies by panel or sometimes they don't exist in the same book. Going with the first Andru design for them, otherwise there's a blank hole on a large part of the work and likewise Spider-man has been in the backseats more than once as has a second passenger in the recent Black Cat series. Phew. Just so when you see it you know, basically going with what looks nicest and works in physical space (the design is otherwise impossible, you're feet would be inside the hood for one example.

On keyframes, no not using FF. I can't, they don't drop down in Nifskope so I always convert them to the second game. Likewise I only work with the second game anyways so I convert everything first that needs to be. Right then so, you see what's in the Nif. Now in the keyframes looking at Idle which is what the Climb keyframe first was. Open everything Dummy01 is the first NiKeyframeController. Open that inside is it's NiNiKeyframeData. In the Block Details (F3 to view) are a keyframes Quaternion (listed as XYZ type here), Translations and Scales. I then copy this keyframe for climb and changed the type of Quarternion from XYZ to Linear. Now head over to Climb at look at the Quartenion for Dummy01 in the same place, open it's drop down menus, there's two values I added so it has a matching start and end time to the rest of the animations (otherwise parts of your mesh flicker in and out in game, crashes and so on). Right there you see values of 0.00. That is Euler scale and coordinates to the Euler in the Nif. Clicking on it though and it changes to Axis but clicking on the button that shows up that says Axis changes it back to Euler for editing that scale. So for up to down rotation, represented by the axis in the screenshot you put up in those nice looking bugs is Y. To rotate the nose we just use basic math we learned in grade school, that's -90 degrees. So looking back at the Euler in the Nif at Y we see 90.00. So subtract and 0.00 achieves the rotation.

Just to review our math (number 2 pencil optional):
30 - position 0,50,50
60 - position 50,0,50
90 - position 0,-50,50
120 - position -50,0,50
150 - position 0,50,50
positive or negative then of course depending on which way for zero point or factor we are going in geometry/plane coordinates.
Title: Re: Possible Projects Interest
Post by: Randomdays on September 21, 2021, 09:59:39 PM
SA  - that helps a bit, I'll experiment a bit and see if it works.

Two interesting things when working with the AO scorpion;

1) when trying to import to Blender, it gave the following error; "Corrupted nif file; Invalid NDoors version." - NDoors being the makers of AO. From the pic above you can see that nifscope opened the mesh just fine. There might be other ways to get around this, but I imported the nif to Max 8 with no problem and then exported it out as a FFvt3R nif, which cleared the problem in Blender.

2) In nifscope, the mesh appears skinned no matter where it was on the hard drive. After conversion, the skin no longer showed up. It turned out in this case the skin was embedded in the original nif. Going back to the AO nif in nifscope, I was able to right click on its texture and export it out as a dds. Pointing the FFvt3R nif at the dds, like normal, applied the texture again. Animation conversion though Blender seems to be working normally.

Also, for the HB Heroes project, I was able to find a free stl of Captain Caveman - not as nice as the one found a few pages back, but you can't beat free. I had been talking to Dean a while back about the odds being low on find meshes for 2 other classic shows - Secret Squirrel and Atom Ant, and this site had them as well. They had a nice Zok from the Herculoids among other items.

Unfortunately, while very nice, the prices are a bit out of my range.

https://cults3d.com/en/search?q=hanna+barbera (https://cults3d.com/en/search?q=hanna+barbera)

RD





Title: Re: Possible Projects Interest
Post by: SickAlice on September 22, 2021, 02:34:45 PM
I'll have to work on a page sometime outlining basic values, too many images for this thread. Just remember the files are mirrors. Same value present in the keys as are the nif so to effect one you just change the other with the same name and value type.

Just to keep you in the loop in SM I'm replacing the body mesh. The thing is broken and can't be textured properly, some cases in a vehicle it wouldn't matter but it does to anyone texturing Spider-man since things need to line up. Also doing this lets me get something else of my to do list. Anyways I imported Grens basic fingered male here in it's place, got tricky and posed it in Blender to match the position of the old model by bone so it wouldn't have any odd stretching like the old.

Captain Caveman model can be found in one of the Wacky Races based games. Not sure the specifics, I only looked into that just so much but if you can find the game that does and rip the model you'd be clear there. Else CC is actually on my to do list and has been for years. I could make one from scratch (the shape is simple) though it would be awhile out and animations would be on you. Let me know.
Title: Re: Possible Projects Interest
Post by: cmdrkoenig67 on September 24, 2021, 09:22:45 AM
Hi RD,

Thanks, you're probably correct and I'm a derpyhead (I usually am, when it comes to tech stuff)...LOL! It has been a while since my computer had internet, so yes, I have to update those programs. I feel silly that it didn't occur to me.

Dana  :doh:
Dana - just downloaded the flyman and he opened fine for me. I used winrar 6.0 -64 bit to rar him up - not sure what you're using to try to open him. When I get home I can try uploading an alternate version with winzip or 7zip. No one else has reported a problem, but then maybe no one else is downloading?
Title: Re: Possible Projects Interest
Post by: cmdrkoenig67 on September 24, 2021, 09:25:47 AM
Yeah, PG...it's very probably that, since I haven't updated those programs in a long time (my computer being without internet for so long).

Dana

I'll echo what RD said about Winrar versions.  I've seen in the past that older versions won't properly recognize anything created with a recent version.
Title: Re: Possible Projects Interest
Post by: cmdrkoenig67 on September 24, 2021, 09:26:55 AM
A few upcoming creatures in process, If I can get them to work.

Two Crabs - one from NWN2 and one From DAoC. They'll probably be rigged to the Oblivion Mud Crab. If not, maybe to the spider or a scorpion.

A Scorpion from AO. Should be able to use its own keyframes.

A Lobster from NWN2. It'll probably be rigged to one of the two scorpions.

RD

(https://i.postimg.cc/CxdZ3HLC/fishey2.jpg) (https://postimages.org/)

Those are very cool!

Dana
Title: Re: Possible Projects Interest
Post by: Randomdays on September 24, 2021, 01:58:52 PM
Dana,

Hope you can update your winrar and check out the newer creatures - some of the animations are really nice.

On the above creatures - the AO scorpion imported into FFvt3R with its kfs with no issues. The NWN2 lobster was rigged to its armature and also came out nice.

The DAoC Crab went on the Oblivion mud crab and is a little wonky, but still works I think. The mud crab only had 6 legs so I had to remove the last 2 from the DAoC model. It comes with a bunch of alternate skins.

They'll be uploaded with a couple of updated meshes soon.


Couldn't get the NWN2 crab to set up right so that's one out. Also, couldn't get a working squid or a more functional octopus in, so they're out.

I'm looking for some good looking underwater items like shipwrecks and then I think I'm done with the undersea group. Some the caves previewed before might work on an underwater map as well.

Going back to bugs I think for the final time, see below. An AO hornet, closer to a 'hornet - man'. It has a nice stinger attack animation that should go well with the NWN2 wasp. After that, some bugs from DAoC; A cicada, a dragonfly and 3 scarab beetles. The winged scarab also has an alternate skin for it.

The cicada,dragonfly, and the winged scarab ought to go on the flyman, and the other 2 scarabs on the Civ4 scorpion.

Working on these next.

RD

(https://i.postimg.cc/QMm27p92/scarab.jpg) (https://postimg.cc/8FFXQfb4)

Title: Re: Possible Projects Interest
Post by: Randomdays on September 25, 2021, 01:29:53 PM
I've been a bit remiss in testing the new creatures in game, mainly checking them out in the character viewer. I've noticed a few issues that might mean I'll have to go through them and see how they are.

Some of the issues  I've noticed are ;

1) some of the meshes are 90 degrees off. This is a simple fix with rotating it in nifskope.

2) Trying to pickup an item or wield a lamp post does strange things. I'm assuming that this is because those animations are missing from the kfs. Not all the characters in the game itself have those animations, like the raptor, so I'm assuming the AI won't try to run those actions, depending on how you set the character up in game.

3) The Civ 4 scorpion and anything based off of it animates in the character viewer, the character select in game, and the animation select for attack, but not when actually on the map. Naming of the animations look good so I'm not sure what the problem is. All of the beetles are off of the scorpion, so I may have to do them again off another base.


4) Not sure if its because of the attack I choose, the character's energy,  or something in the character setup, but most of the new imports will attack a target once or twice and then stop, even if its not defeated or destroyed (map objects). Walking the character away and then attacking again repeats the problem.

Otherwise, most of the above characters are done and will be reading for posting after being checked out.

RD
Title: Re: Possible Projects Interest
Post by: SickAlice on September 25, 2021, 04:05:31 PM
Prompting that I'm closer on your request. I had to redo some texturing (accidently deleted a layers worth and saved it). Weird way to spend my birthday I know but tranquil enough anyways. Should be sooner than later, sorry about the delays but I'm hoping the extra work and TLC make it worth it. I figure the Spider-mobile is an important subject so deserves extra attention, it's never been modelled in a game that I can see. Likewise as always this a good opportunity to present skinners and skopers with a lot of options to make other things.

I think the game Captain Caveman was in was the 2000 Wacky Races game by the way. Model is probably low end and chance is has no lower body. Again I could whip up something, CC is a simple shape and I would use my Mario method for that one (thinking Gren's Thor for the hammer to club animations there). If you didn't know this when it comes to nostalgic Saturday Morning cartoon characters if all else fails you can almost always find a Mario Kart of the umpteen produced that they're in. Off the top of my head and in no shape the limit of Hanna Barbera characters (multiple Wacky Races games), Nicktoons (self titled kart games), Garfield and Friends, Hello Kitty/Sanrio (nice models in this one actually), Looney Toons, Konami properties (Krazy Kart Racing), various Dreamworks based games, various Disney, Muppets, Woody Woodpecker/Walter Lantz characters, Aqua Teen Hunger Force, M&M's, South Park, Ben 10, Speed Racer, pretty much any popular video game franchise under the sun. I know there's so many that the wikis don't come close to listing them all, I did an inventory of every Wii and Gamecube title one day for example, Playstation is another system tons of them came out for. As a rule of thumb if I'm looking for a model that better represents the character one of my searches will include * racing video game. More often than not with cartoon characters I usually find it.
Title: Re: Possible Projects Interest
Post by: Randomdays on September 25, 2021, 04:18:49 PM
Hey SA

I agree that the Spider-mobile needs an extra effort on it, and I'm glad you decided to take over the project. I know that you'll do a great job on it. Good things come to those who wait.

I've got a few of the Wacky Races Games - PS2 and Wii among others, that would go for future efforts. When you said there was a Captain Caveman in one of them I was thinking you were confusing him with the Slag Brothers, but even if not, they could work fo a base for CC.

The Walter Lantz characters are some of the harder meshes to find - Woody had a PS2 game and the cart game. I'd like to have Woody, Winnie, the twins, Wally and Buzz imported in somehow.

Update on the imports - I've checked or double checked the AO scorpion and the two DAoC walking scarabs base on it, the Civ 4 spider and the WP2 T-Rex (which looks great in game - except I had to rotate him 90 degrees). All are animated in game and work except for problems #2 and $4 above.

More checking in progress.

Title: Re: Possible Projects Interest
Post by: Randomdays on September 25, 2021, 11:17:43 PM
Finished checking all the keyframe imports. I'll be replacing corrected items and adding new content probably tomorrow;

New items, checked and ready to go;

AO Scorpion
AO Hornet-Man
NWN2 Wasp now on AO Hornet keyframes
NWN2 Lobster on the AO Scorpion Keyframes
DAoC Crab on Oblivion Mud Crab keyframes
DAoC Cicada on AO Flyman keyframes
DAoC Dragonfly on AO Flyman keyframes
DAoC Winged Scarab on AO Flyman keyframes
2 DAoC Scarabs on AO Scorpion keyframes

Corrected Items;

WP2 Giant Lizard - wasn't animated when walking. This turned out to be because having only walk kfs. Copy/pasting them in nifscope, and renaming the copy to 'run' fixed this problem.


Rotated nifs - the following WP2 characters were rotated 90 on the game map. Corrected in nifscope;

NWN2 Snake off of the WP2 Dragon Moray
Bluetip Shark
Dragon Moray
Pachycephalosaurus
Protoceratops
Styracosaurus
T Rex
Triceratops
Utah Raptor and Velociraptor

Also; A few of the characters have very large selection rings - IE the Civ 4 Elephant. Not sure how to correct this. I was able to correct the Civ 4 Mammoth with this problem though

Civ4 - Mongol Warrior - needed resizing down to human size from giant.

All of the Beetles except for the Bombardier Beetle on the FFvt3R kfs have no animation in game and are being redone - the other Bomb Beetle is finished and is on the AO Scorpion kfs.

NWN2 Phase and Phased Spider - working, but not happy with the way it looks in game - will probably redo.

RD








Title: Re: Possible Projects Interest
Post by: SickAlice on September 25, 2021, 11:59:07 PM
Wacky Races game in question would be for Windows (thus easier to get models) and it's counterpart for PSX. Like I said a lot of those, I have the WII one speaking of but that isn't it.

* Edit 2: Oh okay, looking now and these are characters that look just like Caveman. I would say could be usable as him but they're terrible models.

Walter Lantz aren't hard to find at all, again the Windows version kart game. I have the disc in a box somewhere but otherwise the models are some basic 3d format and can just be imported into whatever program.

Edit: I stand corrected. Spider-mobile appeared in two games, I should've know the second one: Disney Infinity and Lego Marvel Superheroes. The latter useless here since it's lego, the former actually looks nice. Nice body anyways, I seen it's toy counterpart. Wrong read end (no engine at all which I what I'm looking for). Still could have used that one if it's attainable. Otherwise Spider-mobile (named Spider-buggy) has two real life counterparts, one at the WB lot somewhere.
Title: Re: Possible Projects Interest
Post by: Randomdays on September 26, 2021, 12:53:17 PM
SA,

Looking at some info on the Woody game, it looks like it has all the characters I'd like except for Andy Panda. Hopefully the models are full and not just upper body for the cart. It'd be great if you can dig it up.

A lot of pages back I'd found a great Captain Caveman model, but the creator was charging for it. Not sure how I feel about that. The creator did spend some work and effort creating the model, but I doubt that they're the copyright holder. That's the kind of thing that brought the skindex down years ago after all.There's a great model of Jonny Quest's Dragonfly jet on line, but the creator wants over $ 80 USD for it. Way out the price range for a game modder like me.

Update - All new and corrected content uploaded to the mega site, except for the phase spider. They should all be in the keyframe transfer folder.
Title: Re: Possible Projects Interest
Post by: SickAlice on September 26, 2021, 05:37:30 PM
Kicking myself over the fact there's already a Spider-mobile model still buddy lol. Again though I think what I'm doing is going to be more useful in the long run here, like just for vehicles in general. No don't buy a Captain Caveman model. They don't own the rights to the character, shouldn't be charging for it nor should anyone be endorsing that. For two I am going to make one for you, CC is an easy one to pull off and I started as a cartoonist so this in my wheelhouse. Except I won't be charging you. Making the animations happen is going to be up to you but like SpMb I'll set it up for you and help with teaching you whatever you need there, I know you're going to get this stuff down with ease. I "think" the Woody characters are full body, again a cumbersome model (they're .obj or .dae or something). If not lower body won't be hard to make or swap though.

On the note I'm looking at three things you should invest time in. One is those Disney Infinity models. There's a wealth that matches the Saturday Morning cartoon stuff you're into and people on the net already figured out how to extract them. I see one can get a get a gold version of the game now that includes everything 1.0-3.0. Second is Unity/Android games if you haven't yet. I think I taught you previously how to extract them, if not I can go over it again. Most come out as useful stuff if you use DevXUnityUnpackerTools. It's how I'm getting voice sounds for Tiger Claw for example. Likewise more games are going to this format, the Hello Kitty kart game for Wii U and the Rick and Morty VR game for PC for examples. Third is MDL0/BRRES format if you haven't yet. It's a widely used format for Nintendo systems and what modders user to make things for Smash and Kart games. Great selection of tools available and everything down to animations is accessible. Good stuff to use in this game. XNALara is a good thing to toss in while you're doing that, also a lot of already converted stuff to use.
Title: Re: Possible Projects Interest
Post by: Randomdays on September 26, 2021, 05:46:26 PM
Thanks SA

Lots of good information there to look into. For me, every classic cartoon character in the game is a win, especially since unlike most of the Marvel and DC heroes, most have never been done.

