Jab Posted March 14, 2015 Author Share Posted March 14, 2015 I'm going to put off loading in the animations for a bit. Time after time, failures, or close failures. What you have done already is amazing. Take a break, you deserve it Thanks. So I am working on another custom format for IO for Blender (Go figure.) That was offered to me for another game for commercial purpose. I'm going to focus on that for a bit, and probably return to this game to figure out how the heck to import this animation portion of the Project Zomboid format. I was looking to do a tutorial on how and what to do in Blender to mod these models, when I was to finish the IO scripts entirely. Since this has gone on waaaay longer than I expected it to, I may write my own tutorial sooner without the animation portion. If anyone wants to beat me to that, you're more than welcome to. Atoxwarrior, mads232 and WolfeClaw 3 Link to comment Share on other sites More sharing options...
Lux Posted March 15, 2015 Share Posted March 15, 2015 Will we ever be able to edit kate.txt without the game insta-crashing? Link to comment Share on other sites More sharing options...
Jab Posted March 19, 2015 Author Share Posted March 19, 2015 Will we ever be able to edit kate.txt without the game insta-crashing? Right now, no. Until I can properly work with animation data, the model for male & kate will be untouchable. Link to comment Share on other sites More sharing options...
Jela331 Posted March 19, 2015 Share Posted March 19, 2015 I can totally use this to make Rule 34 of Project Zomboid. Elizabeth Bailey and WolfeClaw 2 Link to comment Share on other sites More sharing options...
Lionheart2 Posted March 20, 2015 Share Posted March 20, 2015 For that new axe... did you replace the old axe model or add a completely new model to the game? Link to comment Share on other sites More sharing options...
Jab Posted March 20, 2015 Author Share Posted March 20, 2015 For that new axe... did you replace the old axe model or add a completely new model to the game? I replaced it. The current game as it stands has no support for model mods. For now, this serves as a good temporary testing method while we wait for any possible addition of model modding to develop. Link to comment Share on other sites More sharing options...
Golde Posted March 20, 2015 Share Posted March 20, 2015 Hello Jab! I've encountered a few slight problems with your code once again.. If you take a look at these, http://imgur.com/l1mqb2L,CJw4J5v,sfMLrSY,nSZhj45#3 you'll notice that there's a few "holes" in my model in these two places. http://i.imgur.com/exiMdQk.png I've made sure that there aren't any blank / missing textures on my texture file, as well as having all faces of the model UV mapped correctly. Could this have been caused by me stacking faces ontop of eachother on the UV mapper? Link to comment Share on other sites More sharing options...
Jab Posted March 20, 2015 Author Share Posted March 20, 2015 Hello Jab! I've encountered a few slight problems with your code once again.. If you take a look at these, http://imgur.com/l1mqb2L,CJw4J5v,sfMLrSY,nSZhj45#3 you'll notice that there's a few "holes" in my model in these two places. http://i.imgur.com/exiMdQk.png I've made sure that there aren't any blank / missing textures on my texture file, as well as having all faces of the model UV mapped correctly. Could this have been caused by me stacking faces ontop of eachother on the UV mapper? I can't see the holes on the in-game pic. Not too sure. You also need to consider that zomboid uses either 1, 0.5, or 0 alpha transparency on the openGL render, so it may look as if the model is missing a pixel. If you could scale the model up in Edit-mode, and export to the game format, you can see the models with much more detail to examine. Link to comment Share on other sites More sharing options...
Golde Posted March 20, 2015 Share Posted March 20, 2015 snip snip I think I made it a little bit too big, but I think you can get the idea... http://imgur.com/1ASGiFw,oUaOjMq,dxAaarh#0 Link to comment Share on other sites More sharing options...
Jab Posted March 20, 2015 Author Share Posted March 20, 2015 snip snip super snip feel free to send me the blender file so I can look at it. Link to comment Share on other sites More sharing options...
miked79 Posted March 21, 2015 Share Posted March 21, 2015 oHh this might be fun! thanks! Jab 1 Link to comment Share on other sites More sharing options...
Jab Posted March 21, 2015 Author Share Posted March 21, 2015 Hello Jab! I've encountered a few slight problems with your code once again.. If you take a look at these, http://imgur.com/l1mqb2L,CJw4J5v,sfMLrSY,nSZhj45#3 you'll notice that there's a few "holes" in my model in these two places. http://i.imgur.com/exiMdQk.png I've made sure that there aren't any blank / missing textures on my texture file, as well as having all faces of the model UV mapped correctly. Could this have been caused by me stacking faces ontop of eachother on the UV mapper? snip snip I think I made it a little bit too big, but I think you can get the idea... You didn't check your normals. Each vertex (and face) have normals. In Edit-Mode, hit (CTRL + N), and click the option to calculate normals. That's it. Your model exported fine after that. Golde 1 Link to comment Share on other sites More sharing options...
Golde Posted March 21, 2015 Share Posted March 21, 2015 you know.. I feel like sometime you're gonna have to teach me how to walk again... *Edit: now I'm sitting here laughing at myself and your post like a dumbass.. Jab, WolfeClaw and Rathlord 3 Link to comment Share on other sites More sharing options...
WolