TTLG|Thief|Bioshock|System Shock|Deus Ex|Mobile
Page 7 of 8
FirstFirst ... 2 3 4 5 6 7 8 LastLast
Results 151 to 175 of 186

Thread: Hammerite Mission Development Kit (HMDK) Preview

  1. #151
    Member
    Registered: Jan 2001
    Location: Formby, NW England
    I split up the faces, and then deleted what should be obscured by the shaft:


    But when the player blocks, they'll see this:


    So one problem solved and another created

  2. #152
    Member
    Registered: Nov 2001
    Location: The Highwater Estate
    It still looks nice though, and I for one rarely use the block move anyway. When you're happy with it (or give up trying to fix everything), send it my way if you want it included in the HMDK.

  3. #153
    Member
    Registered: Jul 2006
    Location: Betwixt and Between
    Is the hammer two objects?

  4. #154
    Member
    Registered: Nov 2002
    Location: ColoRADo
    You gotta delete all the backfacing polys. All the polys the player will never see.

    Block with the original sword, the hand ends up behind the handle. I fixed it pretty good for my weildable Croms Blade, but I had to do some serious editting to the hand, cutting faces into parts to get rid of the offending parts but not get holes up front.
    Major pain.

    Looks to me like you have one poly left in the bottom/back part of hammer causing the 'dark' triangle spot, maybe one on the side above that too.


    You need to slice the handle about an inch down the shaft, turn a couple edges and delete polys from that top cut around the back so it doesn't stick thru the hammer head.

    The empty spot looks like a face you've already deleted to get the normal view correct. You need to patch it in with small faces that don't mess up the other view. (the red triangles are my guess as to where you'd need to add them.)

    mmm, diagrams.

  5. #155
    Member
    Registered: Jan 2001
    Location: Formby, NW England
    My doing some chopping I've got it down to this:


    The normal position still looks okay.
    Last edited by R Soul; 24th May 2007 at 21:23.

  6. #156
    Member
    Registered: Nov 2002
    Location: ColoRADo
    That's pretty good, I think it'll hardly be noticeable while playing.
    If nobody ever complained about Garretts fingers being behind the handle with the original sword and blackjack I don't see why they'd mind that.

    And the fingers are proper.

  7. #157
    Member
    Registered: Jan 2001
    Location: Formby, NW England

    yay \o/ w00t and so on

    Okay this is a new experience: Trying to fix one thing fixes another as well!

    I thought I'd done the best I could with the polys, so I then thought I'd see if I could make a better texture and UV map it correctly.

    I suddenly realised that UVMapper lets you select and move vertices. This makes it much easier to reshape faces so that the texture is drawn properly. It helps to look through the menus doesn't it?

    Thus ensued some serious UV mapping
    And UVMapper doesn't have an Undo function!

    Anyway, there's now an okayish texture. The important thing is that it's easy to replace it. Previously I'd just used the one from the Hammerite mesh texture. Now it uses two textures - one for the shaft and one for the head.

    Here are two screenshots
    Held Normally:


    Blocking:

    Look at it! The polys are rendered properly!
    I know there's still a dark spot but nobody will notice that.

    Now who wants to smash someone's head in with a big metal hammer?
    Anyone?

  8. #158
    Member
    Registered: Nov 2001
    Location: The Highwater Estate
    This is awesome, Robin! Thanks! I will also make a version for the HMDK where the arm is a Hammerite's so people can make missions where you either play as a Hammer or as Garrett undercover. I already have Hammerite arms for the other melee weapons.

    I look forward to using this arm in the first mission of The Idol, where you're undercover in a Hammer complex.

  9. #159
    Hey Yandros, I have gotten out of school, and between modding for two other games I have been experimenting with making fully armoured units for Thief. I tried at a Gothic Plated Hammerite Infantry Man, but I had some problems.
    http://i200.photobucket.com/albums/a...9-01-15-01.jpg

    http://i200.photobucket.com/albums/a...9-01-04-09.jpg

    http://i200.photobucket.com/albums/a...9-00-59-87.jpg

    http://i200.photobucket.com/albums/a...8-58-21-98.jpg


    It was just a quick throw together to see if it would work, and would need a lot of work :P, but I found something out when I did: I will need a new model. :P Not only are they mapped pretty poorly (which results in stretching and is hard to put plate on), but it is not shaped correctly.
    If your interested in it, I'll do a good job on it and make it look as pretty as possible, but it won't be very good. I think it would be a lot better if I had a new model to work with though. If someone could make it and map it for me using my specifications, I would REALLY appreciate it. If you are interested in doing more also, you could create some more models so that we can have a whole line of armoured hammerite units. (including heavy crossbowmen )
    I was experimenting with armoured units for a Thief mod I was thinking of making, but after skinning my ass off, I realized that I just couldn't come up with anything decent without good models, so I called it off. Since I am no longer trying to do that, I can do some for you.

    Stealth Thief
    Last edited by StealthThief; 8th Jun 2007 at 18:59.

  10. #160
    Member
    Registered: Nov 2001
    Location: The Highwater Estate
    Thanks, but this project is officially closed, meaning it's done aside from the docs. If I keep taking on more stuff, I may never get it released.

  11. #161
    lol, thnx.

