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#1
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i've been thinking about that, too...
and it works, well almost. the head model gets displayed when placed in the AZP as well... but the original head is still displayed as well. i have to find a way to disable the original head somehow... don't know how its done with the sniper suit.. possibly its hard coded, or hidden in some ini file i haven't discovered yet.. or the model is just bigger than all the other heads and they don't clip through EDIT: hmm i just placed the sniper camo suit models in my nightops package to see what happens, and the head now clips through the camo head model, so its not big enough to envelop the original head.. it has to be configured elsewhere. also theres no entry for the sniper camo suit in the INI/SOLDIERS file ... so how can i tell the darn thing whether to use a male or female model? it looks like i will just have to make two items.. one for males and one for females... as it is right now the women use the male model with horribly deformed fingers in some anims Last edited by MoreDread; 05-18-2010 at 03:16 PM. |
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#2
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Hey, I just had another idea, but it involves some coding.
There's an event trown in the game called "Player took on" that has to do with the uniforms. And another that changes the model used by a character(call ChangeModel(Player.ININame, "New_male model")) that could be used along with a check to see what sex the main merc is. I think with a bit of playing around with this could lead to what you wanna accomplish. If you want I can look into it for you, but it'll take a few days, I don't have much spare time until this weekend. |
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#3
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that would be awfully nice of you.
theres no need to hurry tho because i won't have access to the web for a while... the laptop i'm using right now will be on on vacation in morocco along with its owner for about a week. (starting tomorrow) in the meantime i will spend most of my free time familliarizing myself with blender. started doing some tutorials today and modeled a head. i'm quite surprised that i can still do it here let me show off a little: ![]() ![]() ![]()
Last edited by MoreDread; 05-19-2010 at 11:35 PM. |
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#4
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very good looking. nice job. i am working with blender for a couple of years, purely graphical and simple logics. I am not that good on mesh work while creating faces, I sooner create mutants, thats why i usually use outside resources for human mesh body. Curently I am trying to dig deep in python, do you have any skill with it too?
BTW - while modeling head what you do to improve the smoothens of loading it into game logic? You know minimalising of verticies, colour schemes used, texture and material? While i have problem in programing this Nice to hear that someone uses blender here One more thing: Good luck with further mods |
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#5
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to get some good hints on polycount reduction you should head over to the
Polycount forums/ its a great community for 3d game design, many big industry professionals are frequently visiting that place. i haven't done any modelling in a few years so i'll have to spend some time catching up with the new techniques.. i haven't found a way to im/export the character meshes either... which is a little sad.. i really wanted to make some of the chars look a little more like their portrait and fix some issues with the body meshes... animations would be great, too... i'm quite good with those, so there'd be some martial arts moves n stuff if i managed to get new anims ingame... well if i find a way, i'll let you know... EDIT: also you might wanna check out this tutorial: using retopo tool Last edited by MoreDread; 05-28-2010 at 11:33 AM. |
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