Update - the 2 phase spiders are updated, checked, and reloaded to the mega site
Title: Re: Possible Projects Interest
Post by: Randomdays on September 26, 2021, 10:32:18 PM
The map items I previewed a while back are ready to upload. They'll be in one common rar and I just need to make a readme to give credit on them as much as I can.

All but one are for FF, but I hope should work in FFvt3R

Besides the ones previewed, there's a few more included ;

A barbarian camp, spider's lair and dragon's lair, originally from Kohan 2, then Civ 4, and now FF. The spider's lair has embedded animation and I was able to retain that. The dragon's lair did too but I lost it in the import.

The last item is a grass hut from Empire Earth 3

Thew've been resized as close to accurate as I can, except for the spider's lair - I didn't want to mess with it too much and break the animation.

I was also able two get a couple of sunken ships in - one from Civ4 and one from EE3

RD

(https://i.postimg.cc/zXQpbZJs/webs.jpg) (https://postimg.cc/crQf2zth)

(https://i.postimg.cc/fWG63rMg/wreck.jpg) (https://postimg.cc/XXg2mxGw)
Title: Re: Possible Projects Interest
Post by: Randomdays on September 26, 2021, 11:09:57 PM
SA,

I was able to find a copy of Woody Racing for PC and open it from archive org. Looks like the model format is'*. bnd" - trying to find some information on that.

Title: Re: Possible Projects Interest
Post by: SickAlice on September 27, 2021, 08:35:51 AM
It opens with Noesis, I think it already comes with the standard plugin. There's a few .bnd type plugins with it, .bnd itself are just variations of a gzip based container.

Oh just so I mentioned it when it comes to downloading a lot of stuff on my end downside of the lake house is Ye Old internet connection. Like dial up with 2mb download speed internet when it works at all. So when it comes up I'll generally pass on meaty downloads just for that reason alone. If a file is too much my internet will crash out before whatever download completes anyways due the fiber optics that time forgot.
Title: Re: Possible Projects Interest
Post by: Randomdays on September 27, 2021, 09:58:19 AM
Tried the latest build of Noesis and it didn't recognize it. I'll try an older build that I also have installed and see what happens there.

Title: Re: Possible Projects Interest
Post by: SickAlice on September 27, 2021, 06:48:12 PM
I'm going to look on my old hard drive today yet for you. I think it was two hard drives back and that ones burned out. Else send me a sample, there's about five different bnd plugins with my version of Noesis which is the newest though I manually added a ton. Otherwise, it's been a hot minute for me it was one of the quickbms bnd plugins, extracts the archive. I'm pretty certain I made a post over it either Xentax or Zenhax, probably the latter if I did since it's where the maker of quickbms hangs out (aluigi).

Going to have a different opinion in suggestion here than you about CAD sites and so they should be avoided. The models tend to be for $ and way high poly, too much to be cramming into FF games. You can get all the same type of stuff, in fact some of those "made" models are actually ripped from these source, from video games and in that case the models are already conformed to a game engine and likewise usually textured. These sand rails for example. You can find numerous, and I mean a ton of Android games which again are really easy to get the models, sounds, textures and so on from. And of course other games, I started thinking about Smuggler's Run for example and how it has a lot of suspension type vehicles. Just my opinion here. I do use high poly stuff but that's because I know every trick on how to both reduce the face count without losing the shape and how to texture map/remap so I can make them into something usable. For an example I often make a signature part of a model by baking it from a 2d image but that creates a lot of faces so after I reduce and remap. I'll make the tutorial on that stuff someday I swear.
Title: Re: Possible Projects Interest
Post by: Randomdays on September 27, 2021, 09:35:35 PM
Neither one of my noesis setups recognized the file type. Uploaded the entire directory to the mega site under requests - it was only 16 megs total.

The subfolders have a few bmps and tgas, but it looks like the character textures are in *.tim format

RD

Edit - the map items pack has been uploaded to the map items folder.

Title: Re: Possible Projects Interest
Post by: SickAlice on September 27, 2021, 11:33:11 PM
Looking into it, I know I opened them. I have the PSX version, same .bnd files, actually something called .bind after a checksum. I recall though and I think it matters the models where absolute garbage, like year one N64 models. Makes since as that was the .tim file era.

Just a finding about what I was saying about models. I looked at some Android games and found one called Offroad Dune Buggy Car Racing Outlaws. Beautiful models in this thing that don't go overboard on the polys. You're buggy's and what not actually. I'm pretty much making a que to do more vehicles given how nice a base this Spider-Mobile is.
Title: Re: Possible Projects Interest
Post by: Randomdays on September 28, 2021, 10:03:26 AM
I ran the Woody game for a little bit and the models are pretty crappy.

For Chilly Willy, I found this; https://sketchfab.com/3d-models/chilly-willy-de8f0f49740e4940b7d861de0b547979 (https://sketchfab.com/3d-models/chilly-willy-de8f0f49740e4940b7d861de0b547979)

For Woody, I think there's one I could try to grab from the Gamecube Universal Theme Park game.

I've got the Escape From Buzz's Theme Park game as well, but not a big fan of art style used for the characters in it

Not so much other characters found just searching the web.

For the vehicles, as with anything else, more is better. There are a lot of good vehicle models to cheack out in Lionhead's "The Movies" game, from the early days to the present, but since Ford sponsored it, they're all by them. Some of the modders added some nice models as well. The polycount  isn't too high compared to the FF games.



Title: Re: Possible Projects Interest
Post by: SickAlice on September 29, 2021, 06:16:27 AM
Yeah, you don't want em. Sorry I didn't remember. Whenever I managed to crack the format I recall I looked at the polygon blobs, shook my head and deleted them lol. I don't think there's enough verts on them to even weight paint, they're from old stick figure armature days.

Speaking of guess who figured out the android format for Disney Infinity 2.0 and how to quickly find the models textures that according to forums can't be figured out? Yeah, this person. Also speaking of bad models the Spider-man for this is awful. This isn't a match for the comic Spider-mobile really, if you want it for any reason though let me know and I'll stick it somewhere. I'm going to use it as a measuring guide myself to place the rear cage in the correct spot.

(http://catman.freedomforceforever.com/temp/spidermobileDI.jpg)

Another finding might be of interest to you I figured out how to export FBX's from Android games and often with animations. If they have a basic structure then they'll come out with animations. I was doing this today with some from a TMNT game.
Title: Re: Possible Projects Interest
Post by: Randomdays on September 29, 2021, 09:52:22 AM
Sounds good on everything. The Spider-mobile looks a bit silly, so thank you but no thanks for that and the Woody Racing. I'll have to look and see what's out there for android games to see if there's anything interesting for me. Thanks for the offer.

For vehicles you might also take a look at the Sims games - hundreds of models and skins from Maxis and the modders community. I haven't done a lot of work on the games directly, but I know you can extract items and that there's an import script for Blender.
Title: Re: Possible Projects Interest
Post by: SickAlice on September 29, 2021, 04:41:12 PM
To be clear I'm not knocking it. It's a pretty model. It's just the design doesn't work here. It's based on the design for the Infinity toy which all seem to conform to the animation style of that CGI Clone Wars series. There's a few others as well like a Spider-Copter and Spider-Glider based on the toy counterparts. Here's what the Spider-man model looks like and you couldn't tell to look it at but it's HD and has tons of faces:

(http://catman.freedomforceforever.com/temp/spidermanDI.jpg)

There is a model I will be swiping and it's Darkwing Ducks motorcycle. I've been working on remaking my very first textures from before things like Nifskope as a celebration of sorts. My Darking was among them which was just a recolored duck small with a hat and cape hexed onto it. I built the adjacent Gizmo Duck on my site from scratch so I know I have it in me but this bike is exact to the cartoon counterpart so I'm keeping it.

I don't need the Sims models though thank you there. Already looked into them and there's nothing that meets my needs. Mostly I look for stuff I can use as a guideline to make my own model with texture assignments skinners here are used to and of course match signature superhero comic stuff. There's a swipe or more coming from another game series from me though, likewise just because I wanted that same thing and the model in question is perfect.

Otherwise I have my own handmade stuff, like a lot of it on my plate to work on especially all the MOTU and TMNT stuff. But for you is why I'm tossing about the Unity thing especially because of the format. Realized I forgot to note the tool in question you'll want is AssetStudioGUI. DevXUnityUnpackerTools are something you want to figure out where things are first and for any other type of file, or to grab an exact part of a model but ASG is the one where you can output the whole thing armature animation and all as an FBX with an easy texture file with it. I know given the subjects you're looking at that would be handy. Likewise a ton of free Android games of things with stock objects like animals for example. Heck I found at least three crab and spider simulators last night just for example. So you'd in other words be able to pop out an animated FBX of those, import it into Blender and work your magic from there.

On another side note before I forget again remind me down the road of two things, one to teach how to model and two to see about getting you site access. I won't always be around and had prompted CB for the second one and well, yeah. Just waiting to get ahold of the webspace owner to ask permission and there's a bug that needs to be worked out. In the first I think low poly modelling is something you would easily adapt to given your skill set. It's unfortunate that the tutorial for us, this was originally by Valander showing step by step how he created the Trogldyte model appears lost to the internet and time. That was vital in teaching me the ground basics. However I think I've done this enough times that I can teach it as well. Oddly it doesn't take a lot of applied artistry and much of it is very technical, math and such. Only has a scrap to do with real life sculpting even and I'd say closer to the art of making balloon animals. Anyways just thoughts on my mind to you here and tell me what you think of any of it. Like I said and you'll understand why when I'm done a thing like Captain Caveman is easy to model by hand, texture and apply to this game. I do this enough to look at the character and how it moves to know it right away and literally have the entire process already completed in my head. This stuff is easier than people might think.

Oh I forgot as well I was going to show you how to get perfect posed models for cars and what not. Real simple matter for you that you import a choice basic nif. The have an exported model ready, lets say in this case our buggy with the seats and steering column and such. From there in Blender sizing the model to the basic then posing the model to fit it. The last part after deleting the car is select the model and hit alt+C and select the first (sometimes it will be the second, you'll know by what happens if you need to back a step and redo). Then of course highlight all before exporting that obj to retain the armature info so the model doesn't unpose itself.

Title: Re: Possible Projects Interest
Post by: Randomdays on September 29, 2021, 11:54:25 PM
The trick of converting the posed mesh to an obj is very useful. I've been using the vertex groups and pivots in edit mode, which works but needs adjusting afterwards.

I've done some meshing, adjusting some existing meshes and building some from primitives, setting up the uv. For skinning, that's not really where my interests or talents seem to lean.

After I get some more importing done, I'd like to start working on some map making and mission scripting. I've done some work on NWN and other games and enjoyed it.
Title: Re: Possible Projects Interest
Post by: SickAlice on September 30, 2021, 01:20:46 AM
Same with the trick. It was something I abandoned myself back when and just ran into on a forum by accident while working on this one. I got some real sharp looking results out of it. I've been meaning to try my hand at a map or two, I more like making objects for them though. Also scripting or I at least have some things I'd like to try and implement in FFX. Just one example is using the sculpture attribute or whatever one can create say bridges from point A to B. Usable for Spider-mobile of course. I also want to figure out a way without amalgam where I character can get in a vehicle or on an animals back and the player then takes control there, assume calling on a sitting or riding animation at this point. Another though I think this beyond me was an idea to introduce a codex of known existing nifs and animations, like the specific bone stats and such. I can think of ways that could useful, for example here say the game/FFX could then call upon a basic sit animation and move one without accordingly. Or for other things like say changing the hue to something specific for a characters texture while in a state. Like making the light blue when frozen for example. This could also be used for checking width and height for say imprisonment and what not. Probably more I'm typing this hoping someone else will take it up.
Title: Re: Possible Projects Interest
Post by: cmdrkoenig67 on September 30, 2021, 03:29:47 AM
Hey RD, I updated my Winrar and other programs, so everything opens fine now.  Great looking creatures...I'm very excited!  Squeeeeeee! Oh, BTW...one of the two Dragon's Lair volcano exports you did still has a lava flow animation (which is cool)...is that the animation you were talking about being lost?

Dana
Title: Re: Possible Projects Interest
Post by: Randomdays on September 30, 2021, 09:30:59 PM
Great SA. Still so much to learn and tinker with on these games.

Edit - I haven't gone though this yet, and its for Civ4, but since Civ4 is very compatible with FFvt3R I think this could be very useful. Some of the custom work I've downloaded is from these people and its of good quality;

https://forums.civfanatics.com/threads/tut-animate-with-blender-and-nifscope.296286/ (https://forums.civfanatics.com/threads/tut-animate-with-blender-and-nifscope.296286/)

Dana ... Yes on the Dragon's Lair. That's probably the original Kohan 2 mesh converted to Civ4. As such, I don't know if it will work with FF games. I'm glad I could get the Spider's Lair to keep its animation, but the Dragon's Lair would be nice also, if it could be pulled off for the FF games. I've converted some other nifs with embedded animations and I usually lose that with the conversion process.

RD
Title: Re: Possible Projects Interest
Post by: Randomdays on October 01, 2021, 06:22:01 PM
So, After a heads up on the new Halloween uploads that they weren't working right, I did some checking and found out a few things.

1) I had just been adding in the bounding and selection boxes from an old mesh to a new one in Blender. They weren't working as they weren't tied in correctly,and you couldn't select them if they were an enemy on the map. The problem has been fixed on the new vampires and skeletons, but I'll have to check all the imports to see which other ones need correcting.

2) The problem of the imported character, as squad or enemy, only attacking twice and then going to melee idle persists. They still do damage so I know they're connecting, and can even knock out their target. If was the bounding boxes or contact points, then I don't think that would happen. No clue on this problem.

3) When looking at a character in the game, creation, rumble room select, etc., you can actually control the view a bit with the bounding box. A bounding box smaller than the character will zoom on it, and one that starts at the waist will show the character from the waist up. A standard box the size of the character from head to toe fixes the view problem.

I think that the bounding box also controls the selection ring on map, but I'm not sure. For the Civ 4 elephant, the boxes look good, but in game the ring is very large, and the character will start melee combat very far away from the target.

Going to go through all the older imports and check them all, so unfortunately, it may mean correcting a bunch and re-uploading, and re-downloading for anyone who wants the corrected units.

Sorry for the trouble, but this is still a pretty new process bringing in new animations, and its a learning experience.

RD
Title: Re: Possible Projects Interest
Post by: Randomdays on October 01, 2021, 11:33:22 PM
Gave one of the imports a ranged attack and that worked perfect - it attacked until the map item was destroyed.

Trying to do some research of collision and contact points as that might be the issue after all. Not finding a lot of info. Not sure if it needs to be set up with the mesh or the animations in the kfs.  Still not sure why it would work and then stop working.

Over halfway through the character testing. The following characters had the bounding/ selection box problem and have been retested in game. They have been re-uploaded and ready for anyone to work with;

AO - Flyman, Hornet, Wasp, Scorpion

Civ 4 - Camel Rider, Mongol Warrior

DAoC - Cicada, Crab, Dragonfly, Scarab 1 and 2, Winged Scarab

Title: Re: Possible Projects Interest
Post by: Randomdays on October 02, 2021, 11:51:27 AM
Found out a few more things and that fixed the melee problem. Collision and selection seems to be okay with the corrected boxes - characters pathfind and go around objects and don't go thru anything. Selecting another squad member or an enemy to target is working as well.

Searching the forum, I found an old post by Seraglio that helped with the melee issue.

It was the kfs. Each animation has a "NiTextKeyExtraData" line near the top when you expand it. Inside this line, it has textkeys with various times in it - mainly when the animation starts and when it ends. For melee to work, you need a text key called "contact" with a time on it to indicate where in the animation the target is actually hit.

The imports didn't have this line, but were still able to hit the two times without it somehow. Adding this in fixed the problem, and the imports now will melee until it or the enemy is defeated. Some of the imports had an "attack" line that I just renamed to "contact", while some didn't have anything like that all. The Civ 4 units actually have calls during their animations to play sounds, IE creaking leather, clangs, etc, that would call on external mp3 to play during the animation.

I think SA brought contacts up a few pages back, but it passed me by as I didn't get what he was saying. I'm sure the senior modders know all about this, but hopefully the info will help some of the people out there still learning, and fixing the problem with the imports makes them much more useful.

Instead of re-uploading (again) the files I fixed yesterday, I'll just post some rars with the fixed kfs in them. The first one is already posted with the fixes for the new Vampire Lord, vampires and skeletons. I'll get the others up soon.

