User talk:Geyser: Difference between revisions

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Clean slate here, marking my change of status. I'm still an admin, and I'll be making a few contributions (mostly Edition brainstorming and todo). But you no longer should feel like you need my permission to carry out more or less radical initiatives. You're all big boys (as in grown-up boys with jobs), so there's no reason why you couldn't weigh the pros and cons of an initiative on your own. You just need to think of it for a while, not as the designer but as an implementer and an end-user; you have to try and take some distance with respect to ''every'' kick-ass idea of yours if you want to see what it's "actually" worth (good old cartesian doubt, sorta); experimenting with a bunch of pages in your user space is always a good idea if you're not sure whether your idea is somehow evil (you always have to ask yourself ''that'' before you embrace something ''tempting'', right?). And if "it's not EZ being OC", then, heck, try ''not'' to be OC for a change, chances are that it will be easier... --[[User:Geyser|geyser]] 03:19, 24 March 2008 (CET)
[[TestToo]]
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No idea which part of the page to leave new messages in, but I guess this will do. You wrote [[Special:PermaLink/9550|HERE]], "All 3 guns have been modeled by 17secs and are available as low-poly OBJ." Do you know where they are? I've attempted to browse your FTP directories, but it's difficult with that placeholder image at the top of your subdomain blocking a top-level perusal of available directories. Thanks. --[[User:Iritscen|Iritscen]] ([[User talk:Iritscen|talk]]) 22:08, 13 April 2019 (CEST)
:I don't think I ever uploaded those guns on my FTP, and I lost all my Oni files from the time when I wrote that comment. If no one else backed up the models, then there's no way but to remodel them (except the SPAS, for which there are plenty of models available already). [[User:Geyser|geyser]] ([[User talk:Geyser|talk]]) 17:54, 6 January 2020 (CET)
::Ah, oh well. We have similar enough models to these three, available as part of the "New Weapons Collection" mod.  --[[User:Iritscen|Iritscen]] ([[User talk:Iritscen|talk]]) 18:01, 6 January 2020 (CET)
:::Now that I think of it, 17secs may have sent me the models through email, in that case I might be able to recover them. He also may have shared them through OCF, in which case they might have been lost during the move. Looking through 17secs's emails could take a while. --[[User:Geyser|geyser]] ([[User talk:Geyser|talk]]) 20:22, 6 January 2020 (CET)
::::Actually, no, that was fast. No trace of attached model files in my emails. And if he gave me URLs, they're probably dead by now. --[[User:Geyser|geyser]] ([[User talk:Geyser|talk]]) 20:27, 6 January 2020 (CET)
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:22:52, 23 August 2018 (CEST) Started filling in tips and tricks about [[MakeHuman]] and [[Fuse]]. The current focus is on Fuse because it's user-friendlier. MakeHuman has potential, but it's on a bit of a standby.
:18:40, 20 June 2018 (CEST) Making a [[User_talk:Geyser/IonEyes|new page]] for bookmarks related to the iOnEyEs project (will probably be creating Oni2:Ion_Eyes soon)
:16:18, 22 May 2018 (CEST) experimenting with a new template for rotated table headers
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! <div style="{{Transform-rotate|-90}}; width:12px;">├Shinzom</div>
! <div style="{{Transform-rotate|-90}}; width:12px;">├shinatama</div>
! <div style="{{Transform-rotate|-90}}; width:12px;">├red</div>
! <div style="{{Transform-rotate|-90}}; width:12px;">└konokolev1</div>
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! <div style="{{Transform-rotate|-90}}; width:12px;">&nbsp;&nbsp;└gen_f</div>
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! <div style="{{Transform-rotate|-90}}; width:12px;">│└TCTFswat</div>
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! <div style="{{Transform-rotate|-90}}; width:12px;">&nbsp;├doctor</div>
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! <div style="{{Transform-rotate|-90}}; width:12px;">&nbsp;├griffin</div>
! <div style="{{Transform-rotate|-90}}; width:12px;">&nbsp;├thug</div>
! <div style="{{Transform-rotate|-90}}; width:12px;">&nbsp;├Tanker</div>
! <div style="{{Transform-rotate|-90}}; width:12px;">&nbsp;└muro</div>
! <div style="{{Transform-rotate|-90}}; width:12px;">&nbsp;&nbsp;└mutantmuro</div>
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As for me, well, I'll try to maintain a minimal presence here, but I have an awful lot to deal with IRL. Truth is, I'll be lucky as hell to make it at all; I hold out hope that my dedication to Oni has not yet brought me to a point of no return, but either way these are going to be a very tough few months. Take care. --[[User:Geyser|geyser]] 03:19, 24 March 2008 (CET)


