Pipeline, Animation, I.E. C.G., cooking ., Bam creation revival discussion |
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Pipeline, Animation, I.E. C.G., cooking ., Bam creation revival discussion |
Aug 28 2014, 02:04 PM
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#41
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Contributor Posts: 93 Joined: 31-December 10 |
Model/Animation/Portage/Sprite Rendering
Monk & Barbarian Class vs Post Apocalyptic, Cyber-Punk Background Fighter: Enrage/Berserker Abilities, Bare Hand and Non Weapon Proficiency Stuff On Issues about Pre-Rendered 3D Model Textures vs Pre-Indexed Palettes rendering, In IE Engine Integration 2D Graphist vs 3D Character Animator vs 3D Technical Animator Unreal Engine, Unity 3D, pipeline friendly Machinima, Virtual World Filmmaking & Co Diablo III vs HellGate London, Blizzard North meet Flagship Studios ! : HGL Cabalist Character in WIP, D III Monk could be smoothed, but the animations render serves its purpose : to help me to improve the skinning of the character, still the question is : how the texture from this Models could be improve/converted to look like Baldur's Gate palettes ? Also after few skinning improvements, In NWN 1 animations sequences : , Sprite : In Barbarian style, (various foot/hand/clothes, effects/issues to fix & tuning), by Crom ! : Pipeline Conversions : BTW, all this stuff could be converted from .FBX to Unreal/Unity Engine and should be able to increase, (depending on the policy in the matter of modding from producers of video games concerned), the Modders/Fans/Gamers associated Communities activities ... . Credits & Process : Process : 3ds Diablo 3 /.App_Imports and HGL/AmCollada Importer Scripts, rigging & skinnig (In case of HGL), re- targeting, and integrating in 3DS/Iclone Pipeline, for modding and educational purposes . Tools (MPQEditor, D3TexConv; UnHell), Tuto & Tips from Diablo, HellGate, & Xentax, Comm. Credits : About, ... Artists ... : HellGate http://www.conceptart.org/forums/showthrea...Hellgate-London https://www.youtube.com/watch?v=24b6IOCp1CA#t=119 DIII http://phroilangardner.blogspot.fr/2012/10...emale-barb.html https://www.youtube.com/watch?v=wTNUgqaNx1E...12AE489E2429866 https://www.youtube.com/watch?v=mRM2UJ0PYFE P.S : I don't forget your questions folks ... This post has been edited by salomonkane: Nov 21 2014, 08:44 AM -------------------- -In Progress-
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Sep 7 2014, 05:34 PM
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#42
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Forum Member Posts: 11 Joined: 12-June 06 From: Germany, Lower Saxony |
Hey salomonkane,
good to see you back! When will you release your amazing work as a mod? |
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Oct 8 2014, 11:34 AM
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#43
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Contributor Posts: 93 Joined: 31-December 10 |
Model/Animation/Portage/Mesh Issues & Mesh Customization in Animation Tuning
Boss, Boss Monster, Monsters Archetypes, Diablo Blizzard All stars In Baldur's Gate Game : Heroes Of Storm Diablo Model meet WOW Funny sized model in animation mix explosion (from : Fallout 3, NWN 1, & WOW) , Vs Diablo 2 Original Sprite : In Stage : Animation, Lighting, Sizes, Composition, Morphing, Spring Effects, etc . , tests : Stay a lot of tuning (Hands/Jaws/Back/Tail), I think to simplify Models with some mesh cutting (especially with HOS Model back spikes) . Credits & Process : MergeDccV2, for Diablo 2 sprite Visualization & Extraction, (Diablo 2 & BG Fr Comm), WOW Model Viewer for Diablo Funny Sized, CASC Explorer & HotS m3 3ds import Script for HOS Model, (WOW/Xentax Comm), Exported, Converted, Composed : In Iclone Pipeline, (.Fbx Format Export from WOW viewer & 3ds+3DXchange Re-Targeting+Animations, Models, Compile/Re-Mix/Edit/Render in Iclone), (by myself, for spriting purpose). About : Diablo D II : http://www.gamasutra.com/view/feature/3124...s_diablo_ii.php http://www.michaeldashow.com/3d/3d_diablo.html HOS Diablo Skin/Master Skin/Game-Play : http://heroesofthestorm.gamepedia.com/Diablo http://www.youtube.com/watch?v=s9SaqmxungE http://www.youtube.com/watch?v=3knUasla9Rs This post has been edited by salomonkane: Oct 8 2014, 05:58 PM -------------------- -In Progress-
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Oct 21 2014, 05:03 AM
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#44
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Forum Member Posts: 30 Joined: 21-October 14 |
Wow, my very compliments for your talent. When many years ago i used to mod the bioware infinity engine games and their sprites i would never thought at things like that. You know, models that would make great sprites for these games would be the characters of soul calibur saga..
