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Author Topic: Quick (effed-up) in-game preview of new soldier model  (Read 4839 times)

Offline Destructavator

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Quick (effed-up) in-game preview of new soldier model
« on: November 14, 2009, 02:10:37 am »
I did a quick test just to get some idea of what the new models would look like in the game, especially with the lighting and everything.

These quick shots are without any TAGs set, as one can see the game doesn't know exactly where to position and put things, but you can see how the body models look at 1024x768 resolution here.

Obviously once things progress farther in development and the models are finished they will have a proper pose and position.

Personally I think the scale will be good, or at least pretty close.







« Last Edit: November 14, 2009, 02:15:34 am by Destructavator »

Offline Mattn

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Re: Quick (effed-up) in-game preview of new soldier model
« Reply #1 on: November 14, 2009, 07:23:56 am »
they may not be too tall in the maps - they must have (at least in the maps) the same size as the other actor - as they must fit the doors and so on ;)

the menu is no problem, that's just a scale value

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Re: Quick (effed-up) in-game preview of new soldier model
« Reply #2 on: November 14, 2009, 07:33:09 am »
I think they looked the wrong size because the bodies didn't have heads on top in the right place.

After some work, I *finally* got the TAG things working and in the (mostly) right place.  The heads are slightly off, but it looks much better now.

When vedrit finishes the animations I should be able to easily do it again, now that I've figured out how.









Offline Mattn

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Re: Quick (effed-up) in-game preview of new soldier model
« Reply #3 on: November 14, 2009, 07:47:24 am »
ah... one more thing - keep in mind that the tags must be animated, too. otherwise the head will stay at the same position when the rest of the model is moving ;)

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Re: Quick (effed-up) in-game preview of new soldier model
« Reply #4 on: November 14, 2009, 07:51:50 am »
ah... one more thing - keep in mind that the tags must be animated, too. otherwise the head will stay at the same position when the rest of the model is moving ;)

Yes, I already figured that out.  The tags (which are "empties" inside Blender), can easily be attached to the skeletal armature (bones) used to animate the model.

Offline Mattn

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Re: Quick (effed-up) in-game preview of new soldier model
« Reply #5 on: November 14, 2009, 09:17:40 am »
btw. before i will forget it: nice job - they are looking good in the game.

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Re: Quick (better) in-game preview of new soldier model
« Reply #6 on: November 14, 2009, 04:08:24 pm »
I found where the issue was inside Blender that made the tags slightly off - now they seem to all be in the right places.

The scale of the weapons may need to be adjusted when the time comes to replace all the old models with new ones.






Offline Mattn

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Re: Quick (effed-up) in-game preview of new soldier model
« Reply #7 on: November 14, 2009, 08:51:06 pm »
which reminds me of something other:

it would be really nice if you could make a step by step (including screenshots for blender n00bs like me) tutorial on what must be done to export a blender model (including tags, skins and so on). something like this in our blender modelling wiki article would be really helpful for me.

Offline TrashMan

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Re: Quick (effed-up) in-game preview of new soldier model
« Reply #8 on: November 23, 2009, 07:55:48 pm »
IMHO, the shoulders should be a bit set a bit higher and wider.

Offline Destructavator

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Re: Quick (effed-up) in-game preview of new soldier model
« Reply #9 on: November 23, 2009, 08:08:20 pm »
IMHO, the shoulders should be a bit set a bit higher and wider.

Perhaps, although these are quick and dirty poses - not the permanent animations vedrit is working on.  The bones that manipulate the shoulders can easily be re-positioned.

Also, the scale was not set for the new models in these examples, these screen shots show the models with the same scale settings of the old ones, something that will likely be tweaked when the time comes to really put them into the game.  When that time comes, then we can fine-tune everything.

Edit: They'll also look better when new heads are done.
« Last Edit: November 23, 2009, 08:10:00 pm by Destructavator »