User talk:Bobbysoon: Difference between revisions

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fixed a couple links, marked several other temp. uploads as dead links
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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)


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:::: http://edt.oni2.net/temp/IDmisplaced.jpg
:::: http://edt.oni2.net/temp/IDmisplaced.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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:*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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http://edt.oni2.net/images/bobbysoon_ID.jpg
http://edt.oni2.net/images/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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: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'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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:::*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)