    Stealth Thief

  12. #162
    Member
    Registered: Jan 2001
    Location: Formby, NW England
    Quote Originally Posted by Yandros View Post
    meaning it's done aside from the docs.
    And that hammer arm I did needs a better hammer texture... The one I included was just something I threw together in a few minutes. The proper texture should be just like the original, but with a higher resolution.*
    I'd be happy to redo the UV mapping, if necessary, if a better texture could be found.

    *Not too high res though, because sharp textures tend to look a bit sparkly, and you don't want to distract the player from what they're wielding their hammer against.

  13. #163
    Member
    Registered: Mar 2001
    Location: Ireland
    You could use the hammer textures from the EP?

  14. #164
    If you gave me something to work with I could take a try I guess. :P

    Stealth Thief

  15. #165
    Member
    Registered: Nov 2001
    Location: The Highwater Estate
    Quote Originally Posted by R Soul View Post
    And that hammer arm I did needs a better hammer texture... The one I included was just something I threw together in a few minutes. The proper texture should be just like the original, but with a higher resolution.*
    I'd be happy to redo the UV mapping, if necessary, if a better texture could be found.

    *Not too high res though, because sharp textures tend to look a bit sparkly, and you don't want to distract the player from what they're wielding their hammer against.
    Quote Originally Posted by Nameless Voice View Post
    You could use the hammer textures from the EP?
    I'll try dropping in the hammer texture from the EP and see how it looks - if it needs UV tweaking I'll let you know, R.

  16. #166
    Member
    Registered: Jan 2001
    Location: Formby, NW England
    The one in the EP isn't the original, but better. The one in the EP is different.

  17. #167
    Member
    Registered: Nov 2001
    Location: The Highwater Estate
    I have a few technical questions for the experts as I try to finish this thing up.

    1. Where is the limb model specified for arrows? What I did for the sword and blackjack arms is created children of the Sword and Blackjack archetypes which only change Inventory > Limb model so that using the hammer-skinned arms is as simple as using the new archetype. It also means it's probably possible to change them within the same mission as Garrett dons or removes a Hammerite disguise. However, I can't figure out how to do it for the bow arm and all the arrow archetypes, as I can't find the limb model prop anywhere. I fear it's hardcoded into some of the arrow scripts and that certain archetype names are required, which will mean that I can't do this for arrows.

    2. Should the hammer arm that R Soul made be implemented as a sword type (multiple swings) or a blackjack (one)? I would assume the former but thought I'd get some feedback.

  18. #168
    Member
    Registered: Jul 2006
    Location: Betwixt and Between
    Perhaps it's the basic 'arm' model.

    I just looked at it in-game. The model has an arrow attached to the arm
    Last edited by marshall banana; 30th Jun 2007 at 06:34.

  19. #169
    Member
    Registered: Mar 2001
    Location: Ireland
    The model name used is 'bowsite'.
    It's set on the arm itself, probably by the weapon interface (inaccessible even to scripts).
    There is only one arm model - the arrow objects are put into place by the engine's weapon interface.

    I managed to rig together a setup to change the arm model by using NVNewWeapon and NVRelayTrap.

    You need a metaproperty, M-HammerBowArms for example. Give it the Shape->Model of the desired arm model and the NVRelayTrap script.
    Design note: NVRelayTrapOn="InitArm"; NVRelayTrapTDest="[Me]"; NVRelayTrapTOn="[-5.00]MiscStim"

    (Insert your own stim and intensity)

    Receptron:
    MiscStim, -5.05 to -4.95, set property, Me, M-HammerBowArms, ModelName

    Then add this to the arrow archetypes:
    Script: NVNewWeapon
    Design Note: NVWeaponMeta="M-HammerBowArms"

    You could add that script and design note to a metaproperty so that they can be easily added/removed ingame.

  20. #170
    Member
    Registered: Nov 2001
    Location: The Highwater Estate
    Thanks, NV - NVRelayTrap to the rescue again!

    I was hoping not to require custom scripts for any parts of the HMDK, but this is a very small part that most people won't use.

  21. #171
    Wow, just in time, Yandros. This'll be perfect for what I'm working on.

  22. #172
    Member
    Registered: Nov 2001
    Location: The Highwater Estate
    Actually, I think I'm going to go the simpler route. I'm going to have the hammer arms as same-named substitutes for the original textures and let the player choose to include them or not. If they want to get fancy and have the arm change textures in mid-mission (like I plan to do in the first mission of The Idol) they can ask or search here. I will include a link to NV's post above in the docs, though, to get them started. I am including both normal and Hammer-skinned arms for R Soul's hammer-wielding arm, however.

  23. #173
    Voice Actor
    Registered: Nov 2004
    Location: Hot-lanta
    I can't wait to see some new missions using your HMDK. And, if you missed my email, the answer is "yes, please use Hammer7."

    Don

  24. #174
    Member
    Registered: Nov 2001
    Location: The Highwater Estate
    I got it, and it's in. The Kit should be going to the testers today.

  25. #175
    Member
    Registered: Aug 2004
    Location: netherlands
    yes

    let them hammers see the light of day

Page 7 of 8
FirstFirst ... 2 3 4 5 6 7 8 LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts