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
Quote from: 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

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
(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
Quote from: 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:

@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
Quote from: Randomdays on September 30, 2013, 11:41:10 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
Quote from: Randomdays on September 30, 2013, 11:41:10 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

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
(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
Quote from: 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!

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
Quote from: 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!

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
Quote from: vorelliwiseau on October 10, 2013, 02:39:44 AM
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
Quote from: 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 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
Quote from: 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!

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


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

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.

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
Quote from: vorelliwiseau on October 26, 2013, 05:43:47 PM
@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

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


(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
Quote from: 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/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


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


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
Quote from: Randomdays on November 27, 2013, 11:26:50 AM

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
Quote from: 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

That is an awesome release.  :thumbup:
Title: Re: Possible Projects Interest
Post by: windblown on November 28, 2013, 01:17:23 AM
Quote from: Cyber Burn on November 28, 2013, 12:39:03 AM
Quote from: 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

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
Quote from: 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.

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

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

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

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

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


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
Quote from: 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.

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
Quote from: 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.

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
Quote from: doctorchallenger on February 04, 2014, 10:22:26 PM
Quote from: 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.

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.

Quote from: 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.

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 I'm 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: I'm away for 2 weeks but should be fine when I get back. Plus I'm 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
I'm leaning towards the first one, maybe it's the tail, but 3 is more cartoonish as you say. To be honest I'd take all 3  :thumbup:
Title: Re: Possible Projects Interest
Post by: DoctorRuina on July 24, 2021, 10:15:39 AM
Quote from: Randomdays on July 23, 2021, 08:35:08 PM


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
Quote from: Randomdays on July 23, 2021, 08:35:08 PM


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


4......

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

3......

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

2......

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

1......

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


Spoiler
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
Quote from: 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 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
Quote from: 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)
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 can't 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
Quote from: Randomdays on July 31, 2021, 09:21:26 AM
: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 I've 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
Quote from: Randomdays on July 31, 2021, 04:37:39 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 it's probably the most we can get. Monkeys are just brilliant and I'm looking forward to getting onto them. I have an idea for the first rigged monkey which you've done. On a side note what's out there for dynomutt? I'd like him to go with the falcon I'm 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 I've 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
That's a great skin, I know daglob says it's 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 it'll 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
That's 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 didn't think tundro could be done in ff without a proper mesh but you and Dr R have pulled it off. I'm 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
Quote from: 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.

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
Quote from: SickAlice on August 06, 2021, 09:32:56 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 I'll 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 tomato's 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 I'm 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
He's 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. I'm 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
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%20angles.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%20Mobile%20RD%20Val.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:
Quote from: 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?
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

Quote from: 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: cmdrkoenig67 on September 24, 2021, 09:26:55 AM
Quote from: 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/)

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
Quote from: 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.

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.

Quote from: Randomdays on October 09, 2021, 12:13:34 PM
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).

Quote from: Randomdays on October 09, 2021, 12:13:34 PM
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 problems, 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. It's "Bone22". 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). It's 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 Webshooters® 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
Quote from: SickAlice on October 26, 2021, 07:52:45 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
Quote from: 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.

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 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
Quote from: Randomdays on November 28, 2021, 06:31:16 PM
Dana - Christmas is coming!

Gasp!  :eek2: So psyched! I'm still working on that D&D mod, I just don't get why my first mission is a no go.

Dana
Title: Re: Possible Projects Interest
Post by: Randomdays on December 17, 2021, 01:55:36 AM
I'll probably coming back here after the holidays and working on various projects instead of just focusing on one. Moving around just bring some some of the fun back in for me.

1) Upgrades - fixing some of my earlier meshes if I can, like the recent Bond upgrades

2) Fantasy/ DnD characters

3) Marvel/ DC - since just about everyone has been done, looking for characters that have very few meshes/ skin, none at all, or just that I really like

4) Cartoons/ TV - Like the HB Heroes, but branching out to other sources.

5) Some more Trek TOS characters

6) Some more items for the Hidalgo thread

7) Various buildings,people, and vehicles for maps - Firetrucks, firemen, etc - generic things useful for missions.

8) Possible, very few, requests

9) Secret Identities and hero friends like mentioned above.

10) adding to the list

11) "Others"

I'll also be putting up a wish list of a) things I'd like to see that hopefully a skinner, those few that are left, would like to help with, and b) some things I know were made that I'm still missing.


We'll see how things go. Still plenty of things I'd like to work on at the moment.


Title: Re: Possible Projects Interest
Post by: Randomdays on December 26, 2021, 05:21:12 PM
1st new release after doing the Christmas requests.

I've been watching some of the old 60's Spider-Man cartoons, as well as reading the original spidey comics.

After watching the episode with the original Spider-Slayer Mk1, I went and looked and didn't see anything for any of the Spider-Slayers for FF, and decided to try to make the animated version. The comic version had a lot of tentacles that I thought would be hard to duplicate.

I took the Mindhammer mesh by Jason DaSilva (JIK), which I had with an old Arnim Zola skin by Kraven, and started working on it in Blender.

1) Removed the long neck piece and put the head back on the shoulders.

2) Resized the head and closed the open hole in the back created by from removing the neck

3) Changed the extras skin, enlarged it to 1024 x 1024, replaced the eye on the lens with a picture of the animated JJJ. Changed the rest of the skin to a basic blue.

4) Added a large cylinder to the chest with a smaller cylinder near the top. deleted some of the chest that was sticking out of the cylinder

5) Removed the feet and added various sized spheres to the head, knees and feet, plus flattened spheres to the shoulders.

6) Removed the thumbs and narrowed the hands a bit.

7) Last, replaced the main skin with just a basic blue one.

I need to check if Jason allows for skoping and kit bashing (I think so since there's the Zola skin for it) before releasing, as well as a readme and game testing.

It might need a more detailed skin if anyone is interested.

Final project below - Pic from the cartoon on the left and the mesh on the right.

Made for FF, but should work for both games.

There's some overlap with the chest cylinder, but otherwise I think he looks good for a quick throw together.

Edit - I checked the permissions list on the niskoping list and didn't see Jason for either a yes or no. Holding off on releasing for now.

Does anyone have any info on him? Are JIK and Jason the same person? If so, JIK has given permission, so we're good if so.

Edit Edit - Yay! I can confirm that Jason and JIK are the same, So I can release when ready.

(https://i.postimg.cc/TYWMf3X1/ROBOT.jpg) (https://postimages.org/)





Title: Re: Possible Projects Interest
Post by: cranlox on December 27, 2021, 01:25:32 AM
It occurs to me to participate with a skin version that I do not know if you will agree with what I thought.

The character and version you chose is super good.

So if you want, count on me

If you release it, tell me from which folder on your mega site you are going to upload it.
Since it is not from any Marvel game then.
Title: Re: Possible Projects Interest
Post by: SuperPoweredYank on December 27, 2021, 04:43:53 AM
That's awesome RD! I never knew I wanted a mesh of JJ's robot until I saw you'd made one, lol.
Title: Re: Possible Projects Interest
Post by: Randomdays on December 27, 2021, 02:53:59 PM
Thanks guys.

Its released on the megasite under a new folder - "Marvel DC" - for mainstream characters

IT has two nifs - one using the original uv and one with an updated version with the new primitives added in.


I'm really surprised that it looks like none of the various version ever got done. I thought that someone like Val would have done a few versions.
Title: Re: Possible Projects Interest
Post by: cranlox on December 28, 2021, 05:38:15 AM
Downloading and watching what I can do (in other skin style)
Title: Re: Possible Projects Interest
Post by: windblown on December 28, 2021, 02:55:14 PM
That's an unexpected character to see! Great job with it!  :thumbup:
Title: Re: Possible Projects Interest
Post by: Randomdays on December 28, 2021, 11:53:29 PM
Thanks Windblown

At the moment, I'm in the mood to try something new with map making. I've already got the Merry Go Round, and I was thinking of using the park map for a base.

I also wanted to add a few new buildings and vehicles into the mix that I don't think are available - a few real world businesses, school buses, ambulances, etc for vehicles, and the same for buildings.

Even a superhero can get hungry when out on patrol, and what better place than one that's served billions of peoples over the years?

Welcome to Mickey D's! You can now fly in, drive up in your Batmobile or Spider-mobile, or just walk thru the door. Just make sure that the Hulk's fries are hot, or "Hulk Smash!"

This is a very complex sketchup mesh from the 3d Warehouse. It was rather difficult to find a good mesh that's not too simple or complex, or that costs money. Even getting a workable mesh into Blender took some effort.

The one I picked is about medium range - about 90k vertexes, but only 5 meg in size when done - I'll see if it I can reduce it if it causes problems in game. The FF vertex limit is good since its a large number of smaller meshes making up the whole.

I've also got some meshes for some of the other fast food chains as well, that might be done  later.

I'm having to export each piece, one by one for both games as Blender is still trying to combine materials and messing up the textures on export.

Right now I'm working on re-doing 4 different nifs - the complete model for FF1 and FF2, and two versions of the same without the roofs for possible internal running around in.

If the complete models cause a problem, I'll see about removing the insides to lower the poly counts.

I'll also need to to add the outside menu boards and large logo sign to complete the setup, and possibly some internal items as well.

All the buildings that came with either game have various extra models for them, showing them partially destroyed, but that's beyond me. These are just for looking at and to have fun with, not for destruction, unless someone else wants to got there.

Work in progress pics below.

(https://i.postimg.cc/LXShr7hf/MickyD.jpg) (https://postimg.cc/mcdb9mY2)

Title: Re: Possible Projects Interest
Post by: SickAlice on December 29, 2021, 06:51:29 AM
That Jameson is great.
Title: Re: Possible Projects Interest
Post by: BentonGrey on December 29, 2021, 08:43:37 PM
RD, haha, that Jameson-bot is great, and hilarious with his face on it!

The building you're importing is very interesting.  I'm really curious about whether the interior would be navigable by a character.  I'd assume not, but I'm not sure.  THe intricacies of map settings are still something of a mystery to me.  It's a shame we don't have destroyed models for that.
Title: Re: Possible Projects Interest
Post by: Randomdays on December 29, 2021, 09:12:37 PM
Thanks Benton. Doing some research, it looks like some of the spider-slayers were human-like with the operators face on a screen, while others were more spider-like. with an operator sometimes inside.

Probably beyond me, but I'd like to some more models in game.

I finished working on the first 4 versions of the restaurant from above, centered them resized them, and worked on the lighting.

I just got done on the Merry Go Round as well - resized it, lighting, and tied it to the nazi-tank kfs, specifically to the front wheels, rotated to make it into a turntable.

For some reason the walk for the kf was not cyclic, so I had to change that and rename it to idle. The Merry Go round now spins, a little fast, but looks good.

Now to look at some map-building for them. Putting the rides in the park section of the "Park" Map, and the other buildings to replace the ones already there.

If the first part works, then more rides and buildings. I've got some other buildings that would work well next to McDs - a motel, a gas station, some more fast food, etc.

Benton - is the sound for the maps locational? I'd like circus music when you're near the Merry Go Round, but fading as you move away.

Edit - SA was talking a few pages back about teleporting from the outside of a building to a separate inside area as a possible workaround for a complex building.

I saw a mention of a "teleport marker" that might do this, but not a lot of info on it.

The ezscript faq mentions that you can teleport to a character during a cutscene. So if I put the inside of the restaurant in a remote inaccesible area and put a small, invisible character(or marker) near the door, and a cutscene trigger at the outside door of the restaurant, the player SHOULD teleport to the inside map when scripted to.

Hero teleports to character x, or hero teleports to marker.

As far as I see, you can only teleport during a cutscene.

I see that sounds ARE locational, but music appears not to be. I'm not sure what the limits of sounds are - how long it can be and if you can loop
Title: Re: Possible Projects Interest
Post by: BentonGrey on December 30, 2021, 05:26:09 AM
SA, so, sounds can be anything, including music.  You just need to set them up as sound assets, put the files in the right place (mono channel, not stereo!), and then you use a marker on a map and set it in the editor to be a local version of the sound.  You'll find instructions about how to do this in the FFEdit.  Let me know if you have any trouble with it.  I'll have time after the next few days to field anything you have issues with.

As for teleporting, you can actually make teleporters on maps that allow a character to enter a spot and then teleport to a corresponding spot.  I used in some new JLA missions in the DCUG update.  You'll find documentation of that in the FFX manual.  It's actually super easy.  You just place objects on the map and then, I think, place a properly named set of markers.

Be warned, placing map portions in inaccessible parts of the map seems to cause issues.  When I experimented with combining maps and simply pasted a map piece next to an existing map, out of its bounds, I could see it in game, but I couldn't actually scroll over to it.  And I could teleport characters onto it, but they either glitched out or slowly slid back to the actual map.  In general, I couldn't actually interact with the added portions.  I'd LOVE to crack this and be able to figure out how to do this, so by all means experiment with it!  My only notion at the moment is that the extents file associated with a map might be involved, AND/OR how you attach the pieces in Nifskope might matter.
Title: Re: Possible Projects Interest
Post by: Randomdays on December 30, 2021, 12:45:20 PM
Thanks Benton.

On the Merry Go Round music, I notice that sounds in game play and then end. Can you loop a sound to continuously play?

My thought on inaccessible was placing the indoor reataurant up high on top of the skydome.

For the teleport, I thought so with the marker, but wasn't sure if you could always do it. The ezscript manual just mentioned doing it with a cutscene.

On reflection, I think I'll try breaking up the restaurant into different nifs - the parking lot split off with its own bounding box, and just deleting the included street lights and using the standard ones.
Title: Re: Possible Projects Interest
Post by: Randomdays on December 30, 2021, 08:29:26 PM
Progressing....

Split off the restaurant  parking lot into a new nif. I think that the character should be able to walk on it.

Copied the "mp_park" map and renamed the new copy "funland"

Embedded the "idle"spinning animation into the merry go round nif. Created a new folder under park objects for it and put the textures in the the generic item "_textures" folder.

Opened ffedit and created a template for it. Tried to edit the map ingame and add the merry-go-round, but it wasn't showing up on the park items list. I was able to add it manually, and then see it and reposition it with in game edit.

After saving, tested it by having El Diablo fly over to it. It looks good and animates, but 1) the animation isn't smooth, 2) with shadows on, the shadows of the horses don't move with them, and 3) collision is off - El Diablo climbed over the railing, but walked through the merry go round itself. I probably need to fine tune the bounding box.

He was able to target it with ranged attacks, but not melee ( I think)

The park area of the map is actually to small to use as a base for theme park, so after experimenting I'll probably have to move to a different map.

Still tinkering

Pic below

(https://i.postimg.cc/qRSvr6TN/merry.jpg) (https://postimages.org/)


Title: Re: Possible Projects Interest
Post by: GogglesPizanno on December 30, 2021, 09:17:15 PM
If you wanted to do an internal navigate-able map without doing the teleport thing, I have a idea that MIGHT work (maybe). The caveat being that it would not have a roof so characters couldn't land or walk on top of it.

You could try duplicating what some of the game levels did where they had a black flat mesh that sat over certain areas of a map until you hit a marker that triggered a removal of the hidden "roof" and the door that blocked passage (the underground levels from FFvTR are the ones I'm thinking of).

So here's the basic thought:

1. So first make the entrance where the door is an empty area and create a door object/mesh and make it solid. Then place the door there. That prevents the player from crossing the threshold until the door is "opened" via a trigger.

2. Pull the roof off into a separate mesh object that is not solid and cant be interacted with, but place it above the restaurant. This works like a mask that hides the top of the interior, but since its non solid and cant be interacted with, its just a visual object that doesn't affect movement or path finding.

3. Add a marker/trigger bubble at the door area that removes the door and the roof objects when entered. The trick might be on the trigger to add the logic to put it back again -- but even if not, its like once entering its now open (just like exposing the new new tunnels in the original FFvTR levels).

IF all that works the trick is then making the restaurant interior object modeled in such a way that all the obstructions are in place in a way that the path finding works. This method might require making the restaurant part of the actual map layout object or maybe building the interior out of wall pieces rather than a single object.

Title: Re: Possible Projects Interest
Post by: Randomdays on December 30, 2021, 10:24:06 PM
Thanks Goggles....Haven't heard from you in quite awhile.

Lots of good info. I would definitely need to switch to a much bigger map for that.

For number 2), that sounds good, but I had hope to have the character land on the roof.

For the last, I had thought of taking at least some of the interior items and making them separate objects to help with pathfinding.

I'll keep that in mind and might be asking for help in a bit. First I need to get the normal restaurant and merry go round on the map working correctly with collison and pathfinding.

Still a lot to do. The parking lot is on the map and able to walked on, though its a bit larger than the block I deleted the items from. There's a small rectangular square wall out back where a dumpster would go, and the test character is walking though it at the moment.
Title: Re: Possible Projects Interest
Post by: Randomdays on December 31, 2021, 02:44:32 AM
More progress.....

Form fitting the bounding boxes around the Merry Go Round and the dumpster walls fixed the walking thu the mesh problem. For the dumpster walls, even though its an open space inside, you stand on the invisible box in the middle instead of going inside. I d have to change the bounding box to hug the four walls inside and out, but since I would probably add a dumpster in the middle it shouldn't matter.

Right now, you'll walk around it or fly over it. I wonder if I changed the base template to where you couldn't walk on it, would you go through it or just not be able to walk on that area at all.

Also, going back to what SA was talking about, what would happen with a thin "floor" of a bounding box above the dumpster box? Would you be able to walk thru it, but still land on it if flying above it?

Since the parking lot has been separated off the main mesh, its now a bit smaller in size in the number of vertexes. It was already resized , but I messed with the lighting a bit and form fitted a bounding box to it as well. You can go around it, fly over it, or land on the roof.

On the map, there's a little shimmer from the two meshes and the base map nif overlapping each other and the game trying to decide which to show.

With Goggles idea, making the roof separate and non interactive, right now you could still stand on it since you'd really be standing on the bounding box.

I'll have to experiment and see if I can make separate bounding boxes to hug the walls. Or, if once made, I can combine them into a super, complex bounding box in Blender. If I separate out the insides, each of the pieces could have its own bounding box.

With that, what would prevent the character from flying over Goggles' roof and landing though it inside the building?

I notices that the load time for the mission went way up with the restaurant added to the map.Its still at 58k vertexes total. Game speed once loaded seemed good and unchanged. Its nice to see that the game can handle such a complex high poly mesh, though it could only done in pieces instead of a single solid nif.

To get the load speed up I may have to go with the first thought with two different nifs, one outside only with no insides, and one inside only without the roof and separate items. That would bring the vertex count down on both of them.

Pics of El Diablo standing in front of the restaurant, and standing on the roof,  below. The alpha on the windows is working and you can see the items inside.

There's some overlap with some of the base park map items still on the map.

Still some experimenting to do.

(https://i.postimg.cc/BQ3xD8qK/mcds.jpg) (https://postimages.org/)

(https://i.postimg.cc/6QzQ8ds5/mcds2.jpg) (https://postimages.org/)



Title: Re: Possible Projects Interest
Post by: Randomdays on December 31, 2021, 02:49:17 PM
More experimenting....

Double checked that a bounding box will prevent any movement under it, no matter what height its at. You can still stand on it even though its not seen.

Goggles idea should work - the roof would have the bounding box on it, and as soon as its removed, the player should be able to walk inside. the inside and its objects would still need their own bounding boxes to prevent walking thru them.

The EZscript manual says you can place a marker and have an item appear at it, which could make the roof reappear.

Possible issues with that - Each encounter will only trigger once. Would I need multiple markers to keep the roof being removed and restored? Say, 1,3 and 5 to remove the roof, and 2, 4 and 6 to restore it?  Same with the teleport back and forth?

How specific is the add object to the map? I would want to roof to be added exactly to the same spot it was before?

Benton, on the teleport, can you confirm that you can do that outside of a cutscene?

For this instance, it might be more complex than needed - do you really need to go inside? I know that SA had some specific ideas, maybe for a possible mission, but for what I'm doing its not vital. If I can get it to work, it would be more fore knowledge and info that anything else.



Title: Re: Possible Projects Interest
Post by: Randomdays on January 01, 2022, 01:39:03 PM
Still learning on map making.

I decided that the map I wanted to use for the Theme Park base was the 1st FF1 campaign map "A New Beginning" - It's got a large park area and some city with it like the original park map I was using, but the map is much bigger.

I found a FFvt3R conversion in a large map conversion pack from FF1 to FFvt3R. It has about 160 maps in it and is setup for FFx3. It looks like it was one of two I have by Ren.

I moved the files I needed from the separate FFx3 directory to the main directory - the files in the missions folder, all the FF1 textures to the main "_textures" folder., and the map nif to the multiplayer terrain folder.

In FFEdit, I added the FF3x Mappack folder as the 2ndary data path so I wouldn't have to move all the objects to the main data folder and worry about conflicts

I hadn't really done anything with custom objects yet, so instead of merging the two object.dat's, I just renamed the original one for safekeeping and copied over the one from the map pack. the pack readme mentions merging the sounds over, but its seems to work fine as is.

In FFEdit, I made a copy of the mission and renamed it to "Theme Park" so that i could experiment without messing up the base map.

In game, the map runs and looks good without the intro encounters, but has moving civilians and traffic. Running the map thru its FFx3 shortcut does have encounters setup and running.

Issues -

1) Haven't heard from Benton or any other mappers, but it still looks like any version of going in or out of the restaurant would require encounters and/or cutscenes, which I think would prevent unlimited use.

2) This version of the map comes with a skysphere, but its actually a bit too small ,and part of the park area was on the wrong side of the sphere. Enlarging the sphere nif worked, but if you stand at one of the map and look at the other end, the draw distance is too great, and you get a big black wall. As you walk towards the middle, it shrinks until it vanishes and looks normal. It was also casting a shadow on part of the map.

Because of that, I deleted the Sphere.

3) The map works fine as is, but doesn't come with a level layout file. FFEdit points to one thats not there. Copying the original from FF1 and importing it messes everything up. Is there a way to generate one? Or, if anyone has the original modded one, it looks like it was done by "Shodan"

4) Testing the map normally and in FF3X, it looked very dark. I nifskoped the map nif and made the whole thing brighter.

Now that everything's set up, I'm going to try to add the Merry Go Round and restaurant onto the new map

Title: Re: Possible Projects Interest
Post by: Randomdays on January 01, 2022, 09:08:54 PM
Short video uploaded to Youtube. It shows the Merry Go Round in the park and the restaurant right outside. The parking lot was a little too large for one block, so I lined up the first part of the drive thru lane with the street. Natural traffic looks like its turning in for some food. Of course, they just keep on going and leave.

Activated the camera hack to get a better view from the street level.

Someone who knows how to setup pathways could make it more natural looking. Needs a little more tweaking overall.

https://www.youtube.com/watch?v=RJ5NnEhKqCU (https://www.youtube.com/watch?v=RJ5NnEhKqCU)
Title: Re: Possible Projects Interest
Post by: oktokels on January 02, 2022, 12:59:08 AM
Looks great !!! Very nice job  :thumbup:
Title: Re: Possible Projects Interest
Post by: cranlox on January 02, 2022, 01:40:51 AM
are you going to upload this map for download?
I even forgot how to install them on the maps
From what I saw on youtube it looks very good
Great job
Title: Re: Possible Projects Interest
Post by: Randomdays on January 02, 2022, 01:48:52 AM
Thanks guys. I've got a ways to go before the map is finished - more Theme Park rides, a motel, a playground, etc (if they work)

Just learning how to do things as I go.

At present, I'm working on a Haunted House ride, and then we'll see from there.

To get the map to work, since its an FF1 converted map, it'll probably take some steps to get it working like I did in FFvt3R
Title: Re: Possible Projects Interest
Post by: cranlox on January 02, 2022, 05:42:05 AM
perfect, I understood that you had already finished it in a first version so I asked.
You are quite fast for everything that you add to the game and that added to the cravings make you wonder.


Take all your time brother. I have been trying to make a skin for JJ's robot and since the area resource of the textures is so repetitive, it has been difficult for me to find how to overcome that.
Title: Re: Possible Projects Interest
Post by: Randomdays on January 02, 2022, 01:03:13 PM
I didn't mention it before, but adding the parking lot and merry go round to the map didn't change the loading time much, but adding the restaurant did - on my system, which is an older win7 laptop, it added about a minute.

Here's the Haunted House ride from RCT3. You can't see him, but there's a low poly ticket taker in the booth. Comes in a random male or female when you play the game.

Still to do on it - Resize it up, round out the tracks a little, split off the 3 carts onto separate spinning turntables so that they can ride the three different tracks

Later, add some people to the carts with some random skins for variety.

Total poly count is pretty good as is - about 4000.

(https://i.postimg.cc/kg2q6dVY/haunted.jpg) (https://postimages.org/)
Title: Re: Possible Projects Interest
Post by: Randomdays on January 02, 2022, 06:35:09 PM
The Haunted House is basically finished and in game on the map. The House and two carts at different distances from their center.

Splitting the carts up to singles and putting them on a turntable worked well. They're a little off on the tracks, but I don't think its that noticeable.

There's a bounding box around the house itself, and a lower one around the fence. I tried putting one on the carts, but couldn't get it to move with the carts the way I wanted.

Moved some of the civilian's pathing out of the way where the House went, as well as some rocks, plants and trees.

A little more pausing during loading the map.

The main problem I saw with game testing is just getting a good look at the house due to its size.

Tweaking to do - some holes showing up in the carts due to facing, though that could be hidden with people on board.

I think that adding mechanical coaster sounds and rider noises would really add to the object.

(https://i.postimg.cc/5Ny5YWGT/ghost2.jpg) (https://postimg.cc/svFGqq34)

Title: Re: Possible Projects Interest
Post by: Randomdays on January 03, 2022, 03:04:51 PM
The next map item is done and tweaked.

I was looking for a cheap looking, retro motel, and while there's a few out there, many are overly complicated or have a price attached.

I wound up using the Carlton Motel exterior set I had downloaded a while back from a modder for "The Movies" game, who in turn got it from a user on deviantart, who in turn ripped it from a game (though I didn't see from which one).



https://www.deviantart.com/oo-fil-oo/art/MOTEL-EXTERIOR-427960410 (https://www.deviantart.com/oo-fil-oo/art/MOTEL-EXTERIOR-427960410)


And now its imported again to FFvt3R.

I also started doing some blendering on a different motel from the same Movies modder, who got it from a different deviantart modder, who once again had ripped it from a Walking Dead game. But while the first mesh had to have things added to it, the second one has way too much detail around it that I'm slowly deleting. I may get back to it as time permits.

https://www.deviantart.com/akandrov/art/Motor-Inn-The-Walking-Dead-XPS-688678932

The first mesh needed a bit of tweaking. As a movie set, it had no back walls at all, l so I had to build those from scratch and put some windows on them.

The four vehicles were split off to lower polycount, and the main sign was backwards if you looked at it from the back, so I had to flip that around.
.

(https://i.postimg.cc/5Nvhf0S5/motel.jpg) (https://postimg.cc/XpjH8nhX)


The total polycount for the motel is about 10k, and each of the vehicles are only about 500. The vehicles need a little tweaking as there's no undercarriage, so I'm doing quick builds on those.

The largest files in the set are the dds skins, which are 1024x1024(only 3 skins for everything) and about 4 megs each. I'm not sure if that would slow down the loading again, so they might get reduced down to 512x512

The  vehicles will available as separate map objects besides the motel. Though the vehicles look high poly, that's just the high def texture on them.

I'll probably add a few extras to the motel on the map like a soda machine, etc.

Once an area on the map is cleared and everything's in place, I'll probably load up another short video so you can see the Haunted House in action.

Title: Re: Possible Projects Interest
Post by: Randomdays on January 04, 2022, 12:12:59 AM
I went ahead and did the second motel.

It looks cheap and creepy, is about the same number of polys as the other one, but takes a while to load up in nifskope.

The problem, the single skin is a dds file 9megs in size - 4096x4096

Reducing the resolution also loses to much detail - the hotel sign part of the skin is very small.

I tried to unwrap the uv in the smaller, final mesh, but blender messed it up.

I'll load them both up on a map and see the different loading times, but I think its going to be the first one.

Pic below from the character viewer.

(https://i.postimg.cc/RF23kxtF/motel2.jpg) (https://postimages.org/)



Title: Re: Possible Projects Interest
Post by: cranlox on January 04, 2022, 09:32:40 AM
I don't know if you know this page, I suppose you do, but it has buildings and in various formats.

https://rigmodels.com/index.php?manualsearch=1&searchkeyword=build
Title: Re: Possible Projects Interest
Post by: windblown on January 04, 2022, 06:47:13 PM
Eveything is looking great! I especially like the Merry Go Round. Looking forward to the new short video.
Title: Re: Possible Projects Interest
Post by: Randomdays on January 05, 2022, 02:20:00 AM
Thanks Windblown

Second video below. You start at the park entrance with the new Souvenir Stand from Wildlife Park 2. Turning, you see the Haunted House in the distance and fly to it. You check out the ticket taker and the 3 ride carts.

You then fly back past the Souvenir Stand again to the restaurant. The camera moves north to the motel and you fly and walk around it till the end of the video.

I found that making copies of the bounding box and placing them around a mesh, in this case the motel, is easier than making one big, complicated box. This didn't work in the 1st test with only the 1st bounding box actually working, but once I went back into Blender and joined them all together, it worked fine.

In the video you can see I shaped part of the bounding box to the stairs so you can climb them  up and down. The bounding box starts at the edge of the roof, so you cant walk up to the doors themselves, but you should be able to land on the roof.

For later, I'll probably split off the sign and set it up like a lamp post, and add some separate soda and vending machines, and an ice machine or two. The 3 sides of the building and the office might be split into separate objects as well, so the entire building won't go up at once if destroyed.

https://www.youtube.com/watch?v=eZ8zpKoK-Wc (https://www.youtube.com/watch?v=eZ8zpKoK-Wc)
Title: Re: Possible Projects Interest
Post by: cmdrkoenig67 on January 05, 2022, 04:31:41 AM
Those are pretty cool, RD.

Dana
Title: Re: Possible Projects Interest
Post by: Randomdays on January 05, 2022, 01:53:25 PM
Thanks Dana

From what I'm seeing. for FFvt3R, collision for objects at least, if not for characters, seems to be almost completely controlled by the bounding box. If I move the part of the box away from the stairs on the motel, it would look likes the character is climbing up some invisible ones, as well as landing or standing on nothing in mid air.

I've been going back and forth between the city side and the park side, so if no one has ever done one before, I think I'll try a gas station next.

For the motel, consider it a first draft since I would still like to do it as separate parts. For the gas station, if I can get a good looking one, the same with separating out the building, the sign the pumps, etc. The pump could be set up like the exploding barrels for some nice explosions.

Not sure how useful everything would be to anyone except a mode maker like Benton, but they might make good cutscenes.

And it is fun running/flying around checking them out.
Title: Re: Possible Projects Interest
Post by: Randomdays on January 08, 2022, 02:45:50 PM
Update on the map  - on the motel, separated the sign and the parking lot from the motel itself. Dividing the motel up into it's separate wings will be pretty complicated and I'm putting that on hold for now.

The gas station is done except for some minor tweaks. Like the motel, it took a while to find a good model with a low poly count, available in a format I could use, and free. I wound up choosing a Chevron model from the 3D Warehouse.

Its divided up into 7 parts - the sign, the parking lot, the store, and the pumps, cleaning boxes, and traffic stop posts (all singled out and then multiple instances on the map), and the cover.

All objects have their bounding boxes on - If the cover is on the map, you won't be able to approach the objects under it due to its bounding box. Since its a separate object, you can remove it if needed.

The pumps are set up to a copy of the exploding barrels template for an explosion if destroyed or thrown.

Pics below

(https://i.postimg.cc/ZKSB2DHK/gaspump.jpg) (https://postimg.cc/SjgxzdHw)

Title: Re: Possible Projects Interest
Post by: WyldFyre on January 08, 2022, 09:23:56 PM
So, if I understand correctly, even if you were to deform a bounding box to match the object (the cover for example) you could not pass underneath because the game engine "sees" it extending to the normal ground?

I had thought that perhaps conforming a bounding box to an object might allow interaction with it in relation to the form. Since you can pass under flying characters and thrown objects, I thought this might be workable. But it sounds like you are limited if the object is static. What if you made the cover a flying stationary object? Would that allow passing underneath to objects below?

Just curious.
Title: Re: Possible Projects Interest
Post by: Randomdays on January 08, 2022, 10:04:08 PM
WyldFyre,

As far as I've seen with experimenting, yes to your question . SA has tried a few things as well with no luck.

What's interesting is how map objects interact. The ride cars on the Haunted House are inside the main bounding box for the object and are staying inside it though they are separate objects. I think that this allowed by the game engine because the carts themselves have no bounding boxes.

The cab,which has a bounding box, in the Gas Station picture with the cover, would not pass the cover until I moved its mesh and bounding box to not overhang the street.

So, an interesting thought.... if you had a character with another form to it, and that second form had NO bounding box on it, you might be able to enter the area inside or below an object's bounding box. But could you click on the character and interact with it? And without a bounding box, the other form character could go anywhere and walk thru all walls.

You could make this into a puzzle where the Vision or the Martian Manhunter could phase though a wall to open a switch to let other characters though a door.

I've shaped the bounding box on the Gas Station Store to match the slanted roof, like I did the motel stairs, and you can walk up and down the roof's slant when on it.

When I was testing in game, I even save a male_civilian walking on the roof.


I tried making a very thin "floor" shaped bounding box and put it on the map about flight level - high enough to walk under. The character could fly over it and land/ walk on it, but not pass underneath.

I'm not sure how the flying stationary character would work, but if its a character then you probably couldn't land or walk on it. SA was looking at making an fx that you could go under but walk on. I don't know a ot about fx's, so I don't know if they have bounding boxes on them or not.
Title: Re: Possible Projects Interest
Post by: GogglesPizanno on January 09, 2022, 06:33:40 PM
The best way I have found to describe the path-finding algorithm (as I understand it), is to imagine you have a map with all your objects on it, and then you drape a big sheet over the top of it (using the bounding box data of each object as the definition of its"shape"). That sheet represents the plane that the game computes where you can walk/fly over and interact with (with normal characters that have mass and bounding boxes). In game when you destroy a building for example, and you remove that building from the map, the "sheet" in that area sinks down to the ground, hence you can now walk on the ground level.

Now when you have an object that you want a character to walk under that has a roof, the "sheet" is still gonna overlay that object entirely, cause the roof or whatever is defining the "top" of the object is still working like a cover over the area. ie. a building with 4 walls and roof is treated exactly the same as 4 poles holding up a roof. When the "sheet" drapes down over the roof, the sides of the sheet become the defacto walls as far as the path-finding is concerned.

As mentioned, there are probably some weird little hacks and cheats that could be done to fake something, but they are all gonna come with their own limitations in terms of reduced interactions, or movement behaviors. The engine at the time was just not designed for that kind of multi level movement.
Title: Re: Possible Projects Interest
Post by: Randomdays on January 09, 2022, 07:50:06 PM
Good explanation Goggles.

The only thing I see, as with my thinking above, is that both you and the object must have bounding box"sheet" to block movement. If the character doesn't have a bounding box, then he should be able to walk into an object that does. Even though, a Goggles said, that would raise new problems.

For other form like mentioned above, could you put a very brief timer on it, so you could walk through the wall and then return to normal?
Title: Re: Possible Projects Interest
Post by: Randomdays on January 10, 2022, 12:58:51 AM
Almost finished with the next park ride - its a 'flying' ride simular to Disney's Dumbo ride from RCT3 called "Barnstormer", with old WW1 planes.

I was able to find some different rotating meshes to use for a base and we'll see how they work. The two RADAR dishes from FFvt3R wouldn't work with Blender, but WP2 had a slow moving windmill and a faster spinning lighthouse.

I waited on the capture this time for some park goers to be on the ride, but its seems that Blender has a limit on what it can handle. All pieces had to be joined to the spinning part to move, and each park goer is made of different random parts. I finally settled on one plane out of twelve with 5 peeps in it, and copied them 3 more times into different planes on the ride.

Hopefully it should be on the map soon, but I need to still work on the fence, gates, and ticket taker for it.

I had hoped to get a ferris wheel in, but even though the wheel would rotate, the seats wouldn't and the peeps would be upside down half the time.

I am looking at a 'rocking" ride and maybe a couple of shows.

Some thoughts if someone wants to do some input;

1) A lion show with peep objects in the stands and some lions in the middle (big_cat_versatile). A bounding box in the shape of a ring with no center to keep them in, but a player could fly over and land in the middle.

2) Bumper cars - another ring shaped bounding box with the cars actually characters with walk paths. they could move around randomly being interrupted by each other.

3) A roofless "bounce house" with a bounding box of different heights on top - it would look like the peeps are bouncing up and down.

4) A raft ride and the roller coaster.  For the roller coaster, my original thought was similar to the Haunted House already done - carts on turntables moving in and out of doors, not just on a flat plane but inside and outside circles as well.  My new thought is lay down a track with ups and downs with the bounding box following underneath. The carts would again be characters following path nodes with bounding box walls to keep them on the track.

   You couldn't walk under the track, but you could fly over it or land on the track.  The same for the raft or water flume ride, though it would mainly be flat.


Besides RCT3, I had found a few items online doing a search for "theme park rides" but found a lot more and different by looking for "amusement park rides"

Along with some shops and food stands, there should be plenty to fill up the park area, and both ZT2 and WP2 have standard nifs with random skins for park goers of different ages and types to walk around the park.

For the city half, besides the 3 objects already done, I have room for 3 to 5 more places, depending on size.

I'm thinking of ; a) comic/ book store, a playground, a tv or radio station, or a post office, finding the right import permitting. Other possibilities are some other stores - hardware, ice cream, or pet, or some more fast food like a Donut or coffee shop.

Suggestions welcome.



Title: Re: Possible Projects Interest
Post by: Randomdays on January 11, 2022, 04:58:19 PM
On the Roller Coaster setup for the map I'm working on - The thought of having a cart shaped character moving along path nodes with bounding box walls to keep it on the track - I think that should work. I wouldn't be able to do loops or spirals with the bounding box issue though.

My question for anyone who knows scripting or pathing - when the "cart" character is moving flat it would look fine, but going up or down a ramp, it wouldn't tilt to match the angle of incline. I could get around this be setting up a up or down angled cart for different looping animations - IE walk = flat ; fly = up angle; run = down angle.

Is there a way to script that a character will switch to a specific animation at a move node, or move that way to a move node (run to move node X)

The Easyscript manual doesn't seem to cover move nodes, and I'm not at home to check out the FFEdit help file.

The water ride would mostly be flat, but I would also need to do something similar if I put in a flume to go down.

Title: Re: Possible Projects Interest
Post by: WyldFyre on January 11, 2022, 09:15:42 PM
I don't know if he had up or down variations, but Tommyboy made a train and tracks a long time ago. Might check his site to see if there is anything helpful.
Title: Re: Possible Projects Interest
Post by: Randomdays on January 12, 2022, 12:17:18 AM
Thanks WyldFyre.

Checked Tommyboy's trains - there are two varieties - normal track and elevated, but no ramps up or down.

Checking on the civnodes, it looks they're only for directing pathway following, one to the next. They have no templates to make changes on. Changing animation type or switching one character to another might be done by scripting, but I'm not sure you could do it over and over again.

A few things to experiment with;

I might be able to get the mesh to change animation by giving the up ramp the ladder attribute. I'll have to test, but if I place a civ node at the bottom of the ramp, and another at the top, the cart should switch to its climb animation until it reaches the top and moves to the the next civ node.

For the down ramp. if the bounding box was set as an invisible set of steps under the ramp, it could trigger the jump animation. That might be a little jerky as the cart moves down the ramp though - going between each step and maybe briefly flipping to the walk animation. I'll have to also see what the minimum height is to trigger the jump animation.

Another option for the down ramp - at the top of the ramp, have a "scary object", hidden from the back by another object. When the cart passes the object and can see it, it should flip to its run animation and go down the ramp. The cart's detect radius could be set to the end of the ramp where it would no longer be scared and would return to walk

Otherwise, it looks like the original idea of turntables might have to be done after all.

Last, here's a pic of the Barnstormer ride. The pole is a separate object from everything else, so you can move the planes up or down as you like. They animate smoothly compared to the other two rides, and spin a lot quicker.

(https://i.postimg.cc/g2cC9Fp7/barn.jpg) (https://postimages.org/)



Title: Re: Possible Projects Interest
Post by: naitvalis on January 12, 2022, 02:50:25 PM
I found all this very interesting, i'm tryng experimenting with maps too for my 40k mod , aniway congratulations Randomdays thanks for sharing your experience.
Title: Re: Possible Projects Interest
Post by: Randomdays on January 12, 2022, 05:58:39 PM
You're welcome Nait

I find that the documentation for FFEdit and Ezscript to be fairly good and answers most questions, though I've referred to some info from FF1 as well since the editing for both seems to be about the same.

Placing and setting up objects on the map seems to be not too difficult with the info provided. Scripting will probably be a bit more of a challenge if I get to setting up actual encounters for a level.

While it looks like there's a few things that I found out that the scripting could do that were interesting and a surprise, it also seems that overall I'm a bit more limited than I thought I would be in things I want to do, and having to figure out workarounds till I learn more.

If you have any questions, ask and maybe we can figure it out, or Benton or someone who knows more can chime in.
Title: Re: Possible Projects Interest
Post by: Randomdays on January 15, 2022, 04:02:55 PM
Update on the map project -

Removed almost all the trees, bushes and boulders from the park area while building, adding some back when finished.

I was able to get a simple roller coaster built in RCT3 and imported into FFvt3R. One large nif in game, including the loading area.

Added a bounding box under the two arches so that the player can stand on them.

Adding the ladder attribute to the coaster didn't work correctly - the ramps are too steep to walk up, and a character with the climb ability will walk off the ramp, move to the side, and climb the invisible, vertical bounding box. I assume the game can't handle climbing at an angle.

Going down the arch, the character won't move to the bottom on his own, but will make a series of small jumps when repeatedly told to do so.

For the arches on the coaster at least, it'll mean going to turntables. For the flat sections I'll see if I can get pathing setup for a character cart.

There are 2 different set of park goers in carts to use for the coaster, randomly created by RC3.

Since I'll be using turntables, I'll also have to hide part of them when they/re moving upside down, so I'll probably make the coaster a 'mine" one, with mountains and tunnel entrances and exits.

Pics of the coaster in game, plus a ride cart, mountain and mine entrances for possible use.

(https://i.postimg.cc/VvQdpvHF/roller1.jpg) (https://postimg.cc/G8KLsLRB)

(https://i.postimg.cc/htBJHtpp/roller2.jpg) (https://postimg.cc/HV6sMdGy)


Title: Re: Possible Projects Interest
Post by: Randomdays on January 17, 2022, 12:05:32 AM
Learning process -

The coaster is almost done. For the civ pathing, if the node has no info on it, when the civ reaches it, they'll randomly move to another, usually the closest. Since I moved a lot of the nodes around from under the new objects, some civs were "pacing" back and forth between two nodes.

If you place a node destination in the string box for the node, they'll move to that one next.

To set up a new character properly on the map, you have to add it to the templates tab, the character tab, and the mission tab, picking an AI.

I added the coaster cart character to the map at the beginning of a string of nodes with pathing setup from each to the next, and it worked fine. I'll need to add the track following bounding box to keep the cart from taking 'shortcuts' and to keep other civs off the track.

When the cart is inside the mountain, it should follow a path to the next exit, and reappear on the map again.

The final mine entrances are from RCT3. I tried various mountains from Civ4 and the web, but they all knocked me to windows when testing in game for some reason. I finally found a low poly mountain in Deviantart and put a desert skin on it and it looks pretty good.

Still to do - finish pathing for the carts, add the track bounding box, add some black areas on the mountains to simulate the openings you enter/exit, and set up the rotated turntables for the arches.

Pic below the cart, a mine entrance and a mountain in game.

(https://i.postimg.cc/0Qb5DsDJ/roller3.jpg) (https://postimg.cc/CBpVp9vF)

Title: Re: Possible Projects Interest
Post by: cranlox on January 25, 2022, 12:13:23 AM

how much work have you been doing friend.
I was absent for a few days due to contracting covid, damn virus. I'm back home and I'm fine.
That roller coaster looks great.
Title: Re: Possible Projects Interest
Post by: Randomdays on January 26, 2022, 12:00:30 AM
Hey Cranlox.

Not too much at the moment on the map - tons of overtime at the moment, plus not feeling 100%

Pathing is complete for the test cart with the bounding boxes keeping it where it should be. I followed it along a complete lap and while its a little jerky, it looks pretty good.

While I don't have the energy for FF at the moment, I;m playing a little old fashioned Rogue to "relax".

Maybe after all these years, I'll finally get the Amulet of Yendor and get out of the dungeon with it.
Title: Re: Possible Projects Interest
Post by: windblown on January 29, 2022, 06:41:00 PM
I realy like your updates on his thread, you've got great ideas for the game. Can't wait to see more in the future.
Title: Re: Possible Projects Interest
Post by: cranlox on February 08, 2022, 04:31:33 PM
jj's robot is giving me some problems with an alternative mesh that I tried to do
Title: Re: Possible Projects Interest
Post by: cmdrkoenig67 on April 06, 2022, 01:40:36 AM
RD, some of those look like they might be really neat mountain/terrain objects too, just saying...haha! Hope everybody is doing okay.

Dana
Title: Re: Possible Projects Interest
Post by: Randomdays on January 04, 2023, 12:11:16 AM
So, not really ready to start back on things yet, but a few thoughts;

1) I found 3D printer stl file of Snarf from the Thundercats. I might try to rig this later but it would probably be hard to set up a uv for skinning

Some Edgar Rice Burroughs Characters; I had put some adult skins on a younger character mesh back on page #12 here, and it changed them enough to look like new skins.

2) We've got a John Carter and a Dejah Thoris. If  no one is willing to skin the younger characters of Cathoris and Thuvia, I wonder if body switching the skins onto a younger mesh will "kiddify" them

3) Same with Tarzan - Maybe putting him on a Speedy mesh would turn him into Korak, and Turok into Andar

4) Adding a couple of legs could turn a lion into a martian Banth, and a gorilla into a martian white ape. Not sure what to do about John Carter's pet Woola.

5) There's a 4 armed mesh that I could stretch and add some tusks to for a Green Martian, if someone wanted to skin it.

6) Since I like mounts I could put a static Tarzan on an elephant for Tantor.

7) The monkey I rigged a while back would be a good Nkima.
Title: Re: Possible Projects Interest
Post by: cranlox on January 04, 2023, 05:28:52 AM
You really plan to do honors in FFVs3 to Burroughs. It would be awesome to see those fantastic creations. I hope those projects come to fruition.
Title: Re: Possible Projects Interest
Post by: Randomdays on January 04, 2023, 12:18:32 PM
So I found that Tomato had done a mirror universe Martian Manhunter back in 2013 that would be great for a ERB Green Martian - it would just need the tusks added.

I saw a couple of stl files of a thoat and Woola and some other characters, but they weren't all  free and I'm not up for spending any money right now.

https://www.turbosquid.com/3d-models/3d-john-carter-model-1182788 (https://www.turbosquid.com/3d-models/3d-john-carter-model-1182788)

https://www.modiphius.net/products/john-carter-of-mars-print-at-home-heroes-of-barsoom-stl (https://www.modiphius.net/products/john-carter-of-mars-print-at-home-heroes-of-barsoom-stl)

https://www.turbosquid.com/3d-models/free-printable-woola-3d-model/727485 (https://www.turbosquid.com/3d-models/free-printable-woola-3d-model/727485)

And a couple of Snarf (and a thundertank!)

https://www.pinterest.com/pin/662521795186406888/ (https://www.pinterest.com/pin/662521795186406888/)

https://www.yeggi.com/q/snarf/ (https://www.yeggi.com/q/snarf/)

One for the berbils - robo-bears

https://www.cgtrader.com/3d-print-models/miniatures/sci-fi/berbils-thundercats (https://www.cgtrader.com/3d-print-models/miniatures/sci-fi/berbils-thundercats)

And Mumm-ra's headquarters;

https://www.cgtrader.com/3d-print-models/miniatures/figurines/temple-mumm-ra-god-statues (https://www.cgtrader.com/3d-print-models/miniatures/figurines/temple-mumm-ra-god-statues)


Valeria from Conan -

https://www.cgtrader.com/3d-print-models/miniatures/figurines/barbarians-conan-and-valeria-35mm-scale (https://www.cgtrader.com/3d-print-models/miniatures/figurines/barbarians-conan-and-valeria-35mm-scale)

Title: Re: Possible Projects Interest
Post by: Randomdays on January 04, 2023, 11:36:07 PM
So, some simple body swaps; taking skins from their original meshes and putting them on male_teen 14 and female _teen ponytail

Cathoris is the son of John Carter.

Thuvia is a younger character in the John Carter series that Cathoris falls in love with

Korak is the son of Tarzan

Andar is the younger brother of Turok.

Excuse the standard mesh breakage from the character viewer



Cathoris from John Carter by Lightning Bug;

(https://i.postimg.cc/9FJJ3RfH/cathoris.jpg)

Thuvia from Dejah Thoris by JKC

(https://i.postimg.cc/VLYDHBmF/thuvia.jpg)

Korak from Tarzan by Kenn X

(https://i.postimg.cc/fyv5RkjX/korak.jpg)

And Andar from Turok by Zulu Delta

(https://i.postimg.cc/mZ3mw6fD/turok.jpg)


They could probably do with some tweaking to their skins if someone is interested, and I would probably move the teen_14 mesh onto some taskmaster kfs and add the weapons back in if I get to it.

Title: Re: Possible Projects Interest
Post by: Tomato on January 05, 2023, 04:33:34 AM
So FYI, Male_teen_14 is a pain to skope, since like male_heavy and male_hulking it has its own keys... but my male_teen_tm model is mb compatible. It's part of WHY I made it, actually. I can send it if you want.
Title: Re: Possible Projects Interest
Post by: Randomdays on January 05, 2023, 11:04:33 AM
Sure Tomato, and thanks. If you didn't see it on the other thread, I'm looking for your male_basic_tm and Male_DPMask_TM.

Does your basic work with taskmaster kfs?

My original thought was to just re-rig the mesh, keeping the teen size, to the original taskmaster so its kf's would work. That would get me the sword, knif and bow animations.

That might be what I might do with your martian mesh also if I can. He would need sword, piston and rifle animations and extras if I can get it to work.