Posted in the keyframe folder on the megasite.

Everything posted today or further on will have both the boxes fix and the melee fixes in them. I'm going to try to do one other upgrade to the creatures based on the spider and the scorpion to see if I can get the climb animation working on them, so you might see that in the future as well.

Sorry for all the extra downloads involved, but hopefully the new imports are nice enough to be worth the trouble.


RD

Title: Re: Possible Projects Interest
Post by: cranlox on October 02, 2021, 12:00:52 PM
Great, great news that you managed to correct the melee issue. Maybe I hadn't expressed myself well about it. flyman and hornetman also have the same theme surely. With projectiles they work perfect.
Title: Re: Possible Projects Interest
Post by: Randomdays on October 02, 2021, 12:18:25 PM
I'm pretty sure all of the keyframe imports will wind up having the melee issue - about half of them are turning out to have the bounding/ selection box problem. Thats the problem I thought you were talking about, but fixing both problems needed to be done for the imports to be useful in game.

Thanks again for the heads up on the problem to get me looking into fixing things up.

Edit - A second kf fix pack has been uploaded with a readme on what's fixed, finishing out yesterdays uploads and a few that were skipped since they didn't have a box problem . On the Civ4 scorpion and the EE3 barbarian, there's only 2 textdata entries for start and finish. I'll need someone to show me how to create a new entry since I couldn't figure out how to create one. Those are on hold.

Also, adding the contact point fixed another problem. With the imports that had alternate melee attacks to choose from, they weren't showing up before, and now they are. I wasn't sure why before since the naming looked right, but that turned out to be it.

RD
Title: Re: Possible Projects Interest
Post by: cranlox on October 02, 2021, 01:46:04 PM
I keep playing with the skeletons and vampires and I still have trouble getting them to die and get hit properly.
They are generally detained, I will try the new thing that you recently uploaded for the others
Title: Re: Possible Projects Interest
Post by: Randomdays on October 02, 2021, 03:15:39 PM
Checked Skeleton 1 again and he's working for me. I didn't put a readme in the first rar so maybe its a little unclear, but you have to place the new kf in the directory, delete the old one, and rename the new one either "character.kf" or "keyframes.kf."

You'll know if its working in character creation when you assign a melee attack. When you select the animation, you should see "melee1",etc. If the title at the top is blank, then its still bad.

Uploaded 12 more fixed imports - these have both the box fix and the melee fix.

NWN2 - Bombardier Beetle, Fire Beetle, Lobster an Stag Beetle

Oblivion - Mud Crab. You can also copy the kfs from here to the DAoC Crab and that should fix him.

UO - Giant Beetle

WP2 - Bluetip Shark, Crocodile, Giant Lizard, Hammerhead and Hammerhead Rider, and Ankylosaurus.

Another dozen or so and I think everything will be update and working.

Also, the WP2 imports have the problem of only having 2 testkeys as stated above, but I was able to figure out to how add more keys. Simply go to where the total keys is shown, change it from a 2 to 3, or whatever you need, update, and it creates a new blank key where I can put in time and type (contact)

So I'll be able to fix the warrior and scorpion and put their fixes up later.

Please keep me informed of any issues, suggestions, or possible help. I'll try to work out any issues.

RD
Title: Re: Possible Projects Interest
Post by: cranlox on October 02, 2021, 04:29:13 PM
YES! With your last post I managed to make everything work perfectly with the characters that correspond to the last fixed files.

Thank you for all your dedication.
Title: Re: Possible Projects Interest
Post by: Randomdays on October 02, 2021, 10:25:57 PM
Doing it because its fun, like most here, but knowing people are using it is a good thing.

Finished the upgrades I think;

EE3 - Barbarian. The Scooby Caveman uses the same kfs so copy those there if you have it.

NWN2  Snake - renamed to WP2 NWN2 Snake. Its using the Dragon Moray kfs, but AO has a dedicated snake that I'll be importing hopefully and suing the same NWN2 model

WP2 - Dragon Moray, Pachycephalosaurus, Parasaurolophus, Protoceratops, Sea Lion, Stegasaurus, Styracosaurus, T Rex, Triceratops, Utah Raptor and Velociraptor

The Civ 4 scorpion still animates fine in the character viewer, but not in game. Since the AO Scorpion is working, I'm going to put that to the side.

RD
Title: Re: Possible Projects Interest
Post by: SickAlice on October 03, 2021, 05:09:15 PM
Speaking of Capt Caveman is up next, he's going to be easier then you might think. I finished the Spider-mobile model and am just adding the polish then the Webshooter animations. On a side note if you're inclined you should keep a How To's document and drop it later. When you mentioned fixing contact points for example I remembered that I don't know how exactly to do it anymore nor where to find it. The last time I used it was when I made a generic rolling ball for Sonic The Hedgehog. I don't need it at this moment but it would be a nice thing to have handy around here. I have a bookmark folder myself I'm building up for such a page, namely making a list of links all about the basic property values we've been talking about here as well how all XYZ positions work.
Title: Re: Possible Projects Interest
Post by: Randomdays on October 04, 2021, 09:51:37 AM
I left room in the modding / skinning part 2 tutorial for updates, so I'll probably put the contacts info and a couple of other things there.

Had a third AO import that I had to abandon. Like the other 2, part of the mesh just vanishes during certain animations. For the first one that had happened to, the octopus, I had rigged a different mesh to the armature and it still happened. Must be something to do with the kfs are doing.
Title: Re: Possible Projects Interest
Post by: SickAlice on October 04, 2021, 05:19:05 PM
Kind of speeding ahead of me here, so you did get the process of translating non-Netimmerse animations to this games keyframes? Let me know the basics if so, like say I'd have the most simple animated format, FBX and then want to make a nif keyframe out of it. Reason I ask that specific one is I mentioned Android/Unity games and know how as to extract them as basic formats (FBX, PNG, so on) with all the animations and rigging intact regardless of their original format.

On a side note I wish I could host the extractions. The 3d model rip sites are unusually fussy about hosting and format, one of the above is they don't like animated non-Tposed models for reasons I can't really understand. Deviantart doesn't mind but sharing art there resulted in waves of death threats for reasons so I retracted from their service.
Title: Re: Possible Projects Interest
Post by: Randomdays on October 04, 2021, 05:28:47 PM
Nope SA, not yet.

AO (Atlantica Online) is still a nif game.

One problem I've had with the non Net-emerse games are a warning on export that the process "doesn't support envelope skinning" on the armature in Blender. Following  Blender's console help doesn't work, and searching the web, I see other people have the same problem for various other game nif exports, and no one seems to have an answer.

I think that Max 8 could overcome it, but getting a format out of Blender into Max with its armature and skin weights is an issue.

RD
Title: Re: Possible Projects Interest
Post by: Deaths Jester on October 04, 2021, 09:56:38 PM
Not sure if this might help or is useful for any of you but Nexus Mods has a Nif import/export additon for the 3dMaxs 5 -9 here :https://www.nexusmods.com/oblivion/mods/51450 (https://www.nexusmods.com/oblivion/mods/51450).
Title: Re: Possible Projects Interest
Post by: Randomdays on October 04, 2021, 10:23:21 PM
Thanks DJ

It might be the one I'm using already but I'll check it out.

The main problem with the different programs, as discussed above, is the various holes in the import/ export for the various editor programs. I might be able to get a working mesh with animations going in Blender from NWN 1/2 or UO, but can't get it to export to a nif due to a armature problem.

MAX might be able to overcome the armature problem and get the kf working , but I can't get a format to export from Blender with the needed information, and import to MAX with something it likes, and then out as a nif.

Or vise versa.

With SA's help, we're close, but not quite without a lot of extra work.

Title: Re: Possible Projects Interest
Post by: SickAlice on October 06, 2021, 11:57:43 AM
Yeah that version issue is a natch, same as Nifskope. I don't know, I thought about Max. I haven't been a student in over five years so nothing to apply with there, I could use my company but I just hate how that program eats up the system. Else I really think you had it as of that crab we were messing around with. It had everything it needed when I exported it just in the wrong order and some of the settings weren't right for  :ffvstr:. I did that with 2.49b again mind you. I think you should backtrack to that and looking at exporting files but then polishing them up outside of the 3d programs the same as you do when you weight paint in Blender over to Nifskope.

Still chugging along on Spider-mobile. It's turned into something bigger, again I'm going the distance for the skopers and skinners here. I also scrapped the comic book based engine and went back to building a proper engine as well a proper axle type buggy body as DJ had suggested. It just looks much better this way. You'll see, big hold up is a server problem causing issues with uploads to the website. I'm not sure where the boss is these days and I'm waiting him out until then.
Title: Re: Possible Projects Interest
Post by: SickAlice on October 06, 2021, 07:41:07 PM
Of interest and this seems to hit on what was going on there. They didn't list enough details on one hand here but get to the issue about versions and the resolution to it when it comes to exporting Nifs here.

https://morroblivion.com/files/modeltoskyrimguide.pdf (https://morroblivion.com/files/modeltoskyrimguide.pdf)
Title: Re: Possible Projects Interest
Post by: Randomdays on October 06, 2021, 11:01:48 PM
Tried a few things with that - downloaded 2.62 and intalled it -> loaded up the animated spider dae - -> saved as a blend and went back to 2.49b and loaded the blend -> got the spider with his skinweights and armature but lost the animation. Was able to export the spider as a nif with no error. Slight improvement there.''

Took the spider to max8 and loaded it, and then its gr2 walk file -> looked good but no animation.

But I started to think about a few "other" things to try.....

With the crab that looked "exploded" but had all of its animations working in nifskope- the one that came from Max8 -> Imported into Blender 2.49b with "Import Animation" clicked on, but no kf selected -> the nif imported and animated in Blender with all of its animations (yay!) - still looks exploded as its mesh pieces weren't lined up with its armature.

Next - Exported the nif by itself and the kf by itself -> the kf looked like a good FFvt3R one and I changed its flags from "12" to "40" as with all standard kf exports from Blender -> in character viewer, the nif did not animate (boo!) . The kf was 48 seconds long with I assume all the animations still in it.

Last  -> Exported the mesh with the animations embedded in the mesh, like the way it came in, as an FFvt3r mesh. The max nif with all animation was 189k, while the new export was only 67k -> In nifskope, the mesh went though two or 3 animations for about 5 seconds, then ran though the rest of the time motionless -> in character viewer, it ran though one animation and then "vanished" from the screen. Since it was an embedded animation, I have no idea how to make the animation "loop"

But importantly, the mesh DID animate in the character viewer. I know there's a way in Max (and Blender) to fine tune the animation set to just one. Maybe its way too long for it to work properly, and if it was cut to just the idle sequence, there might be better results.

SA, you might want to try a few things with this info.

Anyone else, I had already uploaded the max created nif to the "requests" folder on the mega site, called "NWN test.rar" if you want to look at it.

Some progress I think.







Title: Re: Possible Projects Interest
Post by: SickAlice on October 07, 2021, 05:56:03 PM
I'm heavy on art right now honestly, finishing Spider-mobile among others in addition to the real life work (nothing like having a plot of woods and being reminded you have to rake all the leaves and needles). But it's on the to do for later. Though what they laid out there tracks about 2.49b storing information. I noticed difference early on in fact I messed up once and used 2.49 without "b" and the results were unfavorable. More though the later part of the reading about going back over the exported results and adding and fixing values since Blender doesn't really set them properly. I say it again because I exported keyframes fine, I sent the results to you. They were missing some things like a header and footer and a value or two needed to be changed but the animation data itself was all present, accounted for and usable. My results was more the nif came out wrong, almost like everything was inverted in the transition. It's just clean up work I swear and otherwise Blender won't make something game ready. These plugins were never finished anyways and not for these specific games. That's why I gravitate to the Morrowind forums, I know who was scripting those plugins was emphasizing on that game engine. I kind of get something about you're finding, I'm not doing Max so it isn't of much use to me but it's that long work after making these product. For  :ffvstr: I would be then trying to take the values from the combined nif and transplanting them to a keyframe file. Likewise removing them then from the nif to match the set-up this game series uses. Mind you here nif and keyframes are not intended to be separate things with this format, this is specific to moddable games.

Not sure if I'm missing something here but about the vanishing at the end act go to the keyframe and click on the NiKeyframeController, well make sure it is exactly that and if not change it to it, then right click > Flags and set Cycle to Clamp or Clamp to Cycle depending on what's there. This is one those fussy things.

The other that will cause this is a difference in time scales, this is why again I do not pointer different strings to a single keyframe. So check the NiKeyframeData, make sure it also is this type and if not change it to that too, and look at the end times of all the data sets, be they XYZ, Scales, Translations and so forth and make sure they all are the same exact time. So for example if it's 0.3333 they all must be 0.3333. Otherwise the mesh or parts of it will vanish at the end. Also the same Stop Time must be present in the NiKeyframeController. So 0.3333 in my example. Otherwise again that will cause the thing to vanish, otherwise it's the Clamp/Cycle thing.

Check those exact things and see what results you get.
Title: Re: Possible Projects Interest
Post by: Randomdays on October 08, 2021, 01:01:55 AM
Hey SA

Good info. I knew about the clamp/ cycle. I usually set them numerically. Most of the Irrational kfs use "8" for cycle and "12" for clamp. When Windblown set me up with the first set of working imports, he(she?) had set them up with "40" and "44". I'll double check the roll outs to make sure they're correct. I'll also check out the times to make sure they're all the same.

I think the real problem with these embedded kfs is that they're are so many of them, and some are one or the other, in a long series. The total length of time is 48 secs. It would be similar to taking a complete FF1 kf file and embedding it in the nif.

I know you don't have max, but the free version, Gmax, can do most of what the old max's did, and its less system intensive. I can help you get that installed and running if you haven't tried it and want to. I've got a pack of scripts for Blender/gmax and max that covers most of the formats we use.

Now, on the Granny file format - some good news. I had gotten the UO spider imported and working with its walking kfs in Blender 2.69 after exporting it from Noesis as a FBX, but was stuck there. Max 8 wouldn't take it because the version was too high. I was able to find updated FBX scripts for Max and get it imported. FBX is good since its one of the few formats that will keep any animations with it when imported and exported.

The same problem happened as with the NWN crab I've tried to export as a separate nif/ kf pair - A good nif and an empty kf, but an animated nif with embedded kfs in Nifscope, and now in Blender.

This time though when I exported them separately from Blender 2.49b and adjusted the kf to a looping idle, the spider animated in the FFvt3R character viewer! The mesh was a little "flickery" with parts vanishing and appearing, so I'll see about tweaking it some more.

But, it DID animate, with the "Idle" showing as its one and only animation - So I could probably add new animations the mesh has like I've done for Civ4, AO and EE3, to build a bigger KF.

(https://i.postimg.cc/9Q4DB85K/spider-idle.jpg) (https://postimages.org/)

Since the spider and its kfs were originally for Granny1 and converted to Granny2 by the Granny Viewer, that might be part of the problem. Next, I'll try to get a NWN2 Granny2 skeleton/ kf animated with its mdb mesh, turned into a nif and see how that works.

There's a lot of Granny games out there that this could open them up - The UO and NWN2 games to start with. Also, there's a possibility that ANY format that has a armature that animates a mesh in Noesis might work. I know that some formats animate the mesh directly, so those probably wouldn't work. I think though that this a major breakthrough to get a non-nif format turned into an animated nif for FFvt3R.

RD



Title: Re: Possible Projects Interest
Post by: SickAlice on October 08, 2021, 02:46:59 AM
Nah, not going to GMax. Only Discreet product I bother with is Meshmixer for lowering polycounts if need be. Too much bulk on my system like I said. Same with ZBrush. I liked it and the features but Windows is bad enough alone (are we seriously already being pushed to 11 this soon?). It just is. Also and mostly a habit from when I worked in Hollywood I don't support Discreet. I get why you think I should. Note too again I'm not as into conversion as you are here. I like making my own models. I'm an artist and largely a sculpture in real life so doing this appeals to me.