Nonetheless, Kain in the infinity engine would be really amazing! |
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Nov 16 2014, 04:41 PM
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#45
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Contributor Posts: 93 Joined: 31-December 10 |
Model/Animation
Boss, Boss Monster, Monsters Archetypes, Deva, Fallen Deva, Planetar, Spirit, Ghost, etc . Lion Heart, Demon Shapershifter, PC/NPCs : Avatar/Mentor, Alignment Game-Play/Role-Play, Special Ability/Transformations Customs Animations creations Against assets original Limited/Missing Animations sequences Spells Incantation animations, Flying animation Models & Customs Variants Texturing, Glow effect WIP Reports, Suggestions & Requests Lion Heart Conversions & Works In Progress Feed-Back : , OK, I'm able now to import/clone original LOH skinned mesh and injected, re-injected LOH animations, Here, Nanghaithya, in vanilla Spell Incantation animation (without wings spring effects, yet) vs D III Barbarian Rage vs PST Deionarra character stances : , In Diablo III enchantress style vs NWN1, move, perform, & interacting, animations : , Spirits, in "Illusion of Life" : , Additional animations sequences (from DIII, NWN, Iclone Temp.), to complete the originals/missing ones & to obtain some full I.E. playable animated characters, with skins variants . Need to find a way to extract original LOH spells/VFXs, or create/re-create them to give a ghost translucency aspect to the characters ... : Credit & Process : For spriting/modding/educational purposes : By me, salomonkane, In three step, for skinned mesh & animation import, and to reassemble the asset . First : grnreader98 to convert .gr2 Model Mesh in .smd (option: -no / dat files/bones name), cannonfodder's .smd importer to import converted model in 3ds, export in .fbx to 3dxChange for calibration/conversion & export Model in Iclone format . Second : animated skel. imported with gr2 importer script and export (with baked animation option) in .fbx to 3dxChange/Iclone, export Animation in Iclone format. Three : animation re-put in the model in Iclone, animations remix/model re-textured/render/export/images sequence for "bamisation" step : with Iclone editing tools (texture captured from Granny-Viewer via screenshot). About : Post, Topics, Tuto, Devs. Interview, Official Lionheart Website, etc. : http://forums.blackwyrmlair.net/index.php?...ded&start=# http://www.shsforums.net/topic/43708-porti...om-other-games/ http://www.shsforums.net/topic/32402-lionh...the-maps/page-6 http://www.youtube.com/watch?v=IrZciHzjs-U http://www.just-rpg.com/default.asp?pid=324 https://web.archive.org/web/20030804170242/....blackisle.com/ P.S. : @ Jarl : QUOTE good to see you back! , me too @ nicotine caffeine : QUOTE You know, models that would make great sprites for these games would be the characters of soul calibur saga Like this ? (WIP) : -Thanks guys for your support and your encouragements ... This post has been edited by salomonkane: Dec 1 2014, 04:31 PM -------------------- -In Progress-
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Nov 27 2014, 09:10 PM
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#46
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Contributor Posts: 93 Joined: 31-December 10 |
Old School, New School
Isometric RPGs Revival Unity 3D Engine vs Infinity Engine Modding Prospective/Alpha, Beta Versions Studies 3D Models Preview/Spoilers/Renders vs Game/Mods Screen Option Resolution Game Industry Business Models : AAA, Indies Games, Kickstarter & Co ... *Warning* (Spoilers) : In exclusivity!, , (a little) Creatures Preview from announced POE & Wasteland 2, below ... : *Spoil :* Very curious to compare the two engines (Infinity Engine/Unity Engine), and their inter/retro/compatibility possibilities ... Rigging & Skinning in WIP* ... Edit* : POE, ogre sprite version /WIP (without extra clothes bones rigs/skirt, yet), in acting and hands animations tests, (with variant sizes : to simulate/compare the renders in function of users option game/mods/choice resolution) ... vs one of BG's original versions . Credit & Process : For Modding Prospective : Various tools tried: to explore/extract files, like: Unity Asset Editor, UnitypackageUnpacker, Unity3dObfuscator, QuickBMS script etc ., from Xentax Comm./Unity Comm., Assets extraction with Disunity in .obj to 3ds/3DXchange to Iclone for Image preview/render, Currently, in my experience with this workflow/pipeline, no rigs (bones), no weights (skin), no animations could be exported ..., (but some others ways exist like 3ds Unity Importer script and Wasteland dedicated tool, ... tests in progress ..., To be continued ...) . (*): Rigging & Skinning in 3ds by myself, export in .fbx to 3DXchange/Iclone Pipeline, with additional animations (from NWN/Iclone Temp.) for Animated .Gif/render . About : Some interesting discussions about 2d vs 3d pre-render/render in video-games : https://forums.inxile-entertainment.com//vi...2&start=460 https://forums.inxile-entertainment.com/vie...p?f=7&t=328 http://forum.baldursgate.com/discussion/1783/too-clean http://www.baldursgateworld.fr/lacouronne/...html#post299295 Stasis, a very promising Indie Isometric dark Sci Fi adventure Game (inspired from: Sanitarium and the art of Crusader No Remorse), game also available in free alpha : http://www.stasisgame.com/overview/ http://www.stasisgame.com/media/ http://www.stasisgame.com/getstasis/ This post has been edited by salomonkane: Dec 5 2014, 10:43 AM -------------------- -In Progress-
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Dec 11 2014, 05:46 PM
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#47
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Contributor Posts: 93 Joined: 31-December 10 |
Model/Animation ModLab .