Thanks again.
Title: Re: Possible Projects Interest
Post by: Tomato on January 05, 2023, 04:01:22 PM
so taskmaster takes MB meshes, you just have to skope them onto it because you need to add 20 different pieces otherwise.

As for the base meshes, simple enough. I'll pm you.
Title: Re: Possible Projects Interest
Post by: Randomdays on January 06, 2023, 01:15:03 AM
So, here's the 3 boys moved onto Tomato's male teen. It looked broken in the ff viewer, but good in the FF2 viewer. The original male_teen 14 crashed the FF2 viewer - probably needs conversion.

The do look a bit different that the other pics. Perhaps a bit more mature


(https://i.postimg.cc/Hx8jbrQN/boys.jpg)

Title: Re: Possible Projects Interest
Post by: Randomdays on January 06, 2023, 04:42:26 PM
I was adding to my list and ran across AA's Stature mesh/skin. Here's Dejah Thoris body swapped, either as an alternate Dejah Thoris or Thuvia

Not sure why I have an image in my head of her having a ponytail, but it helps make her different than the original Dejah Thoris.

(https://i.postimg.cc/gJRmQyny/thuvia2.jpg)
Title: Re: Possible Projects Interest
Post by: Randomdays on January 06, 2023, 10:07:51 PM
First draft of the Thundertank.

As I feared, even with a sketchup model, there were no skins and no uv setup to add them. Instead of setting them up, I went ahead and changed the color for each of the tank's materials. They still need a little tweaking but the tank is actually pretty bland.

Shown with Dean's Panthro in the driver's seat, though his posture needs to be adjusted for sitting, and not sure if the tank is sized correctly for him.

No "action" model with the rear doors open with the main gun raised planned.

(https://i.postimg.cc/MKnpw9zy/tank.jpg)
Title: Re: Possible Projects Interest
Post by: Deaths Jester on January 06, 2023, 10:44:22 PM
You can probably use UV Mapper to map out uvs for the sketchup model....might be worth looking into, at least.
Title: Re: Possible Projects Interest
Post by: Randomdays on January 06, 2023, 11:28:36 PM
Well, I looked at the program demo of "uv mapper" if that's what you meant - didn't get to far and it wouldn't let me export without registering.

I've tried a few things in Milkshape and Blender, and the best I got was creating a uv where the entire skin was mapped to each and every face on the mesh.

For the Thundertank, I'm not worried about it too much, though it would be nice to know. Probably more important if I do the Snarf stl.
Title: Re: Possible Projects Interest
Post by: cranlox on January 07, 2023, 08:18:44 AM
What you see of the tank with Panthro I really love it!
I'm still a fan of your work.
In stl there are some cannons from the thundercats vehicle.
Title: Re: Possible Projects Interest
Post by: Randomdays on January 08, 2023, 05:00:17 PM
On the Thundertank - this will be the only version I'll do. To have the back gun up and available would mean an entirely different model import and starting from scratch.

Of the 4 different Lion-O's I have, Dean's is the best, but it errored out on Blender import - there's a lot going on with it. I might try a different import from somewhere else, but for now I added Wingzero's Cheetara in the passenger seat.

I'm leaving the tank's colors as they are for now. The seats should be a lighter blue, but I'm worried that Panthro might blend in with them too much.

Panthro is posed with legs bent, one hand on the wheel and one hand on the gear shift. Cheetara still needs to be posed and the bounding/selection boxes set.

(https://i.postimg.cc/CKDytnfQ/tank2.jpg)
Title: Re: Possible Projects Interest
Post by: deanjo2000 on January 08, 2023, 05:58:02 PM
That looks so cool :thumbup:
Title: Re: Possible Projects Interest
Post by: Randomdays on January 08, 2023, 06:04:37 PM
Thanks Dean - Your Panthro at work (Hope you don't mind)

Just about finished.

Re-centered the mesh with the origin. Added alpha property to the windshield. Cheetara had alpha property enabled and I removed it - I found that you can't see an object with alpha on if you're looking at it through another alpha object.

Resized the bounding and selection boxes, and did some bending and rotation of Cheetara's lower body to straighten her out and fit in her seat. Both characters aren't perfect and their feet vanish into part of the tank.

I probably won't be doing a version with Lion-O or Tigra anytime soon. Feel free to skope away if you want.

I exported a version for both games and I'll put a simple kf with them. If you want weapon nodes or the like, you'll free to mess around with that also.

The tank is a bit high poly at almost 20k. I'll try them out in game and if they work, I'll zip them up and post them soon.

After that, some work on the John Carter items a bit. I'm also looking at some possible Star Wars vehicles. As far as I know, no one has ever brought in a landspeeder or a snowspeeder. It might be fun to try to put Luke in one of those.
Title: Re: Possible Projects Interest
Post by: deanjo2000 on January 08, 2023, 06:07:55 PM
Your more than welcome to use anything of mine  :thumbup: I?m on a bit of a burn out but I must admit all this is getting my spark back.
Title: Re: Possible Projects Interest
Post by: Randomdays on January 08, 2023, 06:12:03 PM
Thanks!

Glad to hear that your getting your interest back. Let me pull out my list of 500 projects I have in mind..... I'll be sending a few cases of red-bull your way.

:D
Title: Re: Possible Projects Interest
Post by: Randomdays on January 11, 2023, 02:01:06 AM
A quick one before I go to bed for the night.

One of the skins that's been on my wish list for a long time are the Jupiter men, the 1st bad guys Thor met, in his premiere issue.

I've been looking at AA's Impossible Man as a source, and happened to see Atomic Robot's Clayface and thought they would be a good match (Looking at it, a Thing skin might work also.

The cover of Thor has them green ,but they're brown in the comic itself. A simple body swap later and I think it came out pretty good.

A male heavy body might fit better. If I just take the body and expand it in the x and y directions, that may bulk him out a bit.

(https://i.postimg.cc/xThVJtCs/jupiter.jpg)


(https://i.postimg.cc/g2hFv8LG/Thor.jpg)
Title: Re: Possible Projects Interest
Post by: Randomdays on January 13, 2023, 02:50:10 PM
Finished up the Thundertank and I'll be uploading it in a few minutes. Tested it in FF2 and while collision worked with buildings and other vehicles, it could go thru some objects, and the civilians walked thru it quite a bit. A FF1 nif is included (untested). To see Panthro in FF1 you'll probably need to convert the dds skins to tga.

Tried to change the x/y on AA's Impossible man to thicken him up a bit. It's a complex mesh and after changing the size, it still looks the same in the viewer. For now, the Jupiter Men are staying skinny. If anyone knows of a similar mesh to the one on the Thor page, let me know.
Title: Re: Possible Projects Interest
Post by: style on January 13, 2023, 05:59:06 PM
Quote from: Randomdays on January 08, 2023, 05:00:17 PM
On the Thundertank - this will be the only version I'll do. To have the back gun up and available would mean an entirely different model import and starting from scratch.

Of the 4 different Lion-O's I have, Dean's is the best, but it errored out on Blender import - there's a lot going on with it. I might try a different import from somewhere else, but for now I added Wingzero's Cheetara in the passenger seat.

I'm leaving the tank's colors as they are for now. The seats should be a lighter blue, but I'm worried that Panthro might blend in with them too much.

Panthro is posed with legs bent, one hand on the wheel and one hand on the gear shift. Cheetara still needs to be posed and the bounding/selection boxes set.

(https://i.postimg.cc/CKDytnfQ/tank2.jpg)
AMAZING!!!!!!!!!!!!! :blink: :blink: :blink:
Title: Re: Possible Projects Interest
Post by: Randomdays on January 13, 2023, 07:00:06 PM
Thanks Style - but no less than what you're doing. And you can give the original Thundertank mesh creator, Dean, and Wingzero most of the credit

Going back to another mount next - putting Tarzan on an elephant. I'll have to go thru the different Tarzans out there but I'm leaning towards Daglob's. Russ Manning's version has always been one of favorites.
Title: Re: Possible Projects Interest
Post by: deanjo2000 on January 14, 2023, 11:12:06 AM
For a Kronan i had this idea.
(https://i.imgur.com/Owlcn2I.png)
I just worked over my plasmus skin so did'nt take long. He's in my marvel folder if you want it.
Title: Re: Possible Projects Interest
Post by: Randomdays on January 14, 2023, 12:01:03 PM
Wow! Thanks Dean!

That's a nice surprise to find.

Grabbing it now!
Title: Re: Possible Projects Interest
Post by: Randomdays on January 14, 2023, 03:30:11 PM
Spent a few hours helping someone with a couple of meshes in Blender - on both, skoping some of the pieces on with nifskope did things that Blender didn't like - they would import but not export without deleting a few items - some sort of problem with the uv. More complicated than I thought it would be.

After that, it was great that the next project went smooth and quick - Putting Daglob's Tarzan on the Civ 4 elephant. The only hiccup was I had forgotten that when you join two meshes together that each had their own armature/kfs, and they're different, the second nif that you import has control of the animation. The 1st attempt with Tarzan imported last did some funky things to the elephant. Swapping the import order fixed that. I'm pretty happy with the way he came out. Uses the new Civ 4 FF2 kfs I imported for the elephant. Tarzan is static and I only had to pose him a bit. Thanks DG for the skope!

Pic below;

(https://i.postimg.cc/9QWGHFHc/tarzan.jpg)


Tomato sent me his six -armed martian mesh skin. I haven't started work on it yet (with is permission) but seeing the elephant it looks like it might be a good source for some tusks for the martian. In queue down the line


For the male teen transfers, I'm looking for a pageboy length hairpiece, a little shorter than the ones used in the original meshes. I think it would go good with all 3 characters. Check the pic below of Andar.  I'm pretty sure there's at least one out there, but nothing comes to mind at the moment - any ideas? If not then I'll try a longer piece like the one from Tarzan or John Carter back a page

(https://i.pinimg.com/originals/17/06/80/17068057ec50265842064948438e2061.png)
Title: Re: Possible Projects Interest
Post by: BentonGrey on January 15, 2023, 03:20:20 AM
My gosh, RD, I've apparently missed literally a YEAR of your stuff somehow!  All of your work with the maps, your theme park, your city, all of that is AMAZING!  You've learned so much about the game, stuff that I've only poked around the edges of.  You've accomplished some really cool stuff, man!  I can't wait to check out your maps!
Title: Re: Possible Projects Interest
Post by: Randomdays on January 15, 2023, 12:55:24 PM
Thanks Benton - stay awake!

It'll be awhile I think until I get back to map. I'll have to get up to speed again after taking some time off.

After spending some time on the teen characters and Andar mentioned last, I :doh: after remembering Dean doing a Dorno with similar hair. By then I had already finished what I wanted to get done though.

I wound up using hair from female Bob. Working with Taskmaster and male_teen_12, I found that Taskmaster is not friendly with Blender - just importing and exporting it back out breaks the mesh for both games. male_teen_12 got broken twice, including my original file somehow. Luckily I had another backup to save the day.

So, for the first batch, two new meshes! male_teen_12_bob_sword with either young versions or sons of John Carter (Carthoris) and a rather grumpy looking Conan (Conn) using Dana's Conan.

(https://i.postimg.cc/zBkxkzwX/Carthoris.jpg)


Second new mesh is male_teen_bob_rope_bow_dagger with Tarzan (Korak) and Turok (Andar) using Tommyboy's indian_t skin. None of the weapon animations are there since they're still on the original kfs. The weapons are from Gren's Taskmaster and the Tarzan skope of it - shrunk down to fit better.

I may add a head feather for Andar and split that off into a third mesh.


(https://i.postimg.cc/ZnKV7GjP/Korak.jpg)

Being posted soon. These are for FF1 only as I couldn't get them to work for FF2. Some reskinning would be nice....

I have versions for Tomato's male_teen almost done - the mesh wouldn't respond to any of the tm kfs I tried so I was able to do a main mesh swap with Taskmaster.

I'll also try to get a set done for male_teen_14 if I can
Title: Re: Possible Projects Interest
Post by: BentonGrey on January 15, 2023, 03:35:52 PM
The teen characters all look great!
Title: Re: Possible Projects Interest
Post by: SickAlice on January 15, 2023, 09:07:07 PM
I worked with TM a lot, still am. It's the base for the MOTU stuff I'm doing. I have gotten around the issue in Blender but it's messy and frustrating. The way I figured out to do it instead is to copy and paste backward from Taskmaster, this includes nodes and keyframes if you want, to male_basic_effects and work off of that new nif and keyframe set instead. Once you made it once then you can keep using it and don't have to go through the work again of course. It also allows you to use keyframes then that Taskmaster wouldn't be compatible with.

Edit: That might be vague but it's kind of simple. For lack of better terms I will say male_basic_effects is a "legacy" as are it's keyframes. And we'll call Taskmaster "decendant". So when you take the parts and nodes and such from Taskmaster or any other male basic nif (works equally for female and such) and copy them into mbeffects (I used Nifskope for it, I can't speak for other programs) you remove compatibility issues. Same for the TM keyframes backwardly into the older standard keyframes that came with mb. This gives the added advantage that you can bring in anything else from any male_basic "descendant" without any issues where you might find them when copying between the later made nifs and keyframes.

If that makes any sense of it. Doing that eliminated all the issues I was having as well opened me up to making custom animations from scratch. And all because I was having issue with TM add I hated the lack of area animations. INK's Exodus is otherwise compatible with TM meshes and keys for areas btw. It took me endless trial and error to figure that one out.
Title: Re: Possible Projects Interest
Post by: Randomdays on January 19, 2023, 12:01:19 AM
Thanks SA. Next time I need to work with a TM, I'll read this over again and maybe hit you up with some questions.

Benton - The Tarzan looks good to me, John Carter and Andar are alright but could use some skinning.

Young Conan is just creepy.

I tried a few more to see how they would work out. As far as I know there are no skins for civ Dick Grayson, civ Superboy Clark Kent, and civ young Bruce Wayne.

I tried a few that I had and the only one that didn't look too bad is Lightning Man's Clark Kent. I'd need to add his glasses and some skinning would probably have to be done by someone since he probably wouldn't be in a suit - but the face looks good.

I'd like to see someone do the above, plus a Pete Ross if anyone is interested. Either on the teen_12, the teen_14, or Tomato's teen mesh.

Here's LM's Clark on the teen_12 mesh.

(https://i.postimg.cc/VNCX0WrW/clark.jpg)


Title: Re: Possible Projects Interest
Post by: SickAlice on January 19, 2023, 05:02:06 PM
It goes without saying I'm sure that the Exodus keyframes can be used for Cordless as well and likewise any missing string names need to be added to the keyframes. But the other method will save you every headache in the long run. It's kind of simple, whatever mb based nif and keys came "after" mb itself so mb having come "before" has no issues when anything is copied to it. So for example you shove TM and DS animations and so on into an mb nif and keyframe set without any issues so long as you add the required nodes.

And again it's better for making custom animations. I went into that in the What Have You Skoped Thread a bit, I think while you were offline. The tutorial image links need to be updated and I will otherwise do a full tutorial on how to use Nifskope alone to make any animation you can think of. It's very useful to know how to do, another thing it took me ages to figure out.

(https://media.giphy.com/media/EpWV9LHQ2eVYOpkRgH/giphy.gif)
Title: Re: Possible Projects Interest
Post by: Randomdays on January 19, 2023, 06:29:42 PM
I've got a few things to say here;

1) That's one awesomely animated turtle.

2) If you animated this from scratch, that's even more awesome.

3) Does this work for both FF1 and FF2? I know they handle animations differently

4) The fact that we're still learning new things to do with this game, after all these years, is awesome.

5) That this game can be modded in so many ways - meshes, textures, animations, fx's, maps, missions, is just incredible ( Ha! I bet you thought I was going to say "awesome")

Title: Re: Possible Projects Interest
Post by: SickAlice on January 19, 2023, 10:36:05 PM
I made quite a few from scratch animations and Mike has some particular ones. That one uses another anim as a base, it's the right way to go so they all line up but you get the picture. Pulling out pizza it and eating it, riding boards, all sorts of stuff. Still polishing all this and the models and so on.

Imo only  :ffvstr: because I only know of converted keyframes being something one can manipulate in Nifskope. Unless you know a method to do it with  :ff: keys but I don't know of one. I also only make things for  :ffvstr: of course so I wouldn't be making and testing on  :ff:.

The very long short (I don't want to clog your thread with images) is you take your choice Nif, I make a copy just for this usage so I don't mess up my original somehow, and start moving whatever it is you want. As you do this record the positions. Record those positions as well into the keyframes. It's real simple and like the male basic as a base thing I'm not even sure why it didn't occur to me before. Else again a full page tutorial will be available sooner or later on how to do all this.
Title: Re: Possible Projects Interest
Post by: Randomdays on January 28, 2023, 07:37:03 PM
Thanks a lot SA. I went through the pm you sent and can probably wrap my head around it, but at the moment I can't think of any custom animations I need.

A couple of quick Blender skopes below. For those who have never read ERB's books - Mars, Venus, Tarzan, etc. ,you're really missing out compared to the movies.

In the Tarzan books, he's portrayed as much more intelligent - living in a normal house with servants on the plains with Jane and his natural son, Jack - who's ape name is "Korak", which means "killer" in their language.Tarzan can speak many languages fluently, learning new ones as needed, and can even fly a plane.

In the Dell comics, Tarzan was shown frequently flying on the giant eagle Argus to get around. I think Argus is specific only to these comics.

I put Tarzan on the back of an enlarged Sam the Eagle with his basic skin. Pics below

(https://i.postimg.cc/8CC5t6nM/eagle-Tarzan1.jpg)

(https://i.postimg.cc/CxSdntGv/eagle-Tarzan2.jpg)

ERB's Africa is loaded with various Lost Worlds, starting with Opar, a ruined city left by Atlantis in the 2nd book of the series, "The Return of Tarzan"

In the 8th book of the series, "Tarzan the Terrible", Germans kidnap Jane and head inland, with Tarzan following behind, and find a lost world called Pal-ul-Don that's usually surrounded by a great swamp full of dinosaurs, as is the lost world itself.

Thanks to a drought, everyone is able to reach Pal-ul-Don. There's a lot of action of course, fighting between two tribes of tailed monkey men, fighting over Jane, and fighting with a more primitive tribe of cavemen. In Pal-ul-Don, the stegosaurus and the triceratops are both more savage than normally seen, but the cavemen have found a way to tame the triceratops, which Tarzan learns by watching.

To learn more, you'll have to read the book or a comic adaptation.

Below is the cover to the novel, and Tarzan riding a previously imported triceratops - a bit smaller than the ones in the books

(https://i.postimg.cc/Cx75GNJw/tarzan-08-boris.jpg)

(https://i.postimg.cc/BQxX6sKL/tritarzan.jpg)
Title: Re: Possible Projects Interest
Post by: Randomdays on January 29, 2023, 02:01:45 PM
I was able to find a martian mount (thoat) and John Carter's pet (Woola) files to download for free, but they're both stl files so they'll be a pain to set up for skinning. I'll put them aside for awhile. Same with Snarf from Thundercats.

For the martian lion (banth), rat (ulsio) and white ape, I'll try to just add an extra pair of legs to existing models. I'm not sure if there's a white skin for any of the apes/gorillas we have for FF so I might need a skin for that.

I still have to look at Tomato's Martian to see about adding some lower fangs to it and see how it looks.

Nothing really out there for the plant men from the second book, but I might be able to throw a few things together to make one. Do we have a one-eyed cyclops mesh?

While the "kid" transfers don't look too bad, It would be great if someone did some true skinning of Cathoris and Thuvia, as well as some generic red martian warriors.

Hopefully I can do a quick rig of the baby unicorn and send it to Dean so he can reskin it as needed.

Other items down the line;

1) Lord of the Rings - RBD and Starlock did most of the Fellowship way back, and dm imported a few of them as well, though I think these might be a little too detailed for the game. I'm looking to import not just the Fellowship, but characters like Sauron, Gollum and Elrond, as well a some troops from both sides. I picked up the 2006 game "Battle for Middle Earth 2" which looks like it has everything I need. I just need to check out the model details and see if they can be ripped from the game.

2) Star Trek TOS - I think the Enterprise crew I imported a while back came out pretty good, considering they were the first things I ever imported.  They were made by Laz Rojas for the "Elite Force" game in 2001. He did a ton of models for all the Star Trek tv shows, as well as others.  His site is still online if you want to check out his models. They're a little low poly for FF, but workable.

http://lazrojas.com/elitefarce/bots/index.html (http://lazrojas.com/elitefarce/bots/index.html)

And here's a couple of screenshots  of some models I'll try to import from the TOS era;

(https://i.postimg.cc/DZKTLZBb/alienspak.jpg)

(https://i.postimg.cc/yYxwJcsb/gorns.jpg)

Title: Re: Possible Projects Interest
Post by: WyldFyre on January 29, 2023, 02:15:44 PM
Those are Gorna be interesting. <realizes that is one of the worst puns ever and slips away>
Title: Re: Possible Projects Interest
Post by: style on January 29, 2023, 08:57:54 PM
Quote from: Randomdays on January 29, 2023, 02:01:45 PM
I was able to find a martian mount (thoat) and John Carter's pet (Woola) files to download for free, but they're both stl files so they'll be a pain to set up for skinning. I'll put them aside for awhile. Same with Snarf from Thundercats.

For the martian lion (banth), rat (ulsio) and white ape, I'll try to just add an extra pair of legs to existing models. I'm not sure if there's a white skin for any of the apes/gorillas we have for FF so I might need a skin for that.

I still have to look at Tomato's Martian to see about adding some lower fangs to it and see how it looks.

Nothing really out there for the plant men from the second book, but I might be able to throw a few things together to make one. Do we have a one-eyed cyclops mesh?

While the "kid" transfers don't look too bad, It would be great if someone did some true skinning of Cathoris and Thuvia, as well as some generic red martian warriors.

Hopefully I can do a quick rig of the baby unicorn and send it to Dean so he can reskin it as needed.

Other items down the line;

1) Lord of the Rings - RBD and Starlock did most of the Fellowship way back, and dm imported a few of them as well, though I think these might be a little too detailed for the game. I'm looking to import not just the Fellowship, but characters like Sauron, Gollum and Elrond, as well a some troops from both sides. I picked up the 2006 game "Battle for Middle Earth 2" which looks like it has everything I need. I just need to check out the model details and see if they can be ripped from the game.

2) Star Trek TOS - I think the Enterprise crew I imported a while back came out pretty good, considering they were the first things I ever imported.  They were made by Laz Rojas for the "Elite Force" game in 2001. He did a ton of models for all the Star Trek tv shows, as well as others.  His site is still online if you want to check out his models. They're a little low poly for FF, but workable.

http://lazrojas.com/elitefarce/bots/index.html (http://lazrojas.com/elitefarce/bots/index.html)

And here's a couple of screenshots  of some models I'll try to import from the TOS era;

(https://i.postimg.cc/DZKTLZBb/alienspak.jpg)

(https://i.postimg.cc/yYxwJcsb/gorns.jpg)

would love to see you import the Original TOS Crew and TNG Crew from that game it would be Awesome they also have Klingons from both series too! :thumbup:
Title: Re: Possible Projects Interest
Post by: Randomdays on January 29, 2023, 10:52:56 PM
Wyldfyre - you're gorna get get it for that one -


Hey Style!

He did a great job on all of those didn't he - a great modder for that game. I may also try to do his Duke Nukem - I don't think we have one for FF?

The original crew has already been imported and is up on my megasite, along with a shuttle.

Dean just did a TNG klingon, and Lionheart did a TOS one a while back; pic below

And a pic of McCoy, my very first import from back in 2011. The meshes for Elite Force come in three pieces = head. chest and arms, and waist and legs. Due to the base shape of the shoulders in the mesh, they look a little strange in FF, but still pretty good. All my imports are on Tommyboy's trek_t kfs, and have original TOS phasers, rifles and tricorders - maybe communicators too.

(https://i.postimg.cc/Zq9RyS1k/sttosklingon.jpg)

(https://i.postimg.cc/vZLb6KN8/New-Mc-Coy.jpg)
Title: Re: Possible Projects Interest
Post by: Randomdays on January 30, 2023, 01:40:29 AM
Spent most of the day throwing a plant man together.

In ERB's mars stories, when you got tired of life, you could go down one of the few waterways to the isolated Valley Dor, where you were assured a peaceful afterlife.

In the 2nd Mars book, when John Carter returns to mars from earth, this is where he finds himself. At first everything looks perfect with park like manicured lawns and relatively peaceful.

But it soon turns out that the previous unknown yellow men of mars are operating a scam - keeping the good looking pilgrims and killing the rest with banths, white apes and the plant men.

The plant men have mouths at the end of each arm, and their cropping of the grass for food is why everything looks trimmed. When attacking, they leap into the air over your head and smack you with their tail. They have one eye like a cyclops.

There's been a few different looks for them over the years - below is one from the great comic book artist Joe Jusko. After that is a picture of the mesh I threw together. I started with the Spiderman villain "The Kangaroo" by Blobula. This gave me the "jumping" run that I needed.

Deleted the extras and swapped the body out with male_heave faceless and removed the thumbs from the hands Added a tail from male draconis, and some medusa hair and a cyclops eye from 2 NWN custom models - couldn't find any hair that would match in FF. Now he's waiting for a skin to match the pic......

And here's a different look for a figure made for the new John Carter rpg

https://www.modiphius.net/products/john-carter-miniatures-plant-man?_pos=53&_sid=85aa63143&_ss=r (https://www.modiphius.net/products/john-carter-miniatures-plant-man?_pos=53&_sid=85aa63143&_ss=r)

(https://i.postimg.cc/VkMhQZV8/plantman-1.jpg)

(https://i.postimg.cc/15bdd1MB/plantman-2.jpg)
Title: Re: Possible Projects Interest
Post by: SickAlice on January 30, 2023, 04:11:25 AM
I only read of those characters in the various Dynamite intercompany cross-overs. Though immediately Tarzan stuck out as depicted more intelligently as you put it and perhaps more fascinating than the film counterparts.
Title: Re: Possible Projects Interest
Post by: spydermann93 on January 30, 2023, 06:26:52 AM
Holy crap, I've actually had a toy of those blue "Plant men" as a kid. I had no clue where those came from or even if I was remembering it right, but there they are. Wow!
Title: Re: Possible Projects Interest
Post by: cranlox on January 30, 2023, 07:03:04 AM
(https://i.imgur.com/uEUp12q.jpg)
I HAD IT TOO, THEY WERE CHARACTERS FROM TRENDMASTER'S TARZAN
Title: Re: Possible Projects Interest
Post by: style on January 30, 2023, 07:42:23 PM
Quote from: Randomdays on January 29, 2023, 10:52:56 PM
Wyldfyre - you're gorna get get it for that one -


Hey Style!

He did a great job on all of those didn't he - a great modder for that game. I may also try to do his Duke Nukem - I don't think we have one for FF?

The original crew has already been imported and is up on my megasite, along with a shuttle.

Dean just did a TNG klingon, and Lionheart did a TOS one a while back; pic below

And a pic of McCoy, my very first import from back in 2011. The meshes for Elite Force come in three pieces = head. chest and arms, and waist and legs. Due to the base shape of the shoulders in the mesh, they look a little strange in FF, but still pretty good. All my imports are on Tommyboy's trek_t kfs, and have original TOS phasers, rifles and tricorders - maybe communicators too.

(https://i.postimg.cc/Zq9RyS1k/sttosklingon.jpg)

(https://i.postimg.cc/vZLb6KN8/New-Mc-Coy.jpg)

Oh ok what's your Megasite address? :o
Title: Re: Possible Projects Interest
Post by: Randomdays on January 30, 2023, 09:34:24 PM
Style - https://mega.nz/folder/bxoATQBA#zhsyE8hp1uwMeDk7r17BcQ (https://mega.nz/folder/bxoATQBA#zhsyE8hp1uwMeDk7r17BcQ)

Cranlox and Spyder (Hey Spyder! - haven't seen you much lately!) - here's mine - I bought a bunch of them on ebay about 2002 or so - all still mint in box. Mine is a two pack with a Tarzan of Mars figure with the plant man. I just noticed that my Tars Tarkas actually has a floppy adventure game disk in it. It's for windows 3.1 but I wonder what kind of game it is. I don't even have a floppy drive anymore.

(https://i.postimg.cc/MZdw0rGm/plantman3.jpg)



SA - I grew up on the old Tarzan movies, and in the books he's so much better. I think the closest to the book version is the 1970's Filmation cartoon.
       You should read some ERB if you get a chance - some old pulp goodness. The Tarzan, Mars, Venus, Earth's Core and Caspak series are all great.

Tried importing a TOS character from Elite Force and had some issues I didn't remeber from last time. I picked Lt M'ress from the animated series since I hadn't done her before. First you have to extract the Quake 3 md3 mesh files and the jpg textures from the pk3 pak. The skins are in jpg format and aren't square, so you have to change those.

Each mesh comes in the 3 body parts mentioned before, but each of those has multiple parts as well - IE her head had hair, face 1 and face 2 parts.

After I got everything into Blender and aligned with each other, I found that while everything had a uv, only some of the mesh had their textures assigned to them.

I finally got her exported as a skinned nif, but she's not rigged yet. And unfortunately, she's not in a good natural pose either. Shown below in her red Starfleet uniform - blue and gold also provided.

(https://i.postimg.cc/SsQgrdZw/mress.jpg)



Title: Re: Possible Projects Interest
Post by: spydermann93 on January 30, 2023, 10:42:16 PM
Quote from: Randomdays on January 30, 2023, 09:34:24 PM
Style - https://mega.nz/folder/bxoATQBA#zhsyE8hp1uwMeDk7r17BcQ (https://mega.nz/folder/bxoATQBA#zhsyE8hp1uwMeDk7r17BcQ)

Cranlox and Spyder (Hey Spyder! - haven't seen you much lately!) - here's mine - I bought a bunch of them on ebay about 2002 or so - all still mint in box. Mine is a two pack with a Tarzan of Mars figure with the plant man. I just noticed that my Tars Tarkas actually has a floppy adventure game disk in it. It's for windows 3.1 but I wonder what kind of game it is. I don't even have a floppy drive anymore.

(https://i.postimg.cc/MZdw0rGm/plantman3.jpg)

WOW! That's the EXACT toy I had! All these years and I thought it was from Hercules or Xena, lmao

And how've you been doing, RD? I've been pretty busy lately, but I lurk from time to time. See you've been getting back into the swing of things. Been hugely appreciating the work on the skin list! Such an incredibly useful resource!
Title: Re: Possible Projects Interest
Post by: Randomdays on January 30, 2023, 10:55:37 PM
Spyder - a few ups and downs. There's a post under general that sums up what's been going on with me.

Glad to hear you're lurking around. I just had some pretty good convos with DJ and Style recently, and its good to see people coming out of the woodwork like Kommando.

The list is fun to work on - especially discovering something new from someone classic like Murs or LP, and finding a character that wasn't on the list before is a good find as well. I don't remember what character it was now, but I had found one with an actual "sit" animation for it.

The only frustrating part of it is trying to find messing meshes and kfs from sites long gone if I don't have them. dm's backup have very useful though.

Star Trek - Just had a look at the ones I did way back then and may tweak them - the head position looks a bit off on some, and rerigging may help with the stiff shoulder problem. From the look of the base files I still have, I may have gone thru Milkshape on them as a middle step - maybe for the skinning problem - I'm not sure I need to do that now.

Since I'm still a bit out of practice, we'll see how M'ress works out.
Title: Re: Possible Projects Interest
Post by: deanjo2000 on February 01, 2023, 08:21:24 PM
If you want to send me the plantman I can add it to my list.
Title: Re: Possible Projects Interest
Post by: Randomdays on February 01, 2023, 10:26:48 PM
Sent Dean! Thanks once more!
Title: Re: Possible Projects Interest
Post by: Randomdays on February 02, 2023, 03:02:33 PM
A few things;

1) looking at the Star Trek meshes, it looks like a lot of them use the same body, legs and hands, just different heads (the Enterprise crew at least). I'm thinking that if a re-rig the male and female bases to look better, if I can, Then I'll just have to do head transplants and they should go quickly.

2) I think there's a mesh/skin/skope of Speed Racer out there, at least I saw a mention of one by Style. If I can get it, I'd like to try putting him in the Mach 5 if I can find a good model of it.

3)I've got a lot of neat skopes I'm thinking of doing, but looking for simple skinning help with. I've reached out to a couple of people and I'm waiting for a response at the moment.
Title: Re: Possible Projects Interest
Post by: Randomdays on February 03, 2023, 03:17:01 PM
I redid all the female Star Trek Characters and finished adding M'ress. Re-rigged Yeoman Barrow from the Shore Leave" episode and then did the head swap I was going to try on the rest, and that worked out great and save a lot of time.

These are all on Tommyboy's trek_t mesh, so part of the problem might be trying to put a female body on a male rig. Put I wanted the special animations that came with it - there's a dozen or so specials including pulling out and using a tricorder. Classic TOS models and skins are there for a hand phaser, phaser rifle and the tricorder.

I s there a female model with the special animations?

They are much improved from the original rig, but I'm still not happy with them. Further tinkering only seemed to make things worse so this is probably the best I can do at my present skill level. The arms still go out too far and the fingers on one of the hands are now bent. The arms and elbows are much improved though.

Anyone with meshing rigging skills are free to mess with them once they're posted.

Two pics below - Yeoman Barrows before and after, and a group shot of the 4 other female characters - Nurse Chapel, Marlena Moreau from the "Mirror Mirror" episode, and Lt M'Ress. M'Ress has some lighting and glossiness issues with her face - I tried fixing her up but its still there. Some one with some skinning skills needs to take a look at her. The heads for all are made of multiple meshes and skins - face, head and hair.

There's also some generic female crewmen that could be added somewhere down the line as well.

(https://i.postimg.cc/C5V0yDJm/barrows.jpg)

(https://i.postimg.cc/MGhQf6zg/trek-girls.jpg)

Title: Re: Possible Projects Interest
Post by: SickAlice on February 03, 2023, 03:56:44 PM
You don't have to use female you know? Like you could use Taskmaster Cordless or Deathstroke. Those have guns and a move where they pat their belt buckle. Then mess with that last move and make a move where they hit the heart/clavicle with the hand instead. The method I showed you for example.

On a side, I've never seen the models so I don't know if they're junk but speaking of animations isn't Star Trek Bridge Commander nif? I remember the very first plugins for 3d programs where just for that game. Maybe there is something you can use?
Title: Re: Possible Projects Interest
Post by: Randomdays on February 03, 2023, 05:14:41 PM
Thanks SA

Bridge Commander does use nifs, but they're limited from what I've seen - I think just the TNG bridge crew and ships. The nif version is 3.03 - lower than that of FF.

I thought of task mistress, but besides  losing the dozen or so special conversation animations, there's the fact that I never looked into how to make items like the guns and the tricorder appear and disappear with the animations. It's used a lot I know, but I never went beyond replacing the existing ones with replacements like the phasers.
Title: Re: Possible Projects Interest
Post by: Randomdays on February 03, 2023, 07:16:46 PM
I quick one;

PM'd DJ and got permission to work with his Lone Ranger.  Thanks DJ!

(https://i.postimg.cc/L5XxRqVW/loneranger.jpg)

So - take DJ's Lone Ranger with Tommyboy's Rawhide Kid, plus the horse's skin from his Ghost Rider and you get.....

"Hi Yo Silver! Away!"

Other possibilities now that the door is open - Tonto, Zorro, Jonah Hex, and Tommyboy's indian_t and calvary_rifle_t and a cowgirl mesh. Maybe some others out there that I'm not thinking of. Anyone need a horse? We've got brown,black, and white skins. I could use a brown patch skin for Tonto's Scout.

http://www.westernclippings.com/remember/loneranger_doyouremember.shtml (http://www.westernclippings.com/remember/loneranger_doyouremember.shtml)

Tommyboy's Black Knight 3 has some great sword animations for Zorro. You can shoot from horseback on some, but I don't think there's any for shooting a bow


Edit - If you saw it before, I've now changed out the saddle skin with the one from TB's "Kid Colt", and the horse from JKC's Valkerie.



(https://i.postimg.cc/W3v78zF5/ranger-2.jpg)
Title: Re: Possible Projects Interest
Post by: style on February 04, 2023, 03:11:15 AM
Quote from: Randomdays on February 02, 2023, 03:02:33 PM
A few things;

2) I think there's a mesh/skin/skope of Speed Racer out there, at least I saw a mention of one by Style. If I can get it, I'd like to try putting him in the Mach 5 if I can find a good model of it.


(https://i.postimg.cc/T3xcmfgX/Speed.png)

:rolleyes:
Title: Re: Possible Projects Interest
Post by: Randomdays on February 04, 2023, 10:48:13 AM
Awesome!. I've been pm'ing with Style so we'll see if I can get him behind the wheel

https://3dwarehouse.sketchup.com/model/49abc796-09d0-40a4-9f5c-74c8403b741a/Mach-5?hl=en (https://3dwarehouse.sketchup.com/model/49abc796-09d0-40a4-9f5c-74c8403b741a/Mach-5?hl=en)
Title: Re: Possible Projects Interest
Post by: Randomdays on February 04, 2023, 10:42:22 PM
More riders...

I tried using Tommyboy's Black Knight 3 mesh, but it runs different than the Rawhide kid one - since its a flyer, its just not just running on air. His sword is always in hand as well in all animations.

Besides the ones mentioned before, I'll add some more possible skopes...

DC's Silent Knight - I sent a skope to Dean a while back for skinning; DC 's Shining Knight does ride a white pegasus ; Aragorn, and Gandalf on Shadowfax; Texas Jack has a wasteland cowboy and a wasteland gunslinger; "The Movies" game has a lot of Cowboy themed outfits to make a bunch of different riders with.

The Silent Knight, the Shining Knight and Gandalf all ride white mounts, so that makes thing easy.

And below - this guy and his friends...

"Ookla, Ariel - we ride!"


(https://i.postimg.cc/FRJ9NLrG/thundarr.jpg)

Bevo's Thundarr wouldn't import to Blender so I used Saturday Cartoon Squared's version . As far as I know, Bevo has the only version out there for Ariel, and Ookla has one more from SCS.

Ariel may be a problem since there is a female mesh on a horse - The Valkyrie, but the animations for a swords woman are different than for a spellcaster, and she's riding a flying mount. Ookla would need both some mesh work and some skinning. since he's not riding a horse
Title: Re: Possible Projects Interest
Post by: Randomdays on February 05, 2023, 01:05:19 PM
Another Rider finished....JKC's Zorro.

A bit more difficult than the other two - Zorro is based off a pulp versatile, while I think Tommyboy's mesh might be off a Taskmaster. And neither one is very friendly, but workable in the end, with Blender.

Wasn't sure if the cape would work, but it moves fine, both on foot and riding. Removed the right gun since his sword is in hand, but left the left gun and rifle, even though the rifle doesn't make much sense.

And since JKC's mesh comes with a bonus El Aguila skin, you get two for the price of one!

While I know both DJ's Lone Ranger and JKC's Zorro are originally for FF2, with the skopes, all 3 so far are for FF1. If you want an FF2 version, it should be easy to convert in Blender (hopefully)


(https://i.postimg.cc/d0xFkq1D/zorro.jpg)


Title: Re: Possible Projects Interest
Post by: Randomdays on February 05, 2023, 03:36:57 PM
A couple more riders to try - Conan and Red Sonja

Speaking of Conan - I think Nait did a version I don't have. And as a matter of fact, Nait's site is down and there's nothing on the wayback for it. If anyone can send me his Conan and or/ the rest of his work, or as a mediafire, that would be great. I know I have some of his work but probably missing a lot as well.

He hasn't been on the forums since October but I'll send him a PM and see if he responds.

Besides doing some talking with DJ and Style trying to get them back in there skinning, I got a reply back from one the original skinners/skopers for the game and he's willing to do some teamwork with me. Here's hoping it works out and you see some exciting things in the future.

Here's a hint - he has a section on Alex's site.
Title: Re: Possible Projects Interest
Post by: SickAlice on February 05, 2023, 06:39:46 PM
Sorry for the delayed response. I've been busy. That I know of for male at least a move where the character holds out their hand (right) and presses a button is the direct_boobytrap move from Gren's male fighter animations. Deathstroke also has this move but there are a lot of strings that have to be removed. I used this for the Ninja Turtles T-comms. Then add the tricorder and toggle the visibility/scale of course and add that to every keyframe with the visibility off.

For communicator I would use that DS or TM belt press move, that's their special animation and again there are a lot of strings to blank out. That's left arm. Adjust the rotation in Quarternion, looking at it probably left forearm and maybe the clavicle a little as well move the translation over a little so the hand hovers over the heart.

Phaser can either use the same direct_boobytrap or any gun keyframe, rifle animation for rifles of course (I'm using standard gun and rifle for Sinister currently).

That's how I would approach it. I would also have a single base mesh for everyone. A male basic and my female body would just be weighted to the male via Blender. I'm pretty sure I have already converted models like that available on my site else Crymson is female converted to basic male already. This way you only have to have one keyframe set made since again most Star Trek characters have the same sort of movements. I would then add teleporting as well (phase/burrow).

And you probably know but in any event I have a Conan and a Red Sonja made. On my Marvel page.

Title: Re: Possible Projects Interest
Post by: Randomdays on February 05, 2023, 06:57:52 PM
Thanks SA - I know what you mean by being busy, and you moving and and everything. Happy for any input. Your advice is usually good and always appreciated.

I think there's a Pyscho Man out there where he hits a button on a hand held panel

Basically I'm using two sets for the Star Trek meshes - Tommyboy's Trek T for the males and a body swapped version for the girls. All using the same kfs.

The animations have various right hand pistol  and rifle attacks. I found some good models for the TOS tricorder, the hand phaser and the phaser rifle.

The conversation animations are the dozen or so that Tommyboy uses a lot in his kfs.

I re-rigged one of the girls and then, since the bodies are all the same, just did head swapping for the rest. The males will probably work the same and make the rigging fairly easy.

When I start doing the other alien races, I'll have to swap out the equipment for non-federation looking ones.

So, to get back to what I was saying before, my main problem seems that putting the girls on the trek_t mesh is a little off. Even shrinking the armature and trying things to adjust the clavicle bones can't seem the fix the shoulder problem. Could be my skill level, the fact that the arms are separate meshes, or both.

I've stopped working on them for now and doing other things like the riders. Maybe when I get back to them a fresh look will help.
Title: Re: Possible Projects Interest
Post by: WyldFyre on February 05, 2023, 11:30:27 PM
Conan on the way.

Did you get the Valorine mesh? I think there are four different ones. I can send them all.
Title: Re: Possible Projects Interest
Post by: Randomdays on February 05, 2023, 11:46:38 PM
Never did....send them all!

And thanks!
Title: Re: Possible Projects Interest
Post by: WyldFyre on February 06, 2023, 02:29:11 AM
Sent.
Title: Re: Possible Projects Interest
Post by: SickAlice on February 06, 2023, 01:18:58 PM
I think Psycho Man was Tom. I don't see it fitting in my mind though. Kind of have me inspired to try my hand at making some Trek keys now. I was thinking about the Batman that uses a computer and combining that with a sitting animation for example.

The shoulders? It's the original model and bones, I think. I avoid Toms because they tend to be very specific. Looking at your screencaps, and I saw that right away, it's a common problem I run into. First the original models, generic hero which Tom used a lot as a base are actually male. They have athletic male based skeletons. It's not as apparent with native models because they are just sculpted versions of the male model themselves but if you try and import it becomes more apparent. Gren and INK later working around this by making very feminine looking idles but it's a matter of optics. In game things typically crunch together and look correct do to camera angles and optics. You should check them there for awhile and see they look better than in CTool or a 3d program.

If all else fails my method to work around stretching deformities is to sculpt the model itself to form fit the model it will be weighted to as opposed to using the Pose function to line it up. That way the model already has the portions used in the Freedom Force nif instead of being pulled like taffy to provide a visual by the rig itself. In fact I use that method more often, sculpting the 3d model itself, as opposed to the posing method you do a tutorial on. It may be worth experimenting with and see if you get better results, sculpt the arms of the actual model in Blender or whatever choice program I am saying prior to trying to pose, weight and rig I mean. That might end that shoulder problem.
Title: Re: Possible Projects Interest
Post by: Randomdays on February 06, 2023, 02:37:11 PM
I did a little bit with sculpting way back - I'll have to look at it again.

I'm trying something different than pose mode now, going at it from the other direction - instead of moving the armature to fit the mesh, I'm moving the mesh to fit the armature. It seems to work a bit better.

I line up the imported mesh with the donor FF mesh and do the weight copy to the import. After editing the groups to make sure they're good, I select the groups I need and then use the pivot point method I found not too long ago to bend the mesh at the joints to match the armature.

After everything is lined up, then I parent the mesh and armature together.
Title: Re: Possible Projects Interest
Post by: SickAlice on February 06, 2023, 03:00:06 PM
That's the way I usually fix it, yeah. Deforming the model to the model for the nif rather than posing.

Something you probably already know but it came to mind is another way around it is in Nifskope to select the model itself then look at the meshes NiSkinInstance. Opening that you can see all the bones listed and if you hover over the word "Bones" next to any a number will pop up. Then you move down to the models NiSkinData and find the same number then move the position from that point and save the nif. That will change the rest pose in the nif and the relativity of the keyframe animations positions. So for example you move the upperarms inward towards the body. It can lead to some ugly crunching on the texture but it can also fix the problem. It's the go to method for say making a longer or shorter neck.
Title: Re: Possible Projects Interest
Post by: Randomdays on February 08, 2023, 12:21:54 AM
I've been having some good pm's with SA and learning a few things. I did a couple of requests and SA looked at one and gave me some great input on one with issues on th eexport. He also looked at the M'ress mesh and looks like I'll have to do all the trek girls over again - they were really broken.

So we'll take a brief pause while I sort things out. Probably some updated meshes with fixes this weekend
Title: Re: Possible Projects Interest
Post by: Randomdays on February 08, 2023, 11:05:07 PM
So,

Briefly, or not so briefly. I had sent out to recent meshes for SA to look at. Now besides being a long time member here, and someone who's been a pretty good friends, he's smart. And not just smart sometimes, scary smart.

The M'ress mesh - the mesh has a 3 part face and a lot of gloss on it I couldn't get rid of. I had imported the Quake 3 mesh direct into Blender, rigged it to the trek_P armature along with the rest of the female trek characters, and exported them out.

While they seemed to be alright in the character viewer, they actually crashed either game when used.

Now part of this is due to fact (new for me) that th character viewers do not use the game engine to work. You'll see various meshes breaking up in the viewer that are find in game. I haven't tried anything yet, but SA has informed me that if you rename nifs and kfs from other game to FF standard, the viewers might play those as well.

So basically, going directly from a quake 3  import to a FF export is not supported, even though it may look good at first. All the new trek girls will have to be done again. Previously I had gone from Quake 3 to obj/mtl to nif and that seems to have worked so I'll try that again.

The Dragonzord - I had gotten a request to import a MMPR dragonzord and rig it Val's Mechagodzilla. The import went easier than I thought, but the export had, again, too much glossiness to it. SA was able to fix it fairly easily in niskope and then I found out something else new.

The Blender nif scripts for FF1/FF2 are not complete, and will almost always cause errors to the nif on export. SA is well enough aware of these errors to fix them, but it means almost everything anyone has done with Blender probably has errors  in them.

I've seen this a few times with exports I and others have done, but didn't know why. I've tested a lot imports in game and almost all of them see fairly stable, so in most cases I would guess, at this point, that they're still usable.

For myself, hopefully SA will post a way to easily see what needs to be corrected after an export. One way is too compare it with a similar mesh in 2 nifskope windows and see what looks different between the two.

I have a version of both Max and Gmax still installed, so I might have to up my learning curve and switch to them over Blender.

For now, I'll try to fix everything that I've done lately before upload. Everything done already I'll only look at if I use them  or get reports that they error out enough to be a problem.

This is a wealth of good, if troubling, info from SA and is fairly important in explaining some unexplained errors that have happened over the years.

Deep bow to SA

Title: Re: Possible Projects Interest
Post by: SickAlice on February 10, 2023, 11:08:05 PM
Eh ty but no biggie. And of course you know why I'm familiar with any of it is because I made mistakes a hundred times over easy. Well okay I still actually host stuff for download that's messed up on my site. I just never got around to fixing it. Fortunate and unfortunate about these games is they are limited, mostly because they are old. Unfortunate because their is much fun stuff we can think of to do but it ends up can't. Fortunate though because once you know the limitations it also makes for a lot less work to make anything for them. The later is part of why I never end doing content for other game mods (I did some private works for myself for other games mind you) or things like Second Life and such. I get a lot of requests for SL outside here as well for Elder Scrolls but I just feel like dealing with new complexities is all. That and I'm just at home in this community of course.

And yeah as elsewhere to I'll work up some basic tutorials and host them on my site, probably I'll end up hosting a lot of peoples tutorials in time. Index style. There will just be a lapse. I will be on the road travelling in one to two weeks so I won't really be on this stuff. Then spending time in the new house and having the family there for a couple weeks. So late Spring is my projected release time for everything.

And those Blender plugins. Though I am grateful anyone did that much as Nifskope and all else. But they just are incomplete for us is all. And myself I just don't want to pay for 3ds Max nor even have that program on my laptop at all for personal reasons so it is what it is.

Otherwise as  Trekkie I so can't wait to see the final Star Trek product here.

Title: Re: Possible Projects Interest
Post by: Randomdays on February 11, 2023, 01:17:17 AM
SA - No problem - you've done a lot helping both many in the community and myself Its noted.

Back to the Zord - Here's a pic of Val's Mechagodzilla and the base import of the dragonzord

(https://i.postimg.cc/MGTMMNnd/zord1.jpg)

The next two pics are the original glossy rig and SA's corrected rig. The rig itself isn't too bad but I found I had one thigh vertex rigged to the upper arm. I had to go back in and fix that but it should be good to go. SA added a glow and reflect texture.

(https://i.postimg.cc/yNbJFj9B/zord2.jpg)

Last, spent most of the day working on getting Style's Speed Racer into the Mach V. First rough draft pic below. He still needs to be posed and the car need a lot of cleanup and poly reduced - It started at 120K polys and at present its down to about 70K

(https://i.postimg.cc/76J5XzMz/racer.jpg)



Title: Re: Possible Projects Interest
Post by: Randomdays on February 12, 2023, 12:03:07 AM
1) M'ress - I took the broken mesh of M'ress and exported all her parts as wavefront obj files. These are what I built all the original trek meshes with. Imported all the pieces back in and copied the meshes' weights over to the obj. Deleted the original mesh and parented the obj parts to the armature. I exported her and put her in the FF1 Danger Room. She ran around, jumped, flew, fired a phaser pistol and rifle and went through 2 rounds in the Danger Room without any errors. I think she's fixed and I'll go back and do the rest of the girls again.