And yeah, this was what I was on about in my Vanishing Limbs thread. I boggled over the vanishing issue for years and it tends to be one or the other. Not limited too though, as usual it's important to align all settings. Anything off and specifically any function this game engine does not utilize so therefore recognize, and Blender spits out values like that for FFvTTR nifs regularly will result in errors. As you say there is a lot going on. That means there's a lot to be fixed. My motto with keyframes is as I said I open a second usable and compare and copy where need be. Always a Gren keyframe for me since he knew what he was doing. Most likely because it plays for a duration, the KITT that I sent you does this where it plays all if it's keyframes (which are in the nif) in sequence in about that duration. Hoff does the same but it moves at a natural pace just an FBX. So since you say it plays before the flaw must be at the end of said timeframe. Though with what I said that speed could be virtual, remember you can set the pace of animation. Something you learned with animated textures right? So it could be a very long amount of time but the pace is sped up. But regardless it's at the end of a time scale then.

As you say this error is probably present in multiple places but I'm guessing either A.) end times do not match everywhere or B.) something similar with a different setting. Or still the wrong type, remember this game engine only reads specific things it has in it's code. If say some other value that is available to Netimmerse is present and the engine gets to the point in the code, tries to read it then fails. But the time thing. Like just one and common example I ended up fixing in hexed keyframes was there would be different end times say between the Rotation and Scales in an animation or more. Or different between values and the one in the keyframe header. You get the point, has to be the exact number for every single one within that animation. No expectation to the rule and hence why it takes so long to manually do keyframes. You have to enter the value over and over and over and over and over...

Crab didn't fail for me individually. My keys where fine short of a few overall settings and lack of header, the nif was a mess. Else again the problem I saw with your Crab is the Nif was inverted where the Nodes were inside the Editable meshes. Because of it the models were not attached to the bones thus not being moved. The armature was probably moving but you can't see it in CTool or game of course. Cool about getting it working. Adjusted to looping? Like Cycle in Nifskope or in some other program? Straight away I noticed I can't look at the animation track in 2.49b. I may be missing something but others online say the same problem for that version. Add speaking of FBX it's ability to import usable formats like FBX or PSK for example is well terribly nonexistent. I did try importing an animated Milkshape file but no effect. An animated DAE and no effect. Unless you know something about it? Otherwise yes I think adding one at a time is the way. My understanding from Valandar back when was that's the way it's normally done in Max anyways. I have his keyframe workfile on my hard drive still. Sadly not his meshing one which is also lost even from the Wayback.

You got me thinking and I'm going through a ton of animated models on my drive, mainly drawing from Android games and ones that are comic book related. It would be awesome to import them (especially Doctor Octopus!). Kind of kicking myself too. It seems a few of my favored files are lost to both my two hard drives ago and the internet for that matter. I had the legit Alchemy suite for example given to me by one the developers at Activision a long time ago. So I could draw from X-Men Legends and Ultimate Alliance and such. Other large work files are gone too. I could have sworn they were on my last drive which I still have and an IDE of course (two, one for each drive version).

Wish Windblown was around actually. They know way more. Or Gren for that matter. He would probably blink and answer these questions without so much as squinting about it.




 
Title: Re: Possible Projects Interest
Post by: Randomdays on October 08, 2021, 09:59:59 AM
Going to try working on a few things today since I'm off.

The looping idle - Changed in nifskope - all NiKeframeControllers were set to clamp so I switched them all to Cycle normally.

With Blender 2.49b I tried importing various animated meshes like dae, etc and opening a legacy Blend, but no animation when tested.

You said something about nifscripts for Milkshape? I was only able to find some specific for the Bridge Commander game, which are a very early form of nif.

Looked some more at the Crab in Max. Tried deleting all the animations but idle and then exporting the nif with the embedded kf again, but all the animations were still there in nifskope. The walkthru I have for converting NWN to NWN2 has you selecting the idle and then exporting it out as an single anim granny2 file, so I might see if I can combine the unanimated nif with that and see if they work together.

Windblown does pop in occasionally - without his help a few months ago I'd probably still be stuck with nothing moving. He's even skinning a bit and Heroforce has a "coming soon" for his work on their site.

I keep hoping he or someone else would popup and wave their magic wand of knowledge.



Title: Re: Possible Projects Interest
Post by: Randomdays on October 08, 2021, 12:54:26 PM
Checked over the Spider's kfs again and found that while the animation was .8 seconds long, some of the NiKeyframeControllers had their Quaternion keys ending earlier.

I adjusted all the final keys for each bone to end at .8, and rechecked in the character viewer and no more disappearing legs! I also tried a new mesh form UO, an Ancient Dragon, and went through the process I has set up for UO files;

1) convert the grn files to the updated gr2 format with granny viewer
2) opened the dragon mesh and its idle animation in Noesis
3) exported out to the fbx format with the "oldversion" argument
4) Imported the fbx to Max 8
5) exported out to a nif with embedded kf
6) imported the nif to Blender 2.49b
7) exported the nif and kf out as separate files for FFvt3R
8) adjusted the kf to cycle with flags of 40.
9) checked it in Character viewer, and saw a working idle dragon. The weight painting is slightly off, so I'll have to adjust that.

A pretty long process to go through, but I think worth it to get a new format and its animations working for FFvt3R.

This mesh also had part of the body vanishing, caused by the same problem as above. Adjusting the times fixed this problem as well.
I'll try setting the dragon with a complete set of kfs and see how he looks.

I think that I should be able to import any of the UO models with their kfs. The major breakthrus were getting updated fbx scripts for max, using the oldformat argument in Noesis, and SA's help with the vanishing mesh parts during the animation.

SA has been a huge help with this, so many thanks there!

With the above, you can get animated meshes into Blender 2.69 (also checked with 2.62 and it seemed to work) by exporting daes or fbx from Noesis. But so far, using Max is the only way I've found to turn it into a nif. Maybe if there's better nif scripts for Milkshape than the ones I have, SA can work through that to make some progress.

Title: Re: Possible Projects Interest
Post by: SickAlice on October 08, 2021, 07:09:15 PM
See, hence my whole thing about wanting a keyframe program that does checksums and handles a preset amount of stuff. So like one of those features would be that clamp/cycle attribute and you'd tick a checkbox and the program would do it to the whole thing. And it would add dummy strings where tracks were missing a string. Adjust end times to the header of keyframes. Yadda yadda. I figured out at some point I probably would have spent less time to have dropped myself at a tech school taking the right programming class and making this thing then I had manually combing animation settings. It is of course a lacking thing with what came with the tool suite for modding this game. We got the art manipulation stuff, official code stuff not so much.

Milkshape right, that's the one I have. BC (Star Trek) is the one on site. The ones I had and that's on the lost drive and lost to the internet now where developed from Niflib at the same time as Nifskope and the Blender plugins. They imported the various games, Freedom Force included and likewise exported but to a limited degree. I can't find a copy of those anywhere online at all anymore. Though then they were sites that are now defunct and/or forums that are (I think NPI forums then for me here).

Those darn end times! I tell you and welcome. I know it's a pain and time consuming, I avoid it when and where I can. Like building Spider-mobile keyframes which is the webshooters you wanted I can't for example. But again that vanishing issue is one of two things and if it happens at a specific time it's that one.

There is a third rare instance where a mesh is baked/weighted but is not weighted to say one specific called upon node/bone that are called up in the keyframes. More often though that one results in "dragging" where those vertices will stay in place as the rest pull away and move to the animations. But if it's a large enough area that can make it vanish and then the solution is to re-cook the thing. My trick is to shrink the piece in Blender, say if it's the hand for example but not the fingers nor forearm I'll shrink it down so it's inside just the hand, weight it than scale it back. I do that with weighted weapons since like with a sword a lot of the faces are too far from the bones and mesh and won't pick up the weight painting. Else the other is delete any of the parts of the model being copied from leaving just the desired faces, this say if you have a piece that's too close to other body parts. But again there I feel shrinking works just as well if not better. It's too hard to visually see in Blender if there's maybe a single vertice that's too close or not. So long as it's in whatever choice area it will snap up just those bones weights. I make a copy of the model at this point so I have a template to resize the weighted piece back too. When I release Lady Death finally you might see where I did this in the Nif. That's a real complex nif and keyframe I'm making, hopefully it will provide a decent service to modders.

Title: Re: Possible Projects Interest
Post by: windblown on October 08, 2021, 11:49:32 PM
Those are some cool imports! It's great to see new keyframes in FF  :thumbup:

btw, I'm still around (less than I'd like though). Just let me know the file that you want me to check and what should I look for. My knowledge is mostly based in trial/error though, so maybe I'm not able to achieve it, I'll do my best though.
Title: Re: Possible Projects Interest
Post by: Randomdays on October 09, 2021, 12:13:34 PM
Thanks Windblown.

Sent you some files to take a look at. Take your time and anything you can figure out will be appreciated.

One quick question on contact points - now that I figured out that they're need for melee to work correctly, are they needed in any other animations?

For the disappearing limbs problem. changing the time on the keys fixed the new UO spider and dragon problem, as well as the AO octopus. The other two with that problem, the AO snake and crayfish are better, but still not completely fixed. yet.

Update - for the UO Ancient dragon, except for the idle animation, exporting the nif with embedded animation crashes Max. Trying with the UO spider - I've done 4 kfs so far without a crash. It does look like though that because of the way the game handles animations compared to FFvt3R, I'll have to go into each animation and change the times, since they're not all the same length.

This might be a case by case basic where some creatures work and some won't.

Looking at the animations available for the game, they're pretty much standard for the monsters - attack, die, hurt,etc. Some of the human animations though could be fun if I can get them to work - argue, attack from different mounts, attack with different weapons (crossbow, mace, etc), different spell casting, applaud, blow kiss, bow, different dances, drunk,among others - setup for both male and female. Even sit, which I remember was asked for a while ago,

If the spider gets done without any problems, I'll see how the humans go. Since the meshes are from a RPG, the base skins are in their underwear, with the various hairstyles and clothing/ armor meshes having their own skins on top. I'd have to pick a few choices and add them to the base mesh if and when I work on them.
Title: Re: Possible Projects Interest
Post by: SickAlice on October 09, 2021, 06:05:46 PM
Likewise good to still you're still around WB. Hoping you get hosting figured out, I want to look at your work. I'm having trouble with our server myself lately and can't seem to find our boss anywhere. I'm spending more time than I'd like on it myself which means life is stalled out at this point though I'm not complaining, I'm in a better position than most and entitled to such things as this.
Title: Re: Possible Projects Interest
Post by: windblown on October 09, 2021, 10:09:11 PM
Thanks Windblown.

Sent you some files to take a look at. Take your time and anything you can figure out will be appreciated.

You got mail. Let me know if you have any doubt because English is not my first language and this is quite difficult to explain.

One quick question on contact points - now that I figured out that they're need for melee to work correctly, are they needed in any other animations?

You need the text key "contact" for melee animations, and the textkey "leave_hand" for ranged/area/direct animations (the time that you set for those text keys is the moment when the power acts on the enemy).

Update - for the UO Ancient dragon, except for the idle animation, exporting the nif with embedded animation crashes Max. Trying with the UO spider - I've done 4 kfs so far without a crash. It does look like though that because of the way the game handles animations compared to FFvt3R, I'll have to go into each animation and change the times, since they're not all the same length.

This might be a case by case basic where some creatures work and some won't.

Looking at the animations available for the game, they're pretty much standard for the monsters - attack, die, hurt,etc. Some of the human animations though could be fun if I can get them to work - argue, attack from different mounts, attack with different weapons (crossbow, mace, etc), different spell casting, applaud, blow kiss, bow, different dances, drunk,among others - setup for both male and female. Even sit, which I remember was asked for a while ago,

If the spider gets done without any problems, I'll see how the humans go. Since the meshes are from a RPG, the base skins are in their underwear, with the various hairstyles and clothing/ armor meshes having their own skins on top. I'd have to pick a few choices and add them to the base mesh if and when I work on them.

That sounds great, especially if those human animations can be added to the FF ones.
Title: Re: Possible Projects Interest
Post by: Randomdays on October 09, 2021, 10:58:05 PM
Thank you very much, Windblown. Those problems solved at least.

On the UO imports - On the spider, the mesh simple vanished at the start of the combat animation. I had already fixed the times on the quatkeys, so I'm not sure why. With the death animation, the spider rolled over on its back with its legs flailing around. Exporting to nif in Max crashed the program. With the dragon porblems, and some male human crashes with exporting the melee animations, I'm thinking that if the animation is too complex, it will crash Max out. Since max is the only way I have to get the granny 2 animations into a nif, I'm kind of stuck there.

For the male human, the mesh turned out to be a skeleton only. Since UO is a rpg, all the different body parts are separate meshes as I thought - even the unclothed- underwear basic body is different parts. Instead of dealing with all that, I took a male basic boots from FF1 and rigged it to the armature. The first 4 animations, idle, melee idle, walk, and run worked fine, but the two combat animations crashed max with the nif export.

The armature is very similar to standard FF meshes - Bip01 pelvis, Bip01 head, etc. I tried a standard FF kf on the UO armature and had no reaction. With the UO kf on a FFvt3R reaction, I got a "twisted" mesh that had the idle animation going.

Windblown, I'm going to add a couple of "social" animation in if I can and send it your way to look at compatibility when done.

I surely wish that the newer Blender versions had better kf support, that max worked better, or some other program was out there. I see that Maya and "Outfit Studio" offer some nif support, but it doesn't look like kfs are included.

Title: Re: Possible Projects Interest
Post by: Randomdays on October 10, 2021, 12:25:00 AM
Well, I just don't know - a very complex animation of the character choking to death on poison, grabbing his throat and then sprawling on the ground on his stomach and dying exported from Max fine. But animations of the character waving, saluting and folding his arms crashes the program.

The problem of my kfs exporting out empty might be that you have to set up a "dope Sheet" with notes for the beginning and the end of the animation and attach it to the mesh for the animation to export as a kf instead of embedded.

Max is a pain.

Title: Re: Possible Projects Interest
Post by: Randomdays on October 10, 2021, 02:16:35 PM
Well,I would say I'm stuck again.

I'm not sure why Max 8 crashes on some nifs with embedded kfs and not others. The empty kf export problem still persists. If anyone knows how to do that properly, using the dope sheet and setting up the keys that could solve the problem.

I can get the complete animated mesh out in gr2 or fbx format, but once again, can't get it into Blender 2.49b to get out again as a kf.

I tried working with the Nexus Buddy 2 program, but its specifically written for Civ5 gr2 files.

Title: Re: Possible Projects Interest
Post by: Randomdays on October 10, 2021, 04:11:22 PM
With all the frustration with the UO files, its easy to forget the things that are going right.

Thanks to SA and Windblown, some of the problems I've been having are solved;

The AO octopus and snake are fixed - The NWN snake has been rigged to the AO armature and is read to go as soon as I add the bounding box. The octopus is having its animations done, but its a slow process since its got a lot of bones I have to go through on each animation to fix the disappearing parts problem.

The octopus has an alternate skin and the the snake has 5 skins. Once the octopus is done, I'll rig a more normal mesh to it so Benton can use it if he wants. It'll be more useful than the one I already sent him.

(https://i.postimg.cc/VkMJLXNk/octo2.jpg) (https://postimages.org/)

The AO Scorpion, the Civ4 Spider and all the meshes based off of them can now climb walls.

The Oblivion Mud Crab now has a normal looking run. If I can follow what Windblown did, the opens all the Oblivion meshes up again for import.

The updated kfs and the completed snake and Halloween Witch will be up soon. Also working on the black cat's animations to get that done.

RD



Title: Re: Possible Projects Interest
Post by: spydermann93 on October 10, 2021, 05:56:14 PM
That Octopus would make for some great Atlantean mayhem! :o
Title: Re: Possible Projects Interest
Post by: Randomdays on October 11, 2021, 12:32:58 AM
The Octopus is coming along nicely - there's a bit of vanishing on a couple of arms. I'll be asking for help from Windblown or someone willing to help if they can on that and other things. Still trying to figure something out.

Looking over the Nexus Buddy 2 program and some Civ Forums, I think it might be possible to turn their granny meshes and animations into nifs. Not sure if there's anything there, with the large amount of content available from Civ4 already.

I don't have gmax installed at the moment, but. that might be an alternate to max 8. Something to try again in the future.

On the UO male basic - not quite so frustrating - tried importing five more animations;

Drunk Idle - just weaving a little but - Crash!

Applause - Hands clapping - no problems - character claps his hands - thank you!

Argue - The main mesh was way above the base bone so the character jumped into the air while arguing. I was able to adjust that and get him back down. The anim also has him turning to the side while arguing.

Grasp head with hands and shakes head - well, instead of grasping his head his arms are out in front like he's saying "No!"  Maybe my rigging. The mesh vanishes at the end of the animation for some reason.