:Best wishes; I will miss your constant harassment on the wiki! In your absence, I promise I'll try to ask myself, What would geyser <del>bitch about</del> say?, before making an edit. --[[User:Iritscen|Iritscen]] 15:05, 24 March 2008 (CET)


: 13:50, 22 May 2018 (CEST) need to clean up old stuff, or at least make sure it's not misinterpreted as current stuff
: 13:50, 22 May 2018 (CEST) backing up [[User talk:Geyser/DoxProjectImagoTalkBackup|a talk page about modding from 'Dox's personal space]]


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==3D Models==
And, we're back! More stuff here and elsewhere Soon(TM), mostly from me and GTO.
I'm making some progress with Griffin (after him come the other key models like Muro). I've radically increased the detail in his face and made it much more accurate (going by [[:Image:Chapter_5_.MISSION_COMPLETE.png|my reference]]), and there's only 50%-60% more vertices in his face so far (around 700, I think). Would you like to see some pics? I would welcome comments on what you like/don't like.
:Mostly? Will there be few works by others (a third/fourth person) too? - 'dox
::Not sure about "works", but our "thing" is a work-in-progress, and it will be open to anybody's contributions. If I have enough time for 3D modeling, we may see something from Ltemplar, if he hasn't given up on me or Oni. That guy has some serious skills. [[User:Geyser|geyser]] ([[User talk:Geyser|talk]]) 18:00, 17 October 2014 (CEST)
:Haven't seen Ltemplar in a while on OCF. My impression is that he is frustated about the engine's limitations which in turn eats his motivation. I guess we all have a taste of that. But you are the one in contact with him so I probably miss some pieces of that picture. - 'dox
::We'll see about Ltemplar (maybe I'm the one who disappointed him the most, by failing to keep up with him, and I have yet to get back in touch). As for the graphical/storytelling thing, I'm calling it a "thing" because that's what it is. Basically we're trying our hand at a sequel, but the key word here is "trying", and it's quite rudimentary so far. Calling it anything special at this point, even giving it a working title, would be bad luck ^_^ which doesn't mean we're not enthusiastic and a little bit proud [[User:Geyser|geyser]] ([[User talk:Geyser|talk]]) 22:36, 17 October 2014 (CEST)
:Oh, you're still alive :) You were even more retired than me for a while there. [[User:Gumby|Gumby]] ([[User talk:Gumby|talk]]) 00:44, 18 October 2014 (CEST)
Got back in contact with Ltemplar. He's willing and available (as much as anybody, i.e., with his own RL stuff to take care of). The direction and focus will need to be managed very carefully this time around, but apart from that we're good to go. Will probably upload some art/sketches next. [[User:Geyser|geyser]] ([[User talk:Geyser|talk]]) 19:31, 23 October 2014 (CEST)
:Just to be clear. Is Ltemplar participating your/GTOs thing. Or are you talking about two different things? --[[User:Paradox-01|paradox-01]] ([[User talk:Paradox-01|talk]]) 10:29, 26 October 2014 (CET)
::They're two different thingies. GTO and I are exploring the idea of a sequel (with detailed character design, some scenes, etc - essentially like what Guido and Seventeen Seconds did); the collaboration with Ltemplar is focused on more or less immediate Oni modification (extra levels, BGi faction, etc). In both cases we'll try and deliver on a (very) small scale first. [[User:Geyser|geyser]] ([[User talk:Geyser|talk]]) 11:13, 5 November 2014 (CET)  
----
:Clean slate again. If you need to look something up, just use the history.
:An exception has been made for the latest discussion. I've put it [[User:Geyser/STFUn00b|HERE]].
:Because I can, and because it really holds a special place in my heart.
----
{|border=1
|Until further notice, this is no longer a "talk" page. But you can still leave messages.
 
As in "Dr. Crane isn't here right now, but if you would like to make an appointment..."
|}


I have a few concerns, though:
{|border=1 cellspacing=0 cellpadding=5
# I can't test for a performance hit when the model is in-game because I can't import it. How are we progressing on the OBJ/Collada import front? Also, if that's not near to being finished, can I just import the head, since that's all that's different?
|[[Image:GTO_-_Wake_Up_Call_-_Page_1.jpg|250px]]
# This new facial structure warrants a new facial TXMP, not just so we can increase the texture resolution, but because the old one simply won't fit anymore. I might be able to provide it myself, but my early attempt was not great. If we had an artist ready to paint onto my finished product, I could focus just on modeling and stop worrying about painting, which is not my specialty.
|[[Image:GTO_-_Wake_Up_Call_-_Page_2.jpg|250px]]
# If there is a performance hit, can the high-res model can be an added character, an alternate Griffin for use only in cutscenes? He's not going to be that high-res anyway -- I'm only adding polygons when they're absolutely necessary -- but just in case, I'm wondering.
|-
# Why ''does'' Oni perform so choppily anyway? It doesn't make any sense to me. We're using PCs (Macs are PCs too, in this usage) that are way more advanced than the ones that Oni was developed for, yet scenarios with large numbers of characters still hose the computer. Are faster PCs running Oni more smoothly, or is there no improvement, due to something in the way the game is coded?
|[[Image:GTO_-_Wake_Up_Call_-_Page_3.jpg|250px]]
|[[Image:GTO_-_Wake_Up_Call_-_Page_4.jpg|250px]]
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Whenever you have the time to respond. Thanks. --[[User:Iritscen|Iritscen]] 16:19, 31 March 2008 (CEST)
===Reply to "Recent changes" comments===
:Screenshots or OBJ are equally welcome. I'm looking forward to see just what kind of new content we're talking about. As far as painting goes, don't try to secure 2D artists aforehand. Just deliver the model and you'll get ''that'' kind of feedback, too.
Thanks for deleting the spam. Could I suggest https://www.google.com/recaptcha/about/ for human verification, it looks quite good and I think it has a mediawiki module. As for multiplayer, my computer was out of action in the past week and I had exams and schoolwork in the weeks before, so not much progress has been made. I do have the framework for a multithreaded server though and I heard Sfeli was doing something C-Daodan related but he hasn't been online for a while.
:You can import the head very easily. Just export it on its own and then do as if it was a DeLorean. Note that the mesh won't look all that different in Oni anyway. Plain Gouraud-shaded, pretty much the kind of thing you see in whatever editor you're using.
:[[User:RossyMiles|rossy]] 09:20, 27 November 2008 (CET)
:I expect no performance hit if we're really talking about 50% extra triangles. Of course, if your Mac is already sluggish, there could be performance issues, but those of us with high-end PCs probably won't notice. A cutscene-only char is always an option.
:Oni can run smooth as butter with 20 chars on-screen (extreme OTA) or it can lag with original single-player situations. That depends a lot on the hardware and drivers. And Macs have always had rock-bottom GFX hardware and drivers, sorry ^_^
::[[User:Geyser|geyser]] 20:47, 31 March 2008 (CEST)
:::That's actually not true, Macs often have fine graphics cards (not top-of-the-line, but decent ones). I didn't realize that Windows users weren't having problems, so that makes me think that the real problem for us Mac users is that we're running PPC code on our Intel processors. It's all getting emulated or whatever by Rosetta, so there's some real performance hits there. Durn.
:::"just what kind of new content we're talking about" -- you'll find out when I post the screenshots... ^_^ I hope you like it, you seemed cool with the small changes I made in the test OBJ I posted to the forum a little while back. Oh well... you can tell me when I post some pics.
:::P.S.: Re your comment on "50% extra triangles", I was talking about vertices. I am measuring my model in vertices, not triangles, so I can watch that 2048 vertex limit you told me about. That limit *is* just for each body part, right? As long as that's the case, I'm not planning to go anywhere near that limit. But my point here is that the head is around 700 ''vertices'', not triangles. I can post the current stats when I post pics, and you can let me know if there's too many polygons. --[[User:Iritscen|Iritscen]] 21:55, 31 March 2008 (CEST)
::::Okay, don't hurt me for uploading this to the wiki. Free Photobucket accounts limit pic size to 1024x768 and I had nowhere else to go. Also, this sort of comparison can be done on the final model and replace this in-progress model comparison, and then be used as part of our showcase of what's new in the Edition. Anyway, [[:Image:Poly Mods-Griffin Master Comp.jpg|here]]. Read the image's Talk page for my comments. --[[User:Iritscen|Iritscen]] 15:37, 1 April 2008 (CEST)


Jumping in... geyser, you mentioned that we can import Griffin's headI looked at TRBSgriffin_body_high.oni and can see the 19 references to M3GM for the body parts... that's as far as I can get. For the Delorean, it was a simple matter of replacing the original M3GMcar960.oni with the Delorean OBJ. But for the characters, I cannot find the individual body part files.
Sorry, not sure where to put this questionRegarding the Hex Hound, how would you animate it within Oni?  EdT


So... if you have time, can you explain the process of replacing Griffin's head.
:*It should be relative easy for you guys to split him to 19 bones.
:*A field of little practical experience is the TRIA stuff. However, from an [[TRIA#Investigation|experiment]] we know that TRIA has really an effect on how TRAM files are played. All TRBS have their own TRIA instance and with Onisplit v0.9.41.0 you can still access it as plain text. Looks like there is a fair chance for a playable hex hound. =)
::[[User:Paradox-01|Paradox-01]] 13:52, 14 May 2011 (UTC)


Many thanks,
:The Hound is one of those things that I'd definitely ''not'' implement into Oni's engine, the main reason being stairs. Congratulations to Dox on the proof-of-concept though.
:However, I guess it would be OK if the Hounds, like the Iron Demon, were only encountered in stair-less environments, with curbs or nearly horizontal ramps if anything.
:I am not up-to-date on OniSplit's handling of animation. Seeing as Totoro was intended for bipeds, all workarounds would be somewhat hackish. I'd say do the Demon first.
::[[User:Geyser|geyser]] 22:41, 22 May 2011 (UTC)


EdT
[[Category:Userspace]]

Latest revision as of 02:07, 4 May 2022

TestToo


No idea which part of the page to leave new messages in, but I guess this will do. You wrote HERE, "All 3 guns have been modeled by 17secs and are available as low-poly OBJ." Do you know where they are? I've attempted to browse your FTP directories, but it's difficult with that placeholder image at the top of your subdomain blocking a top-level perusal of available directories. Thanks. --Iritscen (talk) 22:08, 13 April 2019 (CEST)

I don't think I ever uploaded those guns on my FTP, and I lost all my Oni files from the time when I wrote that comment. If no one else backed up the models, then there's no way but to remodel them (except the SPAS, for which there are plenty of models available already). geyser (talk) 17:54, 6 January 2020 (CET)
Ah, oh well. We have similar enough models to these three, available as part of the "New Weapons Collection" mod. --Iritscen (talk) 18:01, 6 January 2020 (CET)
Now that I think of it, 17secs may have sent me the models through email, in that case I might be able to recover them. He also may have shared them through OCF, in which case they might have been lost during the move. Looking through 17secs's emails could take a while. --geyser (talk) 20:22, 6 January 2020 (CET)
Actually, no, that was fast. No trace of attached model files in my emails. And if he gave me URLs, they're probably dead by now. --geyser (talk) 20:27, 6 January 2020 (CET)

22:52, 23 August 2018 (CEST) Started filling in tips and tricks about MakeHuman and Fuse. The current focus is on Fuse because it's user-friendlier. MakeHuman has potential, but it's on a bit of a standby.
18:40, 20 June 2018 (CEST) Making a new page for bookmarks related to the iOnEyEs project (will probably be creating Oni2:Ion_Eyes soon)
16:18, 22 May 2018 (CEST) experimenting with a new template for rotated table headers
konokocore
├Shinzom
├shinatama
├red
└konokolev1
 └konoko
  └gen_f
strikercore
├striker
│└TCTFswat
├elite
│└barabus
├ninja
└comguy
 ├gen_m
 ├doctor
 ├security
 ├griffin
 ├thug
 ├Tanker
 └muro
  └mutantmuro
KONCOMgetup_fw_crouch 100
KONCOMkick_heavy 100
KONCOMpunch_heavy 100
KONRIFkick_heavy 100


13:50, 22 May 2018 (CEST) need to clean up old stuff, or at least make sure it's not misinterpreted as current stuff
13:50, 22 May 2018 (CEST) backing up a talk page about modding from 'Dox's personal space

And, we're back! More stuff here and elsewhere Soon(TM), mostly from me and GTO.

Mostly? Will there be few works by others (a third/fourth person) too? - 'dox
Not sure about "works", but our "thing" is a work-in-progress, and it will be open to anybody's contributions. If I have enough time for 3D modeling, we may see something from Ltemplar, if he hasn't given up on me or Oni. That guy has some serious skills. geyser (talk) 18:00, 17 October 2014 (CEST)
Haven't seen Ltemplar in a while on OCF. My impression is that he is frustated about the engine's limitations which in turn eats his motivation. I guess we all have a taste of that. But you are the one in contact with him so I probably miss some pieces of that picture. - 'dox
We'll see about Ltemplar (maybe I'm the one who disappointed him the most, by failing to keep up with him, and I have yet to get back in touch). As for the graphical/storytelling thing, I'm calling it a "thing" because that's what it is. Basically we're trying our hand at a sequel, but the key word here is "trying", and it's quite rudimentary so far. Calling it anything special at this point, even giving it a working title, would be bad luck ^_^ which doesn't mean we're not enthusiastic and a little bit proud geyser (talk) 22:36, 17 October 2014 (CEST)
Oh, you're still alive :) You were even more retired than me for a while there. Gumby (talk) 00:44, 18 October 2014 (CEST)

Got back in contact with Ltemplar. He's willing and available (as much as anybody, i.e., with his own RL stuff to take care of). The direction and focus will need to be managed very carefully this time around, but apart from that we're good to go. Will probably upload some art/sketches next. geyser (talk) 19:31, 23 October 2014 (CEST)

Just to be clear. Is Ltemplar participating your/GTOs thing. Or are you talking about two different things? --paradox-01 (talk) 10:29, 26 October 2014 (CET)
They're two different thingies. GTO and I are exploring the idea of a sequel (with detailed character design, some scenes, etc - essentially like what Guido and Seventeen Seconds did); the collaboration with Ltemplar is focused on more or less immediate Oni modification (extra levels, BGi faction, etc). In both cases we'll try and deliver on a (very) small scale first. geyser (talk) 11:13, 5 November 2014 (CET)

Clean slate again. If you need to look something up, just use the history.
An exception has been made for the latest discussion. I've put it HERE.
Because I can, and because it really holds a special place in my heart.

Until further notice, this is no longer a "talk" page. But you can still leave messages.

As in "Dr. Crane isn't here right now, but if you would like to make an appointment..."

GTO - Wake Up Call - Page 1.jpg GTO - Wake Up Call - Page 2.jpg
GTO - Wake Up Call - Page 3.jpg GTO - Wake Up Call - Page 4.jpg

Reply to "Recent changes" comments

Thanks for deleting the spam. Could I suggest https://www.google.com/recaptcha/about/ for human verification, it looks quite good and I think it has a mediawiki module. As for multiplayer, my computer was out of action in the past week and I had exams and schoolwork in the weeks before, so not much progress has been made. I do have the framework for a multithreaded server though and I heard Sfeli was doing something C-Daodan related but he hasn't been online for a while.

rossy 09:20, 27 November 2008 (CET)

Sorry, not sure where to put this question. Regarding the Hex Hound, how would you animate it within Oni? EdT

  • It should be relative easy for you guys to split him to 19 bones.
  • A field of little practical experience is the TRIA stuff. However, from an experiment we know that TRIA has really an effect on how TRAM files are played. All TRBS have their own TRIA instance and with Onisplit v0.9.41.0 you can still access it as plain text. Looks like there is a fair chance for a playable hex hound. =)
Paradox-01 13:52, 14 May 2011 (UTC)
The Hound is one of those things that I'd definitely not implement into Oni's engine, the main reason being stairs. Congratulations to Dox on the proof-of-concept though.
However, I guess it would be OK if the Hounds, like the Iron Demon, were only encountered in stair-less environments, with curbs or nearly horizontal ramps if anything.
I am not up-to-date on OniSplit's handling of animation. Seeing as Totoro was intended for bipeds, all workarounds would be somewhat hackish. I'd say do the Demon first.
geyser 22:41, 22 May 2011 (UTC)