Still a little shine to her face. She did not come with glow and reflect skins for any of her uniforms. Her original skins were various variations of 256 x X jpgs that had to be turned into squared up tgas. Since she's in part so is her skin - 8 different skins for her plus 3 more for the weapons and tricorder.

(https://i.postimg.cc/wT4Hqtb4/mress.jpg)

2) Speed Racer - Basically done.  Overall a big pain - not due to Style's model, but the imported Mach V. Poly count down to about 25k in a multipart nif. Had to remove his visor due to conflicts with the Alpha Channel. Wheels removed and replaced with the ones from NPI's Datsun from their vehicle pack. At present, done for FF1 and I need to test him out. FF2 conversion after that with test, then probably a bunch of uploads coming up. If Style doesn't mind I'll post his original mesh with the Mach V skope. His is for FF2.

(https://i.postimg.cc/T3yxpRzd/racer2.jpg)
Title: Re: Possible Projects Interest
Post by: SickAlice on February 12, 2023, 10:27:21 AM
As far as that I'm about the "smart' thing. I'm not. I just read a lot. I read a lot of manuals for this stuff and sat through tutorials. I was also around in the day and people like Tommyboy and Val taught me a lot of what to do. And I keep notes on all this of course so I can check back while I'm putting together nifs and such. To anyone's credit a lot of that isn't online anymore and I'm factoring all that into the tutorial tome I'm putting together.

And hey for M'ress upload it to that MU site if you please and put a market on it like "updated" or something. I'd like to see where you went with it. I bet I can probably suss out the shine on the face too. It "looks" like the polys weren't smoothed to me from the pic but it might be something else. Or just the original model is like that even.

Here's something for you to study. You brought up spinning weapons animations the other day. Now I know how to make them but they are a real tedious pain and more often it ends up messy. The alt method game devs use is a spinning texture piece that acts as a dummy. So here is an FBX of Donatello from the game Mutant Rumble I extracted. All of the animations are included in the FBX. When you look you'll see model of a bo staff. Then there is also a dummy spinning model. It's just a flat circle plane. The texture is basically a swirl. So in Nif say you would make the texture animated in the nif itself so it spins in a circle like any shield FX we have. Then in the keyframes you hide the bo model or dummy spinning one during moves where you wish to pull off the effect of a spinning. This actually looks much nicer in game, I've used this technique for a few things. I used it on the tires and engine of the Spider-Mobile and am using it for the fan on my Turtles skateboards.

http://thelitterbox.freedomforce4ever.com//temp/Mutant_Rumble_Donatello.rar (http://thelitterbox.freedomforce4ever.com//temp/Mutant_Rumble_Donatello.rar)
Title: Re: Possible Projects Interest
Post by: Randomdays on February 12, 2023, 12:51:31 PM
Thanks SA. I still say you're smart.

Good ideas on the spinning textures. I've seen similar effects for plane propellers in a few games - a swirling image on a spinning disk.

The face is a bit low poly. Not sure why they broke the head up like that - a central face piece, a hair piece, and then the rest of the head. Must have been a decision based on the game engine. The texture for the face is also only a half face mirrored to the other side. Most of the models are like that
Title: Re: Possible Projects Interest
Post by: Randomdays on February 12, 2023, 02:51:09 PM
Uploaded and moved around some files on the Megasite. New Folder - "Mounts and Vehicles.

Moved the Civ4 Gunship and the Thundertank here. Uploaded Style's Speed Racer and the Mach V with Speed Racer at the wheel. Also uploaded the 3 Tarzan mounts - eagle, elephant and triceratops here.

Tested the Mach V in game in FF1 and it moved around and fired a beam weapon I gave it. Bounding seems a little off as it "clips" various items on the map. Everything runs fine until the end of the Danger Room mission and then the game errors out. It could be the car, the FF2 converted to FF1 Speed Racer or something else.

The vehicle itself has no textures. Final poly count about 21K. Deleted some hidden wheel vertexes that were no longer needed, added inner side panels and a floor since the originals are visible only on the outside only. Did the same with the windshield and side windows and added transparency.

Uploaded the corrected M'Ress to the Star Trek Folder and the Dragonzord to the requests folder.

Deleted a bunch of files from the requests folder.

I'm holding off on uploading the horse riders for a bit - I still want to to see if I can work with the kf's and see if I can lower them in the saddle. One set of corrected kf's should work with all riders - even Tommyboy's if needed.
Title: Re: Possible Projects Interest
Post by: SickAlice on February 13, 2023, 04:44:14 PM
I made the propeller effect here actually. I came up with the idea of a stationary model where the model itself is in two position and the spinning texture runs across the alpha channel on the texture. That was for Overdrive originally, requested by CB in the day and I improve it a bit on Mario's propeller hat. It's a good method especially if you don't want to figure out axis rotations, which again more often can come out terrible looking and just take a lot of time.

I didn't see the M'Ress in the folder (also this site is coming out backwards for me for some reason?) but here's a run down of any reason for that issue, some I already covered with you:
- lightmap conflict: More often this will be very glaring. A nif should only have a single lightmap assigned to the Scene Root. Any other should be deleted since can conflict with one another. It's also the cause of the Pink Gloss issue.
- MaterialProperty is set to anything than 10.0000. Blender export plugins as I explained do this.
- Additionally Properties attached model. Blender again is the cause. It adds things we do not use in this game or ones aren't needed for a model like StencilMasks with odd settings.
- There isn't a refl and glow text assigned to the model. This should always be for character models because FF games look for it. Just to tell the game engine there is NOT a reflection via a Fanta refl texture.
- Model is assigned a refl texture but it is the wrong thing. This was one of the issues with the Dragonzord. It was assigned refl and glow textures but both were pointed to the base/main texture which itself is very light of course. This of course needs to be changed and is another reason nifs should have refl and glow textures whether they need them or not.
- The model faces were not smoothed before weight copying. I forget this one sometimes but before weight copying one should switch to Edit mode and smooth the faces. The old version of Blender will by default "unsmooth" faces on a model upon import. That will create a shiny look.
- Copying the wrong mesh. Blender again here. For reasons, Blender will export two different versions of the same model in a nif. One will have texture data assigned to it and one will not. If you copy the one does not it will have a glossy look to it. That is something that is used for other Netimmerse games but not the FF games of course. I forget this one every now and then as well. Go in Block List Mode in Nifskope instead of Hierarchy Mode and make sure it's the model that has a texture assigned to it before copying it over.

Those are the only reasons I know that happens other than the refl texture itself being colored anything other than Fanta Black. Which I've done by accident where I colored a refl a slightly grey color instead of black.

Title: Re: Possible Projects Interest
Post by: Randomdays on February 13, 2023, 10:49:32 PM
Hey SA

Checked in M'Ress is in the Star Trek Folder as "St MRess RD.rar" Probably I need to clean things up a bit with directories up top and the rar's below them.

Had time to check the mesh and smooth was on. One thing of note on the head is that even in Blender, the side planes of the face are so shape in angle compared to the center that they seem in shadow - that and being separate parts with different skins may add to that as well.

I'd have to look back a view pages to when I was working on my map, but I think I wound up with rotations at three different speeds;

1) slow - I was able to get a lighthouse with a revolving light imported into FF2 with from Wildlife Park 2 with its keyframes intact. I think I used this for the merry-go-round and the haunted house cart disks.

2) medium speed - There's a few spinning meshes - mainly some Red Tornado's - where in fly or hover he sticks his arms out and spins. I think I used this for the barnstormer ride

3)fast speed - I was able to get a Civ 4 gunship imported with its keyframes. I was able to use the animation for Doc Savage in the autogyro.

FF2 had a tank with revolving wheels but the speed was uneven. There are some airducts around with spinning blades on the map, and I think NPI had a helicopter with spinning blades, but I couldn't get those to work.

The autogyro and the gunship are on the megasite if you want to check them out





Title: Re: Possible Projects Interest
Post by: Randomdays on February 13, 2023, 11:55:32 PM
Quote from: Randomdays on February 11, 2023, 01:17:17 AM
SA - No problem - you've done a lot helping both many in the community and myself Its noted.

Back to the Zord - Here's a pic of Val's Mechagodzilla and the base import of the dragonzord

(https://i.postimg.cc/MGTMMNnd/zord1.jpg)

The next two pics are the original glossy rig and SA's corrected rig. The rig itself isn't too bad but I found I had one thigh vertex rigged to the upper arm. I had to go back in and fix that but it should be good to go. SA added a glow and reflect texture.

(https://i.postimg.cc/yNbJFj9B/zord2.jpg)

Last, spent most of the day working on getting Style's Speed Racer into the Mach V. First rough draft pic below. He still needs to be posed and the car need a lot of cleanup and poly reduced - It started at 120K polys and at present its down to about 70K

(https://i.postimg.cc/76J5XzMz/racer.jpg)
Title: Re: Possible Projects Interest
Post by: SickAlice on February 14, 2023, 08:28:54 AM
I can't get it to load for  :ffvstr: to look at it but first delete the NiSpecularProperty from it for one. That's for adding shine.

Go to the faces NiMaterialProperty and View > Block Details:
Change the Glossiness from 1.5000 to 10.0000
Ambient = 0.502
Diffuse = 1.000
Specular = 0.900
Emissive = 0.000

See if that helps. Else the imported model from Blender that I mentioned in the last one. Funny, right after I typed it I did the exact thing with my Selene nif. I mean grabbed the wrong mesh from the output file of the 2 Blender puts in there. And yeah it was all glossy of course.

I'm realizing in peoples defense on the side when I mentioned reading a lot of the manuals are gone from the internet including the original NifLib docs. I read all that back in the day and kept a folder full of indexed notes of settings like this but else as I say male basic effects is your best friend, an unconverted and a converted version. Between those nifs and the chicken for the second every single setting for these games can be found. I almost always have a copy of mbe on hand and open when I'm putting together a nif just to be able to quickly copy these settings from.

Title: Re: Possible Projects Interest
Post by: Randomdays on February 15, 2023, 12:41:33 AM
1) SA -

Put M'ress back into Blender and exported a FF2 version out. She seems to run fine with no errors in a couple of rounds in the Rumble Room.

I posted her on the MEgasite next to the FF1 version if you want to check her out.

I can't seem to figure out how to get where you're saying to go. Maybe I'm using a different version of nifskope? Checked the info and there's no version number.

Do you need to be in tree mode or list mode for blocks?

For the different colors, I just can't enter a number as they come in three data block for RGB.

Pic of what I have below with the face block highlighted.

(https://i.postimg.cc/rwWfJ6BF/nifskope.jpg)

2) Ultimate Alliance. I was finally able to get MUA1 up and running again and figure out how to get the WW2 Fury functional. It's a reskin of the Fury character and the simplest way is to change some file names around and have it replace one of his normal skins - in this case General Fury.

The next problem is normal screen cap wasn't working and I couldn't get the game to enter windowed mode. I was able to get the in-game screen cap working finally and then locate it - screen caps are not in the game directory but in the "my documents" area with the save games (which is why all my old save games are missing!)

A %100 solved game save from the web helped with that.

So, pic of WW2 Fury below. The gun and the sword will probably go if I bring it into FF. Taskmaster? Punisher? PV? Maybe add a helmet?

I used 3D ripper back in the day, which worked, but the meshes came out pretty flat and 2D like. I'll see if Ninja ripper works and give a better output.

If so, I might redo some of the previous MUA rips I did. There's probably a bunch of new meshes and skins available now that weren't then over in Marvel Mods.

(https://i.postimg.cc/43gB2LGv/fury.jpg)


Title: Re: Possible Projects Interest
Post by: SickAlice on February 16, 2023, 06:20:30 AM
You enter the same number for all three in the set.

Here's the NiMaterialProperty for the face for your  :ff: Mress.
Look below at the Glossiness. That needs to be 10.0000. You have it at 1.5000
Here I am filling in all three of the Ambient blocks with 0.502.

(http://thelitterbox.freedomforce4ever.com//temp/mress/mress1.jpg)

This is what the finished result should look like for  :ff:.

(http://thelitterbox.freedomforce4ever.com//temp/mress/mress2.jpg)

If it's for  :ffvstr: it looks like this.

(http://thelitterbox.freedomforce4ever.com//temp/mress/mress3.jpg)

Another problem isn't that the face is too bright, it's the rest is too dark for Freedom Force. See here on the torso.

(http://thelitterbox.freedomforce4ever.com//temp/mress/mress4.jpg)

The fast way to fix all this is go to the mesh of the NiMaterialProperty we just fixed. Open up the Properties and find the number for that NiMaterialProperty.

(http://thelitterbox.freedomforce4ever.com//temp/mress/mress5.jpg)

Enter that number in place of the number for the NiMaterialProperty the torso is pointing at. Since the settings are the same for everything they can all share a NiMaterialProperty. It will also cut down on the size of the nif file itself.

(http://thelitterbox.freedomforce4ever.com//temp/mress/mress6.jpg)

Do that for all pieces. Also these NiSpecularProperty's must go. They create "shiny". Delete them by highlighting them and backspacing.

(http://thelitterbox.freedomforce4ever.com//temp/mress/mress7.jpg)

Once you're done close up the trees and delete all of the NiMaterialProperty's and NiSpecularProperty's that were dumped at the end of the file. If you don't the nif won't load. Delete them by "Remove Branch" or CTRL + DEL. Save the file.

(http://thelitterbox.freedomforce4ever.com//temp/mress/mress8.jpg)

So the whole pointing thing we just did. Next time then you can just copy a piece with an already correct NiMaterialProperty into one that doesn't have it and swipe the NiMaterialProperty from it to the new nif and save yourself the time of doing it this long way. You can delete the copied piece after, once another piece points at the NiMaterialProperty it will be retained no matter what.
Title: Re: Possible Projects Interest
Post by: Randomdays on February 16, 2023, 11:06:41 AM
 :thumbup:

Clear and concise. Thank you!
Title: Re: Possible Projects Interest
Post by: SickAlice on February 16, 2023, 04:33:27 PM
I hoped the last bit wasn't unclear. I have a note for myself to make a nif that's just a couple static pieces and nothing more that contain settings. The thing will be a tutorial, a little cleaner than this one, and it will be just be stuff people can skope into their projects and do the whole pointer thing and save themselves a ton of work.
Title: Re: Possible Projects Interest
Post by: Randomdays on February 17, 2023, 12:53:58 AM
Everything was clear once I got home and was able to go thru it with the nif open.

The adjust with FF worked fine and she looked great in game with the glossiness gone.

For FF2, I "thought" i followed the same process, but the model didn't show up in character select, and when I deleted the character and remade it, she crashed the game.

I went ahead and imported the corrected FF character to Blender and exported her out as FF2. All properties were good and the standard material for everything was now "Extras" - something from the original tommyboy mesh that's not even used, but I assume it had the same properties as the correted pieces and became the new standard.

This mesh worked fine in FF2 with the glossiness gone also.

Corrected versions of both FF and FF2 uploaded to the megasite with "UD" on the end for "update"

I should be able to redo all the females (again) with the improved rigging and materials. Should be quick and hopefully easy.

Title: Re: Possible Projects Interest
Post by: SickAlice on February 17, 2023, 03:22:21 PM
I always had problems with that.  :ffvstr: I always convert but use the untainted nif instead of the donor/exported. I also always had issues with Tommy's TV nifs and just avoided using them. More because they aren't cumbersome to skopers and skinners and I want to make stuff can use to build whatever is in their mind. I digress, those are specific nifs he made, a lot like VX and you end up with a lot of odd results. I had the same exact issues with the  :ffvstr: of that as well, crashes and so forth. And I think you know I won't make  :ff: stuff either due to lack of functionality, more the broken alpha channels though than anything else.
Title: Re: Possible Projects Interest
Post by: Randomdays on February 17, 2023, 11:56:38 PM
All the girls are completed (again) Importing just the head to the base set and exporting out again worked perfectly, except that because of the specular issues it kept going from ".900" to "0.00"

Since the head and neck are a separate piece from the chest, one of the hardest problems for each was trying to get a good adjust for the y and z axis after importing. Mainly I went with lining it up with the old one before I deleted it.

There are a few other females that were done that I didn't do before that I might add to the group - some generic crewmembers, Dr Dehner from the pilot, Noel from "Dagger of the Mind", some "Mirror Image" costumes. And.....

Dax from the DS9 Tribbles episode.

(https://i.postimg.cc/QCXpzfvf/Dax1.jpg)
Title: Re: Possible Projects Interest
Post by: Randomdays on February 20, 2023, 11:19:20 PM
Working on a bunch of releases and some should be out soon.

Some Star Trek, some riders, maybe the WW2 Fury from MUA. There's hundreds of MUA custom skins that still might be available, but I think I would still look at the ones that don't have a good presence already in the game. Maybe the Watcher? I think Tommyboy's is the only version we have now.

For the skoped riders, I can't figure out how to lower them in the saddle. They're for FF1 so the process SA gave me for rotating the mesh for wall climbing in FF2 doesn't look like it would work to change the z height.
Title: Re: Possible Projects Interest
Post by: SickAlice on February 22, 2023, 12:56:53 AM
I used to have an official plush Tribble I got at a convention. It would make the sound without warning when I would lay in bed and accidently roll on it and scare the bejeezus out of me. I gave it to a friend and she gave me my Rapheal figure in turn later for it.

You normally adjust the Z position in the Translations in Biped01. This assumes both things do not share that same Biped01 in the Nif. If they do not have seperate nodes your buggered. You can also add the handle to keyframes but again if they share that you are also out of luck. Lastly you can add, which I did with that example in fact, the specific node. So the node name the rider's mesh is contained within as opposed to the rides/animals node. You have to of course then add this to every animation so the position on and off the ride is accounted for.

When I put these things together I keep the rides in the Scene Root by themselves so they aren't effected by what the body model is doing, like Gren did with Hawkeyes flying sled. It saves the trouble of all this nonsense.

Off-Topic: The "riverdance" you mentioned the other day? It's the dance INK's Dazzler does and it does work on male basics albeit a little crunching in the neck area. I used on Deadpool.
Title: Re: Possible Projects Interest
Post by: Randomdays on February 22, 2023, 01:54:51 AM
Thanks on the riders. I'll look at that and see if I can figure that out. It's been a while since I worked on that climbing stuff and I've forgotten almost everything

On the mesh, under handle, there's a bip01 and a bip02, each with a separate list of bones, like pelvis and spine, so I'm assuming that that's good from what you wrote.


On the riverdance, not the one from Ink's Dazzler. When I was working on the Ultima Online kf imports, since its a MMO there a lot of "social" animations that are in the game for interacting with other players and that's one of them. I was working on the basic male model where some of the anims worked fine, some had the mesh disappearing on the middle of the animation, and some just crash everything.
Title: Re: Possible Projects Interest
Post by: SickAlice on February 22, 2023, 06:16:30 PM
JFC's Valkerie? I'm at a loss on that one. Anyways so you want to control the position either in the keyframes OR the nif by those separate Bipeds. The dependancy is whether the keyframe animations already have the seperate Bipeds in them or not, I am assuming this but check them out and see if it's there. If they do not you can just position the rider by their separate armature. If not you have to manually go through and adjust the Translations in every keyframe. It's not too much work, it's a lot of copying and pasting.

It is a Riverdance that Dazzler is doing though. Just saying, watch the footwork on it. The only thing in need of change is to put the hands on the hips instead. Now I am not familiar with the program but what I understand is most modders get danicng animations for any other game, be it Sim's or GTA and so on via MMD (MikuMikuDance). Apparently that's the program to use and I figure any kind of dance you can think of is probably already made for it and available for download somewhere. I have seen their Thriller and Canned Heat dances used for a hundred different game mods. I also say someone use one of those to program an Optimus Prime toy to dance in real life. I think that would be the place to start. Advanced animations like dances always just seemed like to much work to me for this Freedom Force stuff. I always did kind of want to make the Can-Can for fun.

When meshes or parts of meshes vanish that is because the End Times somewhere in that animation do not line up. Every single Quaternion, Translation and Scale must have the same exact Start and End time without exception. This is one of the things I was talking about in the PM the other day. Even the best people miss a number sometimes but that is the cause of that problem. It is also why you can't either neglect to account for a string in any keyframe nor why you can't point two or more to the same keyframe. Additionally every keyframe in every animation must be set to either Cycle or Clamp. They can't be mixed or this will cash vanishing. Crashes are happening because their are bad string names in the animation somewhere.

Example. In the typical male basic keyframe set in the Idle animation's NiTextKeyED000 the Start Time is 0.0000, which everything always is, and the End Time is 1.8000. There are no Contact Points to speak of in the Idle. This is all shown in CTool in the info box on the side as well when looking at the animation. So every setting in every keyframe in that animation must start with 0.0000 and end with 1.8000 and it must be set to Cycle. If not it will vanish.

Let's say for example the keyframe for Bip01 L Foot, because this is common example I have found in peoples keyframes, is set to the wrong end time. I'll just say 0.9000 for example. It happened because someone transferred the animation but didn't go through and fix the times. So when you play it in CTool and game the left foot of the model will vanish at some point before the animation ends.

Between that and the fact animations are interrupted midplay when a character is attacked in game. But that's the problem and solution for that anyways which is also a pretty simple thing to fix. Just just every number in the keyframes and make sure they are all the same, because if that's happening they are not.
Title: Re: Possible Projects Interest
Post by: Randomdays on February 23, 2023, 12:01:15 AM
SA - I looked at JKC's Val and some other female riders. From what I saw the gait of the winged riders is different from the normal horses - they're not just running in the sky.

I'd like a female setup for the females that I'd like to make into riders - maybe your Red Sonja, the cowgirl mesh and Ariel from Thundarr. Maybe more if I can think of them.

I'll have to tinker around some more this weekend. Hopefully I've got your pm's from back in the day.

On a small side note I started thinking about transparent meshes again after doing Space Ghost a while back, as well as Jan and Jace. I couldn't get a lot of them to work right, but the FF2 basic "CapeMan" worked. I figure I can get a lot done with this, either trying out the basic "NoCapeMan" as well, or just removing the cape from the first.

First experiment below - CapeMan with a Vision skin from C6. Not a perfect fit but looks good for a first try. I'm wondering if I remove his bounding box if he'd "phase" through items like in the comics. Without the cape, Dr Strange's astral form as another example.

Females like the Invisible Woman would need their own mesh, as would special characters, like DC's Gentleman Ghost and Deadman.

(https://i.postimg.cc/VsG3hsVC/vision.jpg)
Title: Re: Possible Projects Interest
Post by: SickAlice on February 23, 2023, 05:03:16 AM
In my previous I already said I know to make a separate mesh as I already have in my works. I was trying to discover how to dictate the texture via the keyframes. I know that function exists for Netimmerse I just don't know how to set it up. And of course if the FF game engines even implemented it, I assume the 1st game did not. And alpha's don't work for it anyways. Normally a nif doesn't change textures in these games so things like transparency are just built into nifs themselves. But I already covered that. Like much else I am just curious to learn it and a lot of the documentation for Niflib is either no longer available online or it was just lacking to begin with. Otherwise if you looking at it Renegades Martian Manhunter is the earliest example I know of where someone used two distinct models, one for transparency. Actually I think four, two for the bodies and two for the capes. But again I covered that already.

And else? You make a character transparent by adding a specific greyscale to a textures alpha channel and having set-up an alpha property in the nif. How everyone has done it for since  :ffvstr: and Nifskope came out. Again as there I was not asking how. I already know. Which is why "I am NOT looking to use a separate mesh".

If the part of the nif does not already have an alpha property you add one by right clicking on the mesh itself.
Select Node > Attach Property > NiAlphaProperty.

The right setting for NiAlphaProperty are as follows:
Enable Blending: Check
Source Blender Mode: Src Alpha
Destination Blend Mode: Inv Source Alpha
Enable Testing: Check
Alpha Test Function: Greater
Alpha Test Threshold: 200
Sort Triangles: No

On the alpha channel for a 32-bit TGA/DDS the color settings are:
Visible: #ffffff (white)
invisible: #000000 (black)
Transparent: #d7d7d7 (light grey)

So after it's all said and done what we do is make a transparent directory/skin selection and people set up their Hero files so when the character goes transparent it points to that skin.
As was already done on Invisible Woman by me and daglob. And all the Lantern Corps and so on.

On BBox I'm not sure? That's more coding side and not my area. I "assume" the engines just default on the model faces but I dunno. What I would think is you set it up in the editor instead/FFX. Where you make two characters, one is the "shapeshift form" and check off the astral one as not being solid. Someone already did it in a mod I am sure and would know how to go about it. Boundaries are, well flawed in these games. For some odd reason they did not program proximity into much of it. I'm thrown by that because it's the oldest and most basic functions of video games, one the very first things I learned to program. Yet it's just not there. It's why a character can't say ride on a map object. Or walk under a bridge yet fly over it. That detection just isn't there. In any of my experiments either the character gets kicked away/can't pass the object at all or the get stuck in null space somewhere when trying to exploit proximity and contact. So I think you likely will encounter a glitch doing that but it's worth a shot to find out eitherway I suppose.
Title: Re: Possible Projects Interest
Post by: Randomdays on February 23, 2023, 11:58:38 AM
SA - Looked at my last post and sorry I wasn't more clear, but the transparency stuff was more in general to the boards than to you specifically. The info you gave back was great as always though.

Added the alpha with the "Attach Property" as you said. These would be more for the people that haven't learned how to manipulate nifs or don't care to learn.

A separate mesh working with one of the "other form" abilities would be easy for most people to set up with their character.

Besides the CapeMan, I found Dean's Deadman worked as well. The Gentleman Ghost mesh was for FF1 didn't work, so I'll see if converting it to FF2 will enable it.

I set up skins for CapeMan for LP's Vision, a C6 Dr Strange, and and a Martian Manhunter. Other possibilities that I can think of off hand - There's a Danny Phantom out there as well as Kenn X's Casper, maybe DC's Spectre and Shadow Thief, Marvel's Red Ghost, Shadowcat,  and the Swordsman became a "spirit" at the end. Probably others out there.

I know that dm made both a vision and a Martian Manhunter that had a different "phased" form appear during different animations, as well as Ren's. I'll have to look at yours and DG files again.

Changing to an alt transparent skin in the hero file would work for visual, but would it also be able to make the character astral and able to go through items? Most of the transparent characters are also astral so would need to be able to phase as well - only a few just turn invisible alone.

I didn't know you could check off a form as being astral and it become not solid. Is that in FFX3? 

On the map objects again, I wonder if you could do something like two forms with that? One without a bounding box so you could walk under it, and a swap to one with a bounding box where you could land on it? There would have to be a trigger to swap them back and forth.
Title: Re: Possible Projects Interest
Post by: SickAlice on February 23, 2023, 12:12:10 PM
You choose whether a thing is solid or not the Editor. FFX has astral form for a choice though as well.
Title: Re: Possible Projects Interest
Post by: Randomdays on February 23, 2023, 12:19:55 PM
Ok, good to know. Somehow that disables collision I guess. I'll have to try that out and see how it works.
Title: Re: Possible Projects Interest
Post by: SickAlice on February 23, 2023, 12:39:22 PM
Ghostly in FFX come to think of it. There's others and Phasing of course. So it's a selectable function in other words. But there's a lot of stuff right in the Editor, in fact if you forget it then you end up not being able to interact with said object. Anyways Astral Form in FFX is already set up for this.
Title: Re: Possible Projects Interest
Post by: Randomdays on February 23, 2023, 01:23:36 PM
So, maybe on the map objects, that would enable you to go "under" an object, and maybe "on" and object, turning it on and off or with two different almost identical objects, just not two characters doing so at the same time.

Or, if a bridge was a large character with a bounding box, not a map object, can a character stand on a character, like standing on a car? Could you turn phasing on and off on a npc or map object with its kfs? 

When a character lands on a car, it stops and won't move per the game engine. Supposed the car was actually high up, non moving, and looked like a bridge, and was phased. Could you walk under it? And then if the character landed on it, like on a car, it would become unphased, and you could stand on it?
Title: Re: Possible Projects Interest
Post by: SickAlice on February 23, 2023, 01:44:45 PM
Not sure where you're going with that. You can have an object you can stand on OR walk under but not both. It's just the needed function doesn't exist in the game more or less.

You know out of curiosity I just tested a little in FFX.
Ghostly just automatically makes the entire transparent for one whether it has that setting or a texture fyi.
Astral project you simple select a created Hero with the Astral Projection attribute. It could be the same nif pointed a transparent texture or not, whatever.

The thing I noticed right and hadn't thought about is characters naturally avoid objects. Like I tried to pass through stuff and occasionally pulled it off, like a got through a tree and a fire hydrant but mostly it wasn't happening because the characters avoid the solid object, being a character and all and that just being the programmed behavior. So, and maybe somebody already has made this, but I think what you need then is a script to enable such a behavior. As usual if the function even exists in the game engine to tap for it.

But mess around with FFX and the Ghostly attribute and try to force the character to run through anything solid and you'll see what I'm talking about. Automatically they will walk around the object instead, and in settings the objects have "Avoid" as one of their settings.

A little more on that and I wasn't thinking, long night and I'm watching seven of snow fall to shovel but we do not control the movement of characters in these games. It's not free roam which is again odd to me because that's a common thing, going back to Quake engine and so forth. But there's things on both the maps and map objects that came with the game. Like there's flat planes on top of building objects for example that says a character can stand on it in the nif. On the map where the building is place on what "appears" to be the ground level, as their is no proper height detection, there is also a square that determines there is a building placed on that spot. So your character won't say walk into the bottom of the building, they move and own and avoid it. In the second game the second building up on the right from the starting in the city is flawed and they forgot all this so if you try and land on that building the character will just kind of vanish and they have find their back from null space. Or "footsteps" There's paths that on that say "a character walks here". So like that basically, I'm not good with all the maps settings but I know the gist and more than we don't actually control the movement. So the character would have to attempt to walk through say a building in order the next step, pass through it but that won't happen because they will actively avoid. They just stop when they reach the building.

And that's the hurdle here I think. Like remove the bounding boxes all you want but this is defined as character in the game and will behave like one anyways and avoid objects that are labelled with Avoid on them.

Title: Re: Possible Projects Interest
Post by: Randomdays on February 23, 2023, 02:01:57 PM


Just thinking about possible get arounds for walking under and over an item.

I know you can't do both with an object, but if its a character that "looks" like an object? And as we just discussed, you can change a character from phased to unphased, can you do the same with an object?

Like I mentioned, can a character stand on a character? If I put a large flat bounding box on a thug, can I stand on the thug? And then if the thug flies, I can walk under him?

Another thought. If I'm standing on a car or  boulder or something, and a character picks up the boulder, can I still be standing on it? If a character has already picked up a boulder or car, can I fly over and land on it? How about targeting the boulder with an attack and blowing it up before he throws it at me?

I'm guessing no, since the object has probably been transformed by picking it up and is no longer an object.

On the Ghostly, maybe the bounding box is still influencing behavior. If you went the other form route and used the second form with no bounding box, would he just walk in a straight line, or would he still go around the object?


Title: Re: Possible Projects Interest
Post by: SickAlice on February 23, 2023, 02:39:14 PM
I just thought about phased and tested it out. It's Displaced is the function. I found the FFX Kitty Pryde hero and gave it a spin. And her character can phase out objects and characters. So I phase her, I phase a park bench and...no, she avoids it because a character following a path. Same with buildings, trees, stature. "Should be able to" but won't because the characters behavior tells to to avoid said object.

And I thought on it from game programming and a lot of games, like say modern superhero games do not put free teleporting in them for one. Lego hero games I had thought about that one. And the reason is that would make glitches. First every object and ground and such all also has to have settings to account for this phasing. It can't just be the characters 3d model. It does not work like that. So putting all that in opens the door for a lot of conflicts. And the other more obvious is the player leaving the games boundaries and say getting stuck, null space right? Or just falling outside and that's it, game is over and the player is mad.

I mean it would be cool. Just like I thought it cool to make this bridge I wanted to make. Or a vehicle or platform could stand on or walk across from building to building. But you know I did a whole thread and I ran every test possible, models without bounding boxes, every setting, you name it. For months on and off. And like other stuff I'm on about here I wasn't doubting anyone it wasn't possible, for me it's about discovery and as a math person I need to exactly how things work and why, not so much as to alleviate doubt. And these games are just very limited and confined is what's up. Like it's kind of annoying in some ways again because I look back on game classes and way back then and the first 3d engines, well a lot of stuff that we don't access was so common place it's hard to understand why they did not include those features. But I could understand they did have reasons nonetheless.

*Edit: I have to shovel snow but for discoveries and clarity sakes I went ahead and did it with the result that would happen. I choose Kitty because I already tested this one and removed all the BBox's and contacts from the character. Tossed this new one in game, even put it and phase mode and...it didn't matter because the characters movement and interaction are determined by the game itself and she just avoids solid objects anyways. Because the player does not determine the movement of these characters. It's not Mario. We don't press a direction on a controller and hold it to say walk into a building. The game determines where the character walks, like a director of a film, and tells to walk on certain paths and walk around certain other things. Or to stop before this wall. And not leave the stage and so forth.

Again maybe someone can script something that would allow for that. Scripting isn't my area so I wouldn't know but I know what your thinking about doesn't work because the game work that way. This isn't a free roam physics engine or something like that.

Title: Re: Possible Projects Interest
Post by: Randomdays on February 23, 2023, 11:42:46 PM
That's too bad and could have been fun. Thanks for the testing.

I looked at some of the FFX attributes in the manual to get a better idea of what they do in this area, and phasing, astral form, ghostly and gaseous form seem to be mainly combat oriented. Astral Form will create a transparent other form with flying, with the other form being either a choice you make, or of the original character if you don't make a choice. This looks like a good copy of Dr Strange's ability.

I have seen a character walk right though a map object more than once. When I was adding my custom map pieces like the merry-go-round, the characters would walk right though it because I hadn't added the bounding box. Once the bounding box was added, shaped to the outline of the merry-go-round, the character went around it normally. Removed the BBox from the standard bench though and the character still went around it.

Also, I loaded in a vehicle I had made with no BBox and put it on the map. Another character and the civilians wandering around easily walked through it instead of around it. A flying character trying to land on it sank through it to the ground below. The vehicle itself still followed pathing.

On the other question I had on picking up objects - If one character is standing on an object like a boulder and a second character picks it up, they fall off, fall to the ground and have to get up again.  Once lifted, the first character cannot fly and land on it as when it was on the ground.

If a character is holding an object like a boulder, you CAN target it and destroy it out of their hands. I'm glad that this works as I think its a cool touch.

I'll probably go ahead and still make a few transparent characters for those out there who'd like them for the "other form" ability. They're quick and easy to do. For FF2 only though.

While the transparent texture SA and DB set up is neat, its only for that particular character. With the transparent CapeMan, you can just grab normal skins from multiple characters and throw them in the skins directory as is. You'll only have to rename them to match CapeMan's skin's names from what they are to match.

The characters with a single skin that are always transparent, like Deadman or KX's Casper would have the transparent form as their base.

Dr Strange could use one even with the astral form ability, just to keep with the comics version where the Astral form doesn't have a cape.
Title: Re: Possible Projects Interest
Post by: SickAlice on February 24, 2023, 04:02:52 AM
My attempt at one point was to have a vehicle that doubled as a stand-on object. The vehicle would be usable via the vehicle attribute or anything else I tried. The vehicle moves under the characters control as it does and therefore the character, whom would now not be moving but standing on the floor of the vehicle, normally they just vanish as the user controls the vehicle, would just be taken along with it, right? Nope. Just didn't work. The vehicle/moving platform is stuck or some other weird glitch happens. And because there too the variables needed to do this just do not exist in the game engine itself. Same with Over And Under stuff. That's just not how this game engine is set up so it just doesn't work. Benton I think it was tried something like that out too. He had some sort of thing the character stood on but also a sky map. The game didn't know what to do so it stuck the character up on the sky map.

I make transparent textures, a lot of my Lantern Corps have them and Charles Xavier will have one so I say why not as well. You know what that attribute does do is reinforce that you can control things like transparency as well texture assignment (you can control things like hues, lighting, so on as well) right from the keyframes with no additional parts used. I read all that stuff in Niflib back when but I just do not recall how to set any of it up anymore. And as always it also is a matter whether the game engine is actually even enabled to handle it. But I do it is enabled to handle externally issued transparency due to that FFX attribute at least.

I don't know about the pick-up stuff. I'd say experiment in the Rumble Room with that. I'm shutting everything to travel soon here so I won't really have time. My assumption is it will cause a glitch or some weird thing. It just seems like the kind of thing that would be. Like there would be no say variable to account for picking up a Stand On surface while another character was actually standing on it. I just can't see where the programmers would have put that in at all.
Title: Re: Possible Projects Interest
Post by: Randomdays on February 24, 2023, 12:26:14 PM
It's too bad about the vehicle attempt - another good idea that can't be done. But at least with experimenting we've gotten to learn more of the game limits.

For the pickup stuff - the things I mentioned were tried in the rumble room so I can confirm the limits on that. If a character is on a stand on surface that's picked up by another character, they will fall off. At least they thought about that happening in the game.
Title: Re: Possible Projects Interest
Post by: Randomdays on February 24, 2023, 11:12:49 PM
A couple of items.

1) the first is just a transparent version of Dean's Deadman. The experiments to have a character "phase" through map objects didn't work, so any ghostlike characters will be a bit limited. Just about all of them will be for FF2 also.

(https://i.postimg.cc/vTKk34Gw/Deadman_Dean.jpg)

2) Spent most of the day struggling to get the Star Trek TOS Gorn imported into FF. At present he's just for FF1 with FF2 to be done later. In the FF1 viewer his right arm is detached, but in the FF2 viewer he looks fine. He's on Tommyboy's trek_t mesh. The standard Federation phaser rifle and pistol have been replaced with some SF ones, and I'd like to replace the tricorder with the universal translator he comes with.

I'll try to get the alternate skins shown a few pages back done soon.

Pic in the FF2 viewer below.

(https://i.postimg.cc/DwYqY1XN/Gorn.jpg)
Title: Re: Possible Projects Interest
Post by: SickAlice on February 25, 2023, 12:08:32 PM
More the default physics engine in effect (contact ground/gravity). Not a knock or something, it's not typical to go over things like that. In class one focuses on making the ultimate engine. In a job you meet quota. Hence a lot of the lacking stuff in these games example are not actually flaws or anything. But regardless I didn't think the character would stay with the thrown object. Yet it is worth discovering and finding it out. It's like we have access to a codex of what functions are present in each game and which are not so it's shooting ducks in water with this stuff.

As far as phasing you really someone who is good with script, particularly FFX, to weigh in here. It's a matter of whether the character can be directed to "run into" specified objects to begin with/disable avoidance, say if the character has a specific named attribute attached to their Hero. Like the Hue switch thing, I think the persons who worked on FFX actually know the variables for that stuff and had some sort of reality warping type set-up as they know the variables to change a meshes visibility. This one is just not my own strong suite and I haven't had much success finding resources about it.

And mind again I do "think" that would apply to map objects like say trees, statues, benches but you would be reluctant to it for buildings due what I know about how terrain is set up and how the game engine utilizes it. Well all else just study terrain nifs in Nifskope and look at the individual parts and you'll see what I mean. For whoevers sake here when you look a terrain.nif there are individual squares that have different values to them. The game engine reads them and that tells what that "space" even is. Where the buildings or say hills are located the adjacent terrain has squares that are same size where they will be placed that represent "bottom/base". This tells the game that characters and more can't go on that space, because they shouldn't be able to. It's the bottom a brick building after all. Instead to interact with this thing by stopping so they can walk around it, attack it and/or climb/jump/scale it. Likewise the buildings themselves have a transparent square on top of them. That accounts for telling the game engine a character can land and stand on that part. It also seems they used to establish some reflection properties as well. In some cases they forgot it and it causes the glitch where characters vanish when they try and land on the building. All this is part of why they specify in the manual to use a copy of an existing terrain when making your own levels. Because you might have to modify it to fit your changes. And if you ever made custom objects you understand as their behavior sometimes can be wrong. Like a character can move a thing they should not be able to, or walk through it.
Title: Re: Possible Projects Interest
Post by: Randomdays on February 25, 2023, 05:50:33 PM
Finished the Gorn pack and tested in FF1 with the base skin. He looks good, but for some reason, when he fires a ranged attack he gets a lot of pushback and gets knocked to the ground sometimes. Everything's done - the FF1/ FF2 meshes, the 6 skins, and the new weapons and universal translator are in.

Uploading it and Dean's Transparent Deadman in a few moments.

The Gorns in the Star Trek folder, and Deadman in the Marvel DC one.

Also, a small update to the the Kirk mesh - moved the head forward on the shoulders a little bit to match the collar better. Uploaded as well.

(https://i.postimg.cc/kMzMfFH1/gorn2.jpg)
Title: Re: Possible Projects Interest
Post by: style on February 26, 2023, 07:24:46 PM
Looks good!!! :thumbup:
Title: Re: Possible Projects Interest
Post by: Randomdays on February 27, 2023, 11:20:06 PM
Thanks Style!

So, I've been working the last few weeks on a special project. I had mentioned that I was working with one of the original modders back in the day, and now that the 1st project we were working on together is finished, I'll spill the beans and say its.... KennX!

Ken is having a lot going on in RL but was still able to help out with this project, especially since its one of his favorite groups - The Blackhawks!

(https://i.postimg.cc/KYkRBNBD/blackhawk.jpg)

The Blackhawks are a group of expert pilots who fought in WW2, created by Quality Comics. There were 6 main pilots and their mascot, a stereotypical Chinese cook named Chop-Chop.

  For a while they were the 2nd most popular comic made, only being beat by Superman. In the 1950's, Quality stopped printing comics and a lot of their characters were sold to DC.

DC took the comics and since the war was over, they started fighting your typical comic book villains - mad scientists, aliens, smugglers, etc.

Chop-Chop became less of a joke and became an honorary Blackhawk. The group had a few other members brought in over the years, and two different mascots were added - "Blackie" the hawk and "Bravo" the chimp. There were also a couple of Lady Blackhawks as well.

The group started flying with the twin prop engine Grumman Skyrocket, before moving to some different jets later on.

(https://i.postimg.cc/50w79D9H/planes.jpg)

The 1st series came to a bad ending when sales dropped and DC tried to make them into superheroes - it didn't work and the series was canceled not long after, though they did go back to normal before then.

So here we are - Ken, who's probably a much bigger fan than I, had done a set of meshes/ skins in 2003, and an update in 2009 (on Alex's site), and a few people have done Lady Blackhawk. It turns out he's done another update last year that hasn't been released yet, and was kind enough to send them to me.

I was able to find a good model of the Skyrocket online for the 1st plane, and Ken stepped in again to reskin the F-9 Phantom I had imported in as the Batplane, and give it a Blackhawk skin.

Below are pics of the Skyrocket and the Phantom with their Blackhawk colors. I couldn't get the uv to setup on the Skyrocket so I colored the materials of the plane to match and tried sticking the Blackhawk symbol on the sides as small skinned meshes. These are the runway, wheels down versions, to use as possible map objects. I took the wheels from the Skyrocket and copied them over to the Phantom

(https://i.postimg.cc/G3XNBwJY/skyrocket1.jpg)

(https://i.postimg.cc/J0FPp8P2/bhjet1.jpg)

I'm releasing 6 versions each of the plane and the jet. Almost all have versions for FF2 as well as FF, and all are static with their armatures, vertex groups and kfs stripped. To get the originals, you'll have to wait for Ken to post them at Alex's site.

1) The version seen above on the runway.

2) Blackhawk in the pilot seat with Blackie flying of of the wing. The jet has a back seat the plane doesn't so Chop-Chop is in the other seat. Their are alternate nifs for different combos - Blackhawk alone or with one both of the mascots with him.

    Best to be used with the solo Blackhawk, their are alternate skins of 12 other Blackhawks

3)  A custom mesh of Hendrickson with his mustache at the controls

4) A custom mesh of Olaf with his large chin.

5) A version with the 1st Lady Blackhawk, Zinda. In the jet version she has the chimp mascot, Bravo, in the back seat.

6) A version with the 2nd Lady Blackhawk, Natalie Reed.

These were a lot of fun to do, a bit frustrating at times due to some issues creating them, but in the end I think they came out looking pretty good

Large props to Ken for helping out! There's a few other things I asked him to look at when he has the time, but there's no guessing on when that will be.

They're being posted in the Marvel / DC folder on the megasite in 2 packs - one of the planes and one of the jets. I added selection and bounding boxes to them all and did a little testing in game, and they seemed to work all right. They all come with simple FF- Car kf's just to get them to work in game.

Here's a couple of pictures below to get your interest;

(https://i.postimg.cc/nr8htjRK/skyrocket3.jpg)

(https://i.postimg.cc/5NSNZtwv/bhjet2.jpg)






Title: Re: Possible Projects Interest
Post by: Randomdays on March 05, 2023, 07:09:13 PM
Spent a few hours trying to skope together a Diana Prince in her military uniform.

In Lynda Carter's version, she was in the Navy in WW2. In the comics, she was a nurse and Army.

I started with female_shorthair, added a skirt from Tommyboy and lenghtened it down to the knee, added a cophat, and the glasses from Vx Clark Kent.

I used Glitch Girls policewoman_pants skin for a base, but had to kitbash some bare legs onto her.

Pic below, but she really needs a more appropriate skin or two

(https://i.postimg.cc/j2dwGqHc/Diana.jpg)
Title: Re: Possible Projects Interest
Post by: WyldFyre on March 05, 2023, 08:50:22 PM
Love the planes and Miss Prince. I always like when the heroes' alter-egos are done!
Title: Re: Possible Projects Interest
Post by: Randomdays on March 05, 2023, 09:17:13 PM
Me three! as well as friends and family. I wish there were more out there.

In my queue, somewhere, is this set I grabbed to do some imports - its got the alter egos for Hal Jordan and Barry Allen

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)
Title: Re: Possible Projects Interest
Post by: Randomdays on October 11, 2023, 09:24:02 PM
Starting to work on some new imports, starting with the Gargoyle's Goliath talked about in another thread.

This will (probably) be my last set of work, considering life in general. I'll try to clean up the hard drive of things I've grabbed over the years, as well as try to do a few open requests. Most of the mainstream characters have been done, so look for some off the wall items.

We'll see how things go.
Title: Re: Possible Projects Interest
Post by: Randomdays on October 11, 2023, 09:39:33 PM
Finding some really great 3d models online, but unfortunately none are really in my price range. If anyone wins the big lotto, send a few my way and I'll rig them!

https://cults3d.com/en/users/ilustrartuel/3d-models (https://cults3d.com/en/users/ilustrartuel/3d-models)

https://thangs.com/designer/INSPYR3D (https://thangs.com/designer/INSPYR3D)
Title: Re: Possible Projects Interest
Post by: Randomdays on October 13, 2023, 12:09:34 PM
A link with lots of animated characters to download, and most of these are free.

https://www.patreon.com/jcthornton (https://www.patreon.com/jcthornton)

It seems strange to me searching the web that there are so many copyrighted characters up for sale as models, and the copyright holders don't seem to care. After the trouble FF had years ago it seems its a different world.

I also seems strange that after dealing with people here and on other game mod sites, where everyone is offering their work for free (as fans) to share with others, that a lot of that has turned into the artists expecting money for fan work. I can't imagine what FF would be like if this had happened at the beginning and there had been no pushback from Marvel like we had here.

I think the site would have died a while ago and my collection would have been a LOT smaller than it is.


Next, I've also gone over my Nintendo gamecube and Wii games, since these are the two consoles that I can take models from, and picked a few of these to look at.

Last, Goliath is going slower due to the higher than normal poly count. Hopefully done this weekend.
Title: Re: Possible Projects Interest
Post by: Randomdays on October 15, 2023, 12:17:27 AM
Goliath is almost done - just a little more work on both hands I think Before posting

(https://i.postimg.cc/sDbtYRW3/goliath1.jpg) (https://postimages.org/)

I found a bunch of files on deviant art in "pmx" format. Not sure what uses it, but there's an online converter to the more more standard "obj" format, so Im able to use them.

The next project will probably be Disney's Rescue Rangers. I've got the plane, a standard Chip and Dale, Montery Jack and zipper, and Gadget.

I would prefer the RR version of Chip, Dale, and Gadget from the Sorcerer's Arena game if someone knows how to rip those models from it.

I'll try to turn the standard Chip and Dale into the RR version using some "pulp versatile" parts if I can. I might need a little help skinning Chip's hat and jacket, and Dale's shirt.


Title: Re: Possible Projects Interest
Post by: cranlox on October 15, 2023, 01:32:05 AM
Beautiful Goliath! Really with Daglob we got tired of looking and looking for him because we were both convinced that he was already armed but we never found him.
I'm going to check my files, I think I have the chip and find out what you're looking for from Disney Sorceres Arena.
Title: Re: Possible Projects Interest
Post by: Randomdays on October 15, 2023, 03:13:34 PM
Final on Goliath

Not the greatest of rigs, but came out pretty well. I'd give it about a 7 out of 10

Rigged to male_basic_draconis_gren

1) stretched the arm bones out to better fit the model - still not perfect. Thigh bones should be a little longer as well.

2) Hands, fingers, feet, and toes not rigged due to the body shape

3) Curled the fingers to them more claw like

4) Fixed a few problems found when I rigged to smooth out the animation.

I'll be zipping him up and putting him on my megasite soon.

(https://i.postimg.cc/vm7wMsGY/goliath2.jpg) (https://postimages.org/)

There are models out there for Lexington, Brooklyn and Broadway that would look good in FF, but none are free.

Putting the rescue rangers on hold in case I get some different models. I did find a RR Chip and Dale set - about 12k Poly each.

Minor rant - for the meshes out there, two more things that bug me.

1- I saw the same model, and other Disney SA models out there, being sold for $20 USD each. Selling copyrighted material that you made is still a bit iffy for me, but selling work that you didn't even create is pretty bad.

2 - I don't know how many times I've found a pretty good model that I wanted, and when I hit download all i get is a picture of the model. I wish the artists would be more clear that the model itself isn't available.
Title: Re: Possible Projects Interest
Post by: Randomdays on October 15, 2023, 10:44:21 PM
Goliath is now uploaded on the megasite

The next project is almost done as well - I had seen a basic model of a car with a easy to work with skin on it.

I changed the colors and added a few items to the skin, stretching out the mesh and resizing it, and adding a couple of SCD meshes, all I have left to do is pose the characters inside the car.

(https://i.postimg.cc/C5vYSQTM/hornet.jpg) (https://postimages.org/)
Title: Re: Possible Projects Interest
Post by: deanjo2000 on October 16, 2023, 02:40:30 AM
Very nice :thumbup:
Title: Re: Possible Projects Interest
Post by: Randomdays on October 16, 2023, 02:51:44 PM
Finished working on the Green Hornet's Black Beauty except for adding the bounding and selection boxes and maybe tweaking the materials for the characters.I've got some things to do for most of the day, but maybe this afternoon and then I can release.

Uses ;

1) The Car - "Beady's car" model. The person who extracted the mesh, "paddymcclellan" on deviant art,didn't give any information, so I'm not sure where its from

2) Green Hornet by SCD

3) Kato by J Foam

(https://i.postimg.cc/QtnFvtTN/hornet2.jpg) (https://postimages.org/)

(https://i.postimg.cc/8Pn7Zwv8/hornet3.jpg) (https://postimages.org/)

(https://i.postimg.cc/D0R8wwnv/hornet4.jpg) (https://postimages.org/)





Title: Re: Possible Projects Interest
Post by: deanjo2000 on October 17, 2023, 10:40:59 AM
I've done a quick Thailog skin.
(https://i.imgur.com/3XhJUNR.png)
I've also done a portrait for goliath, he's in my random folder.
Title: Re: Possible Projects Interest
Post by: Randomdays on October 17, 2023, 01:01:55 PM
Thanks Dean! The more the merrier.
Title: Re: Possible Projects Interest
Post by: Randomdays on October 18, 2023, 12:06:41 AM
Dean - your mailbox is full!
Title: Re: Possible Projects Interest
Post by: deanjo2000 on October 18, 2023, 02:40:40 AM
Should be ok now.
Title: Re: Possible Projects Interest
Post by: Randomdays on October 19, 2023, 12:44:32 AM
Black Beauty - Bounding/ Selections boxes on, still need to test to see if they work.

Besides Dean's Thalog, I also have one from Cranlox, so great!

I had plans to do something different next, but since Dean has some interest in the Gargoyles, I'm working with him a bit.

I'll be doing the Steelclan Robot next, which could be reskinned into Xanatos, and he might work on a few other characters as well.

Title: Re: Possible Projects Interest
Post by: cranlox on October 19, 2023, 05:20:55 AM
I have this old version that is also based on the Xanatos figure
(https://i.imgur.com/6dCmQ3C.png)
Title: Re: Possible Projects Interest
Post by: Randomdays on October 19, 2023, 09:43:00 PM
I like the head - the face and expression are good and would be good to transplant on the steelclan robot

For the body and skin - its good and matches the toy, but I don't like the toy that much, so nothing on Cranlox there.
Title: Re: Possible Projects Interest
Post by: Randomdays on October 20, 2023, 11:37:27 PM
I've got most of the rigging done on the steel clan robot - just needs some tweaks. Having Goliath already done really helped since I could transfer most of it over to the new mesh.

Cranlox's Xanatos' head would probably fit right in with a reskin.


(https://i.postimg.cc/FsvSJV8y/steel.jpg) (https://postimages.org/)
Title: Re: Possible Projects Interest
Post by: cmdrkoenig67 on October 21, 2023, 12:39:00 AM
I'm loving the Gargoyles meshes, RD. Deanjo and Cranlox, great work on these Gargoyles skins, they look so good!

Dana
Title: Re: Possible Projects Interest
Post by: Randomdays on October 21, 2023, 11:33:36 PM
Thanks Dana (and guys)

The Steelclan Robot is done, as well as the Black Beauty. I just want to put them in game to test them out.

Will probably up them tomorrow morning.

Both are for FF1, but should work fine (I think) in FF2. The steelclan robot is pretty broken up in the FF1 character viewer, but looks great in the one for FF2
Title: Re: Possible Projects Interest
Post by: Randomdays on October 22, 2023, 01:56:48 PM
The Steel Clan robot is now uploaded to "Others"

Green Hornet's Black Beauty is now uploaded to "Mounts and Vehicles"
Title: Re: Possible Projects Interest
Post by: deanjo2000 on October 22, 2023, 07:03:50 PM
Awesome :thumbup:  I'll do an alt skin for it maybe tomorrow.
Title: Re: Possible Projects Interest
Post by: Randomdays on October 22, 2023, 07:34:19 PM
Great Dean. Cranlox sent one over already, as well as his Xanatos mesh. I'm going to try to do a head swap of Xanatos onto the robot body.

A couple of other things;

1) I connected my tablet to my computer to check out the Sorcerer's Arena files. It looks I have all the models from the game, but they're in Unity format. I'm not to familiar with that so that basically stops me there - too much effort to get into for just a couple of models. If anyone else if familiar with it though...

2) Going through the hard drive and looking at some files. Possible next project after Gargoyles ....

I've also got a Fearless Leader and a Dudley Doright that might work. No Boris, Natasha, moon men, Snidley or Peabody and Sherman though.

(https://i.postimg.cc/rm8MRBX0/rocky.jpg) (https://postimages.org/)
Title: Re: Possible Projects Interest
Post by: cranlox on October 22, 2023, 08:21:09 PM
I am not familiar with converting Unity files, if you have a specific model file in Unity I can ask a former colleague to see if he can do something.
It's the only thing I can offer you.
I see if I have anything of those you mention, I have had a time when I saved many tights with the idea that they would be useful for someone but they are quite disordered and lately whenever I look for something I can't find it.

I have these if you still want them, it has the retexture in the style of the new movie.
(https://i.imgur.com/RO035NW.png)
Title: Re: Possible Projects Interest
Post by: Randomdays on October 22, 2023, 08:54:24 PM
Cranlox - Thanks - Send them on over - Like you, I keep many things that might be useful later.
Title: Re: Possible Projects Interest
Post by: cranlox on October 22, 2023, 09:07:03 PM
I've already sent them to you, give me a few minutes
Title: Re: Possible Projects Interest
Post by: Randomdays on October 29, 2023, 01:07:28 AM
I wasn't go to do Demona, but after checking out the older version and comparing it to the new Goliath and Dean's new skins, I wanted something closer in style to them.

Almost done except some work on the hands. I used "female_basic_wings" for the rigging source, so the wings are must more active than they were with Goliath.

(https://i.postimg.cc/vZwyxkHV/demona.jpg) (https://postimages.org/)
Title: Re: Possible Projects Interest
Post by: WyldFyre on October 29, 2023, 11:43:07 AM
That's looking pretty awesome RD!
Title: Re: Possible Projects Interest
Post by: Randomdays on October 29, 2023, 12:46:44 PM
Disney Games usually have great graphics - the gameplay may be good or bad, but they look nice at least.
Title: Re: Possible Projects Interest
Post by: deanjo2000 on October 29, 2023, 03:36:25 PM
Very nice :thumbup:
Title: Re: Possible Projects Interest
Post by: Randomdays on October 29, 2023, 05:57:25 PM
Fixed up afew rigging issues with Demona and shrunk/ flexed her hands a bit.

Transplanted the head from Cranlox's Xanatos onto the Steel Clan armor - 2 different skins came with it - Thanks Cranlox!

Added the red Xanatos armor as an alternate skin for the Steel Clan robot.

Uploaded all. Created a new folder - "Dizney" - for these and any future projects from the mouse house.

That's about all I can do with what I've found on the net. With what Dean is working on we should have most of the main characters - just need a few more villains.

(https://i.postimg.cc/SNgZ4n0S/xanatos.jpg) (https://postimages.org/)
Title: Re: Possible Projects Interest
Post by: Randomdays on October 29, 2023, 07:09:44 PM
(https://external-preview.redd.it/jMjwXYWxAeoLNmheBcn_Pn17tSDdOnp2DJ_DU177XoM.jpg?auto=webp&s=89c9ce091edb81df3db264c78db88a083e3c435b)

The Lonely Robot

Jellyman made a Bender robot all the way back in 2002. Since then, as far as I know, no other character from the show has been done.

As part of my ongoing project I found a bunch of models for the characters from the show online. There's the PS2 game also, but I'm not sure if that's accessible for models.

Even without the game, there's a lot to choose from.

The first model I did was Bender's best friend - Fry. Most of the models are "stl" 3d print files which are hard to work with, very high poly, and aren't set up for skinning.

For Fry, I simplified him a bit with poly reduction and used the mesh and skin for the legs and feet from Nick - "Civilian Boy 2", and the arms/ sleeves from JFoam's Kato

He's rigged to Tommyboy's "trek_t" armature/ kfs and will come with a rifle, a pistol and a handy can of slurm when done.

Also (of course) just about the time I finally got done rigging him, I found a much lower poly version in a pack that looks great.I'll be doing that version as well.

It's in XNALara format - something new to me but very popular at the moment - so I had to grab another graphic program to be able to convert to something for Blender.

There's a pic below of both versions - the rigged, mixed, stl base is on the left, and the  newer unrigged version is on the right. Below that is a link to the XNALara files of the characters that are available in that format.

Look for some more Futurama fun in the future. Hypnotoad says so!

https://www.deviantart.com/user619/art/Futurama-Model-Pack-For-XNALara-734979308 (https://www.deviantart.com/user619/art/Futurama-Model-Pack-For-XNALara-734979308)

(https://i.postimg.cc/WzDZrgc2/fry1.jpg) (https://postimages.org/)
Title: Re: Possible Projects Interest
Post by: deanjo2000 on October 29, 2023, 07:14:08 PM
Good news indeed!!
Title: Re: Possible Projects Interest
Post by: Randomdays on October 29, 2023, 10:25:45 PM
Slurm?  Take my money!

The second Fry is fully rigged, but seems a little wonky around the hips. The Slurm can is done, but I still need to replace the trek pistol and rifle with some generic ones.

(https://i.postimg.cc/rsC9CCx2/slurm.jpg) (https://postimages.org/)
Title: Re: Possible Projects Interest
Post by: cranlox on October 30, 2023, 12:59:57 AM
Very nice work RD, were you able to see and receive the Chip & Dale squirrel tights well?
I love how the protagonist of Futurama looks.
Title: Re: Possible Projects Interest
Post by: Randomdays on October 30, 2023, 12:32:14 PM
Thanks Cranlox.

Yes, I did...thanks for those.
Title: Re: Possible Projects Interest
Post by: Randomdays on October 30, 2023, 08:24:44 PM
Just uploaded both Fry's to the new Futurama folder.

For some reason nifs work fine in FF1, but not FFvt3R, so included versions for both games

character - FFvt3R

charater 1 - FF

I think Leela is next to round out the trio.
Title: Re: Possible Projects Interest
Post by: Randomdays on October 30, 2023, 09:12:36 PM
I Found 4 models of Leela to work with

One is an stl file, the other is a high poly fbx, so I'm counting those out.

Below is a pic pf the other two for comments. I'm leaning towards the one on the right.

(https://i.postimg.cc/P5jyZT7R/Leela.jpg) (https://postimages.org/)
Title: Re: Possible Projects Interest
Post by: deanjo2000 on October 30, 2023, 09:33:57 PM
Yea the right one looks slightly better.
Title: Re: Possible Projects Interest
Post by: crosspotts1.0 on October 31, 2023, 03:04:02 AM
Awesome
Title: Re: Possible Projects Interest
Post by: Randomdays on October 31, 2023, 05:34:46 PM
Leela is now ready to join Planet express and has been uploaded to the mega site

Two versions again, 1 for each game. It looks like I can get rid of the model shine in FF, but doing so breaks it for FF2. So, FF2 is shiny for now.

In FF1, during her special actions, her head doesn't move or turn, but it works fine in FF2. Of course that's in the character viewers, it may work fine in game.

Uses the same sf rifle and pistol as Fry. I had a hard time deciding what to give her for her "special" item, as she's not into Slurm or beer. I was going to use a hand scanner, but couldn't find a good model, so I reskinned a box of popcorn into "Fishy Joe's Poplers.

(https://i.postimg.cc/CLSBcsYS/poplers.jpg) (https://postimages.org/)

Title: Re: Possible Projects Interest
Post by: deanjo2000 on October 31, 2023, 05:46:27 PM
Brilliant  :thumbup:
Title: Re: Possible Projects Interest
Post by: Randomdays on October 31, 2023, 07:13:12 PM
Thanks Dean.

If anyone has any suggestions for "special" items for the other characters, send them over. About the only one I can think of might be a slice of anchovy pizza for Zoidberg


First draft of Chip - completely unrigged at the moment. I'll probably go with a simple male_basic, adjusted for the long body and short legs.

Edit - maybe instead Toad or one of the other "jumping" animation ones - even male_draconis has those animations

The separate texture for the fur collar will need its alpha turned on.

About 14k polys at the moment, in multiple pieces. I'll see if I can bring it down.

(https://i.postimg.cc/SQ1vmFbj/chip.jpg) (https://postimages.org/)

Title: Re: Possible Projects Interest
Post by: Randomdays on October 31, 2023, 10:43:38 PM
So far for Futurama I ahve the following to choose from, depending on if I can them to import -

Amy/ the Professor/ Zoidberg/ Scruffy/ Zap Brannigan/ Kif/ Slurms Mackenzie/ Herms and Labarbara

Calculon/ Nibbler/ Lyrr/ the Donbot/ Clamps/ Joey/ Mom/ Robot Santa/ Hypnotoad/ The Blob

The Crushinator/ Roberto/ the Robot Devil/ maybe a couple more

The Planet Express ship and building/ a Slurm soda machine/ the suicide booth/ The project Satan car

WhatI  don't have so far, if at all - Mom's three sons/ Linda and Morbo/ Wernstrom!/ Elzar
Title: Re: Possible Projects Interest
Post by: Randomdays on November 05, 2023, 07:50:09 PM
Chip is finally done, though he's a bit of a mess, held together with bandaids and duct tape.

He needs to be shrunk down to chipmunk size and have a readme done.

Anyone who wants to help with him, the alpha on his jacket collar needs to be turned on for transparency.

Also;

1) I found a good pack of a lot of models from the Looney Tunes game "World of MAyhem", so I'm looking a that.

2) I found a pack of all the Wacky Races vehicles from the Wii game "Crash and Dash" . They're a little low poly, but have the drivers in the cars. The other games out there are either not looking good for the drivers, Or I can't get the models. The best source would be the PS2 game "Mad Motors". I' can't get the models ripped myself though, and there are none on the web.

(https://i.postimg.cc/T3PFJYy0/chip2.jpg) (https://postimages.org/)

Title: Re: Possible Projects Interest
Post by: Randomdays on November 06, 2023, 12:55:44 AM
Here's Dasterdly and Muttley in the Mean Machine. After having so much trouble with Chip, it was nice to do something easy with no animation.

Due to the way the model was done, I doubled the faces and flipped the new ones to make them them double sided, otherwise there was too much of the inside being transparent when the outside was seen.

The model uses the trick of making a skin for only half of the mesh and mirroring the skin onto the other half - sometimes the seam in the middle comes thru

I'll need someone to apply transparency to the skin for the fins if possible please.

I also split off the glass canopy and brought it back with transparency on.



(https://i.postimg.cc/zBMmBmBk/muttley.jpg) (https://postimages.org/)
Title: Re: Possible Projects Interest
Post by: Randomdays on November 06, 2023, 02:19:44 PM
Chip and Mean Machine uploaded to the Megasite.

Chip is in the Dizney folder and the Mean Machine is in the new "Classic Cartoons" folder.

Pics below of both in game.

(https://i.postimg.cc/fW50xMfv/chip3.jpg) (https://postimages.org/)

(https://i.postimg.cc/sgKVL21n/muttley2.jpg) (https://postimages.org/)

Title: Re: Possible Projects Interest
Post by: deanjo2000 on November 06, 2023, 02:30:56 PM
They look amazing. Great work.
Title: Re: Possible Projects Interest
Post by: cmdrkoenig67 on November 06, 2023, 03:33:31 PM
Those look great, RD!

Dana
Title: Re: Possible Projects Interest
Post by: Randomdays on November 06, 2023, 05:24:31 PM
Thanks guys.

I'm looking at doing a Darkwing Duck Villain next - Bushroot.

I found an stl file of him and poly reduced the heck out of it - from 1.5+ million
 to about 3 thousand.

But instead of doing the whole mesh I'd figure I'd try to just do the head and skope it onto a male_basic mesh with simple color skins for each of the 4 parts of the head, since I still don't know how to set up a uv. I'll have to look, but I might be able to swap out the beak with one from another mesh. Maybe everything but the hair could be swapped out with a normal skinned mesh, like SA's Darkwing Duck.

So before I try to do a basic reskin of the body, is there anyone out there who's like to skin it?

(https://i.postimg.cc/zGWBLBHf/bushroot.jpg) (https://postimages.org/)


(https://i0.wp.com/ultimatecomics.com/wp-content/uploads/2023/04/Scan_20230419-5.jpg?fit=2047%2C3122&ssl=1)
Title: Re: Possible Projects Interest
Post by: deanjo2000 on November 06, 2023, 07:08:59 PM
I don't know anything about darkwing duck. For beaks though I think SA has some good duck stuff on his site. My plates full with other projects but can always add to my never ending list.
Title: Re: Possible Projects Interest
Post by: Randomdays on November 06, 2023, 07:28:07 PM
Thanks Dean. Just keep doing what you're doing.

I checked out SA's stufff already. I went ahead and grabbed a beak from a Donald model I found from a game.

Corrected beak pic below.

(https://i.postimg.cc/wBwZ4gRp/bushroot2.jpg) (https://postimages.org/)
Title: Re: Possible Projects Interest
Post by: cranlox on November 07, 2023, 05:03:09 AM
I was trying to import a Donald pickaxe and went out of my way to replace SA's Darkwing head with Donald's, I was thinking about using a deformed Donald face to approximate the villainous character you mentioned, but I usually don't understand that stuff and I left. of theme.
I don't understand the reason why my head is a little dull.
Here I leave you the link to the video of how it turned out.
I also put a Plucky duck head on a Starman that I don't know what it could be used for.

Title: Re: Possible Projects Interest
Post by: WyldFyre on November 07, 2023, 10:36:53 AM
Wow RD! You are really bringing back some Saturday morning memories for me.
Great work!
Title: Re: Possible Projects Interest
Post by: Randomdays on November 07, 2023, 11:23:45 AM
Thanks guys.

Cranlox - Did you adjust the materials lighting on the head? I'm not at home, but there's one of the 4 called "Emissive" I think. Moving the bottom of the triangle to the right usually brightens the nif.

You can also look at the materials properties of the main mesh and try to match the head to those properties.

WyldeFyre - Look for a lot more classic cartoons ( I hope) coming down the road. There's a few that I'd like to grab that you'd have to pay for, but I'm not sure about doing that.

On the one hand, they're fairly unique, would be hard to scope or do from scratch, and not too expensive for the most part, but on the other hand, even a few dollars isn't easy for me right now, and paying anything at all rubs me the wrong way.

Of course, I would gladly accept any donated meshes and rig them up for FF/ FFvt3R. :D

Case in point, I was trying to adjust a mesh of Scooby to match Dynomutt, but its not going well. So I was thinking about getting the one below at some point.

https://3dexport.com/3d-models/dynomutt (https://3dexport.com/3d-models/dynomutt)

After I get Bushroot done, I'm thinking of doing a few different versions of Amy from Futurama. A base version like the others, with her hoverboard as her special item, a version on her hoverboard linked to a Silver Surfer rig, and a static version of her and Fry in her red convertible sports hovercar.

Title: Re: Possible Projects Interest
Post by: cranlox on November 07, 2023, 01:00:53 PM
I'm going to try to correct that and try some more to figure it out.
I was looking through my downloaded models and I have 1 Scooby Doo and 1 Flintstones Dino. They are one of the most Hanna Barbera style that I found.
I was also importing the head of a prince Erik (from the little mermaid) to a Fandral. (it was acceptable).
Wouldn't it help you to put Chip Squirrel in the skeleton of the SA duck? He is shorter, although he would have less movements.
Title: Re: Possible Projects Interest
Post by: Randomdays on November 07, 2023, 02:26:35 PM
Long reply done, put the forum is having problems with posts again.

Thanks for the help , suggestions and interest.
Title: Re: Possible Projects Interest
Post by: Randomdays on November 07, 2023, 02:28:31 PM
In niftools - if you right click on materials, it should open up a window with the 4 different lighting elements set up as triangles you can move a focal point on to change the lighting. Below are 2 slider bars - one for transparency if alpha is enabled for the nif, and the other for glossiness (shine)
Title: Re: Possible Projects Interest
Post by: Randomdays on November 07, 2023, 02:28:55 PM
Chip - It might have worked better on SA's rig - I'd have to take a look at the armature to see how its setup. The main problem with Chip though was he was not in an easy to work with T- pose, or something similar.

Chip was pretty frustrating and I don't think I want to go back to him for a while. Maybe when I do the Dale you sent - he's in a basic pose and should be easier to work with.

Scooby and the gang - besides the original group that I did with captures from the Gamecube game, those and more are on the models resource site - all in T- pose to work with. I might redo those at some point.

Flintstones, Jetsons, and others - I've got a couple of skinned models from the models resource site, as well as some other classic characters.

Most are stl files. I've also got some models of the Flintstone's and the Jetson's car that I'd like to do with them inside at some point.
Title: Re: Possible Projects Interest
Post by: Randomdays on November 08, 2023, 12:53:55 AM
So I found a site that has free stl files of some animated characters that are for pay on other sites.

It's "PSDLY.com". Not sure how legit it is but trying to download one of the files and see if its real or not.

If so, these are the files I've found there so far. Some of these are high on my list to do with the memories attached to them growing up;

1) Secret Squirrel and Morocco Mole

2) Jonny Quest group diorama - Mainly for Race

3) Dasterdly and Muttley set of 5 characters (flying machine versions)

4) Hong Kong Phooey and Spot in their car

5)The Impossibles

6) Pink Panther and the Inspector

7) Xena

8) Jetsons diorama

9) Herculoids PlaKit - Mainly for Zok and Gllop and Gleep

10) Top Cat diorama

11) Magilla Gorilla

12) Space Ghost and Blip - mainly for a finished Blip

13) Animated Jeannie from the opening credits.

14) Darkwing Duck on the Ratcatcher cycle.

15) Addams family animated diorama

There's also another site "SpecialSTL.com" that has some more of the models I want. These are for pay, but at a much lower price than elsewhere.

Edit - So I've downloaded the Secret Squirrel and the Jonny Quest sets. They appear legit as the zip does have the stl files in it and Secret squirrel looks good in Blender - though once again it will need a lot of poly reducing and will only have simple textures.

The download site only lets you have 1 freedownload per hour, so it will take a while to get the ones I want - plus the files are huge.

You can go to either site and do a search of the above and others to see what they look like after being 3d printed and painted.

Title: Re: Possible Projects Interest
Post by: cranlox on November 08, 2023, 05:49:11 AM
What great discoveries!
I also love all of those characters.
Here I leave my links of the duck that is the one from SA with a new head and the Fandral with Erik's Head
https://www.mediafire.com/file/eqexy7xb9mzqxye/DISNEY_Donald.rar/file
https://www.mediafire.com/file/lfrzokdmys2h5u1/Disney_Erik.rar/file
Title: Re: Possible Projects Interest
Post by: Randomdays on November 09, 2023, 12:42:07 AM
I'm going to finish attaching the Bushroot head to a different body, probably just a male_basic.

I'll post him without a new skin if anyone wants to do a quick one on his body.

Amy will take a back seat for a little bit as some of the new stl files are a higher priority for me;

The Herculoids download turned out to be just Dorno, a chibi style version of him

I did find a copy of the full diorama for just $9, so that might be down the road when I can afford it.

https://3dprintmakerclub.com/product/the-herculoids-3d-printing-stl-files/ (https://3dprintmakerclub.com/product/the-herculoids-3d-printing-stl-files/)

1) Blip from Space Ghost - the new model looks good and I'll due to normal and transparent version for him. I had sent a basic monkey to Dean awhile back, but I think he got bogged down on it.

This will complete my set for the group and the Phantom Cruiser.

(https://img2.cgtrader.com/items/3846225/8f0cac3515/space-ghost-and-blip-3d-model-8f0cac3515.jpg)

2) The Frankenstein Jr stl has a mesh of Buzz Conroy on his shoulder. I'll probably put him on a male_12, or maybe a Green Lantern to use his ring.

(https://img2.cgtrader.com/items/3206657/8b02199669/frankestein-jr-40cm-3d-model-8b02199669.jpg)

3) Race Bannon from Jonny Quest - at least a head transplant onto the existing skin, if not a complete import.

(https://img2.cgtrader.com/items/3726718/455386de99/jonny-quest-epic-diorama-2-3d-model-455386de99.jpg)

4) Secret Squirrel and Morocco Mole - old favorites from when I was a kid.

(https://img-new.cgtrader.com/items/3248181/8f3932194a/secret-squirrel-and-morroco-mole-16cm-3d-model-8f3932194a.jpg)


Title: Re: Possible Projects Interest
Post by: Randomdays on November 10, 2023, 12:20:08 PM
Below... nice, I don't think they've been done for Freedom Force, but a little pricey.

I think Max and Norman wouldn't be hard to do for FF from scratch, but Virgil would be a bit harder to do.

https://www.cgtrader.com/3d-print-models/games-toys/toys/mighty-max-diorama (https://www.cgtrader.com/3d-print-models/games-toys/toys/mighty-max-diorama)
Title: Re: Possible Projects Interest
Post by: Randomdays on November 11, 2023, 07:55:40 PM
Bushroot final - for me at least. Though I might thin out the arms a bit more.

1) The head, eyes, and hair from the Bushroot stl model

2) Beak from a Donald Duck mesh

3) The body from male_dwarf, thinned out at bit to more normal proportions

4) Skin - kitbashed and simplified from Voodoo Chemist's Floronic Man

5) Feet - modified from the gargoyle Goliath mesh.

6) a simple leaf created by me.

7) uses the male_dwarf kf's

Once its posted, feel free to give him a better skin.

(https://i.postimg.cc/DwK3hsww/bushroot2.jpg) (https://postimages.org/)
Title: Re: Possible Projects Interest
Post by: cranlox on November 12, 2023, 12:31:59 AM
I will try to make a skin version.
Sometimes I am satisfied with myself and other times I am not. I hope it's a positive case with this memory villain.
Title: Re: Possible Projects Interest
Post by: Randomdays on November 12, 2023, 12:15:44 PM
I thought I had posted already after this, so sorry if this is a double post.

CRanlox - thanks. Be aware, if you aren't already, that I still haven't found out how to setup uv's properly for meshes that don't have one already. The head, hair and eyes are like this from an stl model.

Bushroot posted in the Dizney folder - now with thinner arms.

Moved the other 2 characters there from a different folder - Launchpad and Megavolt.

(https://i.postimg.cc/05WLtp0K/bushroot3.jpg) (https://postimages.org/)

(https://i.postimg.cc/g0W5w4mQ/creepy.jpg) (https://postimages.org/)



Title: Re: Possible Projects Interest
Post by: Randomdays on November 12, 2023, 03:42:32 PM
Four vehicle models -

2 Panzer tanks I had done for Benton for his DC mod. Not that its been released, I'll probably release some of the items I had made for him. FFvt3R

A school bus and an ambulance from a vehicle pack on sketchfab. For FF but should work in both games.

Uploaded to the "mounts and vehicles" folder.

(https://i.postimg.cc/NFVM95zM/panzer1.jpg) (https://postimages.org/)

(https://i.postimg.cc/7hT4RXKH/panzer2.jpg) (https://postimages.org/)

(https://i.postimg.cc/x8YrsYNR/schoolbus.jpg) (https://postimages.org/)

(https://i.postimg.cc/K839gwRv/ambulance.jpg) (https://postimages.org/)



Title: Re: Possible Projects Interest
Post by: cranlox on November 12, 2023, 05:18:28 PM
This morning I was continuing with Bushroot and Some Disney Girls in Combat Clothes. I was quite satisfied with the 2 ladies but I was not at all satisfied with Bushroot since what I thought and treated was distorted in several ways.
I'm going to look for another head format to use with it, it seems like the best solution and I'm going to try to use some Pluto eyes that I think could adapt.
(https://i.imgur.com/DJs1IQX.png)
(https://media.giphy.com/media/v1.Y2lkPTc5MGI3NjExMDdxM2I0YjVraDN0OGRhaDVuMTFqMGFwdDIzNDN4M2R1c3Y4ZzZpcyZlcD12MV9pbnRlcm5hbF9naWZfYnlfaWQmY3Q9Zw/ujobgNxKkGaUuPohfH/giphy.gif)
Title: Re: Possible Projects Interest
Post by: cmdrkoenig67 on November 14, 2023, 09:15:51 AM
LOL! Elsa is going to kick somebody's butt. I love it!

Dana
Title: Re: Possible Projects Interest
Post by: Randomdays on November 14, 2023, 07:14:44 PM
Blip is done!

Used the head from the stl above and placed it on a mesh of a monkey I had found online a while back. I had already rigged it but it needed a little tweaking.

My feeble try on skinning the body included. Reskin away! I already know that in some shots he has red gloves and in others his hands are bare. Since the head is an stl you won't be able to do much with that.

Still trying to figure out skinning on an stl, though I did see somewhere that Blender can't handle that if a mesh is poly reduced Like I do with these files.

Tried to apply alpha  to him for "inviso" mode, but he came out very patchy, as if some of the polys were inside out or doubled.

I looked at Gleek from the Superfriends and his outfit is very similar to Blips. If anyone wants to do an alternate skin of the body, I can adjust the head by pointing the ears and adding a wig.

Also, placed him in the Phantom Cruiser with the rest of the group. Pics below with the glass in place and removed to see them better.

(https://i.postimg.cc/JhJNzLST/blip4.jpg) (https://postimages.org/)

(https://i.postimg.cc/hPR4xqzF/gang1.jpg) (https://postimages.org/)

(https://i.postimg.cc/Jn8KZ0LD/gang2.jpg) (https://postimages.org/)
Title: Re: Possible Projects Interest
Post by: deanjo2000 on November 14, 2023, 07:45:53 PM
That looks really good. Another to add to my list :thumbup:
Title: Re: Possible Projects Interest
Post by: Randomdays on November 14, 2023, 09:11:07 PM
Thanks Dean.

Now posted in the HB Heroes folder. I left the original skin for the monkey with Blip so you can see what it looks liked before I bashed it into pieces.

Glad to get that project done and it looks pretty good.The rigging on Blip is one of my better jobs I think

I'd love to have the Council of Doom complete, but while Metallus and Moltar could be done, I think Creature King and Spider Woman would be hard to do.

I Think Race Bannon next. I might be able to get by just changing the hair - I think the Doc Savage skin out there might be a good base to match with the existing skin. If I go with the stl maybe the hair alone would do as well.
Title: Re: Possible Projects Interest
Post by: cranlox on November 15, 2023, 03:22:53 PM
Amazing Blip!
Phantom Cruiser very nice but not have keyframes.
:blink:
I still couldn't get improvements that fit me with Bushroot :doh:

I am relatively satisfied with these things.
(https://i.imgur.com/p7X9RY5.png)
ELSA (https://www.mediafire.com/file/n5p7so7k54gw6mh/DISNEY_Elsa.rar/file)
ERIK (https://www.mediafire.com/file/lfrzokdmys2h5u1/Disney_Erik.rar/file)
ESMERALDA (https://www.mediafire.com/file/ry32kwi1r6goq09/DISNEY_Esmeralda.rar/file)
FINNICK (https://www.mediafire.com/file/45jardok7o1a0hi/DISNEY_Finnick.rar/file)
INS CHUKI (https://www.mediafire.com/file/n6hzlgkc63koay5/DISNEY_InstructorChuki.rar/file)
DONALD DUCK (https://www.mediafire.com/file/eqexy7xb9mzqxye/DISNEY_Donald.rar/file)
(DONALD IT LOOKS BAD IN THE PREVIEW BUT IN THE FFVS3R GAME IT LOOKS ACCEPTABLE)

I have numerous Fx for each of these characters, with their sounds and voices.
(Finnick can still be made better, maybe he will come back to him)
Title: Re: Possible Projects Interest
Post by: cranlox on November 16, 2023, 07:58:39 AM
Finally, by chance, I found the chip you wanted lost among my files.
(https://i.imgur.com/eVSvlCZ.png)
HERE TO FOLDER (https://www.mediafire.com/file/s79ox76h3yi0ehg/chip_rescue.rar/file)
Title: Re: Possible Projects Interest
Post by: Randomdays on November 17, 2023, 10:43:53 PM
Thanks for the alternate Chip Cranlox!

He was much easier to work with thanks to being on T-pose. I think I like the head/ face of the other model more though, and may do a head swap of the old onto the new.

(https://i.postimg.cc/nzRqvsPN/chip5.jpg) (https://postimages.org/)

Also, reupped the Phantom Cruiser with some simple Freedom Force Car kfs.
Title: Re: Possible Projects Interest
Post by: cranlox on November 18, 2023, 12:55:11 AM
It's a pleasure to help by providing the model.
I just found a lot of models that I had downloaded, many from Gijoe rise of cobra, some from Disney, Prince of Persia and Finding Nemo.
Maybe I'll make some vehicles like Dory from the Mirrorverse that I already uploaded but from the other characters.
Among my models I found a head of Cedric the magician who teaches Sofia, who has changed his physical form numerous times, I managed to put it on a starman body with Daglob things so that it looks quite acceptable considering that there is no version of the character . in full model in any gameI share it here (https://www.mediafire.com/file/r4whtm6kcj3wggs/DISNEY_CEDRIC.rar/file).
(https://i.imgur.com/CLRNEIQ.png)


I know you liked Ducktales, I show you and send you the richest Disney guy, it's the SorceresArena model.
(https://i.imgur.com/HKoCE0I.png)
UNCLE RICH (https://www.mediafire.com/file/ezuslv8rqou26b1/UNCLE_DUCK.rar/file)
Title: Re: Possible Projects Interest
Post by: cranlox on November 18, 2023, 08:06:56 AM
https://www.mediafire.com/file/nn0v82ne725qt9g/3DISNEY_WITH_THINGS.rar/file
ROBINHOOD MICKEY AND GIRLFRIEND WITH THINGS
Title: Re: Possible Projects Interest
Post by: Randomdays on November 18, 2023, 02:28:39 PM
Thanks Cranlox. Scrooge, the 3 nephews, Donald, Daisy and the rest are coming down the line at some point.
Title: Re: Possible Projects Interest
Post by: cranlox on November 18, 2023, 03:29:01 PM
do you have them? Any model you need, let me know if you can't get it.
Title: Re: Possible Projects Interest
Post by: Randomdays on November 18, 2023, 04:46:54 PM
Yes I do, thanks.

Before I get into doing the next couple of HB characters, I thought I's see if someone here could help with some simple versions

1) Buzz Conroy from Frankenstein Jr - maybe on a male_teens or on a Civilian Boy default mesh

(https://tse1.mm.bing.net/th?id=OIP.HxtoOf4vQ5xoXMtjJv4xWQAAAA&pid=Api&P=0&h=220)

2) Race Bannon from Jonny Quest - either a new skin altogether or just fixing the hair and some tweaks on the one that's already been done. The original skinner just made the hair a basic one-tone white. I'll post that in the requests folder on the megasite for people to look at.

(https://i.postimg.cc/26fwxGk9/race1.jpg) (https://postimages.org/)

3) Chuck and Nancy from Shazzan - maybe teen_14 or civilian boy again for Chuck. For Nancy, maybe female_hairb

I'll put the teen boy and girls in the requests folder as well. The civilian boys are part of the basic game.

(https://www.dmtinc.cl/imagenes/XD1WO.png)

(https://st11.ning.com/topology/rest/1.0/file/get/1801707529?profile=RESIZE_480x480)
Title: Re: Possible Projects Interest
Post by: cranlox on November 18, 2023, 05:05:36 PM
I would have to get a half-vintage child, I'll look what I have.
I recommend that you perhaps also take into account all your work with the Vikings and those people, you have some skeletons with different movements for shorter and taller characters.
On the other hand, I got the punk & tokka frogs from Tmnt Mutant Madness and several characters from Miraculous and Fortnite for 1 dollar
Title: Re: Possible Projects Interest
Post by: cranlox on November 19, 2023, 06:44:01 AM
To the memory of Daglob and CB, now agent J has his official weapons to protect the earth from the alien scum
(https://i.imgur.com/kf1pxlX.png)
agent Jay (https://www.mediafire.com/file/peumsup867evlh0/MIB_Agent_j.rar/file)
Title: Re: Possible Projects Interest
Post by: Randomdays on November 19, 2023, 03:35:56 PM
Three new viehicles; all available in the classic cartoons folder

1) Speedbuggy! I think Mark and Debbie would be doable for the gang, but Tinker has a very cartoon shaped head and might be difficult. Maybe off of a Shaggy mesh?

(https://i.postimg.cc/Jhkkdjd9/buggy2.jpg) (https://postimages.org/)

2) Two more cars from the Wacky Races show - The Boulder Mobile and the Bulletproof Bomb

Unfortunately for all the vehicles, the drivers are meshed only for what's visible - so no legs on any of them.

(https://i.postimg.cc/t4vX3vd9/wacky3.jpg) (https://postimages.org/)

(https://i.postimg.cc/x1Z2JJYC/wacky4.jpg) (https://postimages.org/)
Title: Re: Possible Projects Interest
Post by: Randomdays on November 19, 2023, 08:59:19 PM
The rest of a vehicle pack I downloaded. I left out the taxi and police car as those are already in game.

5 more vehicles - A firetruck, garbage truck, postal truck/ van, service truck, and a tow truck.

On all, the skin for the interior parts - seats, etc., are very dark for some reason.

The postal truck can become any type of delivery van just be changing the decal and maybe the skin a bit.

I've got the NPI truck pack and a few other vehicles somewhere as well. I think that I'd like to have a standard mailman vehicle as well, but that might be all the vehicles I can think of.

Up soon - I still have to add the bounding and selection boxes to them. They'll be in the mounts and vehicles folder.

(https://i.postimg.cc/fTwBLWgp/firetruck.jpg) (https://postimages.org/)

(https://i.postimg.cc/sx39vKK7/garbagetruck.jpg) (https://postimages.org/)

(https://i.postimg.cc/3NpNQH2Z/postaltruck.jpg) (https://postimages.org/)

(https://i.postimg.cc/zXgK8sq6/servicetruck.jpg) (https://postimages.org/)

(https://i.postimg.cc/dtyHpNpt/towtruck.jpg) (https://postimages.org/)


Title: Re: Possible Projects Interest
Post by: Randomdays on November 20, 2023, 01:41:04 AM
I found the NPI sports car pack and truck pack.I might put these up in my mounts and vehicles folder if people want them, though they are on the NPI Wayback site.

There's also an interesting pack called the weapon pack. What they did was they made a bunch of hand weapons, like a battle axe and trident, and put them on the map in place of a traffic light. Now, any character or npc can grab it and fight with it for a few rounds till it breaks.

Something I hadd never though about doing, but neat in the new way of doing things in game. It would only work withing the engine's working framework, so I don't think you could have thrown or missile weapons
Title: Re: Possible Projects Interest
Post by: Randomdays on November 20, 2023, 06:38:00 PM
All the new vehicles are posted, as well as the two NPI vehicles packs. These include version for both "day" and "night"

Dean had sent me his gargoyles pack a while back, and I just found it in my spam folder. I'm going to take a look at those and see what I can do to help.
Title: Re: Possible Projects Interest
Post by: cranlox on November 21, 2023, 12:08:59 AM
It's not much, but I like the touch it leaves. Agents J, K & H with their respective weapons
I'm still not satisfied with the heads for Buzz Conroy that I found
(https://i.imgur.com/4dqHfwX.png)
MEN IN BLACK AGENTS (https://www.mediafire.com/file/z0t7nog1jnhi17s/MEN_IN_BLACK_AGENTS.rar/file)

I don't know what game they are from but they seemed like good models to me. An Alice who sends me a Bulleta.
A tiger masked wrestler. A gangster. And a martial arts master type. Each of the four characters is in one piece.
(https://i.imgur.com/z71Pkvo.png)
Title: Re: Possible Projects Interest
Post by: Randomdays on November 21, 2023, 10:36:39 AM
Thanks Cranlox.

For Buzz Conroy, I was thinking more of a simple skin on an existing teen mesh, maybe with a hair piece added. Either that, or going with the stl head and simple single color texturing like I've done before.

Edit - thinking some more about it, Ren did a Billy Batson mesh wit a C6 skin I think back when he was active. That might be a good base.
Title: Re: Possible Projects Interest
Post by: cmdrkoenig67 on November 21, 2023, 05:59:25 PM
Ooh! Nice to see more modern vehicles for the game, RD. That third car in the Wacky Races bunch (the Gangster car), would/could be great for period piece maps too.

Dana
Title: Re: Possible Projects Interest
Post by: deanjo2000 on November 21, 2023, 08:32:36 PM
Cool stuff.
Title: Re: Possible Projects Interest
Post by: Randomdays on November 24, 2023, 02:38:23 PM
So the good news is I've figured out how to apply a uv to the stl files that don't have one, or any mesh that doesn't have one -

https://blender.stackexchange.com/questions/1022/adding-uv-mapping-to-mesh (https://blender.stackexchange.com/questions/1022/adding-uv-mapping-to-mesh)

The bad news is it looks like that poly reducing the mesh down to whats usable totally scatters the uv to make it impossible to do a good skin for it. After applying a uv to the stl file of Buzz Conroy's head I applied a simple skin to it - the top half a block of orange and the bottom half simply white. Below is a pic of what it looks like skinned.

(https://i.postimg.cc/MHWrSN64/buzz-head.jpg) (https://postimages.org/)

It looks like I'll have to keep doing simple skins for the stls, but if I can figure out how to save what I texture paint in Blender, I might not have to break the mesh up into different pieces

 

Title: Re: Possible Projects Interest
Post by: SickAlice on November 24, 2023, 03:31:52 PM
We come back here in winter.

You should make a short thread about your processes with FBX. I knew the original working format had to be FBX when I looked at them, due to the year FF was made and it being a common Import/Export option among Nif programs. I never figured out the divide between though. Animations are the desire there obviously, making an OBJ model is not a problem.

I use Milkshape for all the above. In fact last night modelling a costume for Dr Stasis from X-Men. The count reducer which is DirectX Mesh Tools (it's just one tool with a slider actually) under the Tools prompt reduces face counts without texture reassignment. And the Texture Coordinator Editor window can be used for everything without loss.

The sole exception is mirroring. I have no idea why they never added that function. I use LithUnwrap on the rare occasion I need to mirror. Else height map generation as those weren't even a thing back then. CrazyBump is standard for those not we need them in these games. I have a few examples on my site were I experimented with bump maps just to show that these two game engines aren't actually set up to render them properly.

Anyways that one right there if already assigned I would do the face reduction in Milkshape before exporting it off to Blender to save the texture coordinates. If I need to give it a texture assignment again I'd go in Milkshape, cut it in half by front to back and Remap by Front and Back respectively, making it very easy to texture that, join the halves into a single mesh again and off to Blender.

And good to see you up and about, friend. Hope the weather and such is well enough for y'all. It's been garbage in the desert for some reason. Of course that means I'm stuck inside so I'm doing Freedom Force stuff again. I ran out floor and surface to clean in here lol.
Title: Re: Possible Projects Interest
Post by: Randomdays on November 24, 2023, 11:35:19 PM
Good to see you back as well SA.

I have milkshape and work with it a little, but I'm not really familiar with it as you seem to be. If you feel like working on Buzz Conroy let me know - I would be glad to send it your way.

Also, I've got a couple of stls of the Sorceress from MOTU that you might find useful.

Not sure if you want to do stls though since you're talented enough to make her from scratch.

As far as I know shes not in the game yet. She'll need uv set up of course. I think the main body with the bust added would look nice.

(https://files.cults3d.com/uploaders/27113009/illustration-file/5a1850f5-f684-4ad2-af13-acf1f04cdcab/SORCERESS-CU.png)

(https://files.cults3d.com/uploaders/13721646/illustration-file/cd8f79ae-b3d1-4e26-9845-7b858bec81d8/Sorceress_0003_Layer-15.jpg)

A few pics of things in progress;

1) Diana Prince and Steve Trevor created in the Sims 3. Steve could also be Tony Nelson from Jeannie. The Linda Carter version had Steve with dark hair though he was a blonde in the comics. A recolor of his uniform to army tan might be needed as well.

Edit - Just checked "The Movies Game" and it has a pretty good WW2 army officer uniform so I might keep the blue for Major Nelson and go with the tan for Steve Trevor

I need to look for a low poly mesh of a classic WW2 army jeep to stick them in if I can find one.

I don't think there are any firemen/ women for FF and I could do those in Sims3 as well.

I'll need to get Ninja Ripper working with the Sims 3 to get the models out.

2) Skinner "Saturday Morning Squared" version of Race Bannon untouched, and a new version with a hair piece taken from the Bannon stl file added along with a minor kitbash of the head part of the skin.
 
I think its a marked improvement, but still needs some work and an updated skin when the hair's done by someone with some skill.

Is there a mesh out there with a jetpack that appears only when flying/ hovering? I'd like to add that to the all the Jonny Quest characters if I can.

I've also got an stl of the Quest Jet that I could try to put the team in like I did for Space Ghost and the Phantom Cruiser.

(https://i.postimg.cc/155fzxKH/diana.jpg) (https://postimages.org/)

(https://i.postimg.cc/DwS0qqH4/trevor.jpg) (https://postimages.org/)

(https://i.postimg.cc/rwHJJNpB/bannon1.jpg) (https://postimages.org/)

(https://i.postimg.cc/zX6b2tnF/bannon2.jpg) (https://postimages.org/)





Title: Re: Possible Projects Interest
Post by: cranlox on November 25, 2023, 06:17:55 AM
On the child's head: The eyes can be half circle appliqués, the head if you can divide it into parts (hair and face with periphery) would be an option.
It will surely take you a long time to sculpt.
Title: Re: Possible Projects Interest
Post by: Randomdays on November 25, 2023, 01:57:19 PM
I'll wait a bit on Buzz to see if I get any help on him.

The updated Race Bannon uploaded to the "Jonny Quest" folder on the mega site
Title: Re: Possible Projects Interest
Post by: cmdrkoenig67 on November 25, 2023, 03:33:31 PM
Firefighters would be great for :ff: and  :ffvstr: , RD, great idea. Those Diana Prince and Major Nelson (that's him, right...or is that Steve Trevor? Wait, Steve is in Tan, though, right? IDK...LOL!) meshes look really good too.

Dana
Title: Re: Possible Projects Interest
Post by: cranlox on November 25, 2023, 04:31:55 PM

Tengo un bombero por algun lado ni bien tenga ese modelo de bombero y bombera te los envio
I have a firefighter somewhere as soon as I have that model of firefighter and firefighter I will send here them to you
Title: Re: Possible Projects Interest
Post by: Randomdays on November 25, 2023, 04:38:55 PM
Thanks Dana and Cranlox. Picking what to proceed on next.
Title: Re: Possible Projects Interest
Post by: Randomdays on November 25, 2023, 11:03:24 PM
Spent a lot of time today working with the Sims3 program trying to get the model out. Ninja ripper didn't work at all and 3d ripper rips everything as a huge obj and the proprotions are off (too thin on most objects).

Luckily I found a program specific to Sims3 that's only been out for a couple of years. Took a little bit to figure that out, but it lets you rip the model (and only the model) in pose mode with all textures intact as png.

You can save the model as a obj (yay! works great) a dae, or ms3d. I got her into Blender and then back out as a test nif.

With that, I think I can create any sim in the game from all the age/ body/ clothing/ accessory choices fairly easily and get it out as an obj file.

Right now she needs to be rigged and the glass part of her eye wear needs alpha applied to it. Her hair is short so it needs a bun added to the back of the head as well.

About 7000 polys for the multipart model. Textures knocked down from 1024x1024 to 512x512

After shes done, probably Tony Nelson and then Steve Trevor from the Movies. the old fashioned way.

(https://i.postimg.cc/XvX7YmwD/diana1.jpg) (https://postimages.org/)

Title: Re: Possible Projects Interest
Post by: cranlox on November 25, 2023, 11:35:39 PM
Nice progress.
I'm going to see what options I can find on my hard drive about the firefighter models that I told you about.
I've been struggling to convert a pmd file without breaking it for Mara's helmet, and I always get broken results. :banghead:
Title: Re: Possible Projects Interest
Post by: Randomdays on November 26, 2023, 12:58:24 AM
If you cant find anything, it ought to be easy now to throw one together in Sims3 and import it over.

The worst part of Sims3 for me is I'm still on a Win7 laptop and it takes forever to get the game up. Hopefully a new machine next year.
Title: Re: Possible Projects Interest
Post by: Randomdays on November 26, 2023, 03:54:10 PM
Two more besides those mentioned elsewhere, done in Sims3

1) Goliath dog from, from the HB cartoon "Young Samson and Goliath"

Not bad but will need a little skin work around the ears and the mesh changed a little bit under the chin for the terrier look.

2) Nancy from the HB cartoon "Shazzan"

Main issue with this one is I couldn't find a good match for the hair, so I might try to "poof" it out a bit, or try to put one of the FF female mesh,s head or hair on it.

A standard FF mesh and skin might be better if anyone wants to try that instead.

A few other things I thought of to try later might be the Archie gang, and Josie and the Pussycats, in normal clothes and with the rest of the gang. Maybe the Outer Space costumes as well.

(https://i.postimg.cc/2SLc5B0B/goliath-dog.jpg) (https://postimages.org/)

(https://i.postimg.cc/t47Tn966/nancy.jpg) (https://postimages.org/)





Title: Re: Possible Projects Interest
Post by: Randomdays on November 26, 2023, 07:00:49 PM
Took a while to get him, but I finally got a skinned mesh of proper dimensions out of "The Movies Game"

Major Steve Trevor, or any WW2 officer really.

(https://i.postimg.cc/HLgG90xb/Trevor2.jpg) (https://postimages.org/)

Title: Re: Possible Projects Interest
Post by: Randomdays on November 26, 2023, 11:45:25 PM
Rigged Steve up to Gren's Punisher and it came out not looking too bad.

The problem is, both in FF and FFvtTR, he has the shine problem I was dealing with a while back. I checked back a few pages to see the help SA gave me, but nothing seems to work for him.

He doesn't have reflect, glow or lightmap textures assigned to any of the pieces he's made of, but I'm not sure how to get them into the right place with nifskope - with copy and paste, they always appear at the end of the nif instead of next to the main texture.

Uploaded to the Marvel - Dc folder to check out, though if some one can tell me how to get the textures in the right place that might help .

It also might be due to the fact that's its an import - I looked at the setup in nifskope and it appears wonky compared a normal nif.

Edit - Dean's Gargoyles have problems with lighting too - I wonder if it related. I was just thinking that while I don't know how tho set up the extra textures really in Blender or nifskope, I night be able to do it in Milkshape. I'll check tomorrow when I get up and see.

(https://i.postimg.cc/659BKg44/trevor3.jpg) (https://postimages.org/)
Title: Re: Possible Projects Interest
Post by: SickAlice on November 27, 2023, 03:12:28 AM
Yeah, I don't do the STL. Already made Sorceress. Like it's the keyframe animations that are taking forever and a lack of time. I do make some myself for certain things like the Horde symbol on the Slime Pit for example because I want that authentic shape. And ty though not a matter of talent. It's just simple low poly extrusions is all and everything else is made up on the texture.
Title: Re: Possible Projects Interest
Post by: Randomdays on November 27, 2023, 01:36:29 PM
OK SA, I'll put the Sorceress to the side since you're working on it.

Fixed Steve Trevor. Even though I thought I had done it before, setting the specular color to black (0.0) in nifskope fixed the problem.

Going back to Lexington, doing the same fixed his problem as well. Yay! Now to go back and look at Dean's other Gargoyles and see if I can do the same for them.

Edit - was able to fix all the blending issues for the 4 Gargoyles Dean did, including Lexington. Sent the update to him. They are awesome work!

(https://i.postimg.cc/x1fHLyWq/trevor4.jpg) (https://postimages.org/)

(https://i.postimg.cc/sX71kvtt/lexington2.jpg) (https://postimages.org/)



Title: Re: Possible Projects Interest
Post by: SickAlice on November 27, 2023, 02:59:36 PM
I'm riding out the flu so I'm moving slow but I'm going to slap together two cheap and easy tutorials for you on how to just make your own STL parts with little fuss. Not being bashful at all when I say most of the methods are not advanced. So look for them here in the coming week.
Title: Re: Possible Projects Interest
Post by: Randomdays on November 27, 2023, 03:19:26 PM
Thanks SA. Any and all help is always appreciated.

Question - You told me awhile back on how to export a posed mesh as anvobj and have it keep its pose, but I can't find it. Can you go through it again? If I remember it was something simple on the export options.

Uploaded the fixed Steve Trevor to the Marvel DC folder. Looking at doing Diana next. If I can, I'll put her on KSS's Red Tornado. His spinning animation could be set up for Diana spinning into Wonder Woman with the "Other Form" power if it works.
Title: Re: Possible Projects Interest
Post by: cranlox on November 27, 2023, 04:47:23 PM
The gestural variation is little, although it does have a subtle difference, I made a skin based on the actor from the original 80s series. Also change the color of your gun holster.
Here I attach a photo.
(https://i.imgur.com/mIuszGR.png)
Title: Re: Possible Projects Interest
Post by: Randomdays on November 27, 2023, 05:16:10 PM
Great! I'll put the new skin on the updated release and have it as an alterate skin. If you can, see if you can blonde him out to match the comic book version for another skin.
Title: Re: Possible Projects Interest
Post by: cranlox on November 27, 2023, 08:54:09 PM
Here I give you the skin, you don't see much difference in itself. It's just minimal details.
https://www.mediafire.com/file/nvpejw1g10se8j3/Lyle_Waggoner.rar/file

Did the firefighter I told you send you? Or does it complicate it for you with the problem that it is not triangulated?
Title: Re: Possible Projects Interest
Post by: Randomdays on November 27, 2023, 10:41:03 PM
Thanks for those.

Haven't checked yet on the firefighter. Ill have to look at your items later.

I,m finishing up on Diana Prince and will have to take a break for a bit after that, maybe till the weekend.
Title: Re: Possible Projects Interest
Post by: SickAlice on November 28, 2023, 02:54:24 PM
Quote from: Randomdays on November 27, 2023, 03:19:26 PMThanks SA. Any and all help is always appreciated.

Question - You told me awhile back on how to export a posed mesh as anvobj and have it keep its pose, but I can't find it. Can you go through it again? If I remember it was something simple on the export options.

Alt+C.
Sometimes you have to "keep original" as prompted. I don't know what determines it. Just try not keeping it which is the case more often and if it doesn't work Back step and try and again with keeping original.

I should try and remember to add a posed object tutorial as well speaking of. I'm setting up a tutorial (atmospheric river inbound from the West coast so there will be lot's of downtime for this) using Dorma since I released she's perfect as a base to explain the Alpha trick. Sad it only works for  :ffvstr: If I was better at coding one of my priorities would be a plug-in that enables it properly for  :ff: . Other tutorial I have on deck is creating weapons and costume piece STL's manually and easily. I include an animated map object tutorial sometimes with releases but thought maybe I should make an actual page. May as well add how to do a static model as well then.

First things first, finish Dr. Stasis's texturing and keyframe adjustments. You know I appreciate the keyframe programs we have but I really want something that does batch.
Title: Re: Possible Projects Interest
Post by: Randomdays on November 28, 2023, 05:02:41 PM
Thanks SA. Looking forward to your tutorials.

Glad to hear you're doing Dorma so I can take her off my requests list.

One of the stls I have is the "Thunderquack" jet from Darkwing Duck. I'd like to get that in game with Launchpad and Darkwing in the cockpit.
Title: Re: Possible Projects Interest
Post by: cmdrkoenig67 on November 29, 2023, 07:01:43 AM
RD, that's pretty darn cool that you'll be able to make various kinds of characters in Sims and then rip them as Obj files.

Do they have any interesting animal, monster, or alien characters in the game?

Dana
Title: Re: Possible Projects Interest
Post by: Randomdays on November 29, 2023, 10:40:55 AM
Thats one of the 1st things I learned how to do way back. My Jonny Quest, Hadji, and Dr Quest were made in Sims 2

With the new program and Sims 3 it a bit easier since it rips them in pose mode so they're easier to line up with when rigging.

Yes to some of that. For pets, they have dogs, cats and horses.

For sims, there are alternate races you can become or creation, and a few you can meet.

https://www.carls-sims-3-guide.com/occultlifestates.php (https://www.carls-sims-3-guide.com/occultlifestates.php)

In "The Movie Game" there are sci-fi monster "costumes" along with werewolves, vampires, zombies, etc. Plus there are sets to match that you can put them in.
Title: Re: Possible Projects Interest
Post by: SickAlice on November 29, 2023, 10:23:26 PM
Dorma will need whatever keyframe work and probably a proper texture after if someone is actually going to make use. I'm just going to make a base because when I looked at the image in your link she works real well for making a basic Alpha channel tutorial. But the outline of everything will be there make it easy for whoever.

Maybe late to the party but there was some real nice low poly Darkwing Stuff in Disney Infinity. I don't remember if the jet was there. I know his motorcyle is. That was something I talked about making actually to replace my old lunky version of Darkwing I put together, this was before Nifskope even existed. Just never got around to modelling it. I had intended it as my final project since that Darkwing was on of my first ever alongside AOA Bishop and a very ugly set of Spider-Man textures.

And on STL's I have the same links to the same sites you are getting those from. I don't them from your personal stash. And some of those are actually illegal for one reason or another and I don't want anything to do with them personally. I do look at those pages though for some inspiration on how to model those things if I just can't comprehend the mechanics. But I already know where Thingaverse, Yeggi, Cults and so forth are if I want that stuff. Or ask the person who made them for permission and credit them.

But again it's very easy to just make these things. I'll explain in the tutorial. For anyone who would like to know how to make these things. But just for example I keep showing off my Slime Pit progress. This Horde emblem I just took an image of the real deal and extruded it. It took about two minutes. Then I just mapped it front facing over the same original image so it can be skinned with ease. It's real easy, you know? All that was a done deal since STL was integrated into Windows 10 for 3d printing purposes. I think the built in Windows 10+ program might even actually do this but programs Blender work just as well.

(https://thelitterbox.freedomforce4ever.com/temp/hordeemblem3.jpg)
Title: Re: Possible Projects Interest
Post by: Randomdays on December 02, 2023, 01:32:00 AM
Thanks for looking at Dorma. Looking forward to what you come up with and one more item off my list.

On the stl models I'm looking at, I think just about all of them would be illegal since they are of copyrighted characters and the creators, no matter how good the model looks, are asking for money for them and could be slammed by Warner Bros, Disney, or whoever in court. We should know that from way back in the early days of FF, but times have changed a lot in 20 years, so it looks like no action is being taken against these people.

Found an obj file for the motorcycle so I'll be looking at that. There's a few models of Darkwing out there to look at, though most of the characters out there are free stls, like the ones I've done already. The only one I'd think I'd really like to have besides those, though it has a price on it, is Morgana.

I'd wish there was more out there for Talespin, as I can find very few resources for it.

Awesome work on the Slime pit. I'm still with my old Win7 laptop and won't be able to upgrade till next year I think to a Win10 system.

Civilian Diana Prince is done and just need to wrap her up for upload. She rigged well to the Red Tornado armature.

I added a small hair bun to the back of her head, and copied and rename the "fly" animation in the kf to "special" She ought to be able to use it with "other form" and an fx to transform into any of the Wonder Woman characters already done.
Title: Re: Possible Projects Interest
Post by: Panther_Gunn on December 02, 2023, 08:54:36 AM
Quote from: Randomdays on December 02, 2023, 01:32:00 AMI'm still with my old Win7 laptop and won't be able to upgrade till next year I think to a Win10 system.

Just a side note, if you can swing a Win 11 system I would recommend it, as 10 moves out of support Oct 2025, after which time it will not get any more security updates.
Title: Re: Possible Projects Interest
Post by: Randomdays on December 02, 2023, 12:54:53 PM
Thanks Panther. The important question is will Win 11 support the FF games and my other older games I still like to play?

Diana Prince is done and uploaded to the Marvel-DC folder on the megasite. 2 versions - one with the lenses of the glasses removed for FF, and one with the lenses intact with transparency for FFvt3R.

(https://i.postimg.cc/8CJm14pg/diana-3.jpg) (https://postimages.org/)
Title: Re: Possible Projects Interest
Post by: cranlox on December 02, 2023, 03:00:39 PM
HERE I GIVE YOU THE LINK OF THE FIREFIGHTER
link (https://www.mediafire.com/file/6r7mgw1s0yuq1uz/FIREFIGHTER.zip/file)
Title: Re: Possible Projects Interest
Post by: Randomdays on December 02, 2023, 03:22:17 PM
Thanks Cranlox. At a quick look, it looks very nice but might be a bit too detailed for use. I'll compare it to the Sims 3 versions to see how they stack up.

A few little projects from above coming together.

1) Re-upped Steve Trevor with a comic book blonde version for the main skin and Cranlox's Lyle Waggoner for the alternate. Fixed a problem with the neck overlapping the collar. Still some flickering on the hat brim.

2) I put both Steve Trevor and Diana Prince in a WW2 army jeep. It should work in both games, but you'll lose the windshield transparency in FF. Comes with both the Steve Trevor skins and an alternate mesh with no one riding in it for use as a placable object.

3) Looking at the Tony Nelson mesh/ skin, I'm thinking an added mustache might make him into Major Gen Talbot from the Hulk comics

(https://i.postimg.cc/59XLJZTj/jeep.jpg) (https://postimages.org/)
Title: Re: Possible Projects Interest
Post by: SickAlice on December 02, 2023, 03:23:26 PM
Still on 10 here. I'll ride 11 out until the date I absolutely have to though because that will give Microsoft more time to work out any compatibility and security problems. Else all I can see is it seems to take up even more resources (bloatware) and otherwise the only new thing I would get is the ability to run Android apps, like Threads for example, directly though Windows? Which you can do with an emulator or the right browser plugin anyways. Or just use a phone. Seems like the big "improvement" was to make Windows compatible with Android based phones despite PC's being Windows native environment. My understanding from techs is there is no viable reason to update from 10 to 11 at this time.

For my mind if one wants to use an old version of Windows say for program reasons (a lot of DirectX games for example run for crap on 10 if at all) either use some emulator workaround or just get some old cheap tower PC from the thrift store and install the old Windows on it and the current Windows on the new more expensive device. Best of both worlds then. I have run into issues with older games, and I do mean only as old as Lego Marvel Superheroes 2 simply because they are DirectX dependent, which a lot of games of course are and Windows all but cancelled support for DX as of 10.
I don't know if the shifted that with 11 or not.
Title: Re: Possible Projects Interest
Post by: cranlox on December 02, 2023, 03:59:16 PM
(https://i.imgur.com/RG5hP6q.png)
Marshall from Paw Patrol in his official vehicle number 1, and the shadow snail from the turbo movie, is not in his official vehicle but it is the closest one I found, I will continue searching for the correct one

I also have this group of Disney characters from a racing game in case you are interested, the paw in pilot's clothing seemed hilariously cute to me.
I will upload the links shortly
(https://i.imgur.com/NDBd8v7.png)
(https://i.imgur.com/8UwfJLZ.png)
Title: Re: Possible Projects Interest
Post by: Randomdays on December 02, 2023, 04:09:11 PM
Nice models Cranlox. Paw patrol is not my thing, but if you can bring them into FF, than as always, someone out there might want it.
Title: Re: Possible Projects Interest
Post by: cranlox on December 02, 2023, 04:22:12 PM
Here are the links of those 3 vehicles with their drivers ready for FFVS3R

the shadow. the snail
here (https://www.mediafire.com/file/sj82vojiu6rrlef/CRTN_LA_SOMBRA_CARACOL.rar/file)
Marshall in the truc 01
HERE (https://www.mediafire.com/file/xctpoisib4gosrp/CRTN_Marshall.rar/file)
PP GIRLS in middle-car
here (https://www.mediafire.com/file/75g7vify4ao8r2z/CRTN_PPGIRLS.rar/file)

Here, RD, I'll give you the Daisy paw models in case you're interested, I see that I can't find them later.
https://www.mediafire.com/file/h761afpj799p5dp/MODEL_DAISY.rar/file
(https://i.imgur.com/XRqS15n.png)
Title: Re: Possible Projects Interest
Post by: cranlox on December 02, 2023, 05:06:51 PM
the two portraits for your WW creations
(https://i.imgur.com/fOQxjRi.png)
(https://i.imgur.com/UY7FgFj.png)
Title: Re: Possible Projects Interest
Post by: cranlox on December 03, 2023, 05:24:18 PM
(https://i.imgur.com/rKcA4b6.png)
basic toy story cars:
The skunk car
Medical Alien
Chuck truck
Forky's Recycled Car
Control, the race car
HERE (https://www.mediafire.com/file/zl5fauxdwv71rf5/carsToystory.rar/file)
Title: Re: Possible Projects Interest
Post by: Randomdays on December 03, 2023, 09:46:44 PM
Finished rigging the Tony Nelson mesh. Pic below of the Major Glen Talbot from the hulk version with the added mustache. Wrapping it up with the 2 skins and will be out probably tomorrow.

I'll add the recolor of the holster that Cranlox did, and you can delete altogether for the Tony Nelson version if you want. Tony almost never wore a gun after all.

Could work well with Daglob's (I think) Jeannie

Not the best best rig and there's a little distortion at the elbows and the neck. Looks pretty good in the viewer though.

(https://i.postimg.cc/2yTkT2by/talbot.jpg) (https://postimages.org/)
Title: Re: Possible Projects Interest
Post by: SickAlice on December 04, 2023, 04:05:07 PM
Lady Dorma is pretty much finished but I'm going to hold because I think will use her for the "Everything All At Once" tutorial of tutorials. So I can record the steps as I go. I'm going to say 2 more tutorials at least before which will focus on extrusion. I'll say I'm still a little baffled that and alpha channels are not more common here since they both are common features of the game. Valandar used to have the most straightforward tutorial on how to make an entire lowpoly body just using extrusions but it seems lost to the internet now. Anyways figure a week to two then for Dorma depending on what my chores look like. The weather isn't looking good so probably less though.
Title: Re: Possible Projects Interest
Post by: Randomdays on December 04, 2023, 10:04:47 PM
Thanks SA. I've waited along time for Dorma, so a little longer is fine.

The Major Talbot/ Major Nelson skins and mesh are now up in the Marvel-DC folder

Since I now have Dean's HB Samson's, I can finish up that project. Dean's Samson is ready to go so all I have to do is rig the dog form of Goliath up.

I've been working on turning a scooter found on the web into Samson's version and its almost done. It just needs some foot pedals and a paint job, and then I can pose Samson and Goliath on it.

Picture of what it looks like on the show and my work in progress below.

(https://2.bp.blogspot.com/-dVu2mY5WEXw/W4ylwhXACeI/AAAAAAAAJ4k/7fOc4oF_i_Urf-swGHJ8D_o30jrcSKGjACLcBGAs/s640/sasmongoliathcycle.png)



(https://i.postimg.cc/P5PZzw5B/scooter1.jpg) (https://postimages.org/)
Title: Re: Possible Projects Interest
Post by: cranlox on December 05, 2023, 11:42:16 AM
(https://i.imgur.com/ufvgO62.png)
I've been working on the Bushroot texture, and trying to add those washers, I honestly look stupid because it's something I've done before but it took me days and I couldn't do it.

If you want, I'll give you the same ones to try if you have any luck putting them in.
And if not, I will upload the file with the skin directly to you

This below is the final skin so far
(https://i.imgur.com/d9iDZrM.png)

---------------------------------
A quick edit of Nick Fury to Nick Fury cartoon series
(https://i.imgur.com/F1ijhgM.gif)

----------------------------------------

I looked everywhere to find a Patoruzú head and I couldn't find it.
Being the first Argentine superhero and the only one who lasted so many years, I consider it a shame that he is not in the FF universe but his "Popeye style" lines make him very difficult to achieve.

Among other forgotten local characters that did not amount to anything important is Guadalupe Xtreme, and this seemed much easier to me to recreate. It would be necessary to make all the characters of the also unsuccessful Argentinian "cybats 21" that appeared in the magazine big Magazine.
The problem is that since they are comic book characters with so little life, they can't even be found with good photos.
I'm going to look for the old Cybats comic magazines over the weekend, they were a kind of inspiration/homage/plagiarism of X-men and WildCats, but at least they had a different origin story.
Title: Re: Possible Projects Interest
Post by: SickAlice on December 07, 2023, 06:29:27 AM
Don't worry. I don't mean a long time. Just a little extended because I'll be recording and annotating the steps as I go through them for the tutorial. This was mostly a very simple character by design to recreate. One of those comic characters that's based in the template. I actually liked the Counter-Earth version better. It's more striking and gives her a visual characterization. Though partly biased, the Heroes Reborn Doom story is one my most favorite older stories. Mostly the only thing great that even came out of Heroes Reborn outside WW3 I think.

Edit: 1st Heroes Reborn reality since there have been quite a few and 2nd Counter-Earth, not the 1st which was the High Evolutionary world. Thanks Marvel for keeping it all confusing.
Title: Re: Possible Projects Interest
Post by: Randomdays on December 09, 2023, 09:55:52 PM
SA, waiting patiently.

In the meanwhile, if you can put it in your queue somewhere down the line, both Young Samson and Rick Jones could use use a new animation, probably on male_basic, if you can get to it.

They both transform by crossing their wrists over their head, one into the superhero Samson, and the other into Captain Marvel. As far as I know there's no animation for that out there.

And speaking of Samson, I'm just about done with what I can do with the characters.

1) Dog Goliath - rigged to Gren's wolf. Had to add the black ears and patch to the skin as it didn't export for some reason. I also tried to change the mouth and chin a little bit to make it more shaggy.

2) Got the basic form and color scheme on Samson's scooter. Couldn't get the "S" on the side to line up right on the skin. Its not shown in the pics, but it might need some gauges on it like a real bike. Still have to add the black strip on the front of the Scooter

3) Besides a basic bike, there's also one with Dean's civilian Samson and dog Goliath on it.

Uploading probably tomorrow.

Cranlox, good job on the Nick Fury and the upgraded Bushroot. I'll look at him when I can.

(https://i.postimg.cc/4dZzWct5/scooter2.jpg) (https://postimages.org/)
Title: Re: Possible Projects Interest
Post by: deanjo2000 on December 10, 2023, 03:39:48 AM
That looks really good  :thumbup:
Title: Re: Possible Projects Interest
Post by: Randomdays on December 10, 2023, 11:30:04 PM
Thanks Dean.

I think really "final" for this set unless someone can add to it.

Added a headlight and tail light. The tail light seems standard while the head light I saw in only one shot.

Added a control panel up near the handle bars.

Added the "S" logo onto the bike. Smaller than I would like thanks to the curve of the bike front.

All the above are small extra meshes added to the main one, since I had problems trying to work with the main texture. The meshes can be moved or deleted as desired.

On dog Goliath - stretched the tail a little bit and added a black tip to it. Colored the right front paw grey. He should match the original version a little more.

Uploaded to the HB heroes folder on the Megasite, as swell as Dean's civilian Samson

(https://i.postimg.cc/L6b0CTYz/scooter3.jpg) (https://postimages.org/)
Title: Re: Possible Projects Interest
Post by: Randomdays on December 11, 2023, 03:32:17 PM
Some more Sims 3 creations in the works

1) Chuck from Shazzan. I'll have to change the collar and add the belt sash once imported, but not a bad initial look.

2) Two versions of Jarella from the Hulk. She's been on my list for awhile so I thought I'd try to make her with Sims3 . She's had a few different looks so either or both of these would work.

The headpiece might stay or go.

These are all using stock outfits from the game.

(https://i.postimg.cc/pXQJ8FrJ/Chuck.jpg) (https://postimages.org/)

(https://i.postimg.cc/L8qntd6B/Jarella1.jpg) (https://postimages.org/)

(https://i.postimg.cc/JnhNC65T/Jarella2.jpg) (https://postimages.org/)

Title: Re: Possible Projects Interest
Post by: SickAlice on December 11, 2023, 04:26:50 PM
Same on patience. Still battling being sick, obligations (Monday's, right?) and the weather. Graces again on the latter considering what went down across the countryside over the forty eight hours. My heat is crushed for some folks and I'm very fortunate that some gust and cold is all I'm getting here on the Tri-State.

For requests, send me a message. I'm not familiar with the characters so title with it Request and then something about a male basic arm cross animation. I'll see the msg whenever I log in here. That should otherwise be a really straightforward animation (and actually good call, that's a universal comic book pose/Power Ranger). Maybe two Specials. Chest and overhead. I already am thinking there is a partial animation like that in a lot of male basic areas (they bring the forearms in on their chest and then open their arms skyward as if in prayer).
Title: Re: Possible Projects Interest
Post by: Randomdays on December 11, 2023, 07:11:56 PM
Get well and stay warm SA

Message sent also. Thanks for looking into it.

Linda Lee Danvers finished and uploaded to the Marvel-DC folder. Rigged to 'female_teen_mediumhair. Look pretty good in most views though the pony tails disappear inside the body sometimes (as in the pic below).

(https://i.postimg.cc/QxpTNqSc/danvers.jpg) (https://postimages.org/)

Title: Re: Possible Projects Interest
Post by: Randomdays on December 11, 2023, 11:38:28 PM
Nancy from 'Shazzan".

She went really quick using Linda Danvers for a base and just transferring over the vertex weights.

As with Linda, the elbows are a bit wonky and I'm trying to tweak them better.

When I used to read the readme files from Gren, I saw him use "hands from Johnny patches" a lot.

I'm not sure if he did what I just did from that, but instead of working with Nancy's hands, I just cut them off and welded Linda's hands on. My hands are simpler than his though - I always have a problem with the fingers, so I just usually pose the fingers and then assign them to the hand instead.

(https://i.postimg.cc/WzmWxgSZ/nancy2.jpg) (https://postimages.org/)
Title: Re: Possible Projects Interest
Post by: SickAlice on December 13, 2023, 02:02:48 AM
I got back from the doctor and apparently it is some new virus, which I am calling The New New, going around so heads up on that everyone.
Title: Re: Possible Projects Interest
Post by: cranlox on December 13, 2023, 05:39:59 AM
Quote from: SickAlice on December 13, 2023, 02:02:48 AMI got back from the doctor and apparently it is some new virus, which I am calling The New New, going around so heads up on that everyone.

Maybe it has nothing to do with it at all but I'll tell you.

Look here on the other side of the globe, in Argentina there is a "new respiratory virus" that causes cough and blisters in the throat but it is not serious, it takes 15 days to get out although it leaves you 2 or 3 days without speaking.
They don't talk about it on TV and several acquaintances have experienced it as well as finishing it myself at this moment.
Summer is starting here and it is quite atypical. [expletive deleted]!

-----------------------------------------------------------------------------
3 skins
(https://i.imgur.com/F3vfSiq.png)
HERE (https://www.mediafire.com/file/m8vyxazvelmgcfk/3_skins.rar/file)

--------------------------------------------------------------------------------

A VAN MOBILE OF AGENTS OF SHIELD FROM CONTEST OF THE CHAMPIONS STAGES
(https://i.imgur.com/5eVDnAI.png)
HERE! (https://www.mediafire.com/file/mg385ffqpz0vy98/MCU_SHIELD_MOBILE.rar/file)

--------------------------------------------------------------------------------

TALBOT SKIN FROM AGENT OF SHIELD
(https://i.imgur.com/dVnCNJI.png)
HERE! (https://www.mediafire.com/file/c5s1pfl5hwq3kze/TalbotSerie.rar/file)

-------------------------------------------------------------------------------

Guadalupe Xtreme
(Impossible to get the original weapon, but it was the closest thing I found)
(https://i.imgur.com/gp6Qb14.gif)
(https://i.imgur.com/MQ7FFN7.png)
HERE! (https://www.mediafire.com/file/6knr6066eirkbi3/ARG_Guadalupe_Xtreme.rar/file)

---------------------------------------------------------------------------------

"SOL DE PLATA"
(https://i.imgur.com/M1Q3qZ4.gif)
HERE (https://www.mediafire.com/file/5ma1wyelvamx2bs/ARG_Sol_De_Plata.rar/file)
Title: Re: Possible Projects Interest
Post by: SickAlice on December 14, 2023, 03:02:29 AM
@cranlox: Not a match but that doesn't sound much fun either. Muscle pain is the long term. A lot of people have it here. My pharmacist said he is past week 3 now. But? This stuff spreads around the globe during El Niño years so it's probably a safe bet the US isn't the only place. I went to Infectious Disease Control and gave them what I knew and some blood. They just don't much about it right now. It's not death sentence but just a heads up to anyone it really, really is not a good time. Everybody got it in the city and we all look and sound like zombies.
Title: Re: Possible Projects Interest
Post by: cranlox on December 14, 2023, 06:01:38 AM
Yes, I have acquaintances who were in the US for work in November and they told me about some of that and also about the problems with fentanyl, which was also very current. :wacko:

From now on, a lot of strength so that you come out well and move forward soon.


----------------------------------------------

and new skin for generator rex (Dean)
(https://i.imgur.com/2O24rep.gif)
Title: Re: Possible Projects Interest
Post by: SickAlice on December 16, 2023, 04:27:59 AM
To be honest there is always some drug use problem or another. As long as I've been alive. Then again I suppose there's always a virus problem and that's everywhere. US is the same as anywhere. I'm just chugging my weight in water and eating a lot of soup and fruit.
Title: Re: Possible Projects Interest
Post by: Randomdays on December 16, 2023, 04:31:55 PM
Cranlox...all very nice.

SA... keep hanging in there. It seems you've been through one thing after another lately,but hopefully better times are ahead.

Finished working on Nancy from Shazzan. Still not perfect, but the arms are much better in most animations.

Added a ring from Gren's Hal Jordan. The rings are are opposite hands for Chuck and Nancy when they join, but in some scenes its Chuck left and Nancy right, on others it reversed. Mine has the ring on Nancy's right, and I'll match Chuck to it when done.

Uploaded to the HB Heroes folder.
Title: Re: Possible Projects Interest
Post by: Randomdays on December 17, 2023, 07:08:57 PM
Chuck from "Shazzan" is done. Looks good except for the ever present hands problem.

Has the collar taken from Gren's Iron Fist, and the belt from Bobby 69's, and rigged to Gren's Punisher.

I'll probably do a quick alpha enabled version for both Chuck and Nancy if it works for the Cloak of Invisibility.

Last, I'll try to put them on Kaboobie the camel in a flying version to copy the show.

Putting things together and they'll be up soon.

(https://i.postimg.cc/02Xwg99G/Chuck2.jpg) (https://postimages.org/)



Title: Re: Possible Projects Interest
Post by: Randomdays on December 17, 2023, 08:35:26 PM
Chuck and Nancy on Kaboobie, flying off to adventure.

Sometimes Chuck's legs are forward, sometimes they're back. I went with forward.

The wings flap, but that's about all for animation. As with the original Kaboobie, rigged to Sam the Eagle.

Still tinkering

(https://cdn.thingiverse.com/renders/bc/51/c2/75/58/bf9b9762acdc79b0c9b34cfe8421df01_display_large.jpg)

(https://i.postimg.cc/2yhSwCM4/kaboobie2.jpg) (https://postimages.org/)



Title: Re: Possible Projects Interest
Post by: WyldFyre on December 17, 2023, 10:30:58 PM
This is pretty awesome. It is amazing how many cool things are still added to the game all these years later. I keep hoping to have time to start tinkering with the imports and rigging of meshes. Maybe someday. Until then thanks for all these toys that you, SA , cranlox and everyone keep adding, and Dean's skinning is off the charts. Thank you one and all!!!
Title: Re: Possible Projects Interest
Post by: Randomdays on December 17, 2023, 11:55:41 PM
You're welcome WyldFyre. Your efforts in preserving the work of some of the meshers and skinners who started things off is appreciated as well.

To tell the truth, I'm not really happy with a lot of work I've done, but they get the idea across and should work if anyone ever gets around to using them. I doubt if any missions would ever be done, but someone might make some Machinima with them, and that would be neat. With all the maps available and the camera hack some great stuff might be done.

There's so much out there already, but the original HB heroes from the 60's were a big part of my Saturday morning growing up, and seeing so many make it into the game is really making me happy. More than one person has worked with them, but besides myself I think Dean has done a lot to get them into the game.

Thanks for working with me on these Dean!

Now, uploading the Shazzan characters;

Chuck - no alpha version for now. His model has teeth and a tongue inside the head. With alpha turned on, it looks more like an x-ray since they show up. For an 'inviso' model, I would have to remove them and tweak the model.

Nancy - no alpha version as she appears 'patchy', like Blip did with it turned on. Not sure why.

Kaboobie - updated and loading new versions;

           Kaboobie 1 - walking version with no riders. Uses imported Civ4 kfs, so for FFvt3R only

           Kaboobie 2 - 2 versions in the zip - one with Chuck and Nancy, one without. rename or split
                        depending on which you need.

Not sure what to work on next, but there's Buzz Conroy to look at still, some more Wacky Races vehicles, and since Cranlox posted his Nick Fury skin, that reminded me he had a jetpack. So maybe the Jonny Quest group with jetpacks skoped on.

Still a few missing characters from the classic shows to be done as well.
Title: Re: Possible Projects Interest
Post by: cranlox on December 18, 2023, 04:01:28 PM
Very nice works !
Title: Re: Possible Projects Interest
Post by: Randomdays on December 18, 2023, 08:42:07 PM
Thanks Cranlox.

The Quest group with jetpacks on. Now uploaded to the Jonny Quest folder

It would be better if the straps were just textured on the main body instead of meshes, but since I can't skin these will have to do.

I might be able to improve these from Sims2 to Sims3, but not sure if all the extras are in both.

(https://i.postimg.cc/9FP0v6Qh/jetpacks.jpg) (https://postimg.cc/MvTzBrBP)
Title: Re: Possible Projects Interest
Post by: SickAlice on December 21, 2023, 10:03:56 PM
Truth RD, I am not happy with any of mine. And I mean every piece of art I have done since age 4 and every thing I ever built. I think that mentality is needed to create. You know you have to question it in order to drive yourself. If there is one part of one line of on a sketch I do it is the only thing I see. I know others don't but it's there for me.

Else I do this stuff, actually anything online for anyone that happens to come across it if at all. I don't care what people use anything for outside of making profit. Mods. Look at in CTool2. Use the parts for something. Convert for some other game or print it. Whatever. If it is making someone happy for a minute it was worth my time.

And speaking of Dorma is coming along, I'm by X-Mas. This bug is a doozy. I'm having a lot of problems seeing straight and focusing. The prop I just uploaded for example took me way long than it should have. And chores are the same. Tis the season to be sick and lethargic from whatever happens to be going around I suppose.

But as the others thank you to you and everyone else here for your devotion to this forum, game and the arts. It puts a smile on my face every time and that's worth more than any present in a stocking to me.

Happy holidays.
Title: Re: Possible Projects Interest
Post by: Randomdays on December 23, 2023, 08:55:50 PM
Much improved version of Dr quest done.

Used the Sims3 creator and added the jetpack again for a second version.

Unfortunately, the Sims 3 model exporter will not export facial hair like beards and such, so I had to use my poor skinning skills to add the beard and mustache manually.

I was able to successfully "Frankenstein" the hands from Gren's Punisher on the model after lining them up and joining them on. This ought to work for all future Sims 3 imports as long as I use Gren's Punisher as its base.

I may update Hadji and Jonny, but Race and Bandit I think are fine as I can make them

Both versions uploaded to the megasite in the Jonny Quest Folder.

(https://i.postimg.cc/tgv4vBQx/quest4.jpg) (https://postimages.org/)
Title: Re: Possible Projects Interest
Post by: Randomdays on December 23, 2023, 10:43:37 PM
Update to Kaboobie with Chuck and Nancy, and alone

Moved Chuck's legs back and brought Kaboobie's head and neck up for a more natural look.

Uploaded and replaces the old Kaboobie2 zip

(https://i.postimg.cc/jj8nkpGt/kaboobie5.jpg) (https://postimages.org/)
Title: Re: Possible Projects Interest
Post by: SickAlice on December 24, 2023, 12:32:07 AM
They look good. I never read JQ. A boy in my 6th grade English would bring TPB's to class and pour over and explain the characters to me. Until the teacher took them since we weren't allowed to have comic books in school lol. I got in trouble for that too, not ridiculing him or anything. Just how goofy the situation was.
Title: Re: Possible Projects Interest
Post by: Randomdays on December 24, 2023, 12:40:28 AM
JQ was just about my favorite toon in the 60's growing up. It was originally at night as a prime time series so extra effort was put into it.

You should check it out - only the originally 60's series though. Just the intro alone on youtube ought to get you interested.

I'd love to get a couple more characters in - Jade on the good side and Dr. Zin on the bad side - but they're probably beyond what I could do.
Title: Re: Possible Projects Interest
Post by: cranlox on December 24, 2023, 05:11:34 AM
I just remembered thanks to You that the evil Dr Zin was a JQ villain. Coincidentally, in Argentina there is one of those television doctors (who was also an Italian official) called Dr. Claudio Zin. Specifically, from my point of view, he is a highly negligent, corrupt and inaccurate doctor, literally the host of the news program where he worked died of Covid and did not know how to diagnose it or notice symptoms.
At the same time, he is a nefarious character at the service of one laboratory or another according to the guidelines he receives...
Regarding your new version of DrQuest, I really liked the first version of sims2.
From what I remember, shouldn't the straps be white?
I have Googled it and I also saw them like this.
I was trying to replace the jetpack with another one so that it wasn't "exactly the same as the shield" but I never managed it.
The new flying camel looks great.

I've been making little but a Brooklyn texture based on one of my favorite action figures from this collection.
(https://i.imgur.com/RSXrGVZ.gif)
(https://i.imgur.com/R2eBlZQ.png)

I was also thinking about a casting that would seem great to me. Cody Rhodes could be an excellent interpreter of Race Bannon in a live-action movie.
Free thought!
(https://i.imgur.com/aQn1svG.png)
Title: Re: Possible Projects Interest
Post by: Randomdays on December 24, 2023, 01:38:03 PM
Thanks Cranlox, Looking at some screencaps, the jetpack straps appear either white, brown, or a light tan.

Easy enough to change as you like. The jetpack and straps were hard for me to do. If you want to delete the mesh straps and change them to being on the skin itself, that would be great.

The Sims2 version of Dr Quest bothers me due to the rigging at the shoulders being off, making them much to square.The face is good but the entire mesh is a bit too slim.

All the Sims2 imports are "twisted" a bit due to the capture method.

Ice Storm Brooklyn looks good, but I'm not familiar with it if that version was ever on the show at all.

Keep up the good work
Title: Re: Possible Projects Interest
Post by: cranlox on December 24, 2023, 04:15:00 PM
Happy Christmas Eve and Christmas to all
I made some straps in white.
Brooklyn's icestorm mode only takes place in a comic and on the action figure not in the show.
The Sims2 face seems to be better, that's what I'm mainly referring to.

 :thumbup:
Title: Re: Possible Projects Interest
Post by: Randomdays on December 24, 2023, 10:29:09 PM
There was talk of a Jonny Quest movie, and a Doc Savage movie. The Rock was going to be in eaqch, playing Doc and Race. Neither project seems to be going anywhere.

Now, Disney+ is moving along with a live-action Gargoyles series. From the first info on it, only Goliath will be showing up at first.

New improved Hadji. Once again, the mesh and rig are better with the update, but I think the face on the original is better. Take your pick.

Uploading soon

(https://i.postimg.cc/L43Q6kpQ/Hadji4.jpg) (https://postimages.org/)

Title: Re: Possible Projects Interest
Post by: Randomdays on December 26, 2023, 08:31:45 PM
Dean had done a great skope of the actual genie, Shazzan, from the show, but he said he lost a lot of his work.

Here's my try at him, not as good as Dean's, but I think acceptable since there's nothing else out there.

Almost everything created with the Sims3 "Create a Sim" from 2 different models thrown together. Adjusted the head size to try to make it thinner and not so boyish, and adjusted the chin down into points for the beard. Adjusted the pants bottoms to hug the ankles. Adjusted the bracelet to be longer and mirrored it to the other arm.

Adjusted another copy and thinned it out for a gold necklace. Still need to do the same for the ankles, and increase th siz of the earings.

Added the ponytail and ears from Ink's Raza.

For the skin, added a rough beard to match the character, tweaked the body skin since originally he was wearing pajama bottoms. I still need to adjust the default necklace on the skin.

Might need to bring the waistline up to match the original character.

Kitbashed Ink's ears on the male_basic akin with the ears on the default skin.


(https://live.staticflickr.com/2005/2058683182_9b20e88e8b_b.jpg)

(https://i.postimg.cc/4xNjXpLc/shazzan6.jpg) (https://postimages.org/)


Title: Re: Possible Projects Interest
Post by: Randomdays on December 27, 2023, 09:56:05 PM
Finished Shazzan. He and the new Hadji will be uploaded probably tomorrow. A couple of pics below, one in game on a custom map.

When checking them out in game, I saw that since Kaboobie and the kids were using the "Sam the Eagle" kfs. they were tilted upwards in game to match Sam. I'll be uploading a new version of them as well to correct the problem.

I'm also putting a short video to put up on youtube showing Shazzan and the kids flying on the camel. I made Shazzan big, though he's not as tall as he was in the cartoons.

(https://i.postimg.cc/g08CNPky/shazzan-7.jpg) (https://postimages.org/)

(https://i.postimg.cc/kXLYZhHT/shazzan-8.jpg) (https://postimages.org/)
Title: Re: Possible Projects Interest
Post by: Randomdays on December 28, 2023, 05:55:42 PM
Video below from youtube of the final versions of Shazzan, and Chuck and Nancy on Kaboobie.

Kaboobie - corrected the flying angle, scaled the model down to human size, closed a gap where Nancy's head and neck met and adjusted her hair to set better on the scalp. Removed Chuck's eyelashs due to transparency problem

Shazzan, corrected Kaboobie, and v2 of Hadji, uploaded to the megasite.

Title: Re: Possible Projects Interest
Post by: Randomdays on December 29, 2023, 12:02:15 AM
Next, from the middle section of the Space Ghost show, the separate adventures of Dinoboy!

About the only thing I can think to do to improve it might make the freckles more evident.

(https://i0.wp.com/theroarbots.com/wp-content/uploads/2020/10/SpaceGhost2.jpg?fit=1200%2C932&ssl=1)

(https://i.postimg.cc/LXRwq8m5/Dinoboy.jpg) (https://postimages.org/)

Title: Re: Possible Projects Interest
Post by: Randomdays on December 29, 2023, 03:05:11 PM
Dinoboy uploaded to the HB Heroes folder. Has an alternate skin which just has a few freckles added.
Title: Re: Possible Projects Interest
Post by: cranlox on December 29, 2023, 04:12:38 PM
DINOBOY IS EXCELLENT AND I THINK HIS FACE IS PRETTY CLOSE TO FRANKESTEIN'S BOY.
THE SHAZAM ALSO HAD A NICE FINISH. I TOOK THE FREEDOM TO MAKE YOU BROWNER SKIN.
(SORRY FOR THE CAPS THE KEY IS STUCK))
(https://i.imgur.com/GIiZv57.png)
https://www.mediafire.com/file/xocsfpmfnq10f30/pal2.rar/file
Title: Re: Possible Projects Interest
Post by: Randomdays on December 29, 2023, 11:22:12 PM
Thanks! Downloaded!
Title: Re: Possible Projects Interest
Post by: cranlox on December 30, 2023, 04:13:21 PM
I don't know if you have it or if you're interested but I have the 5 original rangers in civilian suit version, here I show it to you in case you're interested. I know that these characters are already in their Morphing version (in fact you are very good in those versions)
(https://i.imgur.com/F3uVC9A.png)
Title: Re: Possible Projects Interest
Post by: SickAlice on December 31, 2023, 11:22:54 AM
Doing Dorma today. I missed a tutorial step so she's freed from that and she was pretty much sculpted already. Sick still (counting my blessings though) and the weather is no good so I'm sitting around indoors. Should be very soon. I'll have to go through her swimming keyframe again and then pop it up in the Releases section.
Title: Re: Possible Projects Interest
Post by: SickAlice on January 01, 2024, 09:34:01 PM
As in the Inbox Dorma is up and over in the releases section.

Working on the Rick Jones animation. I screwed around more and decided on the active defense from Gren's AZ mb keys. Here's a shot of it just to get the process out in the forums.

So we look this part in the animation.

(http:/thelitterbox.freedomforce4ever.com/temp/keyframeRJ1.jpg)

After this the character will raise his arms in the air as if he was an American football ref declaring the touchdown "good". This is pretty much spot on at this point. You can look the notes and see we don't have any other than the Start and End so I will have to look at the positions in the keyframes and sort of guess. The forearms rotation will give it away. Then the next part is to copy the finger positions from a closed fist animation, melee will work. Then I have to move the arms up above the head. I will find the end of the part of of the animation where the hands are held in the air to be the end of the new animation. When I get that done I will come back to this.

So just a short tutorial on how to begin making new animations. Most of it just sitting and looking at CTool at different animations. Gren made the most that are compatible with other meshes so it's pretty easy to find them
Title: Re: Possible Projects Interest
Post by: SickAlice on January 06, 2024, 06:11:47 AM
Okay. So Captain Marvel animation is done. It is named Special in the keyframes and is for male basic. There's also a simple Captain Marvel nif included. The animation has three empty slots if one wants to add cape bones to it.

DOWNLOAD HERE
 (http://thelitterbox.freedomforce4ever.com/uploaded7/CaptMarvelKey.rar)

So we had the animation. I went with the "football arm only version" and figured out what part of the animation the arms where in the air. Then I open the male basic nif and posed the arms since the was the part I was going to change. I saved this as a separate nif. Note the highlighted rotations on the selected bone the left clavicle.

(http:/thelitterbox.freedomforce4ever.com/temp/keyframeRJ2.jpg)

Going over to the keyframes in another instance of Nifskope and tracking down the same string name.

(http:/thelitterbox.freedomforce4ever.com/temp/keyframeRJ3.jpg)

Opening that up and finding the rotations at the choice time. Here you can see the timeframe was 1.1600. This lasts until 2.0000. This will be the same for every bone we have to change.

(http:/thelitterbox.freedomforce4ever.com/temp/keyframeRJ4.jpg)

So you can see the rotations in the keyframes. Now we copy the rotations (positions if needed but I didn't do that here) for every bone we moved in the nif. Save it and we have a new animation.

(http:/thelitterbox.freedomforce4ever.com/temp/keyframeRJ5.jpg)

Edit: This is real sloppy. Sorry. I've been having surgeries all week and the doctors got me to agree to be doped up for awhile. I can see how off I am though and hate it. As I promised one day I will sit down and make an entire Index of tutorials and host them. As before anyone that wants in feel free to say, we have time to finish this book. RD here is already in and being hosted by me. And RD if you have any other tutorials you would like me to compile feel free to ask. That is literally something that doesn't much time or effort.
Title: Re: Possible Projects Interest
Post by: Randomdays on January 07, 2024, 09:33:58 PM
Thanks SA! That's exactly what I wanted!

I think that male_teen and Dean's Samson use male_basic kfs, so I'll check and make sure it works with those as well.




Not a lot of time to work on FF for the last few days, but here's a base for Dinoboy's Ugh the Caveman

Not bad but the face could do with some skin work to fit the character, and toes need to be added to the skin.

Please grab and adjust the skin if you can.

Male_heavy with the head broadened out in the x axis

Skin is a base done by Gryphon

Hair from Nikka's female_hair_B, adjust a bit to fit the head

Club and loincloth from my Civ4 caveman import

Uploaded in the HB heroes folder

(https://i.postimg.cc/FsV10qfY/Ugh.jpg) (https://postimages.org/)


Title: Re: Possible Projects Interest
Post by: SickAlice on January 08, 2024, 01:49:10 AM
Wasn't sure if you were asking me but here's a quick texture that looks sort of like the character (I think). Mostly he just needed eyebrows. I also made a wireframe for the texture called warrior_128_wire.tga which the loincloth and club are assigned to. The toes are weird. It's hard to texture them on normal feet. Normally I model toes or do something cheap and make out of fingers.

DOWNLOAD HERE (http://thelitterbox.freedomforce4ever.com/uploaded7/DB%20Ugh%20RD%20skin.rar)
Title: Re: Possible Projects Interest
Post by: Randomdays on January 08, 2024, 10:57:46 AM
Thanks SA! Not you in particular, but anyone helping is great.

I did find 3 cavemen skins I had for male heavy - I think by Atomic Robot. I'll check when I get home from work and maybe kitbash his toes on if he's on the list to to be able to do that.

For HB classic heroes I think I'm about done.

Left to do - Unless someone else steps in this is what I'll try to do with them

1) Buzz Conroy from Frankenstein JR. I've got san stl and I plan to just grab the head and attach it with simple textures. Cranlox thought my Dinoboy would be a good base as well for a skinner to work with.

2) The Impossibles civilian form. I think I can get the stls that are out there for that.

3) Space Ghost's Council of Doom. I think a reskin for Moltar. Maybe a few pieces added to a knight mesh for Metallus. Not much I can do with Creature King or Spider Woman.

4) Tog the dragon from Mightor. Trying to adjust a dinosaur to fit better, and adding wings. Would need a new skin if I can get the shape right

5) Bronty the Dinosaur from Dinoboy. trying to adjust a dinosaur mesh to match. Would need a new skin.

6) Moby Dick from his own show. Working on a whale to match, but he's extremely low poly and blocky, but the best I could find.

7) Birdgirl from the Birdman show. Maybe trying to put a Birdman or Birdboy skin on a female mesh?

I think that's all that's left except for maybe some other villains from some of the shows.

Dr zin and Jade from Jonny Quest would be great but beyond me. Daglob was trying to do Jade, but the hair piece was beyond him.

I also grabbed some stls of some other classic HB characters I'd like to get to - Secret Squirrel and Morocco Mole, Atom Ant, and Hong Kong Phooey, Spot, and his car.

There's also an stl of Dynomutt stl out there that looks good, and its only a few dollars. Thinking about that. I'd like to take a car mesh and redo it into there their car and put them in it.

5) Zok the dragon from Herculoids
Title: Re: Possible Projects Interest
Post by: SickAlice on January 08, 2024, 11:46:29 PM
I'm making something for you. Should be done. I know how barefoot low poly meshes are supposed to look. The reason toes are hard to texture on is because we have what would be called "boot mapping". It's that side view map that wasn't made with detail in mind back then. Most maps if you look at newer 3d models have the feet mapped from the top down, then the sole as is. So that's what I just modelled. I exported from your Blend file so you should be able to weight it back in easily. I also I am making a version of the club with the spikes removed since I noticed the character does not have a spiked club. I just have to finish a new texture, then I'll upload what will be called "male heavy barefoot".
Title: Re: Possible Projects Interest
Post by: SickAlice on January 09, 2024, 12:28:05 AM
Here:
MH BAREFOOT
 (http://thelitterbox.freedomforce4ever.com/uploaded7/MH_Barefoot.rar)

In the RAR is an OBJ containing your model's hair, loincloth, your club with the spikes removed and a male heavy with remapped feet. It "should" be in the same position as your Blender file was. I also included a new base "barefoot" skin and then a new one for Ugh. A new wireframe as well. See below where the feet are mapped correctly now so we texture the top like we would the hands. Now you can just have this whenever you want to make barefoot things or shoes. Or if you want to share it with whoever.

(http:/thelitterbox.freedomforce4ever.com/temp/mhbarefoot.jpg)
Title: Re: Possible Projects Interest
Post by: Randomdays on January 09, 2024, 10:44:05 AM
Thanks again SA! I'm glad that even after 20 years, there's still new work being done with these games.

I still think that's there very few games to this day withe versatility FF has for modding.
Title: Re: Possible Projects Interest
Post by: cranlox on January 09, 2024, 04:34:54 PM
I think I arrived late because I was without internet for 1 day. Maybe what SA did is definitely superior from what you can see.