Folk Dance 1 - Now you too can river dance! - Mesh vanishes in the middle of the animation for some reason.

(https://i.postimg.cc/Qdg8r80B/dance1.jpg) (https://postimages.org/)








Title: Re: Possible Projects Interest
Post by: SickAlice on October 11, 2021, 12:41:08 AM
I can take a look at the octopus but I can take a good guess and whatever keyframes are related to those tentacles have mismatched times or some other value isn't lined up, usually the case.
Title: Re: Possible Projects Interest
Post by: Randomdays on October 11, 2021, 01:59:13 PM
Thanks SA. I'll package with a couple of other files That You can look at if you want. One is a crayfish- centaur like creature that has the same problem. I had sent it to Windblown but haven't heard back on that one yet. The snake that he fixed, the crayfish and the Octopus all have the same problem - parts disappearing at the very end of the melee animation.

Here's Windblown's explanation of how he fixed the snake - "The NWN2 snake on the AO Snake: I watched the animation on the character viewer and detected the part that disappeared. I opened the nif on Nifskope to see what bone is the one that affect that body parts. Itís ďBone22Ē. I opened the kf file and looked for the Bone 22 on the melee animation (240 NiKeyframeController), as you can see, there are two keys on the scales section, so I deleted them (put 0 instead of 2 and refresh it with the green arrows). Itís working now, so I did the same with the melee_2."

So it might be a scaling problem for the two others. The crayfish and the octopus I think have multiple parts disappearing.

The other problem he fixed that's a big help is the forward motion of the mesh during animation for kfs from Oblivion and Morrowind. His fix should work on any mesh from those games for that problem. Here's his explanation for that - "The Oblivion  Mud Crab: I opened the nif in Nifskope to see what bone is the one that affects the whole body, these can be Bip01, Bip01 Spine0 and Bip01 NonAccum. I opened the kf file and looked for them on the run animation, if there were keys on the translations section, I deleted them as I explained before."

Windblown - I hope you don't mind me releasing the info above. I figure it'd be helpful for anyone who doesn't know a lot about kfs.

I'll be packaging up the "male_basic_uo" set so you can see how compatible it is with FF male_basic, and to look at the problems with some of the anims mentioned above.

SA, I can put that up as well if you'd like to take a look at it.

One thing I noticed with the human kfs  - I think that every animation for FF has a NiKeyframeController for every bone that sets its location, even if its not used in that  animation - like the legs in a "wave" animation. IT looks like UO doesn't do that. In the Character viewer, idle only sets up about half the bones, so it looks different after a run that it does after a walk.

 
Title: Re: Possible Projects Interest
Post by: SickAlice on October 11, 2021, 05:35:28 PM
I would do it the same as Windblown, observing the animations I mean and finding when and where the problem was then zeroing in on the number data. Sounds about right, I mentioned the scaling issue before and the problems that can cause, freeze to full game crash when it's the main Biped on say a known nif (male basic and so on). The latter is something that needs to be caught in game usually though, too hard to notice a small change in the size of the model in CTool half the time. But if that main node or any, like the Neck for example changes too much it throws the engine into a tizz, CTool won't care and will still display the thing.

Else sure thing, pack up whatever. I have my Files open anyways so it won't be a problem to check those out. The weather is bad here anyways so my work is at a halt. Just make sure to send me a PM prompt so I'll notice of course. Otherwise Spider-mobile is very much close, I'm finishing the riders and a couple keyframes speaking of then it's good to go. Lastly going to adjust my Spider-man page before uploading. That mess is long overdue to be cleaned up while I'm at it.
Title: Re: Possible Projects Interest
Post by: Randomdays on October 11, 2021, 11:16:20 PM
Windblown, you have mail.

And once again, thank you and SA for all your help.

SA, and anyone else, I've uploaded "Test pack 1.rar" to the requests folder on the mega site. It includes the broken crayfish (already fixed by windblown), the octopus, and the UO male basic. These are all beta and unfinished - they still need contact points ,bounding and selection boxes and more animations and problems fixed.

The male basic has 8 animations(so far) on it, including the ones talked about on the last page.

The male basic has a "Granny" folder in it. These are all the possible animations that could put on the mesh if I can get them converted into kfs properly - over 180!

RD

Title: Re: Possible Projects Interest
Post by: Randomdays on October 13, 2021, 10:57:08 PM
Doing some more experimenting ; Reinstalling gmax and put in the scripts for NWN1, NWN2 and nifs. Not much different than with max, except gmax can't import dae or fbx files, so I can't test the crash issue.

I'm still having the uo male mesh completely vanish during an animation. Checked the scales for all bones and they all have 0 keys. The quat keys time is all correct for all bones. Maybe SA or Windblown can provide more help.

Trying to complete the kf imports for everything in progress.
Title: Re: Possible Projects Interest
Post by: SickAlice on October 14, 2021, 01:33:18 AM
When I get a little time I'll look at it. In the meantime I was skimming something tonight, I think there's some straightforward things of interest in this link. As well I think Animkit is of high interest to you. I also noticed they covered the sound in keyframes thing you asked about. It seems limitless and has my interest peaked. I'm going to read this entire thing front to back, maybe when I finish my seamless textures for SmB.

https://www.tamriel-rebuilt.org/content/modelling-resources (https://www.tamriel-rebuilt.org/content/modelling-resources)
Title: Re: Possible Projects Interest
Post by: Randomdays on October 16, 2021, 09:53:03 PM
That's a very interesting post SA.

The file that can split up the Morrowind kfs could make those usable for FFvt3R

I tried a few different things again with the NWN crab and got a good looking mesh and animations going in Blender 2.49b, even an individual animation by itself. The exported kf though was not linear, but xyz for each bone, with no quaternion keys. I had just read somewhere when researching that Blender handles armatures differently than nifs. The armature for NWN1 and 2 looks good in nifskope, but very different in Blender.

I was looking at Bearded's Spider that he did many years ago and it looks like its from NWN1. So it looks like he figured it out with Max somehow.

Some other odds and ends;

1) For Hanna Barbera - I was going though some files and found Josie and the Pussycats - Josie, Melody, and Valerie, in costume, created by Daglob, downloaded from one of his Yahoo groups. I don't think its on Alex's or SA's site so I'm uploading it the the HB heroes folder on the Mega Site. It should go with his other work if one of you two want to grab it.

I found the VX keyframes that work with them and converted all 3 to FFvt3R, since they were crashing the character viewer.

(https://i.postimg.cc/fbdJY9XH/josie.jpg) (https://postimages.org/)

2) The 4 Halloween entries are done - rat, witch, wraith and the black cat - and will be posted to the mega site soon. The witch still has the alpha problem for the broom skin.

Dana - I didn't see a lot of of  other 'ghost" type meshes for NWN1 or 2, but as with the Phase Spider, alpha transparency could be turned on and make any mesh a ghost.

3) The snake and the crayfish creature are also done and tested and seem to working right. They'll also be going up soon. I don't think I've posted a pic for that yet, so its below - comes with another two alternate skins as well.

(https://i.postimg.cc/qBKgdb11/crayfish1.jpg) (https://postimages.org/)



4) SA, I think you said you had a problem with getting the timeline in Blender 2.49b to work? I tried working with that with the NWN crab and that was how I got the long animation for it cut down to just one action. I'll try your Knightrider in a little bit and see if I can break up the animation for that as well.

5) I'll also be uploading a kf pack with the new climbing animations for the spider and scorpion based creatures, and the corrected kfs for the mudcrab with the proper land run/walk animation istrad of the swimming idle replacement.

6) The Octopus has the same two disappearing tentacles and a tentacle tip in three animations now - two attack and one pain. If I could fix it for one I could probably fix it for all. Tried Windblown's tip on zeroing out the scales key for what I think are the proper bones, but its not working. Timing for the quaternion keys look right.

Same with the completely disappearing mesh for the UO male basic.

Edit - The rat is in the animals folder

The Wraith is in the Others folder.

The witch, crayfish, snake, black cat and new keyframe pack are in the keyframes folder.







Title: Re: Possible Projects Interest
Post by: Randomdays on October 16, 2021, 11:18:08 PM
SA

Michael Knight experiment.

You have to really zoom in to see the mesh in nifskope since its so spread out.

First check in Blender was also really hard to see anything though after import I did get a vertex/face/obj count in the upper right corner as usual.

1st pic - this is an adjusted view of what I saw in max 8 ; the mesh and armature is on the far right, and on the far left it looks like some cameras. Running animation, it did animate but stopped at 100 frames.

(https://i.postimg.cc/cLSJfCKR/knight1.jpg) (https://postimg.cc/jLMKbs42)

2nd pic - exported out the nif from max 8 in FFvt3R format with the kfs still embedded.

(https://i.postimg.cc/90mp4CdC/knight2.jpg) (https://postimg.cc/k6H8zrYp)

In Blender, the mesh was a lot more visible now and still animated. Blender saw 250 frames of animation - it looks like an idle or looking around, walking across the screen to the left, and then spinning around back in forth.

The two long lines stretching out are the right and left forearms, for some reason. The mesh is 682 vertexes. The vertex groups look like your standard ones seen in the ff games and others - bip01 spine, bip01 calf, etc.

Way to the left are two bones, bip01 Tube05 and bip01 Tube06. No cameras were visible.

Rotating the bones in pose mode moved the mesh like normal.

Exporting the mesh and the kf out separately, the mesh still has the stretched out forearm bones, though they could probably be shortened in edit or pose mode in Blender.

The kf looked good with standard NiKeyframecontrollers and linear quaterneon keys. The NikeyframeControllers put animation at about 48 seconds, while the quaterneon keys look like they usually end about 8 seconds.

Did not edit the kf or put them in the FFvt3R directory to check them out.

Let me know if you want the converted files to check out and I'll post them.


Title: Re: Possible Projects Interest
Post by: SickAlice on October 16, 2021, 11:58:58 PM
Love the Josie and The Pussycats. Thanks for all the work. Lol, no it's simpler than all that. What I mean is I don't know how to get the timeline itself to display. Like how you can see it on the bottom of your screenshots? I can't find the function nor key shortcut to actually display it is what I mean.

Yeah interesting stuff in the link or at least the straightforward essential stuff. Blender has a problem with how it stores things in it's memory (so does the FF games and character tools for that matter), well known but it explains a few of the issues here. Also the writer there noting those fussy values too and how not just different versions of the Nif engine are different but so is what options any game developer chose to include and/or fully in their product. Notable for what we do because of lacking or absent features in either game and/or between the two games. Alpha channels for example are recognized by the first game however they never completed the script for them so they won't display properly (in the second they added Stencil Masks and such to counter this). The second likewise either has incomplete Netimmerse features and some aren't utilized at all, something to look for when doing conversion. Like neither game actually handles bump maps. I studied that one a lot and while you can "sort of" an illusionary effect they never included those features fully so they won't be displayed properly either. Specular channels are an issue in either, the second recognizes them but doesn't handle them completely. I got rid of them from Spider-mobile last night because they were creating a bug with the alpha channels. Same went for built in alphas which you had on the window for example. This game isn't properly coded for it and what happens is then the model in question can never be hidden from sight (it's texture alpha channel can not be alternatively utilized) nor can it be fixed at all from that point and must be scrapped to correct the problem. In addition the presence of it interrupts the lighting values of the other models in the nif when displayed in game to where they all look like glaring light bulbs basically, the specular function also causes that bug. Just examples of stuff to look out for. I wish I had the manifests of what the developers actually did and didn't use in their games but otherwise this all stuff I've just come across over time. Like the fact the ladder function is broken in both games just to point one out. Usable to an extent but not really and it can cause errors pretty easily since they didn't finish the code for it as it seems. And of course all this applies to Blender and differences in versions minding there that these are dev plugin projects and much of what we use rarely completed and/or directed at a single game of interest and the game never being these ones (almost always Morrowind).

Thanks with KR, mostly looking at KITT itself given the unique animations. However given what I'm saying I'm doing with the Spider-mobile elsewhere I think I won't need it anymore and figured out a better way for our games (getting working weapons on vehicles and so on). And I knew some of that, Knight Rider 2 is, well the set-up looks real weird. As I said a lot of the functions are handled by external files these included your standard text based ini's and such. I think it's important to dissect that game though just to learn about this stuff since my understanding is it's set up the way the Netimmerse is meant to be where we and in these games are using it in an unorthodox manner. Same with the nifs themselves of course being exclusive containers holding everything from the animations to the very textures themselves even. Just as important as dissecting  :ffvstr: and understanding how things are set up and the big differences between it and the first game engine, of course because nearly all of the nifs and keyframes we use are converted from the first one instead thus not properly set up (mostly the added Dummy node with a 90 degree angle rotation hence the animation stuff for wall climbing I been on about) and an additional node somewhere though I forgot which.

Else I'm sorry I haven't looked at the files you uploaded yet. I've been real busy. Tis the season and all the pine needles and leaves in my forest are falling and I'm working fast to clean them up before the freeze hits. Like I literally pitch forked so many for so long today I ended up puking. Otherwise I'm deep in your Spider-mobile right now, at the very moment completing the animations you wanted that make the headlights flip into the hood and the Webshootersģ come out during the ranged. It's a lot of math of course to do but the idea is to be complete so no skoper after the point will have to bother, they'll be able to just copy keyframes and make new ones however they want without any issues after I'm all done. You'll see when it's released, looking a week out from now if the server issue isn't persistent. But just so I let you know I'm not ignoring you. I have a lot going on and picking up the slack for two cancer patients, love em as much as a pain in the patoot they can be dominates my free time often. With exceptions where I ship them off to a casino hotel somewhere for a weekend, they like that stuff for some reason so it's a decent trick to give myself a breather for me-time lol. Anyways thanks for the opportunity to do this Spider-mobile thing, I'm very happy with everything that's going to come from this.
Title: Re: Possible Projects Interest
Post by: Randomdays on October 17, 2021, 11:18:01 AM
You're welcome on the Spider-mobile - I'm glad you took it on and you're doing such an excellent job on it, and learning while you're at it.

I've seen the embedded textures in some of the AO nifs, and Civ 4 has the sound calls in its kfs. Interesting enough, take a look at Bearded's rat for FF1 using the FFvt3R viewer. For walk and run, he has either the sounds themselves or sound calls in those animations. In game, you can hear his little feet pitter - patter as he runs. Some of the other animations look like they have sounds, or sound calls, as well.

For the Timeline, to access it, its just something you overlooked - on the bottom left corner of the action bar, click on the small graph button to bring up a rollout of different screens - timeline is about a third of the way up. I Usually don't deal with split windows, but I'm sure you know how to do that to be able to see the graph and the 3d window at the same time.

Max always has the timeline on the bottom as part of its default setup.

(https://i.postimg.cc/jSsmYkcf/blender.jpg) (https://postimg.cc/2VK24GPj)

Title: Re: Possible Projects Interest
Post by: SickAlice on October 17, 2021, 11:21:59 PM
Maybe it's my set-up for Freedom Force stuff. I have it saved as is and clicked through the various menus, Timeline included but nothing popped up. I'll have to dig in the preferences or consider finally starting fresh with my Blender set-up.

I seen some about the sound effect thing, that link I provided mentions it. I can't find anything in detail but apparently it's one of the numerous options in the Insert drop down in Nifskope. I don't know that either Freedom Force even utilizes that though, again no manifest on that stuff to be found anywhere. They should have included that actually on a modding specific game really, should have included a lot for that matter between the specific sound ratios to a timeline bar on CTool (the track notes are a decent touch there though). I hate guessing and/or throwing darts until I find what works and doesn't. Also I don't know where to dl Bearded's rat? I never knew he even made one.

I whipped through the keyframes, finishing a few hours ago. Short is I more than doubled what was originally there which wasn't much as you know. Guns of course that pop in out during ranged. The other which you'll see soon is moving wheels. With vanilla hubcaps that doesn't matter much but with these special Spider-mobile ones you can really see they aren't spinning and it looks terrible right? The problem is rotating wheels are a big pain. Ask TJ how that went on Judge Dredd. It's a lot of math and when you're done they end up looking wobbly and weird (rotate around their own axis).