Gear, Armor, Robe, & Co Character look, fighter, wizard folks robe etc & specifics item Colors render & sprite engine with spring/clothes effects Notion of aestheticism, Composition, Texturing Art, Mapping vs Animation render & reflection, multi alpha channel, and others material settings issues Cinematic Realization & Camera Shooting/Move/Animation Acting, Specifics Animation/Role Play/Conversation Skills, Dialog Tree System Intuition/Persuasion/Interactions/Dialogs/Moves : Charm vs Intimidation, Bare Hand Fighting, Street-Fighting Alignment, Morale, Morale Failure/Break & Fatigue, Reputation, Virtue Heroes, Anti-Heroes & NPCs Archetypes, Fallen Paladin/Ranger Modding Community Models Database Beauty & Beast, various Models to render : Hi, Today I'm thinking about the future equipment for the improved Model that's I will try to integrate/recreate in/for Baldur'Gate Engine, and how it can get magnify the visual aspect of the game . As you can see some colors look very cool ... : ) Cinematic Style attempt : -Hellboy I presume ... ? -I'm your father . Here I'm trying to taking camera back-shoots to test render from this view in an cinematic interlude style ... You can also observe the various spring effect in test on : tail, clothe (mage robe, rain coat, knight cloak) and some channel issues with black aura around model (with wings on the Balor by eg .) ... Sprite, Intimidation acting : - You talkin' to me ? Credits & Process : Various generation Models from : Mass Effect (Alien in robe), Unreal Tournament, extracted with Unreal Viewer or imported from Unreal Comm. (Hellboy, Hellraiser Women style & Sci-Fi Knight), Kratos from TF3DM comm. rigged/skinned by myself, but could be find/extract with 3D ripper DX on psp/ps2 emulator, or at GTA Comm., Mage and Balor from NWN 2 imported with 3ds Max MDB Importer/Exporter, HellBoy street fight animations from TrueBones, all this stuff rendered in Iclone for "supa modding" purpose ^^ . All credit to artists/developers/producer/modders of the games, & /soft/tool/script/models/animations/textures, previously mentioned . P.S. : Next time I will talk about model project prototype for various Faerûn races phenotypes, which will allow to substitute/animated/improve the original ones, for the Advanced Infinity Engine Animation Project ... About : Alignment System Acting as a character's ethical and Moral Compass, Combat system complement of the story and integrate into the main narrative, Role-Playing system Statistics, Level, Skills, & Game-Play Style : Open Palm vs Way of the Closed Fist /"Light Path" and "Dark Path", etc. http://en.wikipedia.org/wiki/Jade_Empire http://jadeempire.wikia.com/wiki/Philosophy http://en.wikipedia.org/wiki/Torment:_Tides_of_Numenera http://www.shsforums.net/topic/55293-moral...-break-fatigue/ http://www.pocketplane.net/virtue This post has been edited by salomonkane: Dec 13 2014, 11:34 AM -------------------- -In Progress-
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Dec 24 2014, 11:58 PM
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#48
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Forum Member Posts: 30 Joined: 21-October 14 |
AAAAAARGGHH SOLOMON!!! You have to tell me how'd you extract the models from soul calibur!!! It's about ages i'm trying to put my hands on the model of Nightmare/siegfried (attire n.2) of soul calibur2 and i can't find it anywhere!! Nor i can find a program for extracting the models by myself!
This post has been edited by nicotine caffeine: Dec 25 2014, 12:00 AM |
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Dec 27 2014, 01:20 PM
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#49
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Contributor Posts: 93 Joined: 31-December 10 |
Model/Animation ModLab .