Hello RD, I don't know if it's as good as you expected, but I tried to make it a more realistic texture similar to the DinoBoy style, then with the feet I tried to make decent toes and I never achieved something that I like , remember that you have the caveman from ScoobyDoo If you want to dedicate yourself to improving this character, you could give him those feet and that stick that are more similar to the animated version of this character.

(https://i.imgur.com/1yqDxVH.png)
here skin (https://www.mediafire.com/file/k78qf2dt5syqyj8/BetaCranlox.rar/file)

I was thinking about Mobby, HB's version is very cute and friendly-faced.
Disney's Pinocchio's whale has a more tremendous face. But I think she could be a good foundation for your work.
I converted that model to obj, but the mesh came out somewhat damaged because it mixed the mappings of the 2 textures. I'll send you the pmx and the converted file. I think one option is to cut the whale in the middle of the body and add another part to it. back (something similar to the head chop you did with Xanatos)
I quickly textured it to a white version, although everything would have to be done, which is the beige detail on the belly and a friendlier face.

(https://i.imgur.com/hJKawnD.png)
Model Link
https://www.deviantart.com/whitepaopu/art/Monstro-whale-Download-982263043
My folder files
link (https://www.mediafire.com/file/pcgnhfrzgx5kgmg/MonstroToMobby.rar/file)
Title: Re: Possible Projects Interest
Post by: SickAlice on January 10, 2024, 05:54:52 AM
My body texture not really. I just used the standard texture albeit remapped the new feet. Mostly I modelled. I did texture the loincloth. I couldn't get the cell shaded look you did for some reason so I just gave up. I figured someone else could take it from there if they wanted.
Title: Re: Possible Projects Interest
Post by: Randomdays on January 13, 2024, 09:08:38 PM
Thanks guys. Had a chance to check things out today.

Cranlox, the Monstro mesh looks like it should go well with Moby if I can work it out. Thanks!

SA, your Ugh skin is great. The black eyebrows and lowering the hair on the forehead really improved it.

The toes are good also. I wondered about nipples since AR's cavemen have them, but looking at some screenshots, I don't think they were used in the cartoon.

Pic below of Atomic Robots 3 caveman skins moved from male_heavy_effects onto my my new mesh. Looks like he had already done toes  - two have them and one has sandals.

I'll probably re-up the updated Ugh with the new changes and skins when I can.

A question on Dinoboy. He used a slingshot a lot - are there any animations of a slingshot in action?

(https://sciencefiction.com/wp-content/uploads/2019/10/Dino-Boy.jpg)

(https://i.postimg.cc/rw2wRxZc/cavemen.jpg) (https://postimages.org/)
Title: Re: Possible Projects Interest
Post by: Randomdays on January 14, 2024, 11:18:22 PM
Updated Dinoboy's Ugh and reuploaded. It now has my updated model with the spikes removed from the club, SA's model as an alternate with his skin included, Cranlox's beta skin, the 3 Atomic Robot Caveman skins, and an updated standard skin kitbashed by me from the above.

Use whichever one strikes you best.
Title: Re: Possible Projects Interest
Post by: SickAlice on January 15, 2024, 08:47:04 PM
Ty. I don't know of any slingshot but I would skope into a bow and arrow nif. They have the same kind of movement.
Title: Re: Possible Projects Interest
Post by: deanjo2000 on January 15, 2024, 09:02:56 PM
DM did a slingshot skope.

https://www.mediafire.com/?am2cfw07r3ma0cw
Title: Re: Possible Projects Interest
Post by: SickAlice on January 16, 2024, 09:58:53 AM
(https://media.giphy.com/media/v1.Y2lkPTc5MGI3NjExdTl2eDkzenY0ZzhvOGNjOWk5MHNraHkwOWNzZjIzbWl3dGt6amtwMyZlcD12MV9pbnRlcm5hbF9naWZfYnlfaWQmY3Q9Zw/11FiDF2fuOujPG/giphy.gif)
Title: Re: Possible Projects Interest
Post by: Randomdays on January 16, 2024, 10:37:14 AM
Thanks Dean! Maybe I can rerig him to those keyframes this weekend
Title: Re: Possible Projects Interest
Post by: Randomdays on January 20, 2024, 07:13:29 PM
Working on the missing character from the Mightor Show, the dragon Tog

Reference and WIP pics below.

For the WIP, I took a stegosaurus model, reshaped the head and added wings.

Posted as is, but he still needs a new skin to match the reference, as well as maybe some more head and body work and the spines added.

Walking and flying versions included.

He might also do as a base for Bronty from Dinoboy with the wings removed and another skin for him

(https://i.postimg.cc/Wpd0rT8x/10-model-sheets-for-the-mightor-portion-of-hanna-barberas-v0-3bzoccgdmx6b1.jpg) (https://postimg.cc/SjpXb0wG)

(https://i.postimg.cc/654tGgCc/Tog_2.jpg) (https://postimages.org/)

Title: Re: Possible Projects Interest
Post by: Randomdays on January 20, 2024, 08:12:12 PM
Uploading a WIP for Bronty.

Same model as before, but adjusted a bit.

Body shape seems off in action due to the rigging with the wolf kfs. Not sure what I can do about that though.

Needs a skin as mentioned before. If I can get him going, I'll add the collar and a version with Dinoboy, Ugh, or both riding.

A basic monotone skin showing his base green color included.

If I can, I'll look at modifying Doc Ruina's Zok from the Herculoids next to try to get it close to the reference version.

(https://i.postimg.cc/DfDrdTQJ/bronty-1.jpg) (https://postimages.org/)


Title: Re: Possible Projects Interest
Post by: Randomdays on January 20, 2024, 11:26:03 PM
Updated version of Dinoboy to v2 with dm's slingshot.

Rerigged per dm's suggestion to Ren's GA Speedy.

Adjusted the slingshot to join the two separate pieces together

For both versions, the boots could do with a reskin to add the leopard spots to them

Posted in the HB Heroes folder

(https://i.postimg.cc/nhKys3vw/slingshot.jpg) (https://postimages.org/)
Title: Re: Possible Projects Interest
Post by: cranlox on January 21, 2024, 03:52:14 PM
Dinoboy turned out excellent. Maybe I don't know if he is your idea or your project at some point, but since he is a boy with a rubber band, maybe it would be appropriate to make a Bart Simpson, since there is no FF or FFVS3R.
It's just an idea.
Title: Re: Possible Projects Interest
Post by: Randomdays on January 21, 2024, 03:58:43 PM
Thanks Cranlox

I'm hesitant to get into the Simpsons since I would want to do as many as I could, and there's so many of them!


I saw that I never uploaded the Moby Dick characters, Tom and Tubb that Dean did. Maybe I thought Dean was posting them on his group, but since he said he lost most of his HB stuff, I'll go ahead and put them on the megasite.

Looking for the Scooby the seal that I did as well. I'll upload it when I find it.
Title: Re: Possible Projects Interest
Post by: cranlox on January 21, 2024, 04:11:33 PM
betaskin FOR DINOBOY
https://www.mediafire.com/file/0o10htqa663o3oi/betaDinoBoy.rar/file
(https://i.imgur.com/Z5IlS1U.png)

In the great Model Resorts there are many Simpsons characters from HiT&Run
https://www.models-resource.com/pc_computer/simpsonshitrun/
Title: Re: Possible Projects Interest
Post by: Randomdays on January 21, 2024, 04:20:56 PM
Thanks Cranlox! That's great!

Downloaded!
Title: Re: Possible Projects Interest
Post by: SickAlice on January 21, 2024, 06:35:31 PM
I see these dinos share a body and texture map. I made wireframes for you and am making a base texture. I'll upload it soon.
Title: Re: Possible Projects Interest
Post by: Randomdays on January 21, 2024, 08:15:43 PM
Thanks SA.

I finally had time to check out the Captain Marvel keyframes. They look great!

I also checked them out with Tommyboy's Rick Jones and Dean's Young Samson and they worked fine with those as well.

1) The Captain Marvel mesh and skin - Are they yours? I'd like to give credit.

2) For tutorials , I think the meshing and skinning part 2 and the one for bring in new kfs from other games.
Title: Re: Possible Projects Interest
Post by: cranlox on January 22, 2024, 12:10:47 AM
I've seen Applaydu's brontosaurus from kindergarten and it seemed ideal for Bronty.
I didn't get it yet in model
Surely it also has the movements, it is a game in which you need to buy kinder chocolate eggs to unlock the characters and new islands, but the QR codes are shared on the network.
Title: Re: Possible Projects Interest
Post by: SickAlice on January 22, 2024, 12:21:54 AM
Quote from: Randomdays on January 21, 2024, 08:15:43 PMThanks SA.

I finally had time to check out the Captain Marvel keyframes. They look great!

I also checked them out with Tommyboy's Rick Jones and Dean's Young Samson and they worked fine with those as well.

1) The Captain Marvel mesh and skin - Are they yours? I'd like to give credit.

2) For tutorials , I think the meshing and skinning part 2 and the one for bring in new kfs from other games.

Yeah. I made the mesh and texture. Well? It's just a recolored base and I "think" all I did with the mesh was make some hair from the male_basic?

You'll have to send me links to the tutorials. The usual. My mind just isn't sticking with things lately.

Okay so here is what I got. Incudes wireframes, base_textures and the original textures (resized). I also again included some 3d models. They are bits for all three of your dinosaurs here: Bronty, Tog walking and Tog flying. I don't have your Blend files so it's up to you to weight the new parts. The reason I made them aside the scales on Tog is the texture mapping is weird and attempts at eyes and collar just came out smeared. So I just made eyes, a collar and scales.

Download here
 (http://thelitterbox.freedomforce4ever.com/temp/RD_Dinos.rar)

(http:/thelitterbox.freedomforce4ever.com/temp/RDDINO.jpg)

Title: Re: Possible Projects Interest
Post by: Randomdays on January 22, 2024, 11:07:53 AM
Awesome SA!

The Captain Marvel mesh and skin are good for something you probably just threw together. a good bonus to go with the new animation

Adding the back scales and such saves me the time and effort, so thanks for that as well. The rigging was a bit off on the walking models but it looks like you may have fixed that also.

Thank you very much!

Cranlox, thanks for the heads up, but I'm pretty happy with SA's work. Now I have to finish up on them as SA said and do a rider version with Dinoboy and/ or Ugh on Bronty. The models in the video do look nice though.

Thanks guys! It's much appreciated! I've almost got the classic HB hero group done and there's only a few left to try getting done. For a game that's been around for so long, and with most of the past modders gone, it great that there's still work coming out from the few of us that are still active.
Title: Re: Possible Projects Interest
Post by: cranlox on January 22, 2024, 03:25:41 PM
With all the work they did, my appointment for those models was literally late.

Yesterday I was using Dinoboy, it turned out well. Make sure I send you a portrait in the zip folder of the animal print boots.
Title: Re: Possible Projects Interest
Post by: Randomdays on January 22, 2024, 05:31:17 PM
Dinoboy did come out pretty well for something created in Sims 3

My thanks to dm for the slingshot kfs and mesh, and to you, SA and Dean for all the help you've been giving

After I get time to work on Tog and Bronty, I'll try to update Dr Ruina's Zok from the Herculoids to finish off that group, or Moby Dick to finish off his group from the suggestions given.
Title: Re: Possible Projects Interest
Post by: SickAlice on January 23, 2024, 12:28:16 AM
No sweat. My rigging is always a little off. I learned that stuff only matters upon close inspection in CTool. You will never notice in game. I have a problem with Mother Righteous currently like this. On the upside every imported than altered animation was a signature match and works in game. I am very pleased that happened.

I pretty much otherwise had to scrap it together for my sake so I could see how it would look on the right mesh. I also thought about and CM would have hair so I wanted some tall hair as a guideline. So I wouldn't do something like make the arms fall inside the hair or something, leave enough space.
Title: Re: Possible Projects Interest
Post by: Randomdays on January 27, 2024, 09:24:51 PM
Went thru and updated Bronty and the two Tog meshes with the new addons and skins from SA. Bronty's skin didn't fit for some reason so I had to tinker with it a bit.

I also rerigged Bronty and did a version with Dinoboy riding him. Not sure if I'll add Ugh as well

Cranlox had made a request for the two main characters from the 2000 movie "Road to El Dorado" and sent me a link to some models, so I'm taking a little break from the HB characters to work on the.

I'm thankful for all the help he's been giving me so I put the 1st one together today to pay it forward a bit, the character Tulio. He didn't come out too bad but he was not in a normal "T-pose" so he needed some work done.

Miguel is in a better pose and might be easier to work with next.

I also put him on Gren's Swordsman armature/ kfs, which might have been a mistake since Tulio is left handed and the kfs are for a right handed swordsman. I'll tinker a bit more and see if other kfs work with him.

If I'd been smart I'd mirror him to put the sword in the other hand before rigging.

SA's new skins are above. Pics with Dinoboy riding Bronty, and Tulio below.

All the finished work will be uploaded probably tomorrow

(https://i.postimg.cc/5yS65Dwc/bronty2.jpg) (https://postimages.org/)

(https://i.postimg.cc/Qdh19JZK/tulio.jpg) (https://postimages.org/)

Title: Re: Possible Projects Interest
Post by: cranlox on January 28, 2024, 06:29:29 AM
The work you have been doing is excellent.
Thank you for your work and support. After searching, I found the Shrek that I had started a long time ago and with Dean's help I patched it up. Here I share it with you, I would like to get the knight's mask. But hey, at least it's something.
I was also trying to make a Bionic Woman.
Thank you for your work with Tulio and Miguel, they look great, Tulio is ambidextrous, in fact in the game he changed his hand sword and in the action figure the sword comes in the right hand.
(https://i.imgur.com/ysle9gC.gif)
(https://i.imgur.com/Zb0SjK8.png)
In Tulio's case he is with a machete, from when he goes through the jungle, he does not have a sword in his hand.
The sword they use in the movie is a Spanish florin/foil stolen from Spanish soldiers.
Apparently I looked in model resources and this seemed like an option.
sword (https://www.models-resource.com/pc_computer/darksouls/model/51990/)
Title: Re: Possible Projects Interest
Post by: Randomdays on January 28, 2024, 05:19:03 PM
Thanks for the info Cranlox

For down the line, I found a good site for stls and I'm downloading a DnD cartoon Diorama right now.

The characters have been updated to more mature versions, but I'm looking at mainly the roller coaster cart and entrance to put on the roller coaster on my map, and maybe Venger's horse with Dean's Venger.

There's also some good stls of the group in their classic look, so I'm looking at Diana and Sheila to fill out Dean's group

https://www.etsy.com/listing/1396525783/dnd-tribute-diorama-anime-cartoon-80?click_key=5ff234ccedaae21afc3800c7a41f0f02eba63675%3A1396525783&click_sum=9d33554e&ref=sold_out-22 (https://www.etsy.com/listing/1396525783/dnd-tribute-diorama-anime-cartoon-80?click_key=5ff234ccedaae21afc3800c7a41f0f02eba63675%3A1396525783&click_sum=9d33554e&ref=sold_out-22)

This is the Diana I'm trying to get, and the Shiela I already have. Diana is great except for me except for the expression on her face so I may transplant everything onto a female basic or Sims 3 model.

https://studio3dprint.net/en/movies-tv/2227-dungeons-dragons-diorama-stl-3d-print-files.html (https://studio3dprint.net/en/movies-tv/2227-dungeons-dragons-diorama-stl-3d-print-files.html)

Title: Re: Possible Projects Interest
Post by: cranlox on January 28, 2024, 05:48:45 PM
Here I share the SHREK and the other cars cars

https://www.mediafire.com/file/zjcxmvk4m9go2s6/DISNEY_Jackson_Storm.rar/file
https://www.mediafire.com/file/o3du102lipfh8mj/DISNEY_McQueen2.rar/file
https://www.mediafire.com/file/kmrz4g94tyk8ord/DISNEY_Mia_Car.rar/file
https://www.mediafire.com/file/mso3awrqvx1t7as/DISNEY_Mack.rar/file
https://www.mediafire.com/file/whpkatvznrrn2iy/CINE_Shrek.rar/file
(https://i.imgur.com/RrSOopv.png)
Title: Re: Possible Projects Interest
Post by: Randomdays on January 28, 2024, 07:09:07 PM
Thanks Cranlox

Uploaded to the HB heroes folder - updated Tog walking and flying and Bronty, alone and with Dinoboy

Uploaded to the Other folder - Tulio
Title: Re: Possible Projects Interest
Post by: Randomdays on January 28, 2024, 08:50:07 PM
Miguel finished and uploaded to the "Other" directory.

This one came out very nice. Includes Gren's Sword from the original mesh

(https://i.postimg.cc/pTfdZ7Pz/miguel.jpg) (https://postimages.org/)
Title: Re: Possible Projects Interest
Post by: cranlox on January 29, 2024, 08:14:17 AM
Thank you for your fantastic contribution, I was enjoying playing with the golden duet, they really turned out very well, I tried to change Tulio's hand machete for the sword that you gave Miguel, and despite it looking good in nifskope when previewing in Ctool and in the game it was deformed with triangles.
Taking into account the heights of the characters, I put Miguel in size 0.9 and Tulio in 1 so that the difference in height is preserved, since he seemed slightly shorter in the game Tulio than Miguel.
They have truly turned out very well and it is a dreamlike pleasure to see these characters that are so endearing to me in action in my favorite game.
Infinite thanks.
(https://i.imgur.com/19nGar0.png)
they needed a Altivo (https://www.mediafire.com/file/pbrbhpbu4kkpo2d/RtED_Altivo.rar/file)
Title: Re: Possible Projects Interest
Post by: Randomdays on February 03, 2024, 07:09:23 PM
Not a lot of time today to do complicated work, but here's some more Wacky Races vehicles and cars

1) Penelope Pitstop in the Compact Pussycat, and Peter Perfect in the Turbo Terrific

2) The same member on Deviant Art that put up the vehicle pack also put up a character pack from the arcade game. They were a bit blocky until some extra vertices were removed and then smoothed out in Blender.
  Dastardly and Muttley so far, unrigged as yet. I'll probably do at least Penelope Pitstop and the Anthill Mob from the spinoff. There's a Hooded Claw stl for the villain from the show out there, but its a bit pricey.

(https://i.postimg.cc/nhq75xK7/pussycat.jpg) (https://postimages.org/)

(https://i.postimg.cc/bwY2DDSv/turbo.jpg) (https://postimages.org/)

(https://i.postimg.cc/xT26ZRhF/dastardly.jpg) (https://postimages.org/)

(https://i.postimg.cc/pLRNGskq/muttley.gif) (https://postimages.org/)
Title: Re: Possible Projects Interest
Post by: Randomdays on February 04, 2024, 09:07:13 PM
Muttley finished and uploaded to the Classic Cartoons folder
Title: Re: Possible Projects Interest
Post by: cranlox on February 13, 2024, 07:28:31 AM
As always interesting things! great contribution I was playing with the boys from del dorado for a few days without connection
:thumbup:

thanks! :thumbup:  :thumbup:  :thumbup:
It's not much but by finding a very similar head, I was able to stretch an image to generate a pretty decent skin.
This is how Ginger elf rrive to FFVS3R
(https://i.imgur.com/AtA6GU1.gif)
Ginger (https://www.mediafire.com/file/tyflz8epdkakbir/CRTN_Ginger.rar/file)
an elf who casts magic I think would be welcome
Title: Re: Possible Projects Interest
Post by: cranlox on February 17, 2024, 04:32:56 PM
 :banghead:
Working on Mara by Blackstar, but I had some problems saving without checking if what I modified is correct... and I will have to start from scratch to redo it.
(https://i.imgur.com/6kjcwox.png)
(https://i.imgur.com/sZ5R5aC.jpeg)
Title: Re: Possible Projects Interest
Post by: Randomdays on February 18, 2024, 08:08:12 PM
Good work Cranlox! The helmet is off but should be easily modified in blender
Title: Re: Possible Projects Interest
Post by: cranlox on February 19, 2024, 06:22:23 AM
The helmet doesn't really fit well, for the rest...it's within what I could with my possibilities.
The colors seem to differ in the chapters.
that's why I gave it 1 small variation
(https://i.imgur.com/GY96ImJ.gif)
HERE! (https://www.mediafire.com/file/s9c9a01hfyojx7y/Mara_2.rar/file)
Title: Re: Possible Projects Interest
Post by: cranlox on February 24, 2024, 08:53:27 AM
My Klone version of Blackstar.
He doesn't have metamorphic powers, I really don't know how to do that or if it can be done in FF, occasionally the only thing I can think of is to turn his hand into a dragon's head and breathe fire through it.
This being a beam of flame.
Maybe it's the safest thing to do.
From what I saw, the action figure came out in a simulated color of being on fire, in green and in the appropriate color.

(https://i.imgur.com/IvDcZ1o.gif)
here!
klone 1 (https://www.mediafire.com/file/cbd8eu4jkbkyhsb/CRTN_KLONE.rar/file)
klone 2 (https://www.mediafire.com/file/hlwirueiitkfjlr/CRTN_KLONE2.rar/file)

My favorite color for his skin is light brown with a very slight tint.

Title: Re: Possible Projects Interest
Post by: Randomdays on February 25, 2024, 12:50:31 AM
Great job cranlox! Downloaded them all. I'll try to work on the helmet when I can.

From the Wacky Races set, the Compact Pussycat and the Turbo Terrific are uploaded to the Mega site, as well as a version of the Mean Machine without Dastardly and Muttley in it, and the rigged model of Dick Dastardly.

A short video of them in action are here on youtube ;



Title: Re: Possible Projects Interest
Post by: WyldFyre on February 25, 2024, 12:54:12 PM
These are awesome! Kudos to Random and cranlox for all the goodies!
Title: Re: Possible Projects Interest
Post by: cranlox on February 25, 2024, 04:54:37 PM
It's just a base, I couldn't figure out the bottom part of your "coat or corset, or corset coat?"
His belt buckle, in some parts of the program's animation, looks like the face of a bear and in others a dragon. Or at least that's what it seems to me.
The pendant on his neck would also have to be sculpted.
At least to make a more faithful version that occurs to me to begin with.
(https://i.imgur.com/FtprMPY.gif)
HERE! (https://www.mediafire.com/file/xd1fab37figojr5/CRTN_Jesmine.rar/file)
Title: Re: Possible Projects Interest
Post by: cmdrkoenig67 on February 25, 2024, 05:03:52 PM
Quote from: cranlox on February 19, 2024, 06:22:23 AMThe helmet doesn't really fit well, for the rest...it's within what I could with my possibilities.
The colors seem to differ in the chapters.
that's why I gave it 1 small variation
(https://i.imgur.com/GY96ImJ.gif)
HERE! (https://www.mediafire.com/file/s9c9a01hfyojx7y/Mara_2.rar/file)

Hi Cranlox,

There are some actual arm and wrist bands that you could put on the Mara character. Just a suggestion, it might give her more dimension. The Klone character looks great too, BTW.

I barely remember this cartoon. LOL!

Dana
Title: Re: Possible Projects Interest
Post by: Randomdays on February 25, 2024, 07:54:27 PM
Thanks Wyldfyre. Sometimes it helps to see the new work in game.

I worked for awhile on Mara's helmet, but I think I'll start over from scratch - not happy with it.

The next 2 WR vehicles are from the arcade pack, and are higher quality than the Wii models. I may have to go back and redo the ones already done.

Below, the Arkansas Chugabug, the Covertacar, and the improved Compact Pussycat.

As well as the Penenope Pitstop Model being worked on.

(https://i.postimg.cc/SKS629GT/chuggabug.jpg) (https://postimages.org/)

(https://i.postimg.cc/8cP9ZsDt/convertacar.jpg) (https://postimages.org/)

(https://i.postimg.cc/t4VfSKQQ/penelope2.jpg) (https://postimages.org/)

(https://i.postimg.cc/qBb5kJpH/pitstop3.jpg) (https://postimages.org/)

Title: Re: Possible Projects Interest
Post by: deanjo2000 on February 25, 2024, 08:00:12 PM
Very cool stuff :thumbup:
Title: Re: Possible Projects Interest
Post by: Randomdays on February 25, 2024, 09:38:05 PM
Tried SA's suggestion of poly reducing in Milkshape before going to Blender.

Converted the stl to a obj file and tried importing it to Milkshape, but I guess the file is too big for the program to handle. It tries to load for a minute then just goes back to waiting an action.

The stl file is almost 8,000,000 vertices. I'll have to go back to poly reducing in blender and then doing simple textures to the broken up mesh I guess

(https://i.postimg.cc/9FCcmhTc/bluto1.jpg) (https://postimages.org/)
Title: Re: Possible Projects Interest
Post by: cranlox on February 26, 2024, 12:22:23 AM
about Mara:
hi cmdrkoenig67, Yes, but after trying, I am not satisfied.
And I resolved with the simplest option, they can get involved and always use whatever they want about what I make or modify.

Also on my computer it happens to me that when the same character has many parts and they coincide with several other characters that also have numerous parts, some parts start to look pink. That's why I'm not a fan of many parts either.

------------------------------------------------

Excellent vehicles and great job RD.
Surely a long time ago when there was a gargoyle Goliath (prior to the one in RD) that Daglob and I searched everywhere and we mutually agreed to assume that it was lost, there was a brutus that was not even remotely close to the model that you are working.

I'll look in my old disk if any Brutus appears, I'm completely convinced I didn't have it, but I still remember it and I'll look.

Regarding Mara's helmet, it's incredible how difficult it was for me. I tried to make one with the SA system using png to .obj and I didn't like that version either, which I never managed to texture!
Without a doubt I have little knowledge and requirements in my system for better things.

-------------------------------------------------------------------------

Penelope is a character that crosses generations, it really is an incredible addiction to the world of FFV3R that she arrives from your hand.
Yesterday I enjoyed Dastardly and Muttley playing on the battlefield

-------------------------------------------------------------

Greetings everyone and enjoy freedom
(https://i.imgur.com/GqCAGjT.gif)
here (https://www.mediafire.com/file/3j5wtgkxlvuxis6/CRTN_Tony_Tiger.rar/file)

Title: Re: Possible Projects Interest
Post by: Randomdays on February 26, 2024, 11:07:27 AM
I think the Bluto/ Brutus is up at Alex's site

Thanks Cranlox

The helmet isn't hard to adjust and change in Blender, I'm just not happy with my final results. Arm and wrist bands ought to be able to be added as well in Blender - I just did some of those, and ankle bands I think, for the Genie Shazzan.

If I redo the WR vehicles already done with the higher poly models, I'll leave the old ones up as a v1 version, with the new ones as v2. Vehicles are quick since they don't need rigging - just sizing to the game and the collision and selection boxes added.

The Brutus shown in the pic is very nice, but I just found an easier one to work with from a Wii Popeye game on the models resource. The other one looks great, but as an stl, would take a lot of work to poly reduce, breakup, and simple texture. I'd like to find a Wimpy, Seahag, and a couple of others as well, but the choices for premade models for Popeye are very limited.
Title: Re: Possible Projects Interest
Post by: cranlox on February 27, 2024, 12:33:16 AM
Quote from: Randomdays on February 26, 2024, 11:07:27 AMI think the Bluto/ Brutus is up at Alex's site

Thanks Cranlox

The helmet isn't hard to adjust and change in Blender, I'm just not happy with my final results. Arm and wrist bands ought to be able to be added as well in Blender - I just did some of those, and ankle bands I think, for the Genie Shazzan.

If I redo the WR vehicles already done with the higher poly models, I'll leave the old ones up as a v1 version, with the new ones as v2. Vehicles are quick since they don't need rigging - just sizing to the game and the collision and selection boxes added.

The Brutus shown in the pic is very nice, but I just found an easier one to work with from a Wii Popeye game on the models resource. The other one looks great, but as an stl, would take a lot of work to poly reduce, breakup, and simple texture. I'd like to find a Wimpy, Seahag, and a couple of others as well, but the choices for premade models for Popeye are very limited.

Exactly that is the brutus that I sent you converted to Obj to give you some advance notice and with the textures converted to tga
Popeye is very good, the one who made Detounme and the spinach effect for when you open and eat the can also really looks good giving it 300% power
Title: Re: Possible Projects Interest
Post by: Randomdays on February 27, 2024, 10:45:41 AM
I did a Popeye and Olive way back with Popeye pulling a can of spinach. Detournme probably worked with that since we did some work together back then.
Title: Re: Possible Projects Interest
Post by: cranlox on February 27, 2024, 10:15:17 PM
Quote from: Randomdays on February 27, 2024, 10:45:41 AMI did a Popeye and Olive way back with Popeye pulling a can of spinach. Detournme probably worked with that since we did some work together back then.
Surely, it's something you guys did! There is no doubt about the quality!
It is one of my favorites.
Trying to bring Yago from Cybats (a very short national minor comic)
For now I haven't found a photo or my comic, so I'm just doing a memory and search job. I need to resolve all the detail of his hair but it looks similar to what I remember
(https://i.imgur.com/HLFIR20.png)
Title: Re: Possible Projects Interest
Post by: Randomdays on March 01, 2024, 11:48:43 PM
Great Job Cranlox. I had wanted to get some of the cereal mascots in the game.

My favorites as a kid were a pair called 'Quisp' and 'Quake', with the commercials done by the Bullwinkle/ Capt'n Crunch animators.

Of all the characters out there still not in the game, these two are among the ones I would most want to see.


For Wacky Races, Cleaned up the higher quality Bulletproof Bomb and put the Anthill mob as separate characters.

Cleaned up Lazy Luke and Blubber Bear from the Arkansas Chugabug, and Profesoor Pat Pending from the Convertacar.

The higher quality versions of the vehicles just have to be zipped up and uploaded. The characters haven't been rigged yet.

These are some very nice quality models. Hats off to the creators of these for the arcade game.

(https://i.postimg.cc/XN50gkfs/bulletproof2.jpg) (https://postimages.org/)

(https://i.postimg.cc/HLNfwrVG/anthill.jpg) (https://postimages.org/)

(https://i.postimg.cc/C5xkwxs1/Luke.jpg) (https://postimages.org/)

(https://i.postimg.cc/W4mkrk9z/Pat-Pending.jpg) (https://postimages.org/)

Title: Re: Possible Projects Interest
Post by: cranlox on March 02, 2024, 06:31:11 AM
How nice these models look!
Gangsters with a gun like you did with Tom Western (tom AND Jerry) would really be very playable.
And they would do a lot of justice to characters who were always very relegated in importance.
Penelope is a great favorite, I think, of an entire generation.
The bear and his companion are also super rare to see autonomously.
The Professor gives options to types of grenades, I imagine him throwing crazy bombs. In short, what you decide to do with this theme seems very nutritious to me for the game.
I didn't know those two characters from the cereals and I can't even think of how to think about taking them to Freedom.
Quite a theme! In addition, they have very specific animations, the one who makes the well could be or could be used by the armadillo (Spiderman villain).
I'm glad you liked the tiger!
Title: Re: Possible Projects Interest
Post by: Randomdays on March 03, 2024, 12:02:53 AM
Uploaded the 4 Wacky Races cars and chracters mentioned above to the megasite - Updated Compact Pussycat, Bulletproof Bomb, Convertacar and Arkansas Chugabug

Also did two more and uploaded as well for a total of 6 of the cars and characters - The Army Surplus special and an updated Creepy Coupe

The Army Surplus needed a bit of work - for some reason Private Meekly looked like he needed a shave and the tank treads had an incorrect uvmap to them. I had to take the head off of the stand alone model and put on the driving version, and take the tread from the Wii version and match them up

(https://i.postimg.cc/7hFX4fDQ/surplus1.jpg) (https://postimages.org/)

(https://i.postimg.cc/7PGpFzn9/creepy1.jpg) (https://postimages.org/)
Title: Re: Possible Projects Interest
Post by: cranlox on March 03, 2024, 01:14:41 AM
I downloaded all 6 and none of them are playable, can this be correct?
If you want I can transfer them to the vehicles the way I put the cars in "Disney CARS"
Title: Re: Possible Projects Interest
Post by: Randomdays on March 03, 2024, 02:41:58 AM
The cars or the people? The cars should work... the people haven't been rigged yet.

If its the cars, I'll see whats going on. Might have to use nifskope to move them over to another vehicle like you probably did.

The original Mean Machine worked so I could try moving them to that
Title: Re: Possible Projects Interest
Post by: cranlox on March 03, 2024, 07:28:49 AM
I've been fighting with Iago's hair on the arms and I haven't been able to.
But I was able to make a Isaque Geada from Guadalupe Extreme.
(https://i.imgur.com/bdQ9hmO.gif)
HERE! (https://www.mediafire.com/file/0698zm442ie2ezy/ARG_Geada.rar/file)

Penelope in her vehicle with what I understand to be the correct scale and tested in FFvs3R.
HERE! (https://www.mediafire.com/file/yxj225x9vgq9c02/WR_Penelope_Pitstop_v2_RD.rar/file)

Disney Papo
(https://i.imgur.com/JmeWlSv.png)
HERE! (https://www.mediafire.com/file/wbxy70f6a7v603q/DISNEY_Papo.rar/file)
Title: Re: Possible Projects Interest
Post by: cmdrkoenig67 on March 03, 2024, 03:13:37 PM
RD,

Great work on all the whacky Races stuff.

Dana
Title: Re: Possible Projects Interest
Post by: Randomdays on March 03, 2024, 11:28:23 PM
Thanks Dana.

Another classic cartoon brought into the game. I had wanted to do these a long time ago, but couldn't find the right models back then.

I finished cleaning up 2 more vehicles and their drivers today, should be up soon.

The cars are set up, but the like the others, the drivers are unrigged for now.

The Buzz Wagon with Rufus Ruffcut and Sawtooth, and the Crimson Haybailer with the Red Max.

Still tweaking them a bit as well.

(https://i.postimg.cc/FRdBFvGC/buzzsaw.jpg) (https://postimages.org/)

(https://i.postimg.cc/7ZY33ydB/crimson.jpg) (https://postimages.org/)



Title: Re: Possible Projects Interest
Post by: cranlox on March 06, 2024, 03:38:01 PM
There are all these really excellent characters, both them and their vehicles.

mustafatylan68 made some of his models that he had as payments downloadable, I'll let you know in case any of them
What interests you are various cartoons from the 90's although there is nothing from HB or from the 70's
https://sketchfab.com/mustafatylan68
Title: Re: Possible Projects Interest
Post by: DoctorRuina on March 07, 2024, 06:51:24 PM
Supergoofy would be interesting haha
Title: Re: Possible Projects Interest
Post by: DoctorRuina on March 07, 2024, 06:58:22 PM
daglob did a marvelous mesh/skin of Inspector Gadget based on the movie. I'm interested in the cartoon version.
Title: Re: Possible Projects Interest
Post by: Randomdays on March 08, 2024, 03:32:55 PM
cranlox - thanks for the link. some of those are already on my list

Dr Ruina - Inspector Gadget is on my list.

https://sketchfab.com/3d-models/inspector-gadget-71045519fd7941fda20eba6451142bed (https://sketchfab.com/3d-models/inspector-gadget-71045519fd7941fda20eba6451142bed)

there's a Supergoof stl out there. It would probably be easier to take a normal Goofy model, add a cape and reskin it though
Title: Re: Possible Projects Interest
Post by: Randomdays on March 08, 2024, 08:37:03 PM
Finished the WR Buzz Wagon and Crimson Haybailer and uploaded them with the unrigged drivers included.

Did some more work on Cranlox's Mara. I think its closer to the original version in the show, but the helmet and hair are a pain to work with. I think I'm done with it for now but may go back later

Its in the Other directory on the Megasite



(https://i.postimg.cc/XqLnv0qc/mara3.jpg) (https://postimages.org/)
Title: Re: Possible Projects Interest
Post by: Randomdays on March 09, 2024, 04:57:59 PM
Finishing up the final 3 upgraded characters and vehicles for Wacky Races. These characters are unrigged as well. I think the rigging will be slow on these, with Penelope being done first.

Updated Mean Machine, Boulder Mobile with the Slag Brothers, and the Turbo Terrific with Peter Perfect

(https://i.postimg.cc/NF8C6Dd8/meanmachine2.jpg) (https://postimages.org/)

(https://i.postimg.cc/GhqqbHVp/slagbros.jpg) (https://postimages.org/)

(https://i.postimg.cc/fLNxcNpF/turbo2.jpg) (https://postimages.org/)

Title: Re: Possible Projects Interest
Post by: BentonGrey on March 09, 2024, 08:17:56 PM
Wow, great work folks!  Y'all have been doing some really impressive stuff while I've been away!

I'm particularly loving the Gargoyles and all of the Hannah Barbara characters!
Title: Re: Possible Projects Interest
Post by: Randomdays on March 09, 2024, 09:12:18 PM
Welcome back Benton. I was just thinking about you a few days ago. Good to see you check in.

Dean did an awesome job on the Gargoyles. And he and Cranlox got the major characters done from Blackstar.

The classic HB heroes are something I've really wanted in the game. I grew up on them and knew them even before comics. With a lot of help, I'm almost finished getting them all here.

The only ones I think left that would be hard to do would be the rest of Council of Doom from Space Ghost - Moltar, Creature King, Spider Woman and Metallus. There's a couple of other ones from other shows that I think I can get in game from other places though.
Title: Re: Possible Projects Interest
Post by: DoctorRuina on March 10, 2024, 06:28:33 PM
I don't think it's too difficult to do the members of the Council of Doom. I can try to do some skope.
Title: Re: Possible Projects Interest
Post by: DoctorRuina on March 10, 2024, 06:33:35 PM
Maybe...Moltar with Human Bomb, Metal Master with Ares or Dread Knight, Spider Woman with the witch mesh...
Title: Re: Possible Projects Interest
Post by: deanjo2000 on March 10, 2024, 06:37:08 PM
I do plan on redoing my moltar skope so don't worry about him :D
Title: Re: Possible Projects Interest
Post by: Randomdays on March 10, 2024, 06:40:46 PM
Great Dean!

For Spider woman, I was thinking maybe the Agatha Harkness or Aunt May mesh for a start.

For Creature King, Male Dwarf bighead with a cape and helmet added

For Metallus, one of the knight meshes with some extra pieces on it. Dread Knight sounds a like a good base as well
Title: Re: Possible Projects Interest
Post by: DoctorRuina on March 10, 2024, 08:14:03 PM
I have started to make a Moltar
(https://i.postimg.cc/t7N78JJq/Moltar.jpg) (https://postimg.cc/t7N78JJq)
Title: Re: Possible Projects Interest
Post by: Randomdays on March 10, 2024, 10:08:09 PM
Thanks Doc, though I'm not sure why you started with Moltar since Dean is coming back to his.

But, having 2 Moltars is better than having none!


So I spent some time today working on Skyspheres. Tommyboy had already set the basics up a long time ago, but I wanted to try to be a little fancy.

I tried to tie it to my merry-go-round nif so I could have a rotating sky sphere, going clockwise. Then I would flip it to rotate counterclockwise. Putting them both on the map, slightly apart, I thought it would look like the sky was moving in the same direction, east and west, meeting in the distance to the north.

While I can get them to rotate in the character viewer, they won't do so in game. Over my head at the moment. Maybe SA can help when he pops back in.
Title: Re: Possible Projects Interest
Post by: deanjo2000 on March 11, 2024, 02:49:16 PM
HB Moltar and HB Mentok are now in my random folder.
Title: Re: Possible Projects Interest
Post by: Randomdays on March 11, 2024, 10:22:28 PM
Thanks Dean! Going to grab them in a moment!

Now we're halfway there on the Council of Doom!

If Dr Ruina finishes his, then we'll have two of Moltar!
Title: Re: Possible Projects Interest
Post by: BentonGrey on March 11, 2024, 11:50:40 PM
Awesome stuff, folks! 

RD, I grew up with the HB stuff and have some love for those characters too.  Did you ever read the Futrue Quest crossover DC put out with all of them?  It was a blast.  If I had all the time in the world, I'd use all of those characters in an adaptation of that story.
Title: Re: Possible Projects Interest
Post by: Randomdays on March 12, 2024, 10:22:01 AM
Benton, I grew up on them as well. It's been a real blast seeing them running/ flying around in game.

I've got the Future Quest books but haven't got around to reading them yet. While I didn't like the direction they went with some of their more realistic HB updates, like the Flintstones, I thought their Scooby-Apocalypse was well done.

With some help from Dean, Cranlox and others, I've just about got all the characters done for their classic Superheroes, or have files to convert and bring them in.

Besides the Council of Doom mentioned above, the only ones outright missing that I can think of are Birdgirl from the Birdman show, and Dr Zin and Jade from Jonny Quest.

Still to do; - I've got stl files for the Impossibles in their civilian outfit. Maybe rigged to pyscho hustler since he;s the only one I can think of playing a guitar.

stl file of Buzz Conroy from Frankensein Jr

stl file of Zok from the Herculoids

I've got a couple of whale models for a possible Moby Dick

maybe a few others


Title: Re: Possible Projects Interest
Post by: cranlox on March 12, 2024, 01:24:46 PM
Birdgirl and Jade are far from my capabilities, their wings are complex and their helmet/hood/mask also needs to be modeled.
Doc Zin seems more accessible although I saw that there are several versions.
Which one do you want?
maybe I can try something
Title: Re: Possible Projects Interest
Post by: Randomdays on March 12, 2024, 04:40:57 PM
Thanks Cranlox. The classic 1960's version

(https://th.bing.com/th/id/R.35e7eb398747769c90af915ebb15a54b?rik=BysUSznQfmCaKQ&riu=http%3a%2f%2fvignette1.wikia.nocookie.net%2fvillains%2fimages%2f1%2f15%2fZin2.jpg%2frevision%2flatest%3fcb%3d20131223123711&ehk=rCzlrxBrbfpJ4Gn5Ronrh98uI4HuMTUc7wfnxSAP%2bEM%3d&risl=&pid=ImgRaw&r=0)

For Birdgirl, Hawkgirl could be a base with the mask from the birdman or birdboy meshes that are out there.

Jade would be hard just due to her kerchief
Title: Re: Possible Projects Interest
Post by: cranlox on March 12, 2024, 09:20:00 PM
I'm going to try to do the doc, and watch some chapters.
I'm not saying it's at the level of what you dream of.
Afterwards the hawkgirl can work but the wings are different.
Title: Re: Possible Projects Interest
Post by: Randomdays on March 12, 2024, 09:50:51 PM
I appreciate any effort.

Try "The Robot Spy", "The Riddle of the Gold", and "Double Danger" for Zin
Title: Re: Possible Projects Interest
Post by: BentonGrey on March 12, 2024, 11:35:41 PM
RD, yeah, I was never interested in most of the reimaginings, but Future Quest treats all of these characters extremely well.

Man, you're getting really close!
Title: Re: Possible Projects Interest
Post by: cranlox on March 13, 2024, 02:56:16 PM
I got 2 of those chapters to watch them in Latin Spanish (my language)
They remind me of the few times I saw them as a child.
Surely after seeing them I started trying
Title: Re: Possible Projects Interest
Post by: Randomdays on March 13, 2024, 06:33:49 PM
:)

The Robot Spy is one of my favorite episodes. There's a model of the robot out there that I might rig and bring into the game one day.
Title: Re: Possible Projects Interest
Post by: cranlox on March 14, 2024, 09:04:19 AM
(https://i.imgur.com/B1IZHVV.png)
I clearly sized Dean's cool Mentok, and lengthened his part of his clothes.
It is a first base, I also saw that there are some interesting heads to use as an alternative, if you decide tomorrow to replace the head with one that you like better. The bad thing is that they all come together and require blender work.
It probably doesn't live up to your dream for a more important character, but at least there is a first base skin so that it can be improved from here.
I share everything below and thanks in advance to Dean who graciously allowed me to use his materials.
(https://i.imgur.com/eNrgIrZ.png)
HERE! (https://www.mediafire.com/file/tllus3naxsq1855/dr_Zin.rar/file)

I noticed that you sent me a photo of a DrZin with the colors of his clothes inverted to what is seen in the SpyRobot chapter, if you want , I can later invert it and change the skin to a more Caucasian color.
It seems that that was changing
Title: Re: Possible Projects Interest
Post by: deanjo2000 on March 14, 2024, 09:46:48 AM
Nice work :thumbup:
Title: Re: Possible Projects Interest
Post by: Randomdays on March 15, 2024, 12:29:22 AM
Its great as it is! Downloaded! Thanks Cranlox
Title: Re: Possible Projects Interest
Post by: BentonGrey on March 15, 2024, 12:45:36 AM
Nice work, Cranlox!  He looks quite good.  Nice detail on the forehead, capturing his design perfectly.
Title: Re: Possible Projects Interest
Post by: cranlox on March 15, 2024, 01:20:48 AM
Thanks Benton and Dean. Here is an alternative color version.
(https://i.imgur.com/TDcMr57.gif)
ALTERNATIVE COLOURS (https://www.mediafire.com/file/i22nceo6pxjfhvf/alternative_color.rar/file)

I came across this wooden battleship and I couldn't resist putting it on the vehicles, maybe it would look better with a crew member leaning out of the hatch.
For now it is bare like this in case anyone wants it
WOOD TANK (https://www.mediafire.com/file/lqrcqmj9p4ukgqh/WOOD_TANK.rar/file)
(https://i.imgur.com/D01sZ6f.gif)

(https://i.imgur.com/YfGa2Ss.png)
WW2 CAPTAIN AMERICA TANK HERE (https://www.mediafire.com/file/iccj2qw32cjfbk8/MCU_CaptainAmericaTank_WW2.rar/file)
PUNISHER VAN HERE! (https://www.mediafire.com/file/8k7tbdd9g7cem6c/MCU_PunisherVan.rar/file)
Title: Re: Possible Projects Interest
Post by: DoctorRuina on March 15, 2024, 12:35:58 PM
Randomdays, I started doing Moltar because I didn't know deanjo was working on it. Undoubtely the result will be better if deanjo does it. If my pc works I'll try to do Spider Woman.
Title: Re: Possible Projects Interest
Post by: cranlox on March 15, 2024, 12:55:05 PM
Quote from: DoctorRuina on March 15, 2024, 12:35:58 PMRandomdays, I started doing Moltar because I didn't know deanjo was working on it. Undoubtely the result will be better if deanjo does it. If my pc works I'll try to do Spider Woman.

Dean already did it and uploaded it to his mediafire site
Dean ya lo hizo y lo subió a su sitio de mediafire
Title: Re: Possible Projects Interest
Post by: DoctorRuina on March 15, 2024, 01:01:34 PM
Great! I will visit his site now.
Title: Re: Possible Projects Interest
Post by: DoctorRuina on March 15, 2024, 01:07:36 PM
No conocía a este Dr. Zin, pero se ve genial.
Title: Re: Possible Projects Interest
Post by: Randomdays on March 15, 2024, 04:13:14 PM
I appreciate all the help guys. Spider woman would be great! That would just leave Metallus and Creature King
Title: Re: Possible Projects Interest
Post by: Randomdays on March 16, 2024, 04:45:06 PM
The last 3 updated Wacky Races cars are done and uploaded. Rigged Penelope Pitstop to female basic and uploaded.

Spent a lot of time trying to get a Bluto mesh from a Nintendo switch game rigged, but it just wasn't working. I wound up transplanting the head onto a make_hulking mesh and doing a simple skin. It could use a better one.

All uploaded to the Classic Cartoons folder on the megasite.


(https://i.postimg.cc/fR5J40Hr/penelope3.jpg) (https://postimages.org/)

(https://i.postimg.cc/vHsBcvkK/bluto.jpg) (https://postimages.org/)
Title: Re: Possible Projects Interest
Post by: cranlox on March 17, 2024, 01:12:15 AM
Excellent characters, I'll see if I can make a new skin for this villain Brutus

thanks for sharing
Title: Re: Possible Projects Interest
Post by: DoctorRuina on March 17, 2024, 08:17:56 PM
Great Brutus!
Title: Re: Possible Projects Interest
Post by: deanjo2000 on March 17, 2024, 08:43:32 PM
Very cool, I love all of these. I'm tempted to do some alt bluto skins myself  :thumbup:
Title: Re: Possible Projects Interest
Post by: Randomdays on March 17, 2024, 08:44:27 PM
Go for it Dean and Cranlox!
Title: Re: Possible Projects Interest
Post by: Randomdays on March 17, 2024, 09:40:48 PM
Bluto is using male_hulking, so he'll take any male_hulking skin.

Here he is with c6's Pitt skin

(https://i.postimg.cc/rpwTvvMQ/Bluto-Pitt.jpg) (https://postimages.org/)

I'm here to kick butt and chew bubblegum.

And I'm all out of bubblegum

Duke Nukem, ready to go, just needs to be packaged up. Rigged to Gren's Punisher

Searching, I saw that there was a kitbash many years ago that got squashed, and nothing since. So Duke has finally arrived!

I did another Duke that didn't come out as well, but he had a jetpack and a RPG that I borrowed for the better one

Pig Cop from Duke Nukem - just starting. The shotgun didn't transfer for some reason so I'll have to substitute. I think there's one in the weapons pack I put up a while back

Lara Croft, ready to go, just needs to be packaged up. Rigged to female_longhair_2guns_nojacket hexed mesh by zuludelta (which already had a skin for her.)

For some reason, the guns on the original mesh weren't set up right, so they would disappear from the holsters, but not appear in her hands. This version has the guns always drawn and ready. I had tried to adapt a reduced version of Gren's Punisher to the mesh, but it didn't work.