So I had to stop and create a new method and one again that was cumbersome to people here. What I came up with was an illusion using the texture animation property. The wheels have their own texture and use the rotating animation option. Now there's two copies of the wheel mesh, one is the original and it's assigned to a separate instance of the texture in the nif that is not animated. The copy is assigned to the animated version and they are 0.99 the scale of the original and fit comfortably inside the other, our non-moving wheel where the player can't see them. In the keyframes for Idle both are set with a visibility of 1.0000. During the animations where we need them to "move" the visibility changes, the non-moving "parked" wheel to 0.9900 and the one with the animated texture to 1.0100. This makes them swap places but never seen to the naked eye. The whole reason for this is the other complication with swapping models out, at the point we go from one animation to the other where there's a difference you would normally see the models shrink and grow all the way out of existence. It's a problem that's perplexed people for awhile so my resolution is one model is naturally smaller than the other by a hair then the shrink/grow is only a small amount so they never actually have to leave the visible range in fact thus eliminating the problem.

Now I made the entire thing of static models that all share the same exact XYZ so a person can easily import models in with no sweat but the wheels were an exception. They mostly line up with what you'd work with in an outside program however in their cases I had to move them to the zero point position on the axis then move them back to their positions in Nifskope. That marked them essentially giving them a fixed center position for each and resolves the other problem where an object shrinks and grows from center point in the scene. That would normally make the wheels in this example shrink to and from the center of the bottom of the car then which looks horrible of course. Now that isn't a problem anymore and at the same time it still isn't too complicated for people with little no how to work with this whole thing and make whatever vehicle they want from it. Likewise skinners can just as well do what they want with the wheels and make them animated without doing any 3d work if they want to.

So you'd figure eight wheels in the keyframes and coming up with something new I would be in for a world of hurt but darn if I just got lucky here. One flaw the entire way that I had to backstep to the prior saved .kf and I hit the mark with keyframes that are completely workable for future use and the most seamless looking tire animations I've seen in this game. Without using actually 3d animation or weighting at all. There's a few other features like this on the work I'll surprise you with when you see it CTool. Anyways I'm pleased with myself over this of course and happy to introduce it. Now I just have the bonus textures to do (which I mostly did as I modelled anyways to save myself a headache), writing a short How To for it then uploaded and site page work. Next project after is another vehicle but with moving driver, I know exactly how I'm going to do that one already too. I hope this solves a big vehicle headache for the modders here. Oh and I included a separate kf that's just the Idle so people can use it as a map object (driver can removed by it's texture alpha channel, everything can be stripped out that way for that matter).

Next up Captain Caveman, already have him worked out I just need to do the work itself.
Title: Re: Possible Projects Interest
Post by: BentonGrey on October 23, 2021, 01:23:01 AM
Wow guys, I am so completely and totally lost, and it is glorious, ha!  You guys are doing amazing stuff!  Thank you all so much for your hard work and everything you're doing to keep expanding our materials!

RD, I can't wait to see that octopus!  It sounds like it'll be great!
Title: Re: Possible Projects Interest
Post by: Randomdays on October 23, 2021, 01:07:32 PM
Benton, SA gets me lost sometimes too.

As for the Octopus, he's almost done, but is big pain. He's got 79 bones in his armature and it took a while to figure out which ones were causing the disappearing limb problem. The good news is 1) animations are almost done and then I have to go back and correct the 4 problem bones and 2) I think I should be able to put a normal octopus on the armature and you should have a much more useful Topo to put in the mod.

If you haven't seen them, there's a bunch of sea creatures a few pages back, some possibly useful map items like caves and shipwrecks, and a few more undersea map items coming soon.
Title: Re: Possible Projects Interest
Post by: BentonGrey on October 23, 2021, 02:04:28 PM
Wow, you weren't kidding, RD!  I missed even more than I realized!  Yeah, those shipwreck icons will make great set dressing, and all those sea creatures and beasts will be come in handy.

Hey man, will you remind me of your storage site?  I need to add that as a link on the Greylands.
Title: Re: Possible Projects Interest
Post by: Randomdays on October 23, 2021, 02:16:44 PM
Benton - https://mega.nz/folder/bxoATQBA#zhsyE8hp1uwMeDk7r17BcQ (https://mega.nz/folder/bxoATQBA#zhsyE8hp1uwMeDk7r17BcQ)

The Evil octopus is done, except for adding bounding/selection boxes. It turns out only 3 of the animations had the scaling issue with the vanishing limbs.

Going to see about doing the normal octopus and the sea items, then expect to sea a LOT of Viking imports on the Hidalgo thread.
Title: Re: Possible Projects Interest
Post by: SickAlice on October 23, 2021, 05:04:26 PM
I talk in circles a lot and I also talk as if anyone has the same before hand knowledge, that was class in schools for art, game dev and math sometimes. I know, I think about it after I type these lengthy diatribes but I also have confidence you can work out what I'm laying down. Like these things will click eventually as you're going through files yourself. And again that or you'll see what I mean when I release the thing in question, Spider-mobile being the example here where all this I'm talking about is implemented. But this whole wheel thing is all plane geometry and high polynomials, subject I returned to school for about four years ago and I forget you guys weren't hunched over that desk next to me (not worth it btw, no reasonable career application these days for all the work you put into it). But maybe you'll get it when you see it in that nif and animated and such.

Again it's been a long standing problem here, you can look at any nif that "morphs", an illusion where one model shrinks out of view and another into view and there's a lapse where you can see the one vanish and the other appear. Apparently they did not streamline that between animation part at least in the version of Netimmerse (Gamebryo I think right?) for some reason at that time. If that helps clear it up. Like they just didn't add anything that factors for the space between two different animations so there's a blip that happens there. Normally there isn't a reason you're eyes would notice it but this is one case. Um, Plastic Man and Mr Fantastic nifs say where a different body pops in and out of view, look at them in CTool once between animations. You'll see it. And it gets worse when the objects don't share a center point (axis) then. So that was I finally resolved the issue, playing a trick on the program and the players eyes basically and just working with the flaw itself rather than trying to around or against it.

Still say we have to get RD proper hosting btw instead of this Mediafire/Megaupload nonsense. If Yahoo Groups taught you anything you don't want to rely on it. I'm waiting for catwhowalksbyhimself to return, usually winter like everyone else to ask him about that or you getting the keys to the hosting he provides me. I had set up CB and daglob to run and use that site in the event of my absence given my health problems but, well, and otherwise I already have a directory there for you anyways given hosting your tutorial and all. We'll see when the time comes. It would be nice if you could have pages and these same previews on them and such. Or maybe on of the sister sites in the Forever network. Or your own, take your pick. I just hate seeing all this hard work stored on some vanilla file host is all.
Title: Re: Possible Projects Interest
Post by: Randomdays on October 24, 2021, 02:06:03 PM
SA,

I had thought about having a nice site like yours, Alex, LP, etc, but was unsure if that would be wise considering that almost everything I put out is probably copyrighted from not only other sources, but other games.

Considering what's already online, probably a slim chance of that. Of course there's also the fact that I'm up to 100's of imports by now and it would take a while to get them all set up.

On another note, you had mentioned being able to grab models/ animations from android games. Sometime in the future after I get done with the current wave of imports, I'd like to take a look at making a map or 2. One would be a zoo map - I've got a lot of animals already, WP2 could offer more plus some zoo civilians and shops/ decor.

Then, either as a separate map or as part of a larger zoo map, I'd like to add an amusement park area. I've already got a few ideas on how to 'fake' some animations for a roller coaster and a merry-go-round.

I don't think we have any maps for those. The Movies game might be able to set up a map for a movie studio. All three have been featured in comc stories over the years.

If you can take a look at the Roller Coaster Tycoon Games on the app store (4 mobile and touch) and see if you could get some of the rides/ shops out that would be great. No hurry of course - we both have a lot of things lined up already. If not, I've got RC3 gold and can always try to rip the models out with Ninja ripper.


Last, I've completed the rigging of the DaoC Octopus to the evil AO armature, and added contact points and bounding/ selection boxes. Both are ready to go

The AO Poison Toad for Halloween is also done. The NWN2 toad will be down the line I think.

Four undersea map items from WP2 are also done -
1) An animated sea anemone in 5 colors - I embedded the animation in the nif - let me know if that works in game
2) A giant clam - it had an opening and closing animation but I couldn't get that to work, so its just static
3) A coral reef block
4) A treasure chest to go into a shipwreck or cave maybe.

Benton, I think that EE2/ EE3 may have a large selection of rocks that might work underwater, maybe some coral too.

The octopi and the poison toad will be in the keyframe import folder, the undersea items in the map items folder.

(https://i.postimg.cc/gj9jNGf1/clams.jpg) (https://postimg.cc/KkNmYhc5)


Title: Re: Possible Projects Interest
Post by: cranlox on October 24, 2021, 04:20:29 PM
excellent work, you keep surprising me with so much :thumbup:
Title: Re: Possible Projects Interest
Post by: Randomdays on October 24, 2021, 05:36:29 PM
Thanks Cranlox

Most credit goes to the original game designers, meshers and skinners of course. I'm just the middle man moving things around.

A few notes on these and others;

1) Going though the map items that came with the base game of FFvt3r I didn't see too many that had bounding boxes. I assume that the collision is set up either in the mesh itself or with mapedit somehow.

2) I've been testing the imported characters as I go, but not the map items. If there's any problem with collisions or game crashes, etc. let me know and I'll try to tweak them. It'll be awhile before I try making any maps myself. From what Goggles said way back in the beginning of the thread, they probably need the destruct nifs for when they're destroyed. That's not in my skill level at the moment.

3) My main input on these is importing them to Blender, sizing them up a bit where needed, exporting them as FFvt3R nifs, and adjusting color and lighting a little in nifskope.

Last note; I did a a quick run thru the EE2/ EE3 files. EE2 didn't have much that was useful here, but EE3 did. While EE3 is terrible as a strategy game, its got a ron of resources that, along with EE2, could be useful for the FF games. Besides units from throughout history, ancient to future, there's buildings and lots of rocks, plants and trees, even farm crops in the field. Civ 4, Morrowind, Oblivion,  and Railroad Tycoon might also have some good map items, I haven't looked into those yet in that aspect.

Below is a quick pic from a rock pack that's now up on the Mega site in the map item folder. The pack has 10 rocks, 10 coral/reef. 4 rock formations, 2 chests and a pirate cove (Benton - you need to put this in your mod somewhere!) The pirate cove has been sized up a bit so it'll be a large item on the map.

(https://i.postimg.cc/cCQQ6VBG/rocks.jpg) (https://postimg.cc/4HxKS20W)

Title: Re: Possible Projects Interest
Post by: BentonGrey on October 25, 2021, 02:19:06 AM
Wow, RD, lots of cool stuff!  I'm going to have to test out that animated anemone.  That sounds super cool!  A lot of that looks like it could come in handy!

 So,  :ffvstr: objects will all need bounding boxes if you want characters to be able to interact with them.
Title: Re: Possible Projects Interest
Post by: cranlox on October 25, 2021, 04:11:45 AM
Hello! I have seen that there is a strange flaw in the textures of the toads. I do not understand the reason but even replacing and penetrating the transparency makes me a kind of shine that reflects badly.
If you agree and you give me freedom, I will totally replace the scratch texture for this toad to see if I can solve it.
(https://i.imgur.com/RXHc2qd.png)
Title: Re: Possible Projects Interest
Post by: SickAlice on October 25, 2021, 06:59:29 AM
That makes sense on the site front. My understanding of a lot of game models is they feel it's complimentary so long as one doesn't profit. I always also include their full copyright when I do use a weighted myself. Else if they don't want you to they'll just let you know, Activision that I know of is like that. Mostly what they don't want is the games main components themselves floating around. Activision was triggered by the very thing. Enough culminative files were being shared for modding that basically the library of their games was being given away for free, ones they still sell of course. So when it hits their bottom line is when a company tends to get unchill about it. But it makes sense you'd hesitate. Still though a number of other hosts out there for model collecting/3d print fodder.

Let me know, it's pretty much a snap. I can teach you as well pretty easy. I know the ins and outs myself though with those Android game models. Like which companies use a propriety format that can't be so easily looked at or not. Most that fall into the Unity Engine itself though come out easily. I don't have much a use for them and end up deleting them. Mostly I like taking apart models and art and seeing the methods and such. Unity is a good deal for gaming. Unfortunately actually programming with the thing is a different case but it is one of the most flexible things I've seen in years.

Probably something baked into the model. Looks like inverted faces or doubles? Normally I pull them off in a 3d program, reverse them and stitch it back together. Or convert the model a bit until it looses any data that's cooked into it and start it fresh. I really like them though. I was thinking about frogs and such today. It's cold so my little tree frogs have went to sleep. Probably for the best, I don't need another night of lost sleep chasing one of those things around after it snuck in the house again lol. I swear those things are real life Spider-Man and that agile and hard to catch too.

Title: Re: Possible Projects Interest
Post by: Randomdays on October 25, 2021, 09:05:10 AM
Cranlox, permission granted.

I can tell you that AO by NDoors used altered DDS files for their skins that can't normally be opened. I had to use a hex editor to get it readable, and then converted to a tga. If you want to see the original ddss I can send them to you.

If you take a look at the witch's broom, its got the same problem. But also, while the broom texture appeared on the broom in the character viewer okay without transparency, in game it was completely transparent. I was a able to fix that part at least by converting it to a jpg and then back to a tga again.

You might want to try that - since jpg's have no transparency it could clear out some problems. Alcina the witch also has her original messed up dds textures after they were hex edited if you download it.

SA, whenever you have time. Maybe take a quick look at the apps and see if they're able to be ripped. I did a search on the RC3 windows game and it looks like there's no good way to get the models out of the packed files that I could find - it uses .ovl files I believe.

The frog looks good over all, and more importantly has some good animations on him - the tongue snapping out in melee for one.

Benton - that's what I thought, but when I checked out some of the nifs for the game, I saw that some didn't have any. Maybe that was FF, not FFvt3r. Easy enough to add them though.

I'll go ahead and run them through again and add the bounding boxes.
Title: Re: Possible Projects Interest
Post by: Randomdays on October 25, 2021, 12:21:39 PM
Did a quick check of files before going to work - it looks like it WAS FF I was looking at that the map items didn't use bounding boxes, while FFvt3R does.

I think the 1st caveman pack of items I did was for FF. I'll take a look at those and make a FF2 version with bounding boxes if so. For the other new ones, that all are for FF2, I'll add the boxes and re-upload them. For now, you can download what's there to check out what's available till the new versions are up.
Title: Re: Possible Projects Interest
Post by: SickAlice on October 25, 2021, 03:23:46 PM
I can't do that sorry, just going shorten this then.

Title: Re: Possible Projects Interest
Post by: Randomdays on October 25, 2021, 04:35:23 PM
That's alright SA.

I'll just go ahead and try ninja ripper on the PC version of RC3 then. I checked and I have both the Gold version with the 1st addon pack, and the 2nd pack by itself.

Glad I was able to read your original post before you shortened it - makes more sense that way.

Not in a big rush as said, so it'll be down the road a bit
Title: Re: Possible Projects Interest
Post by: SickAlice on October 25, 2021, 05:32:00 PM
Yeah I type and talk in circles as I mentioned, it's a habit. But also I said I can't nor am I downloading big files nor going to be doing mass conversions/installing programs and such. I do art, I make 3d model requests. That's a 300 mb plus file that I looked at, it's about three days on my dial up connection with my family shut out from using the internet. The downside of living the good life is they don't modernize things like telecommunications, it was worse when I lived in the Smokey Mountains actually. Took me over two hours just to upload the Spider-Mobile rar to my site last night to paint a picture for you of it.

Else I kind of don't get this one. I can tell you those models, roller coaster karts right, are just hollow boxes. That's all those are. Also you can find stock roller coaster stuff all over the internet. Also again these games have modding communities elsewhere that already cracked and provide this stuff, in this case that community is the one that kicked off Nifskope and the Blender plugins that we use here even. I'm making note of it because I know some of the other sequels to this game are options for import/export in both the Blender plugins and Nifskope, right next to Zoo Tycoon (that's the community btw if you want to check in with them). Else if there's some specific model from that one you're trying to get, I dunno. But Zentax/Xenhax and VG-resources are the forums to be on if you need to convert stuff. They know everything and I do mean everything about this stuff, like literally how these files read in hexadecimal and can recall it from memory. It's pretty impressive.