Work Flow & Pipelines Optimizations Modding Tools, Modding Models DataBase, Modding the Modders Xnlara ModelDatabase Gear, Armor, Robe, & Co : Outfit WIP Reports, Suggestions & Requests Japan Animation Video Game School of Design Scarlet MK Outfit vs DIII (Monk Charac.) & WOW (Mists of Pandaria) Animations Ninja obsession ... : Modding Prospective vs Request, Interactive Exchange And Now, this is ... Nightmare!, (Soul Calibur II/Namco) vs Sprite NWN 1 Battle stances Animation V° meet Soul Edge, (with/without spring effects) : , @nicotine caffeine, I must thank you, indeed thanks to your approach / request, this forced me to make some research and allowed me to confirm, the possibility of porting a large number of Xnalara 3d model format/Community, and opening so more modding/animations/conversions perspective for : the future of Infinity & others Isometric Engine modding Creations/Projects... Process & Credits, Optimization Research : Scarlett & Nightmare (.mesh/.ascii conversion) from XNALara Comm. Various Tools used before for : testing, unpack, import, rigging, skinning etc ., Soul Calibur Sequels Models porting : olkexplorer, vmx_plugin/3ds, SPD Unpacker, etc., test in progress/see: previous SC/Astaroth WIP screen ... Here for (Scarlet &) Nightmare Model, I try to use the simple/efficient way : Xnalara Model/Xnalara Comm. + 3ds Xnlara Converter Script + .Fbx export + 3dxChange/Iclone Pipeline calibration/conversion + the usual stuff credited before, in previews posts, about DIII/WOW/NWN Animation import., (animation from NWN1 & additional spring effect, in test, Nightmare Body/Hand calibration in test also) . FWI :The Workflow/Pipeline with Xnalara has the good particularity to have the models textured in T pose, to benefit complete rigs and skins, fairly basic while preserving extra bones that could be use for the spring effects, however in some cases it would seem that the hands are not enough bones/rigs to be animated, anyway a lot of stuff could be used here/Xnalara Comm. for 2D/spriting purpose in customs Pipelines, BTW, I'm looking for Pipeline Optimization/Accessibility some free .FBX 3d Model Viewer or Batch Script (for 3DSMax/Iclone, Blender) able to render Isometric Sprite, ideally : in Infinity Engine .BAM (*) image format (&/or .BMP/Animated .Gif), for Bamisation process step, . (*) : http://gibberlings3.net/iesdp/file_formats...mats/bam_v1.htm, http://forum.baldursgate.com/discussion/1285/iesdp-unknowns Quizz : From which games/outfit this two characters provide , hmmm ... ? Next time we talk about .Bress format & Super Smash Bros Comm., Cheers . About : http://www.tombraiderforums.com/showthread.php?t=181251 http://forum.xentax.com/viewtopic.php?f=16&t=10060 http://cgig.ru/en/2011/02/converting-3d-mo...l-calibur-4-en/ This post has been edited by salomonkane: Dec 28 2014, 03:35 PM -------------------- -In Progress-
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Dec 29 2014, 04:54 PM
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#50
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Forum Member Posts: 30 Joined: 21-October 14 |
Nononono wait.... The programs which i can use to extract the models from sc are olkexplorer, vmx_plugin/3ds, SPD Unpacker, etc then? I will try them, then maybe i can finally obtain those last models i need
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Jan 3 2015, 11:19 PM
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#51
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Contributor Posts: 93 Joined: 31-December 10 |
Model/Animation ModLab .
Modding Tools, Modding Models DataBase, Modding the Modders Quake ModelDatabase Models Customization, Animated Hands/Claws Gear, Armor, Robe, & Co : Outfit Game Design, Spells, Charm/Domination Spells Game-Play in RPG games (Mind Shield vs Suggestion, Charm, Domination, Command, Sleep, Maze, Confusion, and Illithid psionic ...) WIP Reports, Suggestions & Request Bullfrog/Dungeon Keeper (II) In Baldur's Gate Style Dedicated to all the Games Designers that make us happy by their creativity ... ! : -Happy New Year! , Friends of Baldur's Gate . In Isometric View : (before custom hands addition) vs DK I in sprite cession, With Custom Hands (details) : Credits & Process : DK I sprite from DK Comm./Keeper Klan, QuakeArmyKnife use as model viewer, Quake 3/ q3-md3/ 3ds script importer, to import Dark Mistress/Horny Models from Quake Comm., Models Rigged/Skinned/Customized (hands mesh from Diablo Model/Heroes Of Storm) & Animated via Iclone/3DXchange Pipeline, with Iclone/NWN 1 animation/motion Template, by me, salomonkane, in this year of 2015 . About : http://dungeon-keeper.net/index.php?option...r&Itemid=86 https://www.youtube.com/watch?v=KBjFcUvtJRU http://perso.numericable.fr/~gazkole/malak...rials/tut13.htm http://forum.baldursgate.com/discussion/14...n-veteran-users http://steamcommunity.com/app/257350/discu...14844065074125/ This post has been edited by salomonkane: Jan 7 2015, 09:05 AM -------------------- -In Progress-
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Jan 10 2015, 10:46 PM
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#52
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Forum Member Posts: 30 Joined: 21-October 14 |
However comes me to think... Wouldn't even better to use the engine of temple of elemental evil which has the models in 3d for make a remake of baldur's gate? Probably someone has already wondered that i guess... Still, using that one i think would be awesome, since other the gameplay which is already D&D ruled, you shouldn't have to make a "gif" version of the models...
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Jan 23 2015, 10:16 PM
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#53
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Contributor Posts: 93 Joined: 31-December 10 |
Model/Animation ModLab .
Modding Tools, Modding Models DataBase Game Engine, Game Engine Recycle & Improvement/Durability, Infinity Engine vs Aurora Engine, from Neverwinter 1 to The Witcher 1 Central and Eastern Europe's Games industry/Creations Latin (Spanish/Italian) Classical, Comics, Games, Arts School Realistic/Historical Background/Scenery/Folklore/Combat/Duel Animations, Fencing Weapon Proficiency/Weapons/Weapons Style/Fighting Strategy : Two Handed Sword, Two Weapons Mix (like Sword + Dagger) Fighting, Ranged vs Melee, Custom Shield Defense, Fencing Cloak Animation, Bottes Secretes/Artful Thrust Custom Animations, Custom/New Weapons as Rapier etc . Middle-Age, Later Middle Ages Period, Elizabethan era, Renaissance Gear, Armor, Robe, & Co : Outfit Knight, Paladin, Bards, Commoners, Medieval street Folks Interaction Fighter Kit : Berzerker, Wizard Slayer, Kensai Rogue Kit : Blade, Swashbuckler, Jester Custom Mods Kits Non Player Characters stereotypes with gender, ages, (Faerûn) races, profession/social condition diversity Nobles, Beggar, Bateleur, Prost., Merchant, Artist, Artisan, Innkeeper, Smith, Alchemist, Devin, Prophet, Gypsy, etc. Profession Skills, Social Life (Eating/Drinking, Hunting, Fishing, Trading, Gambling, Music Playing, Acting, Relation Ship, Flirt, etc./Custom Animations) & RP NPCs, FriendShip/Romances Mods & Customs Acting Animations Baldur's Gate Principal Protagonists/Antagonists Customized : The Wise Alaundo/Sarevok, etc ... Scenery Background : Circus, Bazaar, Carnival, Market Places & others Animated City/Out-land Map Medieval Quotidian Lives/Events like : Procession, Tournament, Street Animation/Demonstration ( acrobats, jugglers, beast master, dancers, flame breathers) etc. Guilds, Politics & Intrigues, Tattoos, Esoterism, Heraldry & Emblems, ... Sociology & Symbolism in RPG Background Fantasy, Dark Fantasy Games, Sword & Sorcery Literature, Illustrators Artists, Inventory Bam Artists, Portraitist Humor, Non-Sense Humor, British Humor , , , CD Projekt RED/ The Witcher Saga, enter in the Baldur's Gate ... : Some Characters from The Witcher (I/II) : Dancing with a Sword : *Edit* : An personal composition with & from Severance Blade Of Darkness, Codemaster | Rebel Act, Motion Capture (Mocap) integration, (pretty good realistic "beat' em up fashion" fighting animations, btw ), On Geralt the Riv (with Rogue Outfit dlc.), The Witcher's main Character, from Xnalara Comm., 3D Model Rip : In Sword hand-guard/hands Iclone Motion Layers/Tuning/Cleaning, (WIP) Editing (I enjoying a lot of fun to do this ) . (*) : Geralt W1 with custom Katana in Raven's Armor suit (with various issues to fix/tuning, like Charac/foot contact/shadow, light/specifics textures render, hands/shoulder/Skin/flex/torsion, foot-step Animation floor contact/synchronisat°, & respect of Animation Principles vs Isometrics RTS/RPG/Turn Based Games Animations Simulations diversity, especially : fighting animations style/velocity/power/timing, typical stereotypes sequences to Render) . , QUOTE BLADE OF DARKNESS: Without any doubt, it is one of the best games to fight in melee combats. More than 100 weapons are available to play, a lot of various attacks and combos, more than 20 races to fight... The fabulous dynamic lights effects with amazing shadows will surround you in a surrealist feodal atmosphere ! Few Captures from an Item/Weapon Customization Project, in .BAM workflow : Credits & Process : All Models riped by myself, except those explicitly credited (here : Xnalara Comm.) for Proof of Concept/Integration Pipeline Conversion Purposes . Fighter/Barbarian Mocap rips from BOD Comm./Arokhslair.net (FYI, there are various tools/BOD Comm. including a script for 3ds Max that allows to import animated models) . For TW1 : NWN/The Witcher Mdb importer script (nwn max plus), For TW2 : Blender w2ent importer script/.RE/.W2ENT Converter Soft. (In this case you need Fragmotion/.Fbx export, the soft have a sprite creator btw), For the both, Models Calibration/ BOD Motion Injection/Layers Editing in 3DXchange/Iclone Pipeline Katana from tf3dm, Dak'kon's Zerth Blade blue cyan Effect make in Iclone with Material/Texture Editor . , About : (Synchronicity ) , http://en.wikipedia.org/wiki/12_basic_prin...es_of_animation http://forum.baldursgate.com/discussion/34...ism-in-games/p2 http://neverwintervault.org/catalog?field_category_tid=800 http://neverwintervault.org/project/nwn1/h...ion-main-gauche http://witcher.wikia.com/wiki/Aurora_Engine http://www.tbotr.net/modules.php?mod=Downl...loads&sid=2 https://www.youtube.com/watch?v=h5EGQ0zGwEU https://www.youtube.com/watch?v=jQ0z0E9lQI0 https://www.youtube.com/watch?v=7GoDokw5a_k http://en.wikipedia.org/wiki/Terry_Jones%27_Medieval_Lives http://uncannyknack.deviantart.com/ http://www.sassart.com/ http://www.justinsweet.com/GALLERY/INDEXES/Concepts1.html http://www.conceptart.org/forums/showthrea...nd-Dale-artwork http://www.vancekovacs.com/ http://www.stormbringer.net/mouser.html http://www.stormbringer.net/elric.html http://www.baldursgatemods.com/forums/index.php?topic=4374.0 http://www.shsforums.net/files/file/905-megamodkits/ http://blade-of-darkness.bigtruck-canada.ca/ http://www.moddb.com/games/severance-blade-of-darkness http://www.arokhslair.net/forum/viewforum.php?f=11 http://artvault.tumblr.com/post/3605836026...ept-art-by-jose https://www.youtube.com/watch?v=WjAvOBbvXRw http://www.shsforums.net/topic/44311-what-id-like/ http://www.shsforums.net/topic/36352-poll-...-blade-changes/ http://www.shsforums.net/topic/38511-chris...one-said-about/ http://www.shsforums.net/topic/41865-item-pack-v18/ http://baldursgate.wikia.com/wiki/Dak%27kon%27s_Zerth_Blade http://forum.baldursgate.com/discussion/29...ons-zerth-blade http://forum.baldursgate.com/discussion/29...e-dakkons-blade http://www.blackwyrmlair.net/~dl/Magic_Items/Katanas/ http://www.baldursgatemods.com/forums/index.php?topic=7017.0 http://cp8.hostable.com/~a3890hos/arundors_abode/ Request : It would be pretty cool if some modding tool/script developers add/give the possibility to import/export (in .FBX), NWN2/The Wicher 1/The Witcher 2 animations ... (...) This post has been edited by salomonkane: Feb 16 2015, 09:20 AM -------------------- -In Progress-
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Feb 19 2015, 05:24 AM
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#54
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Forum Member Posts: 30 Joined: 21-October 14 |
Look, i've followed a course of traditional-medieval-weapon-training and it's not cool as it seems. Believe me.
However, i've extracted the models from soul calibur 2 using olke explorer as you say some posts ago, but i don't understand... How can i open the pkg files with any 3d modeling program? I can't find any plugin around... |
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Feb 19 2015, 10:47 AM
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#55
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Contributor Posts: 93 Joined: 31-December 10 |
Model/Animation ModLab .