(https://i.postimg.cc/28MvM62H/duke2.jpg) (https://postimages.org/)

(https://i.postimg.cc/Z5fMN6cf/duke1.jpg) (https://postimages.org/)

(https://i.postimg.cc/sxvptZS2/pigcop.jpg) (https://postimages.org/)

(https://i.postimg.cc/C1BhXjJ5/lara.jpg) (https://postimages.org/)


Title: Re: Possible Projects Interest
Post by: cranlox on March 17, 2024, 11:48:10 PM
Has anyone escaped the era of Hanna Barbera and the old cartoons!? ahahhaha beautiful selection of characters you made and even more interesting to see them in the game.
I've been making some things for your Brutus.
I put it back in a different folder to keep both and move the texture selection.
(https://i.imgur.com/hLF8QsD.png)
(https://i.imgur.com/6daLf7x.png)
HERE! (https://www.mediafire.com/file/si6vbod13vhda4r/CRTN_V_Brutus_RD2.rar/file)
Title: Re: Possible Projects Interest
Post by: deanjo2000 on March 18, 2024, 03:41:19 AM
That looks really good :thumbup:
Title: Re: Possible Projects Interest
Post by: cranlox on March 18, 2024, 08:26:40 AM
Hello RD, it may not be useful to you, but I saw this jetpack by chance on my disk while I was looking for an ape head(I'm trying to make a decent viral monkey) and I uploaded it to my mediafire in case you want to have it. We had talked about this when you put together the Quest backpacks.
(https://i.imgur.com/IuZZZf8.png)
HERE (https://www.mediafire.com/file/r8v3f9xm9uy7epm/JETPACK_11_2.rar/file)
and a police van
(https://i.imgur.com/LxUd1h1.png)
HERE! (https://www.mediafire.com/file/bxw4rzqzts8x5sv/IRRA_POLICEVAN.rar/file)
Title: Re: Possible Projects Interest
Post by: Randomdays on March 18, 2024, 10:03:58 AM
Thanks Cranlox... I've got quite a long list of possible projects, but the reply keeps getting blocked. maybe if I break into pieces?
Title: Re: Possible Projects Interest
Post by: Randomdays on March 18, 2024, 10:05:52 AM
Not quite so classic;

Inspector Gadget

Mighty Max and the Jackie Chan Adventures

Some more Darkwing Duck, Rescue Rangers, Ducktales, and the mouse and his friends. Lots to work with the models out there.

Samurai Jack

Kim Possible

Dexter's Lab, Cow and Chicken, Johnny Bravo, PPG, Courage and the Kids Next Door

Tiny Toons and Animaniacs
Title: Re: Possible Projects Interest
Post by: Randomdays on March 18, 2024, 10:08:30 AM
Pink Panther - Pink Panther, Big Nose man, The inspector, Sgt Deux Deux

I still have some Looney Tunes and Tom and Jerry characters to add (Droopy, Red Hot Riding Hood, Henery Hawk, Miss Prissy, etc.)

Woody Woodpecker and friends

The Flintstones, Jetsons, and Top Cat characters

Huckleberry Hound, Yogi Bear, Quickdraw McGraw, and the other classic HB characters in that group

Secret Squirrel, Morocco Mole, Atom Ant and the rest of the characters in that group

I don't have files for the Archie and Josie gangs, but I'd like to get them into the game.

Mighty Mouse and the Mighty Heroes

Supercar, Fireball XL5, Stingray, and the Thunderbirds

Astroboy and Marine Boy

Milton the Monster and Fearless Fly

Danger Mouse and Count Duckula
Title: Re: Possible Projects Interest
Post by: Randomdays on March 18, 2024, 10:10:28 AM
So, I had to break that up into multiple pieces to get rid of the "Server error" when trying to post.

Most of the above are stl files and won't be easy to get into the game, so we'll see how many get done.

There's a few other tv and movie characters I want to do as well
Title: Re: Possible Projects Interest
Post by: DoctorRuina on March 18, 2024, 10:52:20 AM
I did Astroboy years ago, but surely it can be improved.
Title: Re: Possible Projects Interest
Post by: DoctorRuina on March 18, 2024, 10:55:14 AM
And I remember having seen a Mighty Mouse mesh.
Title: Re: Possible Projects Interest
Post by: DoctorRuina on March 18, 2024, 10:59:32 AM
I recently watched the Centurions cartoon. Are they on anyone's list?
Title: Re: Possible Projects Interest
Post by: Randomdays on March 18, 2024, 11:43:05 AM
Not sure if I saw your Astroboy, but the Mighty Mouse is on Alex's site I think. Going for dedicated meshes to update them if I can.

https://cults3d.com/en/3d-model/various/astroboy-reddadsteve (https://cults3d.com/en/3d-model/various/astroboy-reddadsteve)

https://cults3d.com/en/3d-model/various/mighty-mouse-reddadsteve (https://cults3d.com/en/3d-model/various/mighty-mouse-reddadsteve)
Title: Re: Possible Projects Interest
Post by: cranlox on March 18, 2024, 02:28:01 PM
I have 1 version of Mighty Mouse, Inspector Gadjet, Astroboy and DangerMouse. These days I look for them and share them, they are not mine, they are created by other users.
Some are from Daglob and others from Gren if I'm not mistaken (or based on Gren's work)
I also have Kim Possible and her villain which always went wrong on my computer throwing an error where the mesh is deformed
Tiny Toon and animaniacs are one of my favorites on your list
You still have to share your Tarzan villain plantman if it finally turned out to be something.
Title: Re: Possible Projects Interest
Post by: DoctorRuina on March 18, 2024, 02:38:29 PM
Spider woman in progress
(https://i.postimg.cc/k69ZphBx/Spider-woman5.jpg) (https://postimg.cc/k69ZphBx)
Title: Re: Possible Projects Interest
Post by: DoctorRuina on March 18, 2024, 02:40:19 PM
My Astroboy must be here
https://app.mediafire.com/yjtcaw5w7nmyx
Title: Re: Possible Projects Interest
Post by: DoctorRuina on March 18, 2024, 02:45:09 PM
Daglob did a fantastic skope for Inspector Gadget but is based in the film. Could be made the animated version using this skope
Title: Re: Possible Projects Interest
Post by: Randomdays on March 18, 2024, 05:17:07 PM
For Inspector Gadget, I'll be doing the animated version, with Penny and Brain from an stl, The skinned one I linked to before, or this one with all 3 characters

https://www.etsy.com/il-en/listing/1170732934/stl-inspector-gadget-3d-print-model (https://www.etsy.com/il-en/listing/1170732934/stl-inspector-gadget-3d-print-model)

Besides Kim Possible, I know there's a couple of Shego's out there. It would be great if there was a Ron Stoppable available as well

Great to hear Spider Woman is in the works!
Title: Re: Possible Projects Interest
Post by: deanjo2000 on March 18, 2024, 07:28:11 PM
Quote from: DoctorRuina on March 18, 2024, 10:59:32 AMI recently watched the Centurions cartoon. Are they on anyone's list?
They are on mine, mostly done but need a good helmet.
(https://i.imgur.com/ACf5Yin.png)
Jake and Max are at the same level.
Title: Re: Possible Projects Interest
Post by: Randomdays on March 18, 2024, 09:14:01 PM
I'm home now and can see the pics.

Cranlox - Excellent job on the Bluto skins! Thank you!

Dr Ruina - I think I had that pack of your skins before, but downloaded it again just in case

Excellent job so far on Spider Woman! Thank You! Looking forward to it!

Dean  - I might be able to work with a Magneto Helmet, the one I think Cranlox used for Mara a couple of pages back or if not a different one. If I close up the front and add a piece to it over the mouth that might work. Not one of my shows really, but I'd like to see it in game.

It looks like there's some interest in Inspector Gadget, so I might work on him next. I've also got a Zok from the Herculoids that its not totally accurate, but it might upgrade the one Dr Ruina did in his pack

(https://i.postimg.cc/256dX4sX/zok.jpg) (https://postimages.org/)

Title: Re: Possible Projects Interest
Post by: BentonGrey on March 19, 2024, 01:16:27 AM
Dean, Centurions, nice!  He's looking great!

RD, I wonder if Zok could work on a shrunken version of Jik's dragon.
Title: Re: Possible Projects Interest
Post by: Panther_Gunn on March 19, 2024, 03:43:42 AM
Quote from: Randomdays on March 18, 2024, 10:05:52 AMDexter's Lab, Cow and Chicken, Johnny Bravo, PPG, Courage and the Kids Next Door

Just a (probably unnecessary) reminder:  AntmanANext did a Buttercup mesh & skin way back when.  Let me know if you need a copy of it.

Quote from: Randomdays on March 18, 2024, 10:08:30 AMSecret Squirrel, Morocco Mole, Atom Ant and the rest of the characters in that group

I have a feeling Squiddly Diddly may not get fully animated.  I can't think of any keyframes that would fit.

Quote from: BentonGrey on March 19, 2024, 01:16:27 AMRD, I wonder if Zok could work on a shrunken version of Jik's dragon.
Maybe Lockheed could be separated from the Kitty mesh.
Title: Re: Possible Projects Interest
Post by: WyldFyre on March 19, 2024, 10:02:43 AM
I 'might' have a small version of Jik's dragon. I remember seeing one somewhere.
Title: Re: Possible Projects Interest
Post by: Randomdays on March 19, 2024, 10:17:33 AM
Thanks guys. I'll check out the suggestions for Zok. If you look at Dr Ruina's pack of meshes he linked to above, there's a Zok in there. Not sure what he rigged it to at the moment (maybe Fin Fang Foom?) but I was looking at that for a base. The only thing really unique about him at first glance is his head, so maybe just that could be splice on.

It could be off of Jik's dragon already

Panther - good to see you. Not sure if I Buttercup since I'm at work, but send away. It couldn't hurt either way.

Squiddly could go on the male 4 arms, or the version used for Marvel's Barbarus
Title: Re: Possible Projects Interest
Post by: DoctorRuina on March 19, 2024, 08:26:42 PM
This Centurion looks awesome! Now Doctor Terror and Hacker...
Title: Re: Possible Projects Interest
Post by: DoctorRuina on March 19, 2024, 08:32:01 PM
Ramdomdays, I think I used a dragon mesh for that Zok, but I don't remember it well.
And Spider woman still needs some improvements. I'm trying to do Metallus as well. The problem is that I have a computer that often won't turn on.
Title: Re: Possible Projects Interest
Post by: DoctorRuina on March 19, 2024, 08:32:51 PM
Quote from: WyldFyre on March 19, 2024, 10:02:43 AMI 'might' have a small version of Jik's dragon. I remember seeing one somewhere.
Yes, I used this.
Title: Re: Possible Projects Interest
Post by: DoctorRuina on March 19, 2024, 08:35:10 PM
Quote from: DoctorRuina on March 19, 2024, 08:32:51 PM
Quote from: WyldFyre on March 19, 2024, 10:02:43 AMI 'might' have a small version of Jik's dragon. I remember seeing one somewhere.
Yes, I used this mesh.
Title: Re: Possible Projects Interest
Post by: Randomdays on March 20, 2024, 12:52:43 AM
Doctor Ruina, thanks for clarifying on the the Dragon. And thanks for helping on the Space Ghost characters.

That would just leave Creature King.

At first I was thinking he might be difficult to put together, but I threw a few things together;

Vertex's Leader, shrunk down and widened a bit - the head reshaped with a larger brain and narrower chin, ears from Dean's Lexington and a standard cape that I need to reshape. He'll need a skin when done, of course

(https://i.postimg.cc/d3V1b8Ns/king.jpg) (https://postimages.org/)
Title: Re: Possible Projects Interest
Post by: cranlox on March 20, 2024, 06:20:26 AM
Quote from: Randomdays on March 20, 2024, 12:52:43 AMDoctor Ruina, thanks for clarifying on the the Dragon. And thanks for helping on the Space Ghost characters.

That would just leave Creature King.

At first I was thinking he might be difficult to put together, but I threw a few things together;

Vertex's Leader, shrunk down and widened a bit - the head reshaped with a larger brain and narrower chin, ears from Dean's Lexington and a standard cape that I need to reshape. He'll need a skin when done, of course

(https://i.postimg.cc/d3V1b8Ns/king.jpg) (https://postimages.org/)

I can help you with alternative skin provided by me whenever you need.

I know you have many projects but if maybe at some point you can do this it would be great.
Put the Reptillus model into the Orko model.
Thank you if you can do it and if not, thank you for everything you do and share.
https://www.mediafire.com/file/h7ajlguvuauj4qs/Ork_base_for_Reptilllus.rar/file
https://www.mediafire.com/file/8duf6dibqiwkxcg/PlayStation_4_-_Kingdom_Hearts_III_-_Reptillus_Maximus_Statue.zip/file

I think you were looking to make the classic SpideSlayer, the guys from Marvel Strike Force did it in an updated version.
I also leave it here in case you want it.
https://www.mediafire.com/file/4ol03zs7l8ab4b0/MARVEL_STRIKE_FORCE_JJ_SpiderSlayer.zip/file

Here my first 50 hero files are at a maybe higher base than in my previous version.
folder hero HERE (https://www.mediafire.com/folder/pllhmy8bcmxba/hero_files)
Title: Re: Possible Projects Interest
Post by: Randomdays on March 20, 2024, 09:59:44 AM
Thanks Cranlox. Probably not a lot getting done till the weekend.

I'm not familiar with Retillus but I'll look at him
Title: Re: Possible Projects Interest
Post by: cranlox on March 20, 2024, 01:45:45 PM
Reptillius, He is a ToyStory character that is a tribute to the Motu toy line, at one point it was thought about developing the series of this character but it was quickly rejected.
He does not exist in playable mode in any game.

Surely today I will upload another section of my hero files to the same folder (another 50), logically they have to have the same effects so that they remain valid in your games.
Title: Re: Possible Projects Interest
Post by: Randomdays on March 20, 2024, 04:49:20 PM
Looked at the character and the statue file

Why Orko? He looks like a normal 2 legged character with a mace in his hand. The Orkos I know of are floating with no legs.

Wouldn't something like Gren's "Hogun the Grim" with a mace, or "male_staff" be a better fit?
Title: Re: Possible Projects Interest
Post by: cranlox on March 20, 2024, 05:00:05 PM
Yes, If you can with any character who has a mallet, the difference is that this Ork (who could be called an bipedal ogre, is heavier for his walk and hits his weapon on his hand). Basically the character is a bipedal reptile that hits with a dough.
Title: Re: Possible Projects Interest
Post by: Randomdays on March 20, 2024, 07:50:55 PM
Oh, okay....an Orc. I thought you meant Orko from Masters of the Universe

That makes more sense. Maybe he has a different name in your language?

(https://www.bing.com/th?id=OIP.0K51Qr_Z7rfAJzFVKZKsvgHaK5&w=150&h=221&c=8&rs=1&qlt=90&o=6&pid=3.1&rm=2)

Title: Re: Possible Projects Interest
Post by: cranlox on March 20, 2024, 08:53:38 PM
Quote from: Randomdays on March 20, 2024, 07:50:55 PMOh, okay....an Orc. I thought you meant Orko from Masters of the Universe

That makes more sense. Maybe he has a different name in your language?

(https://www.bing.com/th?id=OIP.0K51Qr_Z7rfAJzFVKZKsvgHaK5&w=150&h=221&c=8&rs=1&qlt=90&o=6&pid=3.1&rm=2)



In Latin Spanish, an orc is written with C, the character in the MOTU series is written with K, although there were also multiple translations even in national packaging writing "orko" "orcko" or "orco".

things that happened in the 80's

And push the turtle van onto the vehicle axle. It looks cute although it doesn't have great animations.
(https://i.imgur.com/ZsOoveW.png)
HERE! (https://www.mediafire.com/file/w4x8z7qkv0jzjgz/TMNT_TURTLEVAN.rar/file)
Title: Re: Possible Projects Interest
Post by: Randomdays on March 22, 2024, 05:18:58 PM
Uploaded the better of the Duke Nukems and Lara Croft to the 'Others' folder

Did a lot of tweaking on the Creature King and it's about as good as I can get it. It needs a skin. Uploaded to the 'HB Heroes' folder

Added the new head to Doctor Ruina's Zok. reskinned the main mesh to match the new head. Uploaded to the 'HB Heroes' folder





(https://i.postimg.cc/fLGdY5S1/king.jpg) (https://postimages.org/)

(https://i.postimg.cc/kXt1rhyR/zok.jpg) (https://postimages.org/)

Title: Re: Possible Projects Interest
Post by: BentonGrey on March 22, 2024, 05:38:11 PM
I think Zok looks pretty much right.  Creature King looks great!
Title: Re: Possible Projects Interest
Post by: cranlox on March 22, 2024, 06:06:19 PM
Quote from: Randomdays on March 22, 2024, 05:18:58 PMUploaded the better of the Duke Nukems and Lara Croft to the 'Others' folder

Did a lot of tweaking on the Creature King and it's about as good as I can get it. It needs a skin. Uploaded to the 'HB Heroes' folder

Added the new head to Doctor Ruina's Zok. reskinned the main mesh to match the new head. Uploaded to the 'HB Heroes' folder





(https://i.postimg.cc/fLGdY5S1/king.jpg) (https://postimages.org/)

(https://i.postimg.cc/kXt1rhyR/zok.jpg) (https://postimages.org/)



already working on his skin for Creature King
I loved the new and improved Zok

(https://i.imgur.com/d1NJMxy.png)
Title: Re: Possible Projects Interest
Post by: Randomdays on March 22, 2024, 06:31:44 PM
Thanks Cranlox and Benton!

Good start on the Creature King!
Title: Re: Possible Projects Interest
Post by: cranlox on March 22, 2024, 10:19:41 PM
I tried to do it with clear lines, for now it didn't work I will make an alternative 2, For now there is at least one initial skin
(https://i.imgur.com/8aZKESS.gif)
HERE! (https://www.mediafire.com/file/352s292pw02bhc5/SG_Creature_King2_RD.rar/file)
Title: Re: Possible Projects Interest
Post by: Randomdays on March 22, 2024, 11:22:31 PM
He looks good Cranlox! Thanks for getting it done so quickly! That just leaves Metallus to get done.

Looking at him though, I think I might have to widen his head a bit more, and maybe shorten his chin a little.

For the colors, its a bit hard to tell since it seems every time he showed up his costume was a little different. Maybe a tad lighter on the gloves, boots and shorts.

A couple of quick skopes that didn't turn out all that well, mainly due to Zok's wings and their position. Zandor and Tara riding on Zok.

Dorno usually rode on Tundro, so I'll see if I can get that to work

(https://i.postimg.cc/sD9TRLJj/zokzandor.jpg) (https://postimages.org/)

(https://i.postimg.cc/3JcdW81n/zoktara.jpg) (https://postimages.org/)
Title: Re: Possible Projects Interest
Post by: spydermann93 on March 23, 2024, 03:39:45 PM
Great stuff RandomDays and cranlox! You guys have been working hard :thumbup:
Title: Re: Possible Projects Interest
Post by: Randomdays on March 23, 2024, 04:29:21 PM
Hey Spyder! Good to see you!

Not really work though, lots of fun at the moment!
Title: Re: Possible Projects Interest
Post by: Randomdays on March 23, 2024, 09:48:00 PM
Wrapping up a project for Cranlox

Reptillus Maximus, from a Toy Story short, on Val's Orc kfs. A bit high poly for FF, coming in at about 10k. Took a bit longer to rig due to that, but in the end he came out pretty good

I'll probably release him and the two Zok riders tomorrow.

(https://i.postimg.cc/cJ924X7k/reptile.jpg) (https://postimages.org/)
Title: Re: Possible Projects Interest
Post by: BentonGrey on March 23, 2024, 10:29:59 PM
Quote from: cranlox on March 20, 2024, 08:53:38 PMthings that happened in the 80's

And push the turtle van onto the vehicle axle. It looks cute although it doesn't have great animations.
(https://i.imgur.com/ZsOoveW.png)
HERE! (https://www.mediafire.com/file/w4x8z7qkv0jzjgz/TMNT_TURTLEVAN.rar/file)

Cranlox, I somehow missed this.  That Turtle Van is great!  Thanks, man!
Title: Re: Possible Projects Interest
Post by: cranlox on March 24, 2024, 08:11:05 AM
Quote from: BentonGrey on March 23, 2024, 10:29:59 PM
Quote from: cranlox on March 20, 2024, 08:53:38 PMthings that happened in the 80's

And push the turtle van onto the vehicle axle. It looks cute although it doesn't have great animations.
(https://i.imgur.com/ZsOoveW.png)
HERE! (https://www.mediafire.com/file/w4x8z7qkv0jzjgz/TMNT_TURTLEVAN.rar/file)

Cranlox, I somehow missed this.  That Turtle Van is great!  Thanks, man!

With everything I can help, you can count on me and with everything I publish you can do what you want and use it wherever you want, I saw that van and I had to put it in the game as best I could.
Title: Re: Possible Projects Interest
Post by: cranlox on March 24, 2024, 08:18:29 AM
Quote from: Randomdays on March 23, 2024, 09:48:00 PMWrapping up a project for Cranlox

Reptillus Maximus, from a Toy Story short, on Val's Orc kfs. A bit high poly for FF, coming in at about 10k. Took a bit longer to rig due to that, but in the end he came out pretty good

I'll probably release him and the two Zok riders tomorrow.

(https://i.postimg.cc/cJ924X7k/reptile.jpg) (https://postimages.org/)

It really looks fantastic in the image you uploaded, you have an immense talent for this!
The Zoks with their passengers are also extremely interesting, and knowing you, you will stick your hand until they are correct.

Thank you so much !

Here are some options for CK
(https://i.imgur.com/d0rBRXh.png)
Everything packed and uploaded
(https://i.imgur.com/mfw4eXH.gif)
HERE! (https://www.mediafire.com/file/pe22axk33t88jrc/SG_Creature_King_RD.rar/file)
Title: Re: Possible Projects Interest
Post by: Randomdays on March 24, 2024, 02:16:14 PM
Great job on the alts Cranlox!

Just Reptillus uploaded for now. In the "others" folder on the megasite

"There's no need to fear, Underdog is, well, almost here."

Trying to get an stl down to manageable levels but having trouble poly reducing him to what FF can handle. When done, hopefully close to the pic, but replace his capewith a standard FF one. The extra long version dragging on the ground wouldn't work to well in game when flying.

Does anybody have a fairly fast computer with Blender installed? My Win7 laptop would take hours to reduce him down, if it doesn't crash while doing so.

(https://i.postimg.cc/vmVLfMj9/underdog1.jpg) (https://postimages.org/)
Title: Re: Possible Projects Interest
Post by: cranlox on March 24, 2024, 04:18:28 PM
it really looks amazing! I'm going to make some fx for better enjoyment in the game but it really looks sensational, thank you very much RD.
Here I share a quick skin turned green for a "player2"
(https://i.imgur.com/l2uzefc.gif)
here (https://www.mediafire.com/file/7oubomzp30ay7j9/SKINS+FOLDERS+FOR+REPTILLUS.rar/file)

Here Joseph Brown the heroic knight
(https://i.imgur.com/OztSV99.gif)
HERE! (https://www.mediafire.com/file/wheph8u87y8ighf/NMO_Joseph_Brown.rar/file)
JOSEPH BROWN FX HERE! (https://www.mediafire.com/file/ij2jcjt9iqzfbck/JOSEPH_BROWN_FX.rar/file)
Title: Re: Possible Projects Interest
Post by: BentonGrey on March 24, 2024, 06:14:39 PM
They're looking great, especially the dino-dude!
Title: Re: Possible Projects Interest
Post by: cranlox on March 25, 2024, 12:39:50 AM
 :thumbup:
It's time for fun! They look great, I didn't realize putting CK against them, but I'm sure he'll wait for his usual henchmen who are on the way.
Title: Re: Possible Projects Interest
Post by: Randomdays on March 26, 2024, 12:37:58 AM
They look good Cranlox!

I thought I had swapped Lara Croft's two idle animations around since I didn't like the constant movement she had with that one. Not a big deal either way.

So I've been trying for the last couple of days to get Underdog reduced without a lot of luck - a lot of crashes from various programs.

I did some more searches and found a free windows program recommended called "FreeCad". Not only did it work, but it worked very quickly. Need to see if it can create and save a good uv for skinning, but things look promising for it and other high poly stl files

Underdog is a character I've wanted in game for years, so a high point for me. There's also a "Shoeshine Boy" version, but unfortunately no other characters. Simon bar Sinister or Riff Raff would be great
Title: Re: Possible Projects Interest
Post by: BentonGrey on March 26, 2024, 01:44:51 AM
Those guys all look great in game!  The dino-dude is particularly FF appropriate. 
Title: Re: Possible Projects Interest
Post by: cranlox on March 26, 2024, 07:14:23 AM
Quote from: Randomdays on March 26, 2024, 12:37:58 AMThey look good Cranlox!

I thought I had swapped Lara Croft's two idle animations around since I didn't like the constant movement she had with that one. Not a big deal either way.

So I've been trying for the last couple of days to get Underdog reduced without a lot of luck - a lot of crashes from various programs.

I did some more searches and found a free windows program recommended called "FreeCad". Not only did it work, but it worked very quickly. Need to see if it can create and save a good uv for skinning, but things look promising for it and other high poly stl files

Underdog is a character I've wanted in game for years, so a high point for me. There's also a "Shoeshine Boy" version, but unfortunately no other characters. Simon bar Sinister or Riff Raff would be great

I was looking for a lot of Underdog characters that you mentioned, and there is absolutely nothing of what you asked for, at least within what I searched for.
If I can help you with anything, tell me.
From that time there was also the legendary Felix the Cat, he was in family games, in fact that family game was my favorite when I was a child.
Title: Re: Possible Projects Interest
Post by: cranlox on March 26, 2024, 08:19:50 AM
I uploaded all my hero files to my mediafire folder if anyone wants them (there are more than 500 new ones)
On the other hand, I downloaded a pack of sorcerer sand, where are these characters in the image below, the polymer is low in them "supposedly"

I think you were interested in this squirrel, and Darkwing Duck. I don't know if you finally got them.
(https://i.imgur.com/WwFwgzv.png)
I'm sure I'll upload it to mediafire tomorrow in case you want them.
Title: Re: Possible Projects Interest
Post by: Randomdays on March 26, 2024, 09:54:52 AM
Thanks Cranlox

I have a few models to choose from of Felix the cat

https://cults3d.com/en/3d-model/art/felix-the-cat-sillytoys (https://cults3d.com/en/3d-model/art/felix-the-cat-sillytoys)

https://www.thingiverse.com/thing:4775184 (https://www.thingiverse.com/thing:4775184)

Title: Re: Possible Projects Interest
Post by: cranlox on March 26, 2024, 04:16:55 PM
I like the first one(felix cat) but it appears to me as having a purchase price

There were some villainous and good dwarf scientists in the drawing of Felix the cat, if maybe we can find them the head could be modified for the villain from Under Dog.

It's just an idea

I like the first one, I'm also going to look for models for Felix and his secondary characters.

here I also found a Yogi bear (film version)
https://rigmodels.com/model.php?view=Yogi_Bear-3d-model__GNTSF3ZPEE29HF8Y6VIYEUV12&searchkeyword=dog%20cartoon&manualsearch=1 (https://rigmodels.com/model.php?view=Yogi_Bear-3d-model__GNTSF3ZPEE29HF8Y6VIYEUV12&searchkeyword=dog%20cartoon&manualsearch=1)

Here the pack from Sorceres Arena (disney)(seven characters)
https://www.mediafire.com/file/vvu63klujm7iqy0/CHARACTER_PACK.rar/file
Title: Re: Possible Projects Interest
Post by: Randomdays on March 26, 2024, 05:20:55 PM
The 1st has a price, but its not that bad so I might go for that. I got Underdog, Shoeshine Boy, and Kit and Baloo from Talespin, for $4 USD total on a site.

https://thangs.com/designer/PixelandPlastic (https://thangs.com/designer/PixelandPlastic)

There's a free model of the Felix villain "Master Cylinder" I've seen, but none for the main villain, The "Professor"

https://www.thingiverse.com/thing:2937030 (https://www.thingiverse.com/thing:2937030)
Title: Re: Possible Projects Interest
Post by: cranlox on March 26, 2024, 09:55:25 PM
Here I send you the 2 bears from mirrorverse and Arena.
Bring the shield and the sword that are a tire and a propeller
(https://i.imgur.com/FmF9eI5.png)
BALOO BEARS PACK (https://www.mediafire.com/file/nuxbe9tbm9659no/Baloo_pack.rar/file)
I assumed the difference is the clothes, this is an updated version made for the game

He also uploaded the model of Nemo in his mega robot, basically he could change the fish for each of the characters and customize the robot a little by making a whole squad with the characters from those movies inspired by the mirrorverse aesthetic.
(https://i.imgur.com/MWecp0M.png)
https://www.mediafire.com/file/2bhzc9f7yu80njr/DISNEY+NEMOBOT.rar/file

Dory and Bloat were already made in their vehicles
If anyone hasn't seen them, they are
HERE DORY (https://www.mediafire.com/file/p46ay1d97m249jx/DISNEY_Dory.rar/file)
HERE BLOAT (https://www.mediafire.com/file/h0vzamz9buk86jh/DISNEY_Bloat.rar/file)
(https://i.imgur.com/uoUSYKP.png)
Title: Re: Possible Projects Interest
Post by: DoctorRuina on March 28, 2024, 09:19:32 AM
This Creature King looks great!
Title: Re: Possible Projects Interest
Post by: Randomdays on March 29, 2024, 01:57:17 AM
Finally finishing up on Underdog

Poly count down to about 5k with the FreeCad program.

Rigged to male_dwarf due to the cartoon body shape - simplified rig with no spine/ pelvis/ calf/ foot/ toe or finger bones. And an alternate version with the hands unrigged, the body parts going directly to the forearms due to some stretching.

Reshaped cape from Ren's Sentry, though its probably a standard FF cape.

I still had to break up the mesh into separate pieces for each color due to the poly reduction.

I'm not terribly happy with him, but I'll put him in game to see how he looks. The model looks a little wonky in the FF character viewer, but good in the one from FFvt3R

(https://i.postimg.cc/sx9Qm51W/underdog2.jpg) (https://postimages.org/)
Title: Re: Possible Projects Interest
Post by: Randomdays on March 29, 2024, 02:49:00 PM

Underdog tested in FF in looks good. I had to lower him in nifskope since he was off the ground a bit for some reason.

Alternate version included.

Uploaded to the classic cartoons folder on the megasite
Title: Re: Possible Projects Interest
Post by: cranlox on March 29, 2024, 04:17:59 PM
It really looks beautiful, downloading it now!
 thanks
Title: Re: Possible Projects Interest
Post by: Randomdays on March 30, 2024, 01:29:15 AM
Finishing up the next two imports;

1) Felix the Cat, rigged to Tommyboy's "trek_t" kfs. These have a lot of special "social" animations. Animation "special_k" pulls a hidden item out, in this case Felix's bag of tricks.

2) Master Cylinder - one of the few other Felix characters I could find. Rigged to male_dwarf. The arms may go into the ground during animations. I'll check in game, but there's not a lot that can be done considering how long the arms are.

(https://i.postimg.cc/y60yXSQs/felix.jpg) (https://postimages.org/)

(https://i.postimg.cc/qRWt9Q1g/master.jpg) (https://postimages.org/)
Title: Re: Possible Projects Interest
Post by: Randomdays on March 30, 2024, 01:28:38 PM
Felix the Cat and the Master Cylinder uploaded to the Classic Cartoons folder
Title: Re: Possible Projects Interest
Post by: cranlox on March 30, 2024, 02:58:33 PM
I haven't been able to play with Underdog yet to test it, but the 3 new characters look excellent.
I was surprised by your speed and your beautiful visual finish, they look very good.
I didn't think you were about to start making Felix
Great contributions!
I only made one Shade skin and a video testing some characters
(https://i.imgur.com/xoOkfBy.png)
Title: Re: Possible Projects Interest
Post by: WyldFyre on March 30, 2024, 10:04:12 PM
Really great stuff here everyone!
Title: Re: Possible Projects Interest
Post by: Randomdays on March 30, 2024, 10:51:40 PM
Good job on Slade Cranlox!

Thanks WyldFyre

Thanks are going quicker right now due to the mesh source. If I do a more difficult mesh or another stl, these will slow me down

The next character is almost done.

Walter Lantz's Woody Woodpecker.

The body is from the Felix the Cat I just did, with the head and collar from one Woody, and the beak from another. I did a quick skin for him but he needs a better one. I'll probably upload him tomorrow.

If I can get them to work, I also have some other Walter Lantz characters to try to do - a robot, Sugarfoot the horse, Andy Panda, Buzz Buzzard, and Chilly Willy. No usable Winnie, Knothead, Splinter, Wally Walrus or Space Mouse to complete the set.


(https://i.postimg.cc/02gfV3LB/Woody.jpg) (https://postimages.org/)
Title: Re: Possible Projects Interest
Post by: cranlox on March 30, 2024, 11:06:14 PM
If I can help with the skin, here I am!

That crazy bird really reminds me of my childhood when I still had my grandfather.
 :thumbup:
Title: Re: Possible Projects Interest
Post by: Randomdays on March 30, 2024, 11:56:36 PM
A favorite of mine when I was a kid as well.

Any help is always appreciated.
Title: Re: Possible Projects Interest
Post by: BentonGrey on March 31, 2024, 01:04:11 AM
Cool stuff!  I really like the Shade skin!
Title: Re: Possible Projects Interest
Post by: cranlox on March 31, 2024, 06:42:12 AM
Quote from: BentonGrey on March 31, 2024, 01:04:11 AMCool stuff!  I really like the Shade skin!
(https://i.imgur.com/4dVr9lG.gif)
HERE THE SKIN (https://www.mediafire.com/file/svnfxm4y8ujzmaj/SHADE+style+jlu+face.rar/file)
Title: Re: Possible Projects Interest
Post by: DoctorRuina on March 31, 2024, 05:17:25 PM
There are infinite characters to create hahaha!
Title: Re: Possible Projects Interest
Post by: Randomdays on April 01, 2024, 10:40:05 PM
Used the Felix the Cat body again, this time doing a head transplant of Andy Panda on it.

Andy was an stl file like Woody, so the head was cut up into three pieces for simple textures and then rejoined.

Picture of the original stl file printed and painted, and the FF rigged mesh below, with another bad skin on the body by me.

Not too bad but the legs might have to be shortened later

Wrapping them both up and loading them to the classic cartoons folder.

(https://i.postimg.cc/v8zWpvC4/ap01.jpg) (https://postimages.org/)

(https://i.postimg.cc/pr8Bg95P/panda.jpg) (https://postimages.org/)
Title: Re: Possible Projects Interest
Post by: cranlox on April 01, 2024, 11:56:32 PM
Working soon on alternative skins, the panda and the bird are cute, I already downloaded them, I'm sure I'll do some tomorrow
And if you allow me I will try to skoping a head for another character that could look good

Thank you for sharing them
Title: Re: Possible Projects Interest
Post by: Randomdays on April 02, 2024, 01:39:17 AM
Go for it! Looking forward to your skins!
Title: Re: Possible Projects Interest
Post by: cranlox on April 02, 2024, 08:28:44 AM
Here are some options among the best I could do, it is quite thought of solid flat colors.
Maybe aligning the outline vertically on the skin was a good idea
(https://i.imgur.com/t3ixtMI.gif)
HERE! (https://www.mediafire.com/file/l1k0g3ih61u0qz7/CRTN_Andy_Panda_RD.rar/file)
And mi version of skin for woody
(https://i.imgur.com/ubYLn0c.png)
HERE! (https://www.mediafire.com/file/ov3txcklzikze8x/CRTN_Woody_Woodpecker_RD.rar/file)

---

Trying to make the emilio sheep using a discharged head as a base but when I animate it, it floats anywhere, surely tomorrow I will try to make it again
(https://i.imgur.com/lEaFYY7.png)
Title: Re: Possible Projects Interest
Post by: BentonGrey on April 05, 2024, 01:12:28 AM
Nice work!
Title: Re: Possible Projects Interest
Post by: Randomdays on April 05, 2024, 05:00:54 PM
Great job Cranlox! I really like the circus skin for Andy Panda. It is difficult to skin from the way the uv was set up.

For the sheep, I could probably attach it in Blender
Title: Re: Possible Projects Interest
Post by: Randomdays on April 05, 2024, 07:26:59 PM
Well, not a deal breaker, but still very irritating. Nifskope suddenly no longer works for me. I'm getting "FontDisplayLists: Could not generate display lists for font 'MS Shell Dlg 2' error. I think I've had it before and I know other people have as well, but nothing I've done has fixed it - uninstalling, deleting the old directory and installing some where else, and trying different versions.

The new 2.x version partially work but have a shader issue so not everything else shows. I can still use Blender and character viewer, but to reassign textures will be a bit harder. Not sure how I get around setting up alpha for transparency without it though.

Hopefully I'll be getting a new computer in a couple of weeks or so.
Title: Re: Possible Projects Interest
Post by: cranlox on April 06, 2024, 05:25:14 AM
How strange that reinstalling everything again does not solve the problem.
Surely it is something complex, hopefully some expert on the forum can guide you through that.
Here I give you the sheep and its persistent floating head, I'm hating Emilio (the sheep) for resisting so much)
I would need to find some model onion to be able to use as its projectile in an fx
If you can do something, thank you very much and if it gets complicated, leave it. He is not such an important character, it seemed like a good option to take advantage of the body.
I would love to find the star characters from the comic strip by the same author of Pelopincho and Cachirula, but I don't think they have any artists working on 3D models of them until now.
https://www.mediafire.com/file/xk7m1jf4rgcohp6/EMILIO.rar/file
Title: Re: Possible Projects Interest
Post by: BentonGrey on April 06, 2024, 08:41:12 PM
That's so weird!  Hopefully it will play nicer on the new computer, RD!
Title: Re: Possible Projects Interest
Post by: Randomdays on April 06, 2024, 10:56:53 PM
And just like that, later on it just fixed itself. Maybe I deleted some file that even with the reinstall was still missing things up

Happy Days!

Cranlox - fixed your Emilio. Uploaded to the request folder.

Some different versions of Buzz Conroy done. kitbashed skins from Tommyboy's Rick Jones and Ren's Billy Batson. Each on male_teen12 and Ren's Billy mesh

There's also a male_teen10 in my request area and we could try Buzz on that.

Hopefully someone can tweak either mesh/skin to get him closer to the original version.

(https://i.postimg.cc/kg5wN7DC/buzz2.jpg) (https://postimages.org/)

Title: Re: Possible Projects Interest
Post by: BentonGrey on April 06, 2024, 11:40:02 PM
Nice!
Title: Re: Possible Projects Interest
Post by: Randomdays on April 07, 2024, 01:23:47 AM
Thanks Benton. I think we can get closer though.

"One of these things is not like the other..." I just notice that of the Buzzes has his ring on his proper right hand, while the other has it on his left.


I'll have to fix that.
Title: Re: Possible Projects Interest
Post by: cranlox on April 07, 2024, 07:43:26 AM
Quote from: Randomdays on April 06, 2024, 10:56:53 PMAnd just like that, later on it just fixed itself. Maybe I deleted some file that even with the reinstall was still missing things up

Happy Days!

Cranlox - fixed your Emilio. Uploaded to the request folder.

Some different versions of Buzz Conroy done. kitbashed skins from Tommyboy's Rick Jones and Ren's Billy Batson. Each on male_teen12 and Ren's Billy mesh

There's also a male_teen10 in my request area and we could try Buzz on that.

Hopefully someone can tweak either mesh/skin to get him closer to the original version.

(https://i.postimg.cc/kg5wN7DC/buzz2.jpg) (https://postimages.org/)



Hello, going down to Emilio! Thank you ! I'll probably try to make 1 or 2 more skins with the wool and the light blue shirt.
I'm going to take down this child who has complicated her so much to see if I can contribute something.
Title: Re: Possible Projects Interest
Post by: cranlox on April 07, 2024, 08:09:17 AM
For Andy, Woody, Felix and Emilio, I thought they looked like adults in costume if we put them in the game. It literally occurred to me to reduce their size grossly in nifskope, which logically makes them seem to run faster when you play the game, it literally seems to me that by going down to half or around half (I gave them all different heights based on what I interpreted that they approximate what an average adult would be in the respective cartoons) they look much better and even more conceal the most problematic details of their animations, their "hurry" is very justified due to their nature exaggerated cartoon.
I doubt if I understood what I said or what I meant to comment. From what I appreciate Woody is the smallest, followed by Felix, then Andy and Emilio who are almost the same height.
I hope this comment brings something to someone.
Title: Re: Possible Projects Interest
Post by: WyldFyre on April 07, 2024, 12:39:18 PM
Looks good to me Cranlox! I totally understood what you were getting at. Nice work!
Title: Re: Possible Projects Interest
Post by: Randomdays on April 07, 2024, 02:44:19 PM
I understood as well. They look great in game. Good job Cranlox!

I forgot to mention above that the Buzz Conroy's had already been uploaded to the HB Heroes folder

Title: Re: Possible Projects Interest
Post by: cranlox on April 07, 2024, 04:49:08 PM
Going down to Buzz Conroy, I'm glad my comment was understood, I thought it would be useful to attach a video
Title: Re: Possible Projects Interest
Post by: Randomdays on April 07, 2024, 07:29:47 PM
I think Wyldfyre was asking about Colleen Wing not to long ago

So here's the Marvel Strike Force version, rigged to Taskmistress.

Looks pretty good in most kfs, though the grenade is off for some reason.

Posted to the Marvel/DC folder of the Megasite.

I've got the Strike Force version of Misty Knight also and may do her next.

(https://i.postimg.cc/cJFvnykh/colleen.jpg) (https://postimages.org/)

Title: Re: Possible Projects Interest
Post by: WyldFyre on April 07, 2024, 10:34:36 PM
Thanks RD! I know I had one, but couldn't find it.
Title: Re: Possible Projects Interest
Post by: cranlox on April 08, 2024, 06:51:26 AM
great new contribution! She was a big absentee in ffvs3R (at least in my gallery she didn't have any version)
I like many COC and StrikeForce models, they made things quite faithful to the comics while also "updating" them, I think they knew how to hit the right spot in many cases, the vast majority are characters that are already explored in Ffvs3r but not I stopped recognizing their excellent quality of development in the game, they allowed themselves to create some characters, and that is also interesting.

I tried to make Emilio's shirt version but given how complex it became and how cute the one he has turned out, I'm going to wait for the other version for a while, at least a few days until my anger passes.

I just downloaded Conroy and by chance I read that RD you were requesting a few pages ago for a Steve Trevor in a white suit?


(https://i.imgur.com/jTGLIoB.png)
Here's a try, we should see if it is possible to shorten his arms and legs by half, he looks more like a teenager than a 9 or 10 year old child.
I thought about putting ovals in his eyes, it would be an option but it will give a "Simpson's eye" effect with these facing outwards instead of HB's which always tended to flatten or orient towards holes, in fact the figures of flintstones action literally eyes are hollow
FILES HERE (https://www.mediafire.com/file/z4w60bl8klnhz9l/Buzz+Conroy+RD+-+EDIT.rar/file)
I uploaded everything together because I moved the mesh so that the format of the eye would not be distorted...or at least not as much
(https://i.imgur.com/iA8nnMQ.gif)

Title: Re: Possible Projects Interest
Post by: DoctorRuina on April 09, 2024, 01:11:58 PM
Hi! My computer stopped working. I have another one, but I haven't been able to get the game to work. I want to continuing making skopes with you.
Title: Re: Possible Projects Interest
Post by: Randomdays on April 09, 2024, 03:05:52 PM
That sucks DrR. Hope you'll be able to get the game up and running
Title: Re: Possible Projects Interest
Post by: Randomdays on April 09, 2024, 11:56:55 PM
1) uploaded the John Carter of Mars Plantman skope I had done to the requests folder. He needs a skin

2) Uploaded the DC Silent Knight skope I had done to the Requests folder. He needs a skin

3) I have an old GandalF the White skin that needs Val's Sorcerer mesh and I don't have it. Hopefully someone has it and can send it my way. The readme doesn't mention the skinner's name so that would be nice if you know it. It might be Starlock (dated 03/2003)

4) Finished Misty Knight. Rigged to Gren's Punisher. I've tried to put a female mesh onto it before without success, but this time it came out pretty good.

5) Experimenting with Buzz's head. Picture below of the hair and the head from the stl split into 2 pieces. I'll see how it looks with eyes pasted on it.

(https://i.postimg.cc/wv8WmHQH/misty.jpg) (https://postimages.org/)

(https://i.postimg.cc/xT1Y1kyK/buzzhead.jpg) (https://postimages.org/)

Title: Re: Possible Projects Interest
Post by: cranlox on April 10, 2024, 12:13:02 AM
I'm going to take a version for Carter and Silent to make at least one version of my own.

Misty seems great!

As for the head of Buzz , that head is definitely the ideal one that he has been missing.

For Gandalf I only have the one imported by DM

4 congratulations to you! :thumbup:  :thumbup:  :thumbup:  :thumbup:
Title: Re: Possible Projects Interest
Post by: WyldFyre on April 10, 2024, 01:02:05 AM
Sorcerer_val sent! I don't know the skinner for Gandalf though. It could be redbackdeath as he did a lot of the LotR hexes and skins.
Title: Re: Possible Projects Interest
Post by: Randomdays on April 10, 2024, 01:58:46 AM
Thanks guys!
Title: Re: Possible Projects Interest
Post by: Randomdays on April 10, 2024, 02:19:54 PM
Finished working on the stl head of Buzz Conroy and attached it to Ren's Billy Batson mesh. The new Buzz looks much improved over the previous, though it would be hard to skin any better due to the uv scatter problem.

Uploaded to the HB Heroes folder

(https://i.postimg.cc/R0nHn2CQ/New-Buzz.jpg) (https://postimages.org/)
Title: Re: Possible Projects Interest
Post by: cranlox on April 10, 2024, 03:16:20 PM
I literally think it's excellent! Congratulations ! You did a great job with this character, and it took effort! :thumbup:  :thumbup:  :thumbup:
Title: Re: Possible Projects Interest
Post by: cranlox on April 10, 2024, 03:18:42 PM
search for Carter on your megasite and I didn't find him, but I did find a plantman that doesn't work in my game
Is this correct?
Title: Re: Possible Projects Interest
Post by: Randomdays on April 10, 2024, 03:43:38 PM
The plantman is from the John Carter series. I'll have to look to see why it doesn't work for you.

The other mesh that needed a skin was the Silent Knight

Edit - Tested the Plantman in the character viewer for FF1 and he came up fine. A bit strange looking without a proper skin though

Edit2 - Gave him a flat mono green skin and he doesn't look too bad. He would still need the mouths on his hands ( and looking at it some more on the web, he should be blue, not green!)

(https://i.postimg.cc/6q69TFzz/plantman.jpg) (https://postimages.org/)
Title: Re: Possible Projects Interest
Post by: cranlox on April 10, 2024, 05:00:39 PM
Yes, I have Plantman as an action figure from the Tarzan collection, I know him and we talked about it here when you were developing.
I'll make skins for him, for Carter, and for SilentKnight.
Surely what's happening is that the FF to FFVS3R converter doesn't work for me, and I use FFVS3R, so it won't be seen.

I haven't made skins of them yet, I've only been testing Buzz Conroy, Misty and Colleen, I loved how they turned out in the game.

I added his sword sounds to his movements and left the rest with the standard of the game.
With Conroy's Frankenstein, the same thing happens to me, it must be from FF1 and it doesn't work in FFVS3R. I remember using it, I probably lost the converted version over time.

These days I will make the 3 versions:
* Plantaman skin in deep light blue/blue color

*Carter.

*SilentKnight.

I was putting a head in a body for create a generic Viking soldier in modern style, It was quite acceptable
(https://i.imgur.com/qlEHJbv.gif)
Title: Re: Possible Projects Interest
Post by: Randomdays on April 10, 2024, 06:23:42 PM
Glad you liked the new characters that you could get to work. Testing in the game is always more fun than just checking them out in the character viewer

I can try to output the Plantman and Daglob's Frankenstein Jr (if that's the one you're talking about) out of Blender to FFvt3R for you.It should be easy.

Edit - FFvt3R version the Plantman added to the zip and reuploaded to the requests file.

I looked at Daglob's Frankenstein JR files and he already had a version of the character for FFvt3R
Title: Re: Possible Projects Interest
Post by: cranlox on April 11, 2024, 05:13:20 AM
Quote from: Randomdays on April 10, 2024, 06:23:42 PMGlad you liked the new characters that you could get to work. Testing in the game is always more fun than just checking them out in the character viewer

I can try to output the Plantman and Daglob's Frankenstein Jr (if that's the one you're talking about) out of Blender to FFvt3R for you.It should be easy.

Edit - FFvt3R version the Plantman added to the zip and reuploaded to the requests file.

I looked at Daglob's Frankenstein JR files and he already had a version of the character for FFvt3R

Yes, I went back to Alex's site to download Frankesteinjr and found the vs3R version.
I am downloading Plantman.
Carter I still can't find it on your megasite.
And I didn't find Thundar either, I don't know if you had him or not. ^_^ thanks for your good vibes
Title: Re: Possible Projects Interest
Post by: cranlox on April 11, 2024, 06:06:58 AM
Maybe my idea is a little crazy, or you are not interested in doing it.
I was making the skin for Plantman and I remembered the ARMS game, which has similar arms, looking in Model Resources, I checked if they were imported as parts, and yes, I copied them to nifskope to see how they looked (in this case they are hair arms) and They are very close.
You may be interested in transplanting these arms into a plantman and replacing the end for hands with a spider. According to the illustrations, the number of legs varies.

Crazy thing that occurred to me. You can literally ignore it if it's too complicated or send me to horns
(https://i.imgur.com/jvKK95H.png)
and here te link to site
https://www.models-resource.com/nintendo_switch/arms/model/38992/
and a image
(https://i.imgur.com/1EOqfYB.png)

here the skin
(https://i.imgur.com/44yzeV8.gif)
here the file  (https://www.mediafire.com/file/uzdrkp9dg3r6b0x/Mars+Plantman+RD+edit.rar/file)
Title: Re: Possible Projects Interest
Post by: Randomdays on April 11, 2024, 01:30:59 PM
No John Carter from me - I just mentioned him in relationship to the Plantman. I do have a skin for him and Dejah Thoris from someone if you want it.

I didn't do Thundarr, but I did put him on a horse for a rider version. I thought I had posted the riders I did a while back but I guess not. Coming soon.

For Thundarr, I have 2 - one from Bevo and from Saturday morning squared if you need them. There's also 1 Ariel and 2 OOklas by them

Title: Re: Possible Projects Interest
Post by: cranlox on April 11, 2024, 02:50:57 PM
Ah! then we just need to make a skin for SilentKnight.
I search for Carter on your site 2 times That also explains why I couldn't find it on your entire megasite hahaha :doh:

Ariel I have 1, Okkla I have 1. If you rope Thundarr in any version, it will be on a horse in some way obviously I would appreciate it

and testing new fx
Title: Re: Possible Projects Interest
Post by: Randomdays on April 11, 2024, 11:10:46 PM
Thanks Cranlox. The skin for the plantman looks pretty good except, according to the books, he has no mouth on his face, instead he has one on each palm of his hands.

