User talk:Bobbysoon: Difference between revisions

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::Going by this, I would personally say it needs to be sized up by 25%-30%. P.S.: I just want to draw bobbysoon's attention to the textures, notice how they are more "weighty" on the old ID. I think it's a combination of being a darker gray and having more "shading" built into the texture to make up for Oni's anemic lighting system. I know you weren't probably planning on the current textures being final anyway; just wanted to take advantage of the comparison shot to point that out. --[[User:Iritscen|Iritscen]] 03:27, 6 September 2009 (UTC)
::Going by this, I would personally say it needs to be sized up by 25%-30%. P.S.: I just want to draw bobbysoon's attention to the textures, notice how they are more "weighty" on the old ID. I think it's a combination of being a darker gray and having more "shading" built into the texture to make up for Oni's anemic lighting system. I know you weren't probably planning on the current textures being final anyway; just wanted to take advantage of the comparison shot to point that out. --[[User:Iritscen|Iritscen]] 03:27, 6 September 2009 (UTC)
:::Ok, 127.5% it is then, and I'll render in shadows, and see about that darker grey.  
:::Ok, 127.5% it is then, and I'll render in shadows, and see about that darker grey.  
:::[http://www.filefront.com/14485651/ID%20TRBS%20dae%20TXMP_chest.rar ID TRBS dae TXMP_chest.rar] Most textures ended up on the wrong parts, idk why. Maybe export order of objects. Much clone/delete mesh/attach was involved. I'll shuffle around the TRMA and see. I ''tink'' I'm losing internet today, idk, so just in case I want to get el 127.5% out asap. Maybe I can get some animations (dae at least) done before then.
:::<nowiki>http://www.filefront.com/14485651/ID%20TRBS%20dae%20TXMP_chest.rar</nowiki> (dead link) Most textures ended up on the wrong parts, idk why. Maybe export order of objects. Much clone/delete mesh/attach was involved. I'll shuffle around the TRMA and see. I ''tink'' I'm losing internet today, idk, so just in case I want to get el 127.5% out asap. Maybe I can get some animations (dae at least) done before then.
:::--[[User:Bobbysoon|Bobbysoon]] 20:45, 7 September 2009 (UTC)
:::--[[User:Bobbysoon|Bobbysoon]] 20:45, 7 September 2009 (UTC)


:::: I found the problem with the mixed up textures.  It has to do with the ID's parent-child relationship.
:::: I found the problem with the mixed up textures.  It has to do with the ID's parent-child relationship.


:::: http://edt.oni2.net/temp/IDmisplaced.jpg
::::[[Image:ID misplaced parts.jpg]]


:::::Re-ordered nodes, and fixed arm/biceps reference in TRMA: [http://www.filefront.com/14488981/level0_Final.rar/ TRBS, TRMA, and a couple TXMPs] - not that I re-rendered for the color correction yet. I modified the mesh of the body a little. How does it look? --[[User:Bobbysoon|Bobbysoon]]
:::::Re-ordered nodes, and fixed arm/biceps reference in TRMA: <nowiki>http://www.filefront.com/14488981/level0_Final.rar/</nowiki> (dead link) (TRBS, TRMA, and a couple TXMPs) - not that I re-rendered for the color correction yet. I modified the mesh of the body a little. How does it look? --[[User:Bobbysoon|Bobbysoon]]