Model Ripping Modding Tools, Instructions Ripping Model How to, Support Versions Platform sorting, Files Explorer/Extractor/Viewer Model Format vs Model Export Model Viewer vs Model Importer vs Model Exporter Constitution of Workflow Model Editing vs WorkStation Configuration/OS (PC, Win 32/Win 64, Microsoft (XP,Vista, Seven, etc.)/Mac/Linux) Looking for alternative Workflow/Debugging/Issue resolution Case of Study Soul Calibur 2 Hi Nico., Detailed/Recapitulated Process, here, a) Source used : QUOTE How can i open the pkg files with any 3d modeling program? I can't find any plugin around... Precisely : Its depending, a bit/ the source of Soul Calibur game .iso using (is it a GameCube, XBOX first one version, PS2 version, HD Online XBOX360 ... ?)You are right, there exists PKG_Packer/_Unpacker tools (*) & others alternative, but I would like to propose to you this guideline : b ) Models Assets files Identification/Exploration : I've provided a link/model importer in the precedent Post, here : http://forum.xentax.com/viewtopic.php?f=16&t=10060, in the attachment you have a .VMX 3dsmax plugin importer c) Alternative : You have also one MilkShape 3d .VMX files plug-in import alternative . https://www.mediafire.com/?r49e64tb29t3glb How to/Issues : Firstly you need to mount your Game Iso in an virtual disk or /Console Games Files Explorer/Emulator to explore/arboressence files to find : QUOTE VMX are the model files By E.g : For GameCube : DolphinEmulator (open your Iso then : right-click on game image bander/Properties/Files System/root.olk -> extract files) Then : QUOTE [Use]OLK Explorer to Extract Files from SC2 Expand any PKG to look for VMX files Here you have an extract of concordance table about Models Refs. : 437, 445: Nightmare (P1) 438, 446: Nightmare (P2) 439, 447: Nightmare (P3) 453: Soul Edge (P1) 454: Soul Edge (P2) For Information (for some of our SC FanBoys readers ^^) : some special guests are used in different console games version : http://en.wikipedia.org/wiki/Soulcalibur_II I attire your attention that the 3ds max .Vmx importer it's apparently a WIP version (animation importer would be very welcome), indeed some skeleton/mesh fixing issues remains, & often the Milkshape plug-in don't import/export the skin correctly also, moreover you need to reconstitute the texture on the model, hopefully the UV are not broken . In substance to animate the model correctly in this workflow & to integrate it in Infinity Engine : it's seem you must : Re-assign the Texture, in most of the case re-skining properly or fixed some weight issue on it . Tedious task or interesting job, depending your motivation in CG 3Dmodel creation. Enough, in my case (in case of animation purposes), animated the model with IK/FK method, and/or convert it in Iclone Pipeline (via .FBX export, with some possible issue between 3ds/Milkshape compatibility in case of Model Editing/Tuning/Transfer) for animation/motion re-injection purpose as I've to try to demonstrate in this topic/project. Take care about the fact that those plugs-in, softs, games are too much vintage for modern configuration, then by experience XP in 32 bit it's the most stable config. to enjoy this retro-modding hobbies . But you guys don't worry, here your are maybe in the most difficult case of import Model ripping (except maybe ripping game "in live" from emulator). To make your debut, I suggest to everyone to try/use Noesis (the tool could import a huge amount of 3d model, to visualized them, animated in some case, & export it in various usual format) : it's really a fantastic swiss-army-knife in matter of asset explorer, and lot of more (apparently you can use Kinect MoCap inside/model, what could be interested me a lot to create some hand-made motion for more Infinity Engine animation/reconstitution possibility) . For identification/testing/model issue it's an indispensable utility/tool also. Work Flow Screen (MilkShape 3d/Iclone 3DxChange): Issue : Resolution : This is the mostly mesh/skin/importing Issues encountered in this Case Study with .Vmx importer script in 3ds & with .Fbx format export used in Milkshape/3DxChange . In 3ds the rig is not properly imported on the mesh, in MilkShape/Iclone3DxChange the skin it's not properly assigned on the Weapons Arm, it's seems that some weight information are lost in the .Fbx export transfer from Milkshape to 3Dx . But Astaroth Model imported most better in 3DX (something to deep search here/issue resolution) . In some case with hard issue or because it's most convenient/yours skills, it's could be better to re-rigged/skinned the model mesh (on .obj by e.g.), or try various Model Format export combinations with various 3D Soft, or find some people/community that have rebuild always the model (as Xnalara model Nightmare Version that I've converted in animated sprite, but in this case the rig could be quite different/originals, such as no hand/clothes rigs = no hand/spring effects animation possibility) . Textures are loaded/exported via VmxTEX Editor (*) . Tips: You can observe that I use some transveral tools like IrfanView Image viewer (that can read .dds), & DeskPins "Always on Top" windows a very handy widget, as-well Greed Xplorer/SC Viewer (*) that help me to reassign texture properly in 3d soft used . (*) : https://www.mediafire.com/?7aiogb7zg6dwune About : http://forum.xentax.com/viewtopic.php?t=4582 http://www.richwhitehouse.com/index.php?co...nc_projects.php http://8wayrun.com/threads/modding-soulcalibur-3.2908/ http://www.milkshape3d.com/ms3d/download.html P.S. : About various questions that I haven't not the time to answer before /Infinity Engine Advanced Animation Project, I will provide an Q/A Post soon (about my ethical/organizational/timelines/Mods projects approaches) . Happy Modding ... This post has been edited by salomonkane: May 3 2015, 04:32 PM -------------------- -In Progress-
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Mar 6 2015, 05:47 PM
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#56
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Forum Member Posts: 30 Joined: 21-October 14 |
Ah... i need to create an intere iso file to view the vmx files? As matter of fact, if i open the root.olk of my soul calibur2 with olkexpl i see no vmx file:
Cattura.JPG ( 38.82k )
Number of downloads: 7
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Mar 6 2015, 06:45 PM
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#57
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Forum Member Posts: 30 Joined: 21-October 14 |
.....or maybe not. I've found a thread where a guy says that in the ps2 version most of the files like the vmx are not recognized when you open them with olkexpl. Lol. i'll have to buy the xbox version for extract that damn model
This post has been edited by nicotine caffeine: Mar 6 2015, 06:49 PM |
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May 2 2015, 07:14 PM
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#58
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Contributor Posts: 93 Joined: 31-December 10 |
Model/Animation ModLab .
Model Ripping GUI Character Creation Customization Faerûn Races Phenotypes, AD&D 2nd Edition Compendium Dwarf, Character kits & Race Attributes Fighters Kits : Berzerker, Barbarian Dwarf Warrior Kits : Dwarf Wild vs Slayer Baldur's Gate vs Warhammer NPCs, Dwarf NPCs & Alignement : Kagain vs Gotrek Dwarf Ladys/Woman/Female Troll Slayer Custom Model Fantasy WorldBuilding/Dwarf Culture WarHammer Universe' & Character Design Fantasy Miniatures, Stop Motion & CG Pipeline design Prospective , WarHammer (MMO): Age Of Reckoning [Mythic] vs Warhammer: Mark of Chaos Saga [Black Hole] vs Warhammer 40 000 Saga (RTS) [Relic], In Baldur's Gate (Sprites) Rage! - "Give' me Death !", AOR Slayer In NWN 1 seq. (*) : , , (*): (in skinning/spring effects, test/tuning phase) Gear/Model/Skin Variants (in WIP) : (...) Credits & Process : For AOR Model rips, a Mix of Tools to rebuild the assets by comparison method, to take advantage of "T" Pose (*), to get Charac. Texture (**), and add possibility to use GUI Character Creation Customization, in spriting perspective, by me, salomonkane : Asset Mesh Exploration & Comparison, Non Textured Character Mesh (*), Weapons/Texture/export with Machinima Studio, From GUI : Characters Model Variants & Textures (**) riped with 3D Ripper DX in gaming live, Model rebuild, rigged & skinned in 3ds, cleaned (smooth/transparency/model/texture/gear/armor, spring/hair/beard effects) in Iclone Pipeline, Slayer War Cry Animation from D III injected with/D III Modding Tools (as previously mentioned) on/Iclone Pipeline . (...) All Credits to Various Warhammer Community, Modders & Professional Artists, original Studios/Producer/Creators that would be involved in those magnificent works around Warhammer Background ! (...) This post has been edited by salomonkane: May 10 2015, 09:14 AM -------------------- -In Progress-
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May 8 2015, 12:37 PM
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#59
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Forum Member Posts: 30 Joined: 21-October 14 |
I can't believe it. I've opened the xbox version of sc2.. And inside there is no olke file. LOL. Only a folder "video_TS"
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May 10 2015, 09:40 AM
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#60
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Contributor Posts: 93 Joined: 31-December 10 |
Model/Animation ModLab .
Model Ripping Ripping Model How to Modding Tools, Instructions Case of Study Soul Calibur 2 Accuracy & Dedicated Tool Iso Explorer, Game Platform & Version differences Iso Files Exploration/Extraction Issues Resolution : QUOTE(Nico.) I can't believe it. I've opened the xbox version of sc2.. And inside there is no olke file. LOL. Only a folder "video_TS" Hi Nico!, Did you have try with this tool : C-Xbox Tool 2 (you may google it) to explore/extract the files, otherwise maybe you can use GameCube Version . , In Olk Explorer : Results : , Model Preview from Milkshape, export in .FBX in 3DS, But it seems that Skin/Weight issues remain ... (in 3DXchange) : Stay to reskin/fix it . But for sure one stable version of export plug-in for this game, for our sprites prerender modding purpose, would be very welcome . This post has been edited by salomonkane: May 10 2015, 08:55 PM -------------------- -In Progress-
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