But yeah, I love doing art requests friend but I'm not down with helping with this other stuff, more I don't even the time or means. Like making a model of a cartoon or comic character is really of interest to me. Converting mass files from games isn't my thing though. But still I think you should look at the Nif version of this Roller Coaster game, that's just me. I imagine it would be easier and have to figure the same type of model must exist there and probably something that fits Freedom Force easily, and has animations that are a cakewalk to convert since they'd already be in the right format. Unless I'm missing something specific. Again though I would just make a model of a hollow box with four cylinders, texture it and roller coaster kart achieved. Add in map simple models (this will otherwise crash the game if players use it, there's no way this game engine can load that much junk into memory) with alpha channels to create the tracks. If a roller coaster map is what you're trying to pull off here is what I mean. Those are the options I would be looking at myself.

Again I should make a map speaking of, I'm kicking myself reading these things. More than a decade making content for these games through three different forums and yet I haven't so much touched it. Kind of silly of me and given I make map objects and all that too. I really do want to make a Castle Grayskull map but have to figure out the entering the castle and rooms thing. That's the hang-up there.


Title: Re: Possible Projects Interest
Post by: Randomdays on October 25, 2021, 07:55:16 PM
Understood, and thanks for looking. I did some google search before on what's out there and checked xentax, but I'll look some more. I didn't see anything about nifs being used. I've got Zoo Tycoon and used it for models. The problem with it animations it doesn't look like it uses kfs at  all, but xml.

Mainly looking at the non-coaster rides for import. For the coaster, I don't think I could do an entire visible ride, but as I said above I figured I could fake it a few ways;

1) Turntables; make a bunch of mountains or buildings around the edge of the park. Put the carts on a turntable for the flat part; as the turntable spins the carts would exit and then reenter the mountain and circle back out of sight and repeat. For the upper arch, repeat on a sideways turntable like a car wheel. control the speed by enlarging or shrinking the wheel and moving to cart towards or away from the center. The turntable  would also give you spinning flat rides like a merry-go-round.

2) Forward motion of the nif; as seen with Oblivion and Micheel Knight, the nif actually moves forward on the map when animating. With a looping animation, it would return to its origin and repeat.

3) Scripting - I'd have to ask Benton or an expert, but script a pathway for the nif to follow.

Add some park sounds and screams, have the nifs in the cart holding the bar or with their hands up, and maybe it would work.
Title: Re: Possible Projects Interest
Post by: Randomdays on October 25, 2021, 10:10:19 PM
The first small set of Undersea Items (now v2), with the sea anemone, have been re-uploaded with bounding boxes.

Benton, or anyone, please check at least one of them and see if they work in game as they should.

Starting work on the second, larger, set with the rocks and corals.
Title: Re: Possible Projects Interest
Post by: BentonGrey on October 26, 2021, 03:37:17 AM
Awesome!  I'm pretty busy at the moment, but hopefully I'll be able to test them out tomorrow or Wednesday.
Title: Re: Possible Projects Interest
Post by: SickAlice on October 26, 2021, 07:52:45 AM
Just trying to understand the objective here mind you, I don't know of the initial request and so on. I can help if you can follow though.

0) At Xentax, aluigi. He's the boss over there and wizard of all format code. If someone knows it's him and if he doesn't know it's because it can't be done/doesn't exist. Else I know I've actually opened files from these games myself a few years ago, the zoo versions but I had come across communities devoted to modding them as said where they have specific tools as well the same stuff we use. That's where I would be looking if something specific is desired. It's how I got around the aforementioned Alchemy (X-Men Legends, Marvel Ultimate Alliance) stuff. Well that Tommyboy was into it too and leading the pack, he had a head for all this stuff.

1) Rotating textures for the turntables as I used on the wheels of Spider-mobile, alpha channels on the bars. It's a trick I use in Overdrive on his helicopter blades. There's two models that account for each position and are then only shown as the animated texture rotates over where they are assigned on the texture itself. Maybe sounds complex but it's super easy to pull this off. Else the rotation keyframe stuff I taught you but understand that is hell when it comes to this and you'd be better to take a shortcut like I do. Or, a rotating in game nif as a donor. Like just stick a vanilla turntable in the nif and such and call it a day. Less taxing on the game engine again here too when everything is counted for in the loading.

- If you didn't know this about 3rdR you can use a nif with an idle keyframe as a map object. I used that with the Last Hunt Spider-Man game prop I made. It's how I made him appear to be to struggling to crawl out of his grave. I mean you can full on place it in the character directory and point to it so that means you can use any character by whatever is assigned as their idle just as well. It just defaults to that Idle, I'm not sure why but it's the fast way to make animated map objects.

2.) So same as above, donor use a nif with keyframes and an idle (or choice animation renamed to it's Idle) for forward movement. Else forward movement was also what I explained about keyframes and it's a lot less messy than rotation around an axis point is. Like when I explained the arrows in Nifskope/any 3d program and the football image right? So you just are increasing the value in that choice thing in the keyframes. For reference look at the Spider-Mobile/Houndjeep keyframes and at the melee and ranged animations. In both the object moves backward then forward a distance. And that's the way to it proper but again me? I would just cheat and use something that already has it as a donor to save myself the headache and maybe get a little more sleep while at I'm at it.

3.) I totally suck at scripting. I shouldn't given my education but I'm just obstinate when it comes to that. I'll ask Benton too if the need every arises for me lol.

I'm intending to learn more about sounds this coming month. I have some ready to go voicepacks sitting on my drive but never got around to the specifics of the format here, levels and such. I know all the dat and merging bits and this much in the py at least though. At the same time I want to learn it for webpage design. I'm going add a really corny chime to a page just for experience. Maybe I'll add Snoop Dogg to my Freedom Force page and just leave it there for the winter just to razz people, I dunno.

Speaking of silly thoughts and you'd be weirded out to know how much I think about this but why hasn't anyone added scent to virtual environments yet? Games, the internet, viewing experience, whatever. I'm serious here. We have a total mastery over creating artificial flavor and duping olfactory sense you know? Like because if anything our society is really good at making things to buy, smell and eat. Like I literally have a candle that smells like *checks* spiced pumpkin pie next to me on my nightstand (Better Home & Gardens brand, I'm a simple folk). So you know why can't I smell the forest dew when Link walks into the enchanted fairy forest in my Zelda game? Or post my fart on a social network so people then can swipe it, redistribute it all over the chan sites, remix it all over Youtube and a click bait can resurrect it and pass it off as fresh material on Facebook ten years later? Just your basic Scratch N Snozzberries stuff, you know? Sorry, I probably just destroyed your train of thought but maybe it made you laugh which is good.
Title: Re: Possible Projects Interest
Post by: Randomdays on October 26, 2021, 10:16:24 AM
Its all good.

I had planned to use donor meshes with a spinning turntable like animation. The tank from FFvt3R has spinning wheels and I think there's a radar dish with embedded turning animation. There's also the NPI helicopter and the the Civ4  gunship I'm importing with its kfs. Speaking of which, since I think I can do embedded animations now (see the anemone above), I think I'd try to use that if it works instead of a separate kf file. Donor also for the forward motion -probably an Oblivion mesh with its walk kf, embedded into the mesh.
I almost had that working earlier with some fish attached to wheel for Benton, but couldn't quite pull it off back then.

Checked around some more and still didn't see anything on extracting the RC mobile games, nif or otherwise. I did  find a multi- game extractor that says it can extract +3000 plus games paks - including the RC3 ovl files and the Theme Park World files.

I'll look into that some more later.

Thanks again for all the input.

Title: Re: Possible Projects Interest
Post by: SickAlice on October 26, 2021, 01:21:27 PM
I didn't mean the mobile games, no. The PC versions that are signed in the Blender plug-ins. Hence why I asked if there was something specific to the new mobile games that was needed. I don't know spit about those games so I just assume any roller coaster resource can be found in one game as easily as the other.

And embedding keyframes is a good idea yeah. I don't think I consider it mostly since I never see it in files in the game and I try and stick to how they set things up. But actually thinking now about it that cool fountain might actually have embedded keyframe animations.

Actually hears what you do otherwise. Well there's turntables in the circus levels of Super Mario 3d World and I think that's brres format and that is a super easy format to work with an export. You can a whole bunch of tools for that at VGR or any of the Mario Kart/Smash Bros. modding sites.

Else if it has to be that android game:

- Get the program called Asset Studio GUI for your OS and install it. It's Freeware.

- Get the data for that game. Either play it on an emulator and walk through a data to hard driver extraction tutorial OR download data/obb from one of those apk hosting sites.

- Extract data OR obb to a choice directory. Obbs extract with 7zip.

- Load the directory with the program.

- Now you can either dig through all the junk that comes up and find the exact thing you want or just select everything but your going to export the resource obvs. It sounds to me like you'd want everything to dig through.

- Go to the Export menu and choose whatever works. "All" if you hadn't checked any boxes. "Selected" if you had. Note if this comes out a mess the other option is select the individual item and go to the Model menu and chose an export type. That shouldn't be a thing but these games can be tricky. Try the first thing, pretty simple.

- Export to a choice directory, I usually make a folder in advance myself so I can keep track of everything.

- That's it. It will either work or it's a propriety format then it's off to Xentax with you. If it's a Unity conformed format you will have plain files. FBX, PNG's, WAVS, MP3's and the link in that export directory. Normally when it comes to animated you're going to look for a subdirectory named Animator and the FBX's inside it will have embedded animations. You will be preview them in Noesis and export them as whatever choice format then. The textures may be along with the model or somewhere else, likely a directory called Texture2d. They set it up so it exports assets real nice and organized like that.

Good luck. And if it fails this is otherwise a good resource for you. So is the brres stuff, brres specific programs, BrawlBox or whatever the current version called and the like. Easy way to get models and their animations.
Title: Re: Possible Projects Interest
Post by: Randomdays on October 26, 2021, 07:50:54 PM
Thanks for the Assist Studio GUI heads up and the process - I was not aware of that.

I'll grab the mobile RC games and see what happens.

I'm not at home to check, but I'm pretty sure that FFvt3R uses embedded animation - the spinning RADAR dish at least.

Title: Re: Possible Projects Interest
Post by: SickAlice on October 27, 2021, 12:57:52 AM
I'm still lost on the why's here but I guess. I just don't see struggling over this when the alternate already exist and as well all the work your trying to figure out already has been. It's not here on these forums though it is in the game and the art docs. But I don't have money to buy all these games and programs just to collect a single model file. Well I kind of might but I'm not doing it. Likewise just in the event I am not harsh on piracy but I don't do it myself. No interest in wrecking my already buggy work OS as well as I mentioned I either used to work with the people that make a living selling that stuff or even might of helped make some of this stuff you use somehow. Just not a thing I do myself but not a thing I really hold against people or see even as terrible. Though in contradiction I do light on fire and turn into an agent of wrath whenever someone steals my own art. Just to be humble about it. But in the end it's what I mean when I say I don't see it. I'm not looking at what you are, a specific thing. All I see is a resource that's already ripped, stock art, free, attainable almost anywhere with no license needed and otherwise is just a textured cylinder in the first place. Because if it's not? See Art docs, it bypasses the limits of the game then when added cumulatively to the stage load will cause a crash, hence why the models in these games are so simple and then countered with textures. Like again is this a specific request from someone here? Is it getting that much use or could they do without? Or is it a collecting hobby kind of thing, I get that one personally btw. Sometimes I have to look at a certain model, I just do and don't use it past that. But I say because alternative and in this case really, really easy and already figured out and provided ones. Just to try and help and solve this for you. I mean why make all this exponentially harder when it has already been figured out, is simple and is readily available for free? All you have to do is go there and to them which of course is not here on this forum. To explain to you why I'm lost on this. I know you want to get animations that aren't normally available, that's something that appeals to me too but a spinning cylinder? That's not hard to find. So what am I missing about this specific android game and version of it? What is it for? I mean this game provides all this and how to do it. There's no search "if" there's a file with an embedded spinning animation. Spinning files as well ones that have forward momentum are common in this game as is the method, tools and already provided files to copy via the game and this community. I'm just lost on going through all the other stuff then to do something that is already done. It just doesn't click with me.
Title: Re: Possible Projects Interest
Post by: BentonGrey on October 27, 2021, 02:34:17 AM
- If you didn't know this about 3rdR you can use a nif with an idle keyframe as a map object. I used that with the Last Hunt Spider-Man game prop I made. It's how I made him appear to be to struggling to crawl out of his grave. I mean you can full on place it in the character directory and point to it so that means you can use any character by whatever is assigned as their idle just as well. It just defaults to that Idle, I'm not sure why but it's the fast way to make animated map objects.

That's fascinating!  I didn't know that!  I really need to remember that!

Scripting questions: I can only help in general ways, as I don't know much about that kind of thing, scripting pathways and such, but the scripting documentation is pretty great, and we might be able to figure it out.  Or perhaps Alex might know something about it.  A possibility would be to make your rollercoaster objects cars and use the car-path markers in some fashion as you build the map.  I haven't messed with that stuff, so I have no idea how that would work.
Title: Re: Possible Projects Interest
Post by: Randomdays on October 27, 2021, 10:01:35 AM
I haven't looked at scripting much for the FF games, but did a bunch on other games, so I might have a base to build on.

The car pathing is a good idea. Since the carts are on a track I would have to make sure that the characters can't interfere with movement. I'd have to look at making two types of carts and setting them up differently as well I think - empty and full. I'd hate to have the Hulk pick up a cart full of kids and throw it at somebody - bad vibes.
Title: Re: Possible Projects Interest
Post by: SickAlice on October 27, 2021, 11:53:14 AM
See Benton that was one of those by accident things that we aren't supposed to be able to do I was talking about. No credit to me at all, I just goofed and imported the wrong thing and it worked so I started playing around and seeing what I could do with it. Same with Bumblecar keyframes and BAF

If you don't the keys I mean are Val's Bumbleecar V2 keyframes. They were made broken but in a great way in that you can place them with any nif in the games and so long as the structure is set up right, being it's in a directory in the character directory, named "character.nif and has a skins directory with it's textures in a standard? Yeah, you can look at it in CTool then. That includes FX and if it has it's own embedded keyframes in the nif like most FX CTool will default play them.

I don't typically host other peoples stuff without asking but made an exception and have those keys on my work page, they're that essential. Aside I think Val would approve. When RD mentioned the Copter I thought about the old days, man I am getting up there, at NPI and GPatrol. And thought about when Val released that. And as always he did a real thoughtful easy to understand tutorial, one on how to do spinning stuff of course. I wasn't much interested in learning it then, I should have since rotation is essential stuff and it turns out is real easy when you know how. At any rate.

Also curious RD how you dloaded it? Prior I assume. I don't need it, it comes with two of the Transformers works at least anyways but just curious because I can only access a limited amount of zip files on a Wayback page from a single date, one that was before he did that copter or any of his V2 and Versatile stuff. And I looked at them btw, five minutes ago. The one included with Topspin, well it's the same copter with a recolored texture. Man his animation is so clean, I'm jealous. Like I said TJ went over this with me long ago too and I've yet to get rotation look that slick. Anyways though you importing a model on that should work. It does move up and down but if by turntables you mean the carnival ride, not the ground level deco object (they are both called that which is why I say) I think that wobble is natural for those rides. I have motion sickness and can't go on them, I only used to go to those parks to draw cartoon likeness of people and make some cash and maybe toss a ball at a dunk tank clown. But else if you know how you'd remove the wobble in the main key like how rotating for climb works. I would not suggest it, if Val left that in there and he knew this stuff well it means it had to be though. Probably something breaks if you pull it, maybe the blade rotation is so clean because the wobble is passed off to the copter itself?

I do suggest though learning how to manually do rotation. Both by key and by animated texture if you don't have the second down, I don't know here. But given how interested you are in using that animation, like seeking it out elsewhere I think that would be your best bet. Again it seems like a big chore, I mean I avoided it but it is easy when you get it down. Choppy looking but that's one of those limits to this game engine is all, not a lot of seamless transition work around in those days for animations. But in game and not CTool it tends to escape the eye. My other and this is just me here is to avoid those models you want. I looked at them tonight, several versions of those games and similar. Same with CAD but I have a background there and know to pass. But simple models and psyche it with the texture, I suggest it because I know overall you are looking at loading a lot of different things here, not just the turntables and assuming multiple of them too. Vanilla cylinder with a texture trick would be my route but I have a good deal in working with that specific trick and get that it isn't second hand to everyone. Else older versions of that game series or similar types. Anything for the era of Freedom Force is going to have a great match for Freedom Force. These moderns ones, well those rides have a lot of small parts and spokes and such. Like that buggy, I scrapped the whole thing as you probably noticed but the steering wheel which I kept as a wink to the original. There were so many faces, doubles and all on that thing it was pretty spooky. A lot of data baked right into models too for that matter that was glitching in parts the game real bad. This is just all what I suggest mind you, mostly thinking about how an amusement park is going to have a lot to load and probably a lot of things you would want in addition. Like I would have to have bumper cars, a floating duck shooting barrel, a dunk tank clown, a cotton candy vendor and seagulls. More seagulls present than anything else haggling guests for their popcorn.

Right so BAF, another broken piece in a good way. So Saracen over at Alex's released this one a long time ago and the model for the fro in question is busted some way. In way that in Nifskope you can import any 3d obj in. You can copy and paste it to any nif and same result. Any, no limit. Doesn't matter if Nifskope would reject it normally or the Nif would. And it will work. I never bothered to look into why, I assume the usual and something about model values but I've used that since close to when Nifskope was even first introduced. Because it works that well and nearly any static part you see on any of my stuff is originally that fro. By accident as usual, otherwise with that old version of Nifskope certain stuff wasn't happening or would import but be all messed up.

So stuff like that. Ink's Exodus being Gren's Taskmaster's ancestor file since I'm glancing over at it right now for another, so the nif you can use to retain the lost animations for the Taskmaster nif (original came down from the Azreal keys as much did of course). Just half the stuff I get is straight from messing around and seeing what happens Mad Scientist style. Other half from listening, reading and following the tutorials and doing it by the book of course.

Anyways hope any of that stuff is of any use to either of you, these bits have been of much to me now so I thought I'd ramble on it a bit before starting the work day.

*edited: Whoops. I realized the name of that nif file is a violation of the circumvention rule, one I implicated myself when I was moderator elsewhere even. Edited but I'm sure you know the one. Man, I really am getting old and slipping though. I'm normally right on top of that and have been noting it happening here to boot otherwise.
Title: Re: Possible Projects Interest
Post by: Randomdays on October 27, 2021, 01:12:56 PM
SA - yep - I had downloaded a lot of NPI stuff back in the day when I was hoarding before the site went down. Though with wayback there's still a lot available - I think about a thousand or so zips overall.

 Some good ideas on the theme park to keep note of.

On the RC mobile games - downloaded RC3 touch apk - extracted the ogg file - extracted the files from that to a directory. There were 20+files in that numbered 1-20 something, all the same size, similar to a multi-part zip

Pointed the Assist Studio at the directory, but no data came up at all.




Yes, I bought RC3 and Theme Park world. As well as Zoo Tycoon2, Wildlife park 2, Civ 4 and the rest, usually a they came out, but sometimes in the bargin bin. Atlantica Online was a free download.

Some games I've bought multiple versions of the game, like NWN1 and EQ, with different expansions and upgrades with them.

As for why, well, in a way as you said, they've already been done. Why struggle to build a good looking ride, when a game I bought has a good looking one ready to go. Like the good looking Marvel figures from some the Marvel apps being ported into the game. Some of the rides are a lot more complex than a spinning cylinder.

For the theme park idea I'm working on, I want to go with a "Lost World/ Jungle" feel to go with it, and both RC3 and Theme Park World have that already set up, ready to go. So, not just a ride in general, but the "theme" in "theme park". There are whole park setups in these for one specific type of park - Western, Halloween/ Horror, SciFi, etc.

Besides that, I've always like some of the tycoon games, the Theme parks and "The Movies" for what you could do extra with them. Seeing an end game business running smoothly with all the AI peeps running round.

So, I want to make a map with the Jungle Theme Park setup. Have some rides scattered around, some park guests, some shops and food stands, etc. And then bring a character in to walk the map, or have a rumble room fight on it.

And, for me, the challenge of  finding something new with the game - 1st importing new meshes back in the day, and now getting new animations in. Seeing some of the new imports with their animations running around in game is neat. When I get done with some current projects, It'll be fun going over mapping and scripting and learning that.

As I learn things, new ideas "click" as well. Like knowing I can't do a full rollercoaster, but figuring out to do a sidepath to get something that works. Kind of like figuring out the inside/outside thing you're looking at. When you get a solution to a problem like that, it gives a lot of satisfaction.

Title: Re: Possible Projects Interest
Post by: Randomdays on October 27, 2021, 09:46:17 PM
As an example (its not downloadable) here's a ride from the game that would look good on a Halloween themed park.

https://sketchfab.com/3d-models/rollercoaster-tycoon-touch-ghost-train-ride-4854540828b44c05baf1c81cad68a712 (https://sketchfab.com/3d-models/rollercoaster-tycoon-touch-ghost-train-ride-4854540828b44c05baf1c81cad68a712)

Edit - So I was able to open a RCT3 ovl file using game extractor. There were 3 file types inside the pack - bsh - "bone shape", bas - "bone animation" and flx - "flexi texture". I'm not familiar with any of these file types.

The free version lets you check out the files and export them. The paid version would let you save the 3d models as objs, and convert the textures to something more common. Not sure if it could handle the animations.
Title: Re: Possible Projects Interest
Post by: SickAlice on October 28, 2021, 03:26:43 AM
- ".obb" not ogg. I don't know if that was a typo given an ogg file is a commonly used file in games. The contents of the data folder will either be many files with naming that conventions that are just a string of very long numbers followed by files with the names level* (possibly) then *sharedassets which will the asset file type as well the split type. Or a directory full of directories each containing a small number of files (one to two) that have a similar naming convention. Or a folder filed with dat files with a similar naming convention. The program works as do the ones here and always have.

Just no to the rest of it and there isn't much of a point to me saying it given your responses. Aside we've been talking on this stuff for and you know more about the subjects of modding any of these games and 3d modelling and animation than I do so there doesn't seem to be much I can offer right here. Good luck and have fun with what your doing.

Title: Re: Possible Projects Interest
Post by: Randomdays on October 28, 2021, 10:07:04 AM
Typo  :D


Thanks for the offer to help before, even if there's nothing you think you can do to help.

I went ahead and installed my copy of RC3 and loaded it up to check out the park creation set up. It ran with no problem (no setting admin or anything). Loaded a ride into an empty park okay as well. I need to see if there's a cheat to make all rides available and see if one of the ripper programs will work with it - they should. Not ready to get too deep into the mapping yet though.
Title: Re: Possible Projects Interest
Post by: Randomdays on October 29, 2021, 04:10:00 PM
Update.

The EE3 rocks pack has been updated with bounding boxes and re-uploaded. A couple of tweaks done, and an extra pirate chest added. On the Mega site.

After loading some patches, I was able to get Sim Theme Park installed and running. I wasn't able to get any models from the files, and the 2 ripper programs wouldn't work with it - probably too old at 1999.

For RCT3, no luck with getting the models extracted and viewable, but both ripper programs worked. I'm not an expert on Ninja ripper, but it rips each part of a multipart mesh separately, and I would have to assemble them in Blender, and you have to go through all the meshes in the scene to pick the ones you need. Some are pretty complicated so I didn't try to go that route yet.

3d Ripper rips the whole scene as a large obj file. You can then go in and hide the parts you want and delete the rest.

 In normal "park creator" mode, the models come out slanted and unusable, but if you rip in "ride-cam" mode they appear normal.

Below is a pic of a merry-go-round as a nif taken from ride-cam mode. With a turntable kf, It should spin on the game map.

 Total vertex count about 3500. RCT3 came out in 2004, so its probably close in poly count to FFvt3R. Textures are dds. The horses tails and manes have alpha applied to them and seems to be working as it should. Textures seems to be 128x128 and 256x256, at least for this mesh. I did see some 512x512 in the capture.

In sandbox mode, all game assets are available without research. More testing needed, but I'd say these should work in the FF games.

The best way I think is just create a single ride at a time in an empty park and rip from there. A fully maxed out park with lots of rides and peeps could be very complex.

Also, WP2 has some various park goers and staff that could be used, and RCT3 has a peeps designer where you could make and rip people, similar to "The Movies" game and the Sims games.

(https://i.postimg.cc/Sx6c9LNd/horse.jpg) (https://postimages.org/)

Title: Re: Possible Projects Interest
Post by: SickAlice on November 11, 2021, 11:18:01 PM
Captain Caveman is done and up over in the release section. Sorry for the delay, I finished it a few days ago. I was knocked out, like literally for a couple of day with sick and otherwise still having server issue. Anyways hope it works for you.
Title: Re: Possible Projects Interest
Post by: BentonGrey on November 11, 2021, 11:34:13 PM
Neat, RD!  That spinning merry-go-round is really cool!  This theme park map you're working towards is going to be awesome.
Title: Re: Possible Projects Interest
Post by: Randomdays on November 12, 2021, 12:02:32 AM
SA - Thanks! - heading over to grab it.

Benton - After the Viking release, the next "pack" should be one for the rest of Doc's men with a lot of Incan/ Mayan/Aztec like buildings, plus some more Amazons and a whole swarm of different lizardmen.

More Theme Park/ Zoo stuff after that, unless other things come up. Dean might return for some more HB stuff. I'd like to do some Fantasy/DnD tuff for Dana, and I've got some Star Trek stuff as well.
Title: Re: Possible Projects Interest
Post by: SickAlice on November 12, 2021, 01:33:53 AM
You have me real tempted to try and make his car and the disco queen looking girls he hangs out with. But man that car looks like it's going to be nightmare to make on the other hand. We'll see, like I said you got me on a vehicle kick. I figure after the next three or so I have planned I'll know if I'm feeling it or not.
Title: Re: Possible Projects Interest
Post by: BentonGrey on November 12, 2021, 05:57:53 AM
Awesome!  I'll be interested to see that.
Title: Re: Possible Projects Interest
Post by: Randomdays on November 14, 2021, 04:27:39 PM
SA - for an easier looking car, maybe just a reskin of the spider-mobile - the Looney Duney buggy from the HB Funky Phantom cartoon

Also - I just found an old import I had done from the DCUO game, and didn't see it on the mega site - Egg Fu. It won't show in the character viewer, but tested it in game and it appeared fine, as well as in the character creator, character select and nifskope.

Converted it from the original FF1 import to FFvt3r. On the mega site under 'others'

(https://i.postimg.cc/1zd9bYz1/eggfu.jpg) (https://postimages.org/)
Title: Re: Possible Projects Interest
Post by: BentonGrey on November 15, 2021, 07:59:25 PM
Ha, that is quite cool, and what a crazy addition to FF!  :)
Title: Re: Possible Projects Interest
Post by: cranlox on November 16, 2021, 12:40:33 PM
I did not know anything about this egg, your contribution led me to read old comics with him. Thank you for uploading it and making such an evil and strange rival for ww.
Title: Re: Possible Projects Interest
Post by: Randomdays on November 25, 2021, 05:23:04 PM
At present, I'm concentrating on the master mesh/skin list I'm working on, but taking a llttle time here and there to work on a few things.

1) Put together the Civ4 gunship I borrowed the props from for the autogyro. One basic animation renamed for all the rest.

(https://i.postimg.cc/GpsDhgBX/chopper.jpg) (https://postimages.org/)

I've also been pm'ing a bit with Cranlox. Per that.....

2) Since the Eggfu mesh is one basic mesh, setting the shoulder gun to fire correctly wasn't working. I added the cannon from the FFvt3R tank and shrunk it down inside the barrel of the Eggfu gun. This should allow for using it as a weapon point for the mesh. Untested since I'm not up on that part of the game.

  Also, did the same thing on the gunship front gun. Hopefully that works too.

3) Some of my older imports weren't as good as I had wanted, mainly due to having to fit the FF armature to an action oriented posed mesh from the capture program. This made the rigging process a bit more difficult.

Below are 2 pics of Sean Connery Bond from the "From Russia With Love" game. The 1st is the original rig taken from a game capture and put on Gren's Punisher.

The second pic is the same mesh, but taken from a T-pose capture found on the web, also rigged to Gren's Punisher.

(https://i.postimg.cc/vT40vF35/bond.jpg) (https://postimages.org/)



While still not prefect, it's a big improvement overt the older rig.

Taking an idea from the readme's from some of Gren's meshes, I saw that he was using Johnny Pataches' hands on his meshes. I took off the Bond hands and attached the hands from the Punisher mesh, already rigged to the same armature. Since hands are probably the hardest things to rig, this worked out well.

Lsst, the punisher skin has white gloves on the hands, so I grabbed a random male_basic skin with normal hands and put that in the skins folder.

I'll put all 3 up probably tomorrow or this weekend.

Title: Re: Possible Projects Interest
Post by: cranlox on November 26, 2021, 03:46:14 PM
The Bond upgrade is awesome! My applause for that.
The helicopter looks great to
Title: Re: Possible Projects Interest
Post by: BentonGrey on November 26, 2021, 06:00:01 PM
Nice work, RD!  The helicopter with the spinning rotors is pretty impressive!
Title: Re: Possible Projects Interest
Post by: Randomdays on November 27, 2021, 05:46:13 PM
Thanks Benton and Cranlox

I'm already using the spinning blades on Doc's autogyro, and I'll probably do updated versions using them on the batcopter and Bond's Little Nellie.

detourne me had done a couple of skopes of Bond back when I created it. One was on TJ's Sy vs Spy. I'm not sure what he put the other one on.

As an experiment, since I don't really skope that much, I put the newly rigged Bond on his unknown skope, making a new version of it.

I think it looks better as well. (New version on the right)

I'll try the Spy vs Spy version later on down the line.

The two new Bonds, the gunship, and a couple of EggFu nifs with possible weapon nodes have been posted on the Megasite.

(https://i.postimg.cc/dtmZjdLm/bond-2.jpg) (https://postimages.org/)
Title: Re: Possible Projects Interest
Post by: BentonGrey on November 28, 2021, 12:26:31 AM
That new Bond looks fantastic, RD!
Title: Re: Possible Projects Interest
Post by: cmdrkoenig67 on November 28, 2021, 05:54:42 PM
SA - Thanks! - heading over to grab it.

Benton - After the Viking release, the next "pack" should be one for the rest of Doc's men with a lot of Incan/ Mayan/Aztec like buildings, plus some more Amazons and a whole swarm of different lizardmen.

More Theme Park/ Zoo stuff after that, unless other things come up. Dean might return for some more HB stuff. I'd like to do some Fantasy/DnD tuff for Dana, and I've got some Star Trek stuff as well.

YAY!

Dana
Title: Re: Possible Projects Interest
Post by: Randomdays on November 28, 2021, 06:31:16 PM
Dana - Christmas is coming!

Benton - Thanks. I think the 2nd bond is actually rigged to male suit. The third one was rigged by dm to TJ's Spy vs Spy I think. I'll try to update that and the Little Nellie.

Cranlox had sent me a link to deviant art meshes for something called the 'Disney mirrorverse". The meshes are in xms format, which I'm not familiar with, but it looks like some have fbx versions as well. Those I can  I work with by putting them in a convert chain to get them into a nif.

Below is a pic of Sully from Monsters Inc already turned into a nif. He comes already rigged, but I'll probably have to scrap that and start over. In queue for down the line.

(https://i.postimg.cc/Hs3H2d66/sully.jpg) (https://postimages.org/)

While browsing around deviant art, I saw a few things that I found interesting and might be useful for FF1/FF2. The ones I looked at are in fbx format and are probably usable;

1) https://www.deviantart.com/kittyinhiding/art/Justice-League-Earth-s-Final-Defense-Update-764103736 (https://www.deviantart.com/kittyinhiding/art/Justice-League-Earth-s-Final-Defense-Update-764103736)

   For me, the Hal Jordan and Barry Allen secret identities.

2) https://www.deviantart.com/kittyinhiding/art/Justice-League-Superhero-Update-772076360 (https://www.deviantart.com/kittyinhiding/art/Justice-League-Superhero-Update-772076360)

    Constantine on this one.

Cranlox had sent me some links as well I need to go through again.

Title: Re: Possible Projects Interest
Post by: cranlox on November 28, 2021, 11:45:16 PM
I'd really love for that Sullivan to be possible on FFvs3R. Looks great as a Disney warrior
Thanks for so much effort RD ^_^
Title: Re: Possible Projects Interest
Post by: oktokels on November 29, 2021, 02:25:25 AM
Amazing work  :thumbup:
Title: Re: Possible Projects Interest
Post by: cmdrkoenig67 on December 01, 2021, 02:46:17 AM
Dana - Christmas is coming!

Gasp!  :eek2: So psyched! Iím still working on that D&D mod, I just donít get why my first mission is a no go.

Dana