::::::I like the animated display on the back, nice touch. Although it is partway in the ground until EdT adjusts the height again, the larger ID seems to be more imposing. However, while EdT and I were comparing the new size to the original ID, we noticed some other discrepancies that probably were always there in the model you inherited. To wit:
::::::I like the animated display on the back, nice touch. Although it is partway in the ground until EdT adjusts the height again, the larger ID seems to be more imposing. However, while EdT and I were comparing the new size to the original ID, we noticed some other discrepancies that probably were always there in the model you inherited. To wit:
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:::::::I see what you mean about it's face. I thought that was a smoothing glitch, before, but now I see what you pointed out - slightly pointy towards the eye. Less slabby is good, but it's head is basic rounded square, face-on.  
:::::::I see what you mean about it's face. I thought that was a smoothing glitch, before, but now I see what you pointed out - slightly pointy towards the eye. Less slabby is good, but it's head is basic rounded square, face-on.  
:::::::Now it looks too big. Thing is, it's kneeling in that pose. It can't drop down much more from there - whereas, the original one is up and walking.  
:::::::Now it looks too big. Thing is, it's kneeling in that pose. It can't drop down much more from there - whereas, the original one is up and walking.  
:::::::and I just exported animations for it too  ): - [http://www.youtube.com/watch?v=ht7KrEaImzo youtube] good exercise anyhow --[[User:Bobbysoon|Bobbysoon]]
:::::::and I just exported animations for it too  ): - [https://www.youtube.com/watch?v=ht7KrEaImzo youtube] good exercise anyhow --[[User:Bobbysoon|Bobbysoon]]


::::::::The walking animation is awesome! Can't wait to try it in the game. [[User:EdT|EdT]]
::::::::The walking animation is awesome! Can't wait to try it in the game. [[User:EdT|EdT]]


::::::Just to add a little more information, if you look at the following screenshot:
::::::Just to add a little more information, if you look at the following screenshot:
::::::http://edt.oni2.net/temp/ID_Size.jpg
::::::[[Image:ID Size.jpg]]
::::::I positioned the ID as close as I could to the one in the trailer.  From this point of view, the height looks correct, but, the ID's depth (From the front to the back) is too long, and the width could be slightly narrower. [[User:EdT|EdT]]
::::::I positioned the ID as close as I could to the one in the trailer.  From this point of view, the height looks correct, but, the ID's depth (From the front to the back) is too long, and the width could be slightly narrower. [[User:EdT|EdT]]


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:::::::::Aknowleged.  
:::::::::Aknowleged.  
:::::::::I made this to get a better look at the trailer's ID clips: [http://www.youtube.com/watch?v=STMMqcpJuB0 ID clips in slow-motion] One thing I noticed is the 'dynamo'/fannypack should be shorter by about half.  --[[User:Bobbysoon|Bobbysoon]] 22:46, 10 September 2009 (UTC)
:::::::::I made this to get a better look at the trailer's ID clips: [https://www.youtube.com/watch?v=STMMqcpJuB0 ID clips in slow-motion] One thing I noticed is the 'dynamo'/fannypack should be shorter by about half.  --[[User:Bobbysoon|Bobbysoon]] 22:46, 10 September 2009 (UTC)
::::::::::Indeed, good catch. It will look better when it's shorter, too. --[[User:Iritscen|Iritscen]] 23:57, 10 September 2009 (UTC)
::::::::::Indeed, good catch. It will look better when it's shorter, too. --[[User:Iritscen|Iritscen]] 23:57, 10 September 2009 (UTC)


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I think it looks better with the arms back, but I understand we're trying to hone in on the one seen in the trailer. What do you guys think? --[[User:Bobbysoon|Bobbysoon]]
I think it looks better with the arms back, but I understand we're trying to hone in on the one seen in the trailer. What do you guys think? --[[User:Bobbysoon|Bobbysoon]]


[[Image:OniBattle.jpg|600px]]
[[Image:Iron Demon in Battle.jpg|600px]]


:Hmm, it doesn't look that different to me, overall. What do you mean about the "tail tip thing"?
:Hmm, it doesn't look that different to me, overall. What do you mean about the "tail tip thing"?
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:::::::I was thinking joint connector too - something like this:
:::::::I was thinking joint connector too - something like this:
:::::::http://i176.photobucket.com/albums/w161/bobbysoon/IDtailjointa.jpg
:::::::<nowiki>http://i176.photobucket.com/albums/w161/bobbysoon/IDtailjointa.jpg</nowiki> (dead link)
:::::::--[[User:Bobbysoon|Bobbysoon]] 00:10, 22 September 2009 (UTC)
:::::::--[[User:Bobbysoon|Bobbysoon]] 00:10, 22 September 2009 (UTC)