Quoting from the John Cater wiki;

"They are cycloptic, possessing only one eye in the center of their faces. The eye is pure white, with no apparent iris or pupil. There is no mouth in the head, and the nose consists of one nostril, which resembles a bloodless bullet wound. The head is covered with thick black hair, which can grow to a length of eight to ten inches. Each hair is about as thick as an angleworm and moves independently of the others; these act as the creature's ears. The rest of the body is humanoid in shape, but the feet are three feet long and very broad and flat, and the arms are short and undulating, not unlike an elephant's trunk. The hands are tipped with razor-sharp claws, and in each palm lies a mouth; the claws shred the leaves and grasses that make up the bulk of the plant men's diet so that they can be easily swallowed. Completing the anatomy is a tail which is round at the base but becomes flat at the tip. The "blood" of a plant man is green and sticky, resembling syrup."
Title: Re: Possible Projects Interest
Post by: Randomdays on April 12, 2024, 12:41:03 AM
Uploaded the 3 riders I had done earlier. They're in the Mounts and Vehicles folder on the megasite

Each was skoped onto Tommyboy's Rawhide Kid for the kfs and the horse that appears when flying.

I had more planned and they still might appear - at least Tonto, The Phantom, Jonah Hex, and maybe Ariel on her horse if I can get a female worked into the mesh.

If anyone can think of other heroes that ride a horse that haven't been done, let me know

Thundarr - original mesh/ skin by Saturday Cartoon Guy. Bevo's wouldn't work for me though I might try again

Lone Ranger - original mesh/ skin by Death's Jester - used by permission

Zorro - original mesh/ skin by SCD
Title: Re: Possible Projects Interest
Post by: cranlox on April 12, 2024, 12:49:40 AM
Quote from: Randomdays on April 11, 2024, 11:10:46 PMThanks Cranlox. The skin for the plantman looks pretty good except, according to the books, he has no mouth on his face, instead he has one on each palm of his hands.

Quoting from the John Cater wiki;

"They are cycloptic, possessing only one eye in the center of their faces. The eye is pure white, with no apparent iris or pupil. There is no mouth in the head, and the nose consists of one nostril, which resembles a bloodless bullet wound. The head is covered with thick black hair, which can grow to a length of eight to ten inches. Each hair is about as thick as an angleworm and moves independently of the others; these act as the creature's ears. The rest of the body is humanoid in shape, but the feet are three feet long and very broad and flat, and the arms are short and undulating, not unlike an elephant's trunk. The hands are tipped with razor-sharp claws, and in each palm lies a mouth; the claws shred the leaves and grasses that make up the bulk of the plant men's diet so that they can be easily swallowed. Completing the anatomy is a tail which is round at the base but becomes flat at the tip. The "blood" of a plant man is green and sticky, resembling syrup."

Excellent! I had never read that description, I have it and I know from a kind of brochure that it came with a bag with the 4 figures:
Tarzan, the jaguar, Plantman and a monkey that I already lost.
My whole life I thought it was a mouth, I don't understand why it appeared in Tarzan.
The tail of the figure is literally a piece of a shark, in fact on paper they called it a shark.
I'm going to continue with one more skin and an edit more faithful to the description. The figure is smooth but I wanted to guide myself a little better with the scratches and try
Here my plantman looking at the forum

(https://i.imgur.com/RrUZGuC.png)
Title: Re: Possible Projects Interest
Post by: Randomdays on April 12, 2024, 12:52:42 AM
I see what you mean about the arms in the message. I'll look into skoping them on if possible

Wyldfyre - got the sorcerer - thanks!.

The readme with Gandalf said it was based off of a Gandalf by Trainwreck. Does anyone have this skin?
Title: Re: Possible Projects Interest
Post by: cranlox on April 12, 2024, 01:32:24 AM
An alternative option that I am looking at is to take the thinnest body of Namor, shrink the hands, and put the pinches in the shape of an palm tree hair, but it became unrelated in texture, it was more similar even without achieving anything I tried.
(https://i.imgur.com/XiBnSvB.png)
Title: Re: Possible Projects Interest
Post by: cranlox on April 12, 2024, 01:38:28 AM
Here I give you what I tried, everything was throwing errors, the hair was fuchsia due to lack of texture, the claw of the hand floating in parts
It would be necessary to put a tail on it, which should be a shark's tail.
https://www.mediafire.com/file/l2j7h1ffvl1n755/plantman+2.rar/file
Title: Re: Possible Projects Interest
Post by: Randomdays on April 12, 2024, 01:43:59 AM
I'll download it and look at later. I like the claw hand, not so sure about the hair, but I'll try to put them and the arms on both mine and your models
Title: Re: Possible Projects Interest
Post by: BentonGrey on April 12, 2024, 03:00:55 AM
That plantman is coming along!  If I ever get around to doing the Pulp Adventures sci-fi expansion I planned (would that there was world enough and time), they'd fit right in!
Title: Re: Possible Projects Interest
Post by: Randomdays on April 13, 2024, 05:32:51 PM
About finished with the plantman

Couldn't use the arms link that cranlox had sent as they didn't look like the pic. Texturing will have to do for that.

Cranlox's claw and hair mesh wouldn't work with blender so I couldn't do much with that either.

What I did do was change his skin a bit and make the black hole of a nose for it.

I was looking for something for the hands and wound up using the kraken mesh I had imported a while back. It has a toothed mouth in the middle and the 6 tentacles became claws with resizing and adjusting.

I also made a second version on the male_basic_noface and added to his height and flattened the tail tip.

Uploaded to the others folder, replacing the old file in the requests folder.

(https://i.postimg.cc/NG1HkcQF/newplant.jpg) (https://postimages.org/)
Title: Re: Possible Projects Interest
Post by: cranlox on April 14, 2024, 03:39:56 PM
I made a correction to the location of the texture in your plantman, and just yesterday I was persistently trying to put the parts that I sent you but from nifskope
Here I show you the 2 how they turned out.
NMO PLANTMAN
(https://i.imgur.com/8Xv2tck.gif)
The hole in the mouth, because an oval is covering the face at the base, is deformed and looks like a hole in the shape of a side smile. That would be something to correct. Maybe at some point I can consider replacing the head if I find a more ideal one. .
For the rest I was quite satisfied, as I read they are 3 or 4 meters high, and the action figure is slightly smaller than Tarzan.
Sometimes they really do very free things.
HERE (https://www.mediafire.com/file/m3b4cnxrflyeoyz/NMO+Plantman.rar/file)

MARS PLANTMAN 2
(https://i.imgur.com/SWnZYAX.gif)
Here I arranged the texture on your version of kraken hands, both of them recognize who they are.
In the end we had an invasion of blue planty aliens
I don't know if they shoot thorns, I have the idea that they did, but I couldn't read anything about it by googling.
The tail and wig on her head are from MikuBella and the base texture is from Courtnall6
HERE! (https://www.mediafire.com/file/45uy46vcr42jn5f/Mars+Plantman+RD.rar/file)
Title: Re: Possible Projects Interest
Post by: DoctorRuina on April 14, 2024, 05:01:51 PM
Hey! Here are my Spider Woman aka Black Widow and my Joker Ledger.

https://www.mediafire.com/file/2eplhrqyfte10ou/Spider_Woman.rar/file
https://www.mediafire.com/file/rhl4dd516gott82/Joker_Ledger.rar/file
Title: Re: Possible Projects Interest
Post by: cranlox on April 14, 2024, 08:46:11 PM
Quote from: DoctorRuina on April 14, 2024, 05:01:51 PMHey! Here are my Spider Woman aka Black Widow and my Joker Ledger.

https://www.mediafire.com/file/2eplhrqyfte10ou/Spider_Woman.rar/file
https://www.mediafire.com/file/rhl4dd516gott82/Joker_Ledger.rar/file

Creature King was waiting for her  :D
making skin for Silent Knight :thumbup:
Title: Re: Possible Projects Interest
Post by: Randomdays on April 14, 2024, 09:12:18 PM
Lots of good stuff here guys!

Cranlox, I just read the first 3 John Carter books again recently and nope, no shooting thorns

Dr Ruina - glad you got your computer and the game running together. Thank you for your work

For Space Ghost, all i need from the Council of Doom now is Metallus

For Mars, I think Tomato had done a red martian type with extra arms. I had started working on it a while back trying to turn it into a green martian, so I might have to pull that out again.

Thanks everyone for your help!
Title: Re: Possible Projects Interest
Post by: cranlox on April 14, 2024, 09:36:30 PM
I think this boy is going to have a few changing rooms.
(https://i.imgur.com/bmag15D.png)
Title: Re: Possible Projects Interest
Post by: cranlox on April 14, 2024, 10:11:41 PM
first skin for Silent Knight
(https://i.imgur.com/NMYozRD.gif)
HERE! (https://www.mediafire.com/file/se4wgpmhoikg0dx/DC_Silent_Knight.rar/file)

more coming

I'm trying to stick your seal on the front of the helmet
(https://i.imgur.com/bpcd7qo.png)
Title: Re: Possible Projects Interest
Post by: BentonGrey on April 14, 2024, 10:42:11 PM
Both new Plantmen looks great!  Nice choice on the "hands," RD.

Cranlox, Silent Knight!  Awesome!  The skin looks nice.  Y'all's teamwork has produced great results.  I wanted him for the DCUG, and I was surprised he didn't exist. 
Title: Re: Possible Projects Interest
Post by: Randomdays on April 15, 2024, 12:57:51 AM
Yes, Great job Cranlox! He's been on my want list for quite awhile, along with his two friends from the Brave and the Bold comics - the Viking Prince and the Golden Gladiator. Long forgotten DC characters
Title: Re: Possible Projects Interest
Post by: cranlox on April 15, 2024, 01:06:59 AM
to get skin 2 out of the oven
(https://i.imgur.com/E0pVWS0.gif)
skin "white pred" HERE! (https://www.mediafire.com/file/4px356k3hj6i9z2/white_pred.rar/file)

Title: Re: Possible Projects Interest
Post by: cranlox on April 16, 2024, 09:54:52 PM
My version of Agent X, I´m a big fan of the MIB series, I feel very happy to have the 4 field agents of the series, I still hope to find the Icer that they used to use.
(https://i.imgur.com/XpwYgSv.gif)
Maybe I can add a few more things about it before finishing it.
The original head was given to me by MikuBella, thank you!
Title: Re: Possible Projects Interest
Post by: Randomdays on April 17, 2024, 07:34:40 PM
I've been working on a lot of Diz characters the last few days. Nothing ready to release yet but almost there.

First, Donald's nephew Huey, with alternate skins for Dewey and Louie, of course.

I'm thinking that maybe with the cap removed and replaced with a ribbon and a reskin, he might turn into Webby

I started playing the gamecube "Goin' Quackers" game again to grab some models from it.

So far, I grabbed a fur cap and retextured it to match the Junior Woodchucks one, and added a bandana to go with.

The only other model grabbed so far is Gyro. Hoping for a better pose, but at least he;s grabbed and looks pretty good.

Further on, I think there's Magica de Spell, the Beagle Boys, and some different looks for Donald. Gladstone's in the movies but hopefully in the game as well.

(https://i.postimg.cc/wBXDhwqN/HDL.jpg) (https://postimages.org/)

(https://i.postimg.cc/yNxwZDC4/Gyro.jpg) (https://postimages.org/)


Title: Re: Possible Projects Interest
Post by: cranlox on April 17, 2024, 09:40:45 PM
Here adding one for each side of good and evil
(https://i.imgur.com/i74ZjT1.gif)
HERE AGENT X (https://www.mediafire.com/file/8i18qshzottpd3a/MIB_Agent_X.rar/file)
(https://i.imgur.com/W0GiqN9.gif)
HERE NEPTUL CARTOON (https://www.mediafire.com/file/ti7agg0o42pupt8/CRTN_Neptul.rar/file)
(https://i.imgur.com/mS9BK9g.gif)
HERE NEPTUL FIGURE (https://www.mediafire.com/file/yculrj4g6ij0y44/CRTN+Neptul+figure.rar/file)
Title: Re: Possible Projects Interest
Post by: Randomdays on April 19, 2024, 04:42:18 PM
Huey, Dewey, and Louie - normal and Junior Wood Chuck models tested and uploaded. I had to size them down and lower them as they were floating in the air.

Also finished and uploaded are a bunch more Dizney Ducks -

Darkwing Duck - from the "Sorcerer's Arena" game

Gosalyn  - Body from the HDL model, head and feet from an stl.

Darkwing's Ratcatcher motorcycle - 3 versions - one with just Darkwing, one with Gosalyn, and one with Launchpad

Darkwing's Thunderquack jet - with Darkwing and Launchpad

(https://i.postimg.cc/Vs4wddst/darkwing.jpg) (https://postimages.org/)

(https://i.postimg.cc/fTmxctyH/gosalyn.jpg) (https://postimages.org/)

(https://i.postimg.cc/Gtrb65PT/Ratcatcher.jpg) (https://postimages.org/)

(https://i.postimg.cc/wTZGvsP0/Thunderquack.jpg) (https://postimages.org/)

Title: Re: Possible Projects Interest
Post by: DoctorRuina on April 20, 2024, 09:20:18 AM
hahaha a lot of funny characters here!
Title: Re: Possible Projects Interest
Post by: DoctorRuina on April 20, 2024, 09:31:50 AM
I'm interested in Golden Gladiator and Viking Prince too.
Title: Re: Possible Projects Interest
Post by: WyldFyre on April 20, 2024, 10:32:00 AM
Love some Darkwing Duck!!
Title: Re: Possible Projects Interest
Post by: RommyNa on April 20, 2024, 02:51:14 PM
I loved the publication in its 38 pages.
I really enjoy the Disney characters and I like the princesses and the duck characters. I hope they do the other princesses and ducks.
Title: Re: Possible Projects Interest
Post by: RommyNa on April 20, 2024, 06:19:49 PM
Darkwing vehicles don't work for me
Title: Re: Possible Projects Interest
Post by: Randomdays on April 20, 2024, 06:36:46 PM
Just tested the ratcatcher with Launchpad and it worked fine for me. Are you running the sequel, FFvt3R? It's not a big deal if you are for me to add a version for that game as well.

Is it all 3 Ratcatchers and the Thunderquack that aren't working?

(https://i.postimg.cc/FRzTBJ1d/ratcatcher-DW.jpg) (https://postimages.org/)
Title: Re: Possible Projects Interest
Post by: RommyNa on April 20, 2024, 07:12:19 PM
Neither the plane nor the motorcycle work in any way in my version of ffvs3r. Princess, is Elsa alone? Daisy? you do a very good job thanks for sharing so many things
Title: Re: Possible Projects Interest
Post by: Randomdays on April 20, 2024, 07:25:49 PM
You're welcome. Right now I'm having fun working on things. Burnout comes and goes.

I'll export them out for FFvt3R and add them to the files and re upload them in a bit

Frozen characters are way down on my list.

Daisy, Donald, Uncle Scrooge and some more Dizney characters are on the list. I'm basically doing what seems fun at the moment and I'll be moving around a bit.
Title: Re: Possible Projects Interest
Post by: RommyNa on April 20, 2024, 10:55:32 PM
princesses and heroes of Dizneyy there is no other than Elsa? thanks for taking the effort to move them to vs3
Title: Re: Possible Projects Interest
Post by: Randomdays on April 20, 2024, 11:46:05 PM
There are a few other 3D models of disney princesses out there, but they're not very high on my list. Maybe Moana  since I liked that movie a lot

I don't think anyone has really done a lot of Disney for Freedom Force

I generally work on things that I have an interest in, with an occasional request here and there.

Ducktales, Darkwing Duck, and the Rescue Rangers were all shows that I enjoyed so I have fun working on them now and then.
Title: Re: Possible Projects Interest
Post by: cranlox on April 21, 2024, 01:35:27 AM
Moana could use Irma's fx from Wi.t.c.h. which has the power of water, I made several water fx.

I loved the ducks thing, I'm into aliens at the moment.

I made Jane who is not a princess (a skin), Elsa and Esmeralda from The Hunchback of Notre Dame in sportswear (because it was the easiest since I found the head loose).

RommyNa I will send them to you.
RD congratulations for everything you were creating!

I like Rapunzel as princesses but she is really a nightmare, all her hair power makes it impossible to think of bringing her to FFvs3r
Title: Re: Possible Projects Interest
Post by: Randomdays on April 21, 2024, 01:47:56 AM
Thanks Cranlox

For Rapunzel she might go on a Medusa mesh since she can do things with her hair as well
Title: Re: Possible Projects Interest
Post by: cranlox on April 21, 2024, 06:52:47 AM
Could you see the carapace? Unfortunately he has the shield attached to his back.

I tried to make Rapunzel for hours until I asked them to remove her hair to try to put it aside and we couldn't do it.

The 3 ducks are great. I set up the 3 nephews with the baseball throwing fx so they could have some kind of projectile and they really turned out really well.

I'm going to try to upload tomorrow what I was probably doing late in the day.
Title: Re: Possible Projects Interest
Post by: style on April 21, 2024, 07:24:43 AM
Darkwing Duck and friends and the vehicles are FIRE!!!!!!! :msmjb  :msmjb  :msmjb
Title: Re: Possible Projects Interest
Post by: Randomdays on April 21, 2024, 11:47:41 AM
Thanks Style!


Cranlox, I had forgotten about that. I'll try to take a look at it soon.

I've got stls for Honker, Crackerjack and the Liquidator. There's one more for Morganna but she's not free. There's one for Negaduck but I think a recolor of Darkwing would work better

I think thats about all there is for already available characters

RommyNa - Not sure why you're having problems, but II tested the Ratcatcher cycle with just Darkwing on it in FFvt3R and it worked fine for me.

I did upload a pack of all 4 vehicles converted to FFvt3R though. Just replace the existing character.nif with the new one in each case.
Title: Re: Possible Projects Interest
Post by: Randomdays on April 21, 2024, 02:49:01 PM
Cranlox - The newer versions of Blender can handle fbx imports but they mess up the uv for the skin on the mesh. I usually use an online converter to change it to an obj file and work from that.

After exporting the obj into a nif, it seperated the parts out to a main body, the shield on his back, and a few different pieces for the hood and eyes/ goggles.

I went ahead and rigged it to Gren's Captain America. It's posted in the "others" folder. I moved Ladybug and Cat Noir there as well to keep them together.

(https://i.postimg.cc/N0D9KfC8/Carapace.jpg) (https://postimages.org/)
Title: Re: Possible Projects Interest
Post by: cranlox on April 21, 2024, 03:51:39 PM
It is literally extraordinary! I'm already doing the shield fx to throw and the force field sphere, I think it's one of the best things that can be done for Miraculous in the game, the other powers of some are really complicated and very "scripted" working on desires, fears or other things. Few really important characters remain playable.
Thank you so much!
(https://i.imgur.com/Jd3cewM.gif)
Title: Re: Possible Projects Interest
Post by: DoctorRuina on April 21, 2024, 04:45:43 PM
Every villain needs minions. What about the minions of Spider Woman and Creature King?
Title: Re: Possible Projects Interest
Post by: cranlox on April 21, 2024, 04:59:03 PM
I already made the Carapace fx and captured the sounds, what I will probably do next is upload them and share a version in French, since as soon as I saw it I needed to have it in Latin Spanish as seen on TV.
 Fantastic job RD thanks again

Regarding minions, you should upload a photo of them if you know any, I honestly don't remember them. Although the society of main villains that already exists does not seem like an ugly group for battles. If I can help with anything here I am
Title: Re: Possible Projects Interest
Post by: Randomdays on April 21, 2024, 05:26:34 PM
Dr Ruina - that would be great!

For the Creature King, they showed some really weird looking beasts that he had. About the only thing semi normal were some giant bats

(https://s1.dmcdn.net/v/Ua4Ia1ZnQ3MiFb3eA/x720)

(https://s2.dmcdn.net/v/Us5pl1aEUlrBgfMez/x1080)


Spider Woman had some 4 armed, tall, creatures, a "tarantopod" Maybe a 4 armed mesh with an ant head and a new reskin?

(https://64.media.tumblr.com/87a0695c411e1ef20dadf6e19056734b/e06350c0f4827fd6-98/s1280x1920/9b63f710360d071e47cae6cc9bb5e40f35bb6a07.png)

For the Herculoids, I've wanted to get these in - there's a "mindhammer" mesh that has the head part that could be used

(https://img2.cgtrader.com/items/2564663/7176192d05/large/2-x-one-eyed-robots-from-the-herculoids-cartoons-3d-model-stl.jpg)

Title: Re: Possible Projects Interest
Post by: DoctorRuina on April 21, 2024, 05:55:48 PM
I like this Mindhammer
Title: Re: Possible Projects Interest
Post by: DoctorRuina on April 21, 2024, 05:58:25 PM
I'm going to review the Space Ghost episodes to see this minions.
Title: Re: Possible Projects Interest
Post by: RommyNa on April 21, 2024, 06:26:43 PM
Are there more Miraculous characters? They are very superhero style but new generation!

I have seen the space ghost before
Title: Re: Possible Projects Interest
Post by: cranlox on April 21, 2024, 11:21:17 PM
I was trying to model from 2d to 3d in tinkercad, but I'm really bad, I managed to do this with the model you uploaded but a part of the mesh was damaged, looking bad on one side.
My computer is old and I went as far as I could.
Here I share images and what I did in case someone who really knows wants to do something from here

(https://i.imgur.com/GYj1Abk.png)
(https://i.imgur.com/8O08J23.png)

https://www.mediafire.com/file/eqgdipgwdx8l9ab/vipperbat.rar/file

Here are some villains for my favorite agents: Boris,the animal and a generic elphantnautic
(https://i.imgur.com/zcvBwEZ.gif)
HERE! (https://www.mediafire.com/file/e116zhhcnyqpc12/MIB_Boris.rar/file)
(https://i.imgur.com/NutJYPG.gif)
HERE! (https://www.mediafire.com/file/p0kk5q77vpdscmx/MIB_Nauticphant.rar/file)
Title: Re: Possible Projects Interest
Post by: Randomdays on April 22, 2024, 01:28:41 AM
RommyNa - For Miraculous, so far I've done the one above, Cat Noir and Ladybug. I have a set of meshes I've downloaded but haven't really looked at. They're low on my to do list

Cranlox - Wow! that crawling winged worm looks awesome, and really like the animated version. Great job on that! I think I can fix it. I'll download and see. Thanks!
Title: Re: Possible Projects Interest
Post by: cranlox on April 22, 2024, 01:34:48 AM
I named it a bat snake because I didn't know what it was! I can try to take the other 2 in the photo but usually my computer crashes

I already sent the DC animated version to RommyNa and linked them to your site with Lady Bug CatNoir and the villains that I made that do not have model tights: Hotmoth and Stoneheart
Title: Re: Possible Projects Interest
Post by: RommyNa on April 22, 2024, 01:36:11 AM
Thanks for all
Title: Re: Possible Projects Interest
Post by: cranlox on April 22, 2024, 07:25:57 AM
I did the procedure again to capture a character in 2D video (cartoon) and convert it to 3D and it is persistently damaged, there are modeled masses that could be interesting but frankly I think that the video source should be a more advanced animation video from higher quality to obtain better results, I think that the base animation is also static enough to give an idea of ��what a body is like.
In the first case, if something better happened, the Creature King was scared by how aberrant the latter was. It still was fun to try and if someone accepts it, even if it's ugly and its head looks like a fish/snake with fangs, I'll upload it tomorrow. It also happens that I can't think of what skeletons these creatures could become. This may be partially related to the DR stegosaurus.
Title: Re: Possible Projects Interest
Post by: Randomdays on April 22, 2024, 04:52:31 PM
That creature looks good enough to work with too. Go ahead and post it if you want...I'll try to work with it.

Another character that was on my list done.

The WW2 version of Marvel's Dum Dum Dugan of the Howling Commandos

Rigged to Gren's Punisher for FF. Uploaded to the Marvel/ DC folder

(https://i.postimg.cc/ZqhHw5cc/dumdum.jpg) (https://postimages.org/)


Title: Re: Possible Projects Interest
Post by: cranlox on April 22, 2024, 05:21:05 PM
wow! I always intermittently remembered this character that I adore! Great contribution RD!
I am going to upload the deformed iguana creature and the videos and the aliens so that the Men in black can be entertained
I have to thank Dean for the help he gave me his work to take as a starting point
I'm particularly pleased with everything except for Sharlto's head floating a short distance away.
nauticelephant HERE (https://www.mediafire.com/file/p0kk5q77vpdscmx/MIB+Nauticphant.rar/file)
boris HERE! (https://www.mediafire.com/file/e116zhhcnyqpc12/MIB+Boris.rar/file)
giugno HERE! (https://www.mediafire.com/file/fae5f5abcc0papo/MIB+Giugno+Lobster.rar/file)
sharlto & gozzly HERE! (https://www.mediafire.com/file/5anig58hhfgde61/MIB+Sharlto+&+Gozzly.rar/file)

2d Creature of Creature King HERE! (https://www.mediafire.com/file/23lzhmekn1zzw8m/reptal.rar/file)
Title: Re: Possible Projects Interest
Post by: Randomdays on April 23, 2024, 07:37:48 PM
For a few simple changes, it took longer than I thought to make a green martian

Tomato's CSA version of the Martian Manhunter was almost perfect as is, but I added some fangs from Zulu Delta's sabretooth, a sword from a Civ4 viking, and a pulp raygun from "The Movies Game."

And yes, Tomato had given me permission to work with the mesh

Tomato's mesh wouldn't work in Blender so I had to work off his male_heavy to add the items, and then nifskope them over to the martian mesh.

Picture below - The skin is great as is, I just added the items mentioned above. The gun is a little floaty but the fangs and the sword seem stable. They're all removable with nifskope to make them a bit different in a group.

Uploading soon

(https://i.postimg.cc/SNXNtvGS/green-martian.jpg) (https://postimages.org/)
Title: Re: Possible Projects Interest
Post by: cranlox on April 24, 2024, 07:57:24 AM
Trying to give a return gift to one of those who shares so much of his work with us, I tried the process once again with hope for better results. The body turned out quite well, although it has many irregularities and the same texture flaw.
I hope at least the RD intention counts!
I understand that you can paint with a kind of aerosol in some programs, but I still haven't discovered it, basically with what I have been achieving 80% of the time I would need to use that
(https://i.imgur.com/YyPBgKF.png)
(https://i.imgur.com/p7Ri5Xr.png)
(https://i.imgur.com/9kR19eO.png)
https://www.mediafire.com/file/d06rybgfaynzo2m/randomDays.rar/file

Title: Re: Possible Projects Interest
Post by: deanjo2000 on April 24, 2024, 01:28:58 PM
A quick re-skin for negaduck.
(https://i.imgur.com/P5EvIJo.png)
In my random folder.
Title: Re: Possible Projects Interest
Post by: Randomdays on April 24, 2024, 04:11:44 PM
Thanks guys, both of you have really helped with my projects, and I think I've helped a bit with yours as well. Much appreciated! Teamwork!

I did a litle spray painting in Blender that didn't turn out to bad, but I never found out how to save my modified skin after I worked on it.

Did a bunch of fairly easy projects yesterday and uploaded them for anyone interested in them

1) The green martian pictured above is in the "Others" folded

2) Took the HDL character just done and turned it into Webby. Kitbashed the skin a bit more to give it a white head and a pink shirt, moved around the forlock and rounded the head a bit, and added a bow and some eyelashes. She needs a better skin though for the dress. In the Dizney folder

3) Took Gren's Talisman and replaced the head and hands with parts of a Bengal Tiger from the Wildlife Park 2 game and turned him into DC's Tawny the Talking Tiger from the Captain Marvel/ DC comics

4) Took Lord Ehmsidy's 6 armed Spiderman Mutate and removed two of the arms, removed the head and replaced it with the one from a worked ant from the original game, and changed the hands and feet to create Space Ghost Tarantopod from the Spider Queen episode. He needs a skin though. Uploaded to the "HB Heroes" folder.

(https://i.postimg.cc/mr9HY9M3/Webby.jpg) (https://postimages.org/)

(https://i.postimg.cc/tTjLQDj8/Tarantopod.jpg) (https://postimages.org/)

(https://i.postimg.cc/PqnxkRpZ/Tawny.jpg) (https://postimages.org/)

Title: Re: Possible Projects Interest
Post by: cranlox on April 24, 2024, 05:03:51 PM
I will contribute my versions of skins
working...
Title: Re: Possible Projects Interest
Post by: Kommando on April 24, 2024, 06:18:30 PM
The tiger begs to be made into Shere Khan, Tailspin version.
Title: Re: Possible Projects Interest
Post by: Randomdays on April 24, 2024, 09:07:53 PM
Kommando - I might be able to get the animal version from the Sorcerer's Arena app I'm playing. I have an stl of the Talespin version, but it'd be hard to do a simple skin for it.

Cranlox....thanks again for trying to get Quisp going. Much appreciated. Spent a few hours working on the mesh and its almost ready to rig I think.

The texture was so confusing for me I just broke the mesh into pieces like I have to do some time. The head, left hand, and right hand pieces were split off and kept the original texture. I also rounded out the head as it was a bit flat.

The body got a simple green texture, and I added a belt and buckle from JFoam's pulp_v_western mesh

I'll add the propeller later and scf-fi pistol. I plan to do 2 versions - a normal version with a "fake" spinning propeller, and one with a real one but will be very limited in animations

Picture below

(https://i.postimg.cc/02rVFXdn/quisp.jpg) (https://postimages.org/)
Title: Re: Possible Projects Interest
Post by: Kommando on April 24, 2024, 09:30:02 PM
Tailspin Shere Khan is anthropomorphic and already wears a suit.
Title: Re: Possible Projects Interest
Post by: cranlox on April 25, 2024, 12:30:11 AM
It's getting better and better, these days if you want I'll try capturing the character of the other cereal that you wanted for Quisp, use only the commercial that you uploaded the link and 1 single reference image.
I made the texture for the little paw, but I understand why I don't see it in the preview and it works perfectly in the game. It's probably my computer's madness.

Here I upload the link and photo
(https://i.imgur.com/Ao4NCam.png)
HERE! (https://www.mediafire.com/file/2hd0os53y84tj9g/DT+Webby+RD.rar/file)
Title: Re: Possible Projects Interest
Post by: cranlox on April 25, 2024, 12:50:49 AM
(https://i.imgur.com/XyUo2mk.png)
I have it from SorAre
https://www.mediafire.com/file/okc9cistzo95xhz/Shere_Khan.rar/file
Title: Re: Possible Projects Interest
Post by: cranlox on April 25, 2024, 01:35:26 AM
Dean, can I use some of your work again for a Limburger?

(https://i.imgur.com/u1lFxyk.png)
Title: Re: Possible Projects Interest
Post by: deanjo2000 on April 25, 2024, 02:44:16 AM
Of course. Anybody can use anything of mine   
Title: Re: Possible Projects Interest
Post by: Randomdays on April 25, 2024, 03:17:09 AM
Great job on Webby Cranlox.

For Shere Khan I should just have to replace the head on the other mesh.

For Quake, check out at about the 3:30 min mark and on for color;


Latest version of Quisp - scrapped the head for a rounder one based on a globe, and then stretched out to be more oval. Added the propeller. Still using the face from the texture you provided.

I think the final version before rigging

(https://i.postimg.cc/pdrBBcZN/quisp2.jpg) (https://postimages.org/)
Title: Re: Possible Projects Interest
Post by: cranlox on April 25, 2024, 08:11:53 AM
The creature king is once again frightened by the results, he also came to recognize body volume. The skin problem persists and there is no front frame of the character to facilitate facial capture, which is why it is flattened like a coin
Title: Re: Possible Projects Interest
Post by: cranlox on April 25, 2024, 08:26:16 AM
 :doh:
This guy is really refusing! :banghead:
With a random monkey it worked much better damn!
I'm going to try to generate fixed sprites with fake shadows to reference 2 images to see if I can achieve better results tomorrow
Title: Re: Possible Projects Interest
Post by: cranlox on April 25, 2024, 04:22:56 PM
Maybe you can continue from this point, I doubt I'll get a better result. I'm going to try to touch its texture a little to give it a decent finish or as close as possible.

(https://i.imgur.com/jeEMkbP.png)
(https://i.imgur.com/b4NdlFX.png)
(https://i.imgur.com/XOpNq7b.png)


Title: Re: Possible Projects Interest
Post by: cranlox on April 25, 2024, 04:50:03 PM
Here is the possible progress so far, today I will not be able to continue advancing, tomorrow night I will surely try to finish a finish of the texture.
Limburger is also advancing
(https://i.imgur.com/sgHXXWQ.png)
(https://i.imgur.com/M3hJW3B.png)
Title: Re: Possible Projects Interest
Post by: Kommando on April 26, 2024, 02:50:01 AM
Quote from: cranlox on April 25, 2024, 12:50:49 AM(https://i.imgur.com/XyUo2mk.png)
I have it from SorAre
https://www.mediafire.com/file/okc9cistzo95xhz/Shere_Khan.rar/file

That is very nice. I might have to try a Shere Khan.
Title: Re: Possible Projects Interest
Post by: Randomdays on April 26, 2024, 03:41:52 AM
Disney has some high quality stuff. That could be rigged to big_cat versatile as is, or just the head put on the other mesh.

3 Quisps are done and 2 tested in game;

1) Rigged to tommyboy's trek_t armature. Appears broken in the FF viewer but looks good in game. Comes with a sci-fi pistol and rifle, and a box of Quisp for some quick energy. Should work in both games with alternate version due to the "floating" problem if needed.

2) simple rig to the Civ4 gunship for the animated propeller. He look good flying around, but no other animation with it.

3) In his flying saucer. Almost done and not tested yet. Not animated but hopefully he'll look good in game flying around.

Pics below and I'm trying to get some videos on youtube for them.

(https://i.postimg.cc/KvwtzH1G/quisp5.jpg) (https://postimages.org/)

(https://i.postimg.cc/59kC7RqB/quisp4.jpg) (https://postimages.org/)

(https://i.postimg.cc/FHX1w5fL/quisp3.jpg) (https://postimages.org/)



Title: Re: Possible Projects Interest
Post by: cranlox on April 26, 2024, 06:53:23 AM
It looks excellent, the Q could easily be modeled with an image as SA showed with the page
I just tried a new Quake capture that didn't capture the face. In these instances what I would need the most.
Then tell me RD what you think so far. One option is to cut the waist and at least have the legs

I took a new screenshot, and it made a better version. For now, it is one of the ones that left me most satisfied, especially for the body, the face is still flat, even so it is one of the best.
Maybe you can make an edit of Quake's head with Quark (ratchet and clank) (cutting off his head and putting a new skin on it)
Title: Re: Possible Projects Interest
Post by: cranlox on April 26, 2024, 05:02:11 PM
the boxitraxio
WIKI PAGE (https://es.wikipedia.org/wiki/Boxitracio)
Title: Re: Possible Projects Interest
Post by: Randomdays on April 26, 2024, 06:23:19 PM
Unless you can tweak Quake a little more, go ahead and upload him. Same with the kangaroo and I'll look at him also


Video below of the 3 different versions of Quisp in action.

Files uploaded to the classic cartoons folder

Title: Re: Possible Projects Interest
Post by: Randomdays on April 26, 2024, 06:51:59 PM
If you've got $2.00 USD it might be easier to go this way instead

https://cults3d.com/en/3d-model/various/boxitracio-super-hijitus (https://cults3d.com/en/3d-model/various/boxitracio-super-hijitus)

and...

https://cults3d.com/en/3d-model/art/hijitus-pucho-neurus-largirucho (https://cults3d.com/en/3d-model/art/hijitus-pucho-neurus-largirucho)

and

https://www.yeggi.com/q/pucho/ (https://www.yeggi.com/q/pucho/)
Title: Re: Possible Projects Interest
Post by: cranlox on April 26, 2024, 11:23:34 PM
They are cute, but this is Argentina! (where I live)
hahaha
We don't make ends meet and we are not allowed to buy dollars depending on the job or home you have.
(at some point we will improve!)

As for what I also noticed that the poses are not you and that some parts are attached to the body so the internal faces also have to be sculpted. That's why I went to try to capture a black and white animation because without understanding the reason, it turned out better. I'm going to try again with Quake and some more by García Ferrer and obviously try your little one's cereal, which was fascinating.

I couldn't do much today, but I was glad that 1 of the cereal guys arrived.

If they make a group of 4 with the cereal workers, adding the Tigre would be : Quake, Quisp, Tony and....there would be a vacancy.
Title: Re: Possible Projects Interest
Post by: Randomdays on April 26, 2024, 11:49:09 PM
Some of my favorite cereals growing up would be great in game. Lucky the Leprechaun, Toucan Sam, Sugar Bear, Captain Crunch and John Lafeete, Sonny the Cuckoo Bird, and any of the monster cereals like Count Chockula or Frankenberry.

There is a Toucan Sam out already somewhere, but not for free.
Title: Re: Possible Projects Interest
Post by: cranlox on April 27, 2024, 02:27:20 AM
I'm currently processing another Quake capture. What's left I'll upload here.

On the other hand, the toucan Sam has the head in model resources, the body can be that of Felix/Emilio with customizations or I can try to capture it. But to make a skin of a semi-generic character that is not exactly the same as Felix so that they are not all the same. I have noticed from what I saw there that the rabbit Max has his toes quite pointed, perhaps with a skin on that body and Model's head would look even better than the model that is for sale which is even more modern.

Likewise, as soon as I finish this capture, I'll take a quick shot of toucan Sam to see what I get.

https://www.models-resource.com/xbox_360/avatarmarketplace/model/18706/
https://www.models-resource.com/pc_computer/sammaxseason1/model/7161/


Today I captured a lizard called Currie from a short and it turned out surprisingly decent, I'm sure I'll upload it soon in final mode since I'll be using a basic base.

Title: Re: Possible Projects Interest
Post by: cranlox on April 27, 2024, 03:28:19 AM
I have captured 2 parts to add toucan Sam and they turned out quite acceptable, here I show them and upload them
https://www.mediafire.com/file/jq5afivfm4hkxlx/tucan+sam+parts.rar/file

I also tried to start from the still image and there was an alternative
https://www.mediafire.com/file/z3l4vfb0ljpxll4/finger+wing.rar/file

Title: Re: Possible Projects Interest
Post by: cranlox on April 27, 2024, 06:00:49 AM
Another option with something perhaps to take out.
You could also make fairly basic elemental creatures with these exaggerated cartoon-like strongmen models.
here I upload capture 8 and 9
last twice (april 27 th)
https://www.mediafire.com/file/0r8a6amtizv4pjf/q8.rar/file
https://www.mediafire.com/file/w2kgu1heh866rxb/q9.rar/file


and CURRIE!
(https://i.imgur.com/eWrbVoX.png)
HERE! (https://www.mediafire.com/file/souo8jxu5t5at4i/ARG+CURRIE.rar/file)
Title: Re: Possible Projects Interest
Post by: DoctorRuina on April 27, 2024, 09:09:44 AM
Hehehe This Tawny is great! It would be interesting to do the Monster Society of evil and the Sivana's Family.
Title: Re: Possible Projects Interest
Post by: DoctorRuina on April 27, 2024, 09:14:37 AM
I have a little time now, but there are so many characters to make that I don't know which one to start with.
Title: Re: Possible Projects Interest
Post by: DoctorRuina on April 27, 2024, 10:31:55 AM
A lot of interesting characters here. Some of them have already been done.
(https://i.postimg.cc/RJGrtvgk/Monster-Society-of-Evil.jpg) (https://postimg.cc/RJGrtvgk)
Title: Re: Possible Projects Interest
Post by: Randomdays on April 27, 2024, 03:36:42 PM
The alligator man at least would be easy to do.

For what to do next, I'm not sure who was looking at it before, but the Metallus is the last of the Council of Doom that needs to be done to finish it off.

And then there's my other request thread.......
Title: Re: Possible Projects Interest
Post by: cranlox on April 27, 2024, 08:43:29 PM
about Crococile man:
I tried to generate a head in jlu stroke inspired by Killer Croc from "the batman", the resulting head came out well on 1 side and bad on the other, maybe if you want to take advantage of cutting it in the middle and mirroring the texture and model it would be good quality, without doubt it is adding important work.
I share it only because I already did it in case it turned out well and quickly (it would not have been the case)
I passed the model to fbx, which I think is the one that is easy for you to see in blender RD? correct?
texture:
https://www.mediafire.com/view/9p4l47wzsmilal2/55.jpg_albedo_map-re_2fhIOBXAHVBpPMDi7aIqeVjTA8f.png/file
file of model:
https://www.mediafire.com/file/62vmxzy4i0n8kp5/55.jpg_textured_3D_model.fbx/file
Title: Re: Possible Projects Interest
Post by: Randomdays on April 27, 2024, 09:38:43 PM
Thanks Cranlox. I'll look at that.

The easiest thing to work with in Blender are obj files, at least with the version that's good with Freedom Force. That also works good with nifskope and Milkshape, amothe 3D object editor program

If this one doesn't work, I did do a Crocodile import from Wildlife Park 2 with its original kfs for FFvt3R. I might be able to take the head from that.
Title: Re: Possible Projects Interest
Post by: cranlox on April 27, 2024, 09:45:02 PM
Then tell me when you can what Quake is. Could you see something? Was something useful to you?

I'm at home with the flu this weekend, so I'll be very connected if I can help in any way.
just tell me

Here is yesterday's attempt to capture the body of Sam the toucan.
https://www.mediafire.com/file/plteq694thjer3y/sam_body.rar/file
Title: Re: Possible Projects Interest
Post by: Randomdays on April 28, 2024, 12:05:34 AM
At present, I haven't looked at the latest files - not a lot of time for Freedom Force to work on things.

Sorry you're sick -get well soon.

Did you get a chance to look at the Space Ghost Tarantopod? That and MEtallus would be good to finish Space Ghost.
Title: Re: Possible Projects Interest
Post by: cranlox on April 28, 2024, 12:28:33 AM
Yes I lowered it! but I haven't skinned the Tarantopod yet
I made some aliens and I was trying to capture old drawings, Sam the toucan and Quake, Boxitraxio and Pelopincho.
Tonight I'm sure if I feel good I'll make the Tarantopod with a new skin and upload it
I also found the combat version of Rapunzel, which I think is perhaps more feasible to bring, it is the one from Mirrorverse and I saw that there is Mike Wazozki from the combat armor version that is excellent to accompany the Sullivan that you made. There are many nice characters, including all the ones that come up here and others that I captured and turned out well, it makes me want to bring them back in some way.
Metallus
Metallus had someone who said he would do it that's why I didn't mess with him, I was going to try it when I made Neptul the villain of Blackstar.
Title: Re: Possible Projects Interest
Post by: cranlox on April 28, 2024, 01:27:22 AM
 :) a generic alien
(https://i.imgur.com/D7gDz4J.gif)
here! (https://www.mediafire.com/file/f43h6mx24aqe9uh/generic_Alien.rar/file)
Title: Re: Possible Projects Interest
Post by: cranlox on April 28, 2024, 07:04:46 AM
I made some skins for the Tarapod. And I tried to talk to him repeatedly. I don't know why I didn't succeed. It's a minor contribution but I liked how it looked, especially because it distances itself from the ants in the game.
I hope it is to your liking.
the rar file!
HERE! (https://www.mediafire.com/file/j7kojbppul9p5or/SG_Tarantopod_RD.rar/file)
Title: Re: Possible Projects Interest
Post by: DoctorRuina on April 28, 2024, 05:27:51 PM
Great work with this minions, guys!

And about Metallus, I had some problems with him. I can't find the appropriate helmet.
Title: Re: Possible Projects Interest
Post by: DoctorRuina on April 28, 2024, 05:50:28 PM
They are the Spider Woman's minions as seen in "The revenge of the Spider Woman"
(https://i.postimg.cc/t7LrMR55/Spider-Woman-minions.jpg) (https://postimg.cc/t7LrMR55)
Title: Re: Possible Projects Interest
Post by: cranlox on April 28, 2024, 10:21:52 PM
Here I tried to take a capture of the tail and the head, they came out pretty good and I decided to put them on Dean's Capitan Nipon, it turned out pretty good, although the head has some flaws in the front skin on the left side. I don't know the name of the character but he is a Fish Toad Soldier, at least for now or until we know his name.
(https://i.imgur.com/B9l5MEj.gif)
https://www.mediafire.com/file/5w7ijnshwdzrt36/CRTN+SoldierToad.rar/file
Title: Re: Possible Projects Interest
Post by: BentonGrey on April 28, 2024, 11:13:43 PM
Lots of really cool stuff in the works here!  I'm really loving all of the classic aliens!
Title: Re: Possible Projects Interest
Post by: DoctorRuina on April 29, 2024, 09:20:13 AM
Awesome cranlox! You did it surprisingly quickly and the result is great! I have only enlarged the tail because in the cartoon it was bigger.
Title: Re: Possible Projects Interest
Post by: DoctorRuina on April 29, 2024, 10:02:00 AM
I added a trident too.
Title: Re: Possible Projects Interest
Post by: cranlox on April 29, 2024, 02:18:31 PM
go great! If you can resend it to me shared in this thread
vale! Si puedes reenviamelo compartido en este hilo
Title: Re: Possible Projects Interest
Post by: DoctorRuina on April 30, 2024, 06:13:07 PM
Sure! Here is
https://www.mediafire.com/file/4ryhyiwn0ndar8g/Soldier_Toad.rar/file
Title: Re: Possible Projects Interest
Post by: cranlox on May 01, 2024, 08:28:21 AM
trying with bronx

Title: Re: Possible Projects Interest
Post by: DoctorRuina on May 01, 2024, 05:25:31 PM
By the way, I have found out that these minions are called Lizard Slavers.
Title: Re: Possible Projects Interest
Post by: cranlox on May 02, 2024, 10:10:58 PM
Brainerd a villain in MIB animated serie
(https://i.imgur.com/p4w5Mkd.gif)
HERE! (https://www.mediafire.com/file/p8vd5zzafcbkzkg/MIB+Brainerd.rar/file)
Title: Re: Possible Projects Interest
Post by: Randomdays on May 03, 2024, 02:29:25 AM
Great job everyone.

I've gone dark for a few days and it'll be a few more till I get rolling again. Explanation coming in thew general area
Title: Re: Possible Projects Interest
Post by: cranlox on May 04, 2024, 04:27:45 PM
(https://i.imgur.com/cJLAGnD.png)
HERE LUPO (https://www.mediafire.com/file/n67z3buii5r88zt/MIB_Lupo.rar/file)
Another villain from the Men In Black animated series, Lupo and his orange-clothed clone
Title: Re: Possible Projects Interest
Post by: DoctorRuina on May 05, 2024, 06:52:10 AM
I didn't know these characters, but they are great
Title: Re: Possible Projects Interest
Post by: cranlox on May 05, 2024, 07:36:02 AM
(https://i.imgur.com/gBkvMVM.png)
MIB MEGA-ANT (https://www.mediafire.com/file/0q5hgwglpd9089i/MIB_Mega-Ant.rar/file)
Title: Re: Possible Projects Interest
Post by: cranlox on May 09, 2024, 12:59:38 AM
(https://i.imgur.com/Tfg88s2.png)
A handful of aliens to play with men in black, some are free creations others are background characters. Working on some more of the most important aliens gathering courage to go after Agent Alpha.
HERE! (https://www.mediafire.com/file/k98er859mzrtg8g/ALIENS.rar/file)
Title: Re: Possible Projects Interest
Post by: cranlox on May 10, 2024, 08:00:12 AM
(https://i.imgur.com/2WpD5NP.gif)
Title: Re: Possible Projects Interest
Post by: WyldFyre on May 10, 2024, 10:07:10 AM
Wow Cranlox, I am really impressed with all of this alien activity. I may really need to call the Men in Black! :)

Good job!  :thumbup:  :thumbup:
Title: Re: Possible Projects Interest
Post by: BentonGrey on May 11, 2024, 01:56:41 AM
Fantastic work!
Title: Re: Possible Projects Interest
Post by: cranlox on May 11, 2024, 08:25:11 AM
I was trying to make a conversion from a real face to loose facial relief to make a kind of masks of real actors to stick on the basic structure of the meshes.
I tried to do it with Agent Kay played by Tommy Lee Jones, in the viewfinder it looks good in the game no. Maybe I could use some help from someone as to why this is happening.
In the case of Pineal Eye, the result obtained is favorable although in this case the head is rounded and the texture is stretched a little, hiding it with the cap.
(https://i.imgur.com/UdY5SxN.gif)

(https://i.imgur.com/780p3ui.gif)
HERE! (https://www.mediafire.com/file/51gl8g5rr5p6pgo/MIB_Pineal_Eye.rar/file)
Title: Re: Possible Projects Interest
Post by: DoctorRuina on May 11, 2024, 09:46:46 AM
I am interested too in make conversions of real face of real actors. Does anyone know how to do it?
Title: Re: Possible Projects Interest
Post by: cranlox on May 12, 2024, 12:57:18 AM
This channel was very useful to me, it also has content about other programs that I have used, although it is in a Latin Spanish language that perhaps complicates

Then there is another video that I used to capture a model of a 2D cartoon by painting what you want to capture, but many times it comes out half-failed, even though it was what I made the creatures with.
Title: Re: Possible Projects Interest
Post by: cranlox on May 12, 2024, 07:32:11 AM
TOMMY EGAN(Joseph Sikora) FROM POWER SERIE -FORCE
(https://i.imgur.com/04knO68.png)
HERE! (https://www.mediafire.com/file/ghc910cjxnsmc49/SERIE_TommyEgan.rar/file)
(https://i.imgur.com/ZfL9PJY.gif)

Viral Monkey from Cybat
(with a generic spear)
(https://i.imgur.com/OteMacg.gif)
HERE! (https://www.mediafire.com/file/9ybzpryjwzr7nn4/ARG_ViralMonkey1.rar/file)
Title: Re: Possible Projects Interest
Post by: spydermann93 on May 12, 2024, 08:35:45 PM
dang Cranlox, love seeing how far you're coming with all of these meshes and skins!

Keep up the great work, dude! :thumbup:
Title: Re: Possible Projects Interest
Post by: RommyNa on May 12, 2024, 10:36:59 PM

you would have to make the ugly man from cybats and make the monkey in fuchsia
Title: Re: Possible Projects Interest
Post by: cranlox on May 13, 2024, 04:23:37 PM
Carbine
(https://i.imgur.com/ynrUIUx.gif)
HERE! (https://www.mediafire.com/file/wsj5mafg88d53f0/BikerMice+Carbine.rar/file)

Limburger
(https://i.imgur.com/LVLh14M.gif)
HERE! (https://www.mediafire.com/file/wry9vxu6sudt86e/CRTN+V+Limburger.rar/file)