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EdT inspected the TRMA and the DAE and couldn't find the problem. Hopefully this issue rings a bell with you and you can guess why it happened, because we're stumped at the moment -- is it a result of rearranging the use of the 19 bones in the model? Did you make a new UV map that OniSplit might have an issue with for some reason?
EdT inspected the TRMA and the DAE and couldn't find the problem. Hopefully this issue rings a bell with you and you can guess why it happened, because we're stumped at the moment -- is it a result of rearranging the use of the 19 bones in the model? Did you make a new UV map that OniSplit might have an issue with for some reason?
:Fixed [http://www.filefront.com/14765749/TRMAiron_demon.oni TRMAiron_demon.oni]. I think it was the material order. I re-arranged the TRMA's references. --[[User:Bobbysoon|Bobbysoon]] 17:36, 21 October 2009 (UTC)
:Fixed <nowiki>http://www.filefront.com/14765749/TRMAiron_demon.oni</nowiki>. I think it was the material order. I re-arranged the TRMA's references. --[[User:Bobbysoon|Bobbysoon]] 17:36, 21 October 2009 (UTC)


::Looks good, though the order of the TXMP links are different from the normal order. [[User:EdT|EdT]]
::Looks good, though the order of the TXMP links are different from the normal order. [[User:EdT|EdT]]


::http://edt.oni2.net/images/IDTRMAfixed.jpg
::[[Image:ID TRMA fixed.jpg]]


:::To me, it looks a bit too organic\cartoony. Not really menacing...it might just be the rerendered textures or the angle though. Maybe adding some sharper lines to it would help. Just my humble opinion. [[User:Gumby|Gumby]] 06:49, 22 October 2009 (UTC)
:::To me, it looks a bit too organic\cartoony. Not really menacing...it might just be the rerendered textures or the angle though. Maybe adding some sharper lines to it would help. Just my humble opinion. [[User:Gumby|Gumby]] 06:49, 22 October 2009 (UTC)
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::''"What kind of rescaling are we talking about?"'' I was localizing images that are externally-linked to from the wiki the other day when I came across this one that isn't in the collection on your user page:
::''"What kind of rescaling are we talking about?"'' I was localizing images that are externally-linked to from the wiki the other day when I came across this one that isn't in the collection on your user page:


::http://ssg.oni2.net/subfold/oldpics/images/oni_10.jpg
::[[Image:MP arena 2-4 with Iron Demon.jpg]]


::To me, it looks like 17secs was actually pretty much on the money with the "the big drums of ammo hanging from its butt" (I neglected to mention before that Okita told us that's what they were, hence why BW planned on them being a weak point). So, unless it's just me, it looks like the drum was supposed to be that big after all. --[[User:Iritscen|Iritscen]] 17:20, 25 October 2009 (UTC)
::To me, it looks like 17secs was actually pretty much on the money with the "the big drums of ammo hanging from its butt" (I neglected to mention before that Okita told us that's what they were, hence why BW planned on them being a weak point). So, unless it's just me, it looks like the drum was supposed to be that big after all. --[[User:Iritscen|Iritscen]] 17:20, 25 October 2009 (UTC)
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:*What's the simplest way to get this in-game?
:*What's the simplest way to get this in-game?
:*What's with the %2Fs in the names? I see in the xml those names imply folders. are those necessary?
:*What's with the %2Fs in the names? I see in the xml those names imply folders. are those necessary?
:*Maybe I should just upload the [http://www.filefront.com/14467707/_IronDemon-dae.rar/ dae] and [http://www.filefront.com/14467713/images.rar/ tga] and let you guys get it in game properly
:*Maybe I should just upload the dae (<nowiki>http://www.filefront.com/14467707/_IronDemon-dae.rar/</nowiki>, dead link) and tga (<nowiki>http://www.filefront.com/14467713/images.rar/</nowiki>, dead link) and let you guys get it in game properly


Hey, I was wondering, could you place a gun pod\barrel of some sort (for missles or grenades or whatever) on the ID's right arm? [[User:Gumby|Gumby]] 07:13, 26 September 2009 (UTC)
Hey, I was wondering, could you place a gun pod\barrel of some sort (for missles or grenades or whatever) on the ID's right arm? [[User:Gumby|Gumby]] 07:13, 26 September 2009 (UTC)
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Corrected TRAM heights (well its still slightly off the ground but I ran out of time):
Corrected TRAM heights (well its still slightly off the ground but I ran out of time):


http://edt.oni2.net/images/bobbysoon_ID.jpg
[[Image:Bobbysoon ID.jpg]]


Here is a package for your Iron Demon, there is a read me with instructions: http://edt.oni2.net/temp/Iron_Demon_Package.zip
Here is a package for your Iron Demon, there is a read me with instructions: <nowiki>http://edt.oni2.net/temp/Iron_Demon_Package.zip</nowiki> (dead link)


Don't worry about the names of the textures, I took care of that.  I have included idle, run, walk animations.  All of them have no rotation of the body parts, so the Iron Demon moves as a single object.  So currently, the ID will follow you around and if you shapeshift to the ID you can move around.
Don't worry about the names of the textures, I took care of that.  I have included idle, run, walk animations.  All of them have no rotation of the body parts, so the Iron Demon moves as a single object.  So currently, the ID will follow you around and if you shapeshift to the ID you can move around.
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= Forumish disorder =
= Forumish disorder =
<span style="color:#808080">I see, in the [http://www.youtube.com/watch?v=YLZ2hJZvrmo Second Oni Trailer], @1:25, the Iron Demon has a weapon variant on it's right arm. How do we do this?</span>
<span style="color:#808080">I see, in the [https://www.youtube.com/watch?v=YLZ2hJZvrmo Second Oni Trailer], @1:25, the Iron Demon has a weapon variant on it's right arm. How do we do this?</span>


--[[User:Bobbysoon|Bobbysoon]] 20:53, 31 August 2009 (UTC)
--[[User:Bobbysoon|Bobbysoon]] 20:53, 31 August 2009 (UTC)
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:Rather than guess, I'll let someone more knowledgeable answer the modeling questions. I don't know of the Iron Demon appearing anywhere else beyond what is found on the [[Iron Demon]] page. I'm pretty sure there's no video of it, at the very least (unless you count [http://www.youtube.com/watch?v=sa-h6lXQ-p4 this] fan product). As to the Iron Demon's secondary weapon, it seems to be the early Scram Cannon that Konoko is using at 1:05 and 1:54. It might make more sense to have an alternate-firing mode that uses built-in rocket launchers on the arms, rather than trying to reproduce the gun they tacked somewhat strangely onto the model in the trailer. As to how to give the ID distinct weapons and cordon them off from the weapons that other characters can cycle through (and vice versa), that's a good question I hadn't thought of, but I know EdT was looking into the weapon side of things.... --[[User:Iritscen|Iritscen]] 20:44, 31 August 2009 (UTC)
:Rather than guess, I'll let someone more knowledgeable answer the modeling questions. I don't know of the Iron Demon appearing anywhere else beyond what is found on the [[Iron Demon]] page. I'm pretty sure there's no video of it, at the very least (unless you count [https://www.youtube.com/watch?v=sa-h6lXQ-p4 this] fan product). As to the Iron Demon's secondary weapon, it seems to be the early Scram Cannon that Konoko is using at 1:05 and 1:54. It might make more sense to have an alternate-firing mode that uses built-in rocket launchers on the arms, rather than trying to reproduce the gun they tacked somewhat strangely onto the model in the trailer. As to how to give the ID distinct weapons and cordon them off from the weapons that other characters can cycle through (and vice versa), that's a good question I hadn't thought of, but I know EdT was looking into the weapon side of things.... --[[User:Iritscen|Iritscen]] 20:44, 31 August 2009 (UTC)




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:Were you taking notes, Bobbysoon? There will be a test later :0) Anyway, I just wanted to throw some thoughts out there:
:Were you taking notes, Bobbysoon? There will be a test later :0) Anyway, I just wanted to throw some thoughts out there:
:* Let's not forget the unused walking sounds for the Iron Demon once we have an animation: [http://iritscen.oni2.net/temp/ID_sounds.zip].
:* Let's not forget the unused walking sounds for the Iron Demon once we have an animation: [http://iritscen.oni2.net/wiki/Iron%20Demon%20sounds.zip].
:* I think the Iron Demon definitely needs an additional weapon beyond the chainguns. We have to think ahead about that now, as it will affect the model. I propose a heat-seeking missile pod on the back, pointing upward. This would prevent the battle from becoming a simple game of "stay out of the ID's line of sight" and throw a wild card out there once in a while for Konoko to deal with. Assuming we can train the AI to use it correctly.
:* I think the Iron Demon definitely needs an additional weapon beyond the chainguns. We have to think ahead about that now, as it will affect the model. I propose a heat-seeking missile pod on the back, pointing upward. This would prevent the battle from becoming a simple game of "stay out of the ID's line of sight" and throw a wild card out there once in a while for Konoko to deal with. Assuming we can train the AI to use it correctly.
:* Has anyone given thought to the fact that the two guns are parallel to each other?  This means that aiming at a point in-between the guns is impossible unless the arms can turn inward and outward. More obviously, the arms also need upward-downward range, in case Konoko is fighting it from a walkway like in the trailer.
:* Has anyone given thought to the fact that the two guns are parallel to each other?  This means that aiming at a point in-between the guns is impossible unless the arms can turn inward and outward. More obviously, the arms also need upward-downward range, in case Konoko is fighting it from a walkway like in the trailer.
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*I think I've fixed it's geometry errors, but we'll see
*I think I've fixed it's geometry errors, but we'll see


*How does this look?  [http://i176.photobucket.com/albums/w161/bobbysoon/Gatling.jpg Gatling] That added some polys. Now it's at 3004 triangles, 1615 verts
*How does this look?  <nowiki>http://i176.photobucket.com/albums/w161/bobbysoon/Gatling.jpg</nowiki> (dead link) That added some polys. Now it's at 3004 triangles, 1615 verts


*ColladaMAX has an option to export normals. I got a basic idea of what they're about - I think I'd need to calculate them somehow (i think i've seen a script for this) after applying smoothing groups. I'm not too great with the smoothing though.
*ColladaMAX has an option to export normals. I got a basic idea of what they're about - I think I'd need to calculate them somehow (i think i've seen a script for this) after applying smoothing groups. I'm not too great with the smoothing though.
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*I'll use the default structure and names. Point taken about the skeletal structure, especially after noticing the shoulders are linked to the neck D=.  
*I'll use the default structure and names. Point taken about the skeletal structure, especially after noticing the shoulders are linked to the neck D=.  


*the TRAS aiming screen closely resembles a section of Halo's model_animations tag. [[OBD:TRAS|This]] in Oni is like [http://forum.halomaps.org/index.cfm?page=topic&topicID=24629 this] in Halo, which I've done.  
*the TRAS aiming screen closely resembles a section of Halo's model_animations tag. [[OBD:TRAS|This]] in Oni is like [https://web.archive.org/web/20131017074815/http://forum.halomaps.org/index.cfm?page=topic&topicID=24629 this] in Halo, which I've done.  
*:If I recall correctly, there were 2 types of aiming/looking overlays. Referring to that information in application to a particular type yielded undesired results - axis reversals. So I wonder just how similar these engines are. Some of the provided mapping of halo's engine may be useful with oni.
*:If I recall correctly, there were 2 types of aiming/looking overlays. Referring to that information in application to a particular type yielded undesired results - axis reversals. So I wonder just how similar these engines are. Some of the provided mapping of halo's engine may be useful with oni.


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::*I mean, characters attached to a character, like attaching several TCTF characters to Konoko, that would engage enemies around her, independent of her targeting.
::*I mean, characters attached to a character, like attaching several TCTF characters to Konoko, that would engage enemies around her, independent of her targeting.
::*Then scrolling text in [http://i176.photobucket.com/albums/w161/bobbysoon/scrollText.jpg this] green LED display ''might'' be possible.  --[[User:Bobbysoon|Bobbysoon]]
::*Then scrolling text in this (<nowiki>http://i176.photobucket.com/albums/w161/bobbysoon/scrollText.jpg</nowiki>, dead link) green LED display ''might'' be possible.  --[[User:Bobbysoon|Bobbysoon]]


:::*Animated textures are possible on characters. Ask 'dox. :)
:::*Animated textures are possible on characters. Ask 'dox. :)
::::*EdT drew my attention to this. So yeah, [http://paradox.oni2.net/temp/TXMPID_mid.zip here] is a test/demo/whatever. (Was done in PS. Fixed vector mask and moved text 4 pixel per image.) -'dox
::::*EdT drew my attention to this. So yeah, <nowiki>http://paradox.oni2.net/temp/TXMPID_mid.zip</nowiki> (dead link) is a test/demo/whatever. (Was done in PS. Fixed vector mask and moved text 4 pixel per image.) -'dox
:::::*Excellent! I'm assigning the LED geometry to the previously null chest node. I batch cropped and sized up LED strip to 16x128 in photoshop.
:::::*Excellent! I'm assigning the LED geometry to the previously null chest node. I batch cropped and sized up LED strip to 16x128 in photoshop.
::::::*Having trouble rebuilding the animated txmp. How do you do that?  --[[User:Bobbysoon|Bobbysoon]] 04:22, 7 September 2009 (UTC)
::::::*Having trouble rebuilding the animated txmp. How do you do that?  --[[User:Bobbysoon|Bobbysoon]] 04:22, 7 September 2009 (UTC)
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:::*I wish I was home now, I want to work on this. I probably won't be able to respond for another week, when I get home, unfortunately. [[User:Gumby|Gumby]] 02:25, 4 September 2009 (UTC)
:::*I wish I was home now, I want to work on this. I probably won't be able to respond for another week, when I get home, unfortunately. [[User:Gumby|Gumby]] 02:25, 4 September 2009 (UTC)


::::*Re: what weapon will be used against the Iron Demon... [[:Image:Forum_discussion-ID_&_Rla.jpg]] ^_^
::::*Re: what weapon will be used against the Iron Demon... [[:Image:Forum discussion of Iron Demon and rocket launcher.jpg]] ^_^
::::*"look in the comic, and see what weapons the Demon uses there". You really don't want to know. Do you? Okay, [[:image:Oni_Comic_Issue_1_p22.jpg|here]], don't say I didn't warn you. Konoko then magically turns her pistol into a rocket launcher on page 3 of issue 2 and does [[:Image:Oni_Comic_Issue_2_p4.jpg|this]]. At least they got that last part right. --[[User:Iritscen|Iritscen]] 03:03, 4 September 2009 (UTC)
::::*"look in the comic, and see what weapons the Demon uses there". You really don't want to know. Do you? Okay, [[:image:Oni_Comic_Issue_1_p22.jpg|here]], don't say I didn't warn you. Konoko then magically turns her pistol into a rocket launcher on page 3 of issue 2 and does [[:Image:Oni_Comic_Issue_2_p4.jpg|this]]. At least they got that last part right. --[[User:Iritscen|Iritscen]] 03:03, 4 September 2009 (UTC)


:::::She sees it on the ground. Go back a page or two. [[User:Gumby|Gumby]] 16:06, 7 September 2009 (UTC)
:::::She sees it on the ground. Go back a page or two. [[User:Gumby|Gumby]] 16:06, 7 September 2009 (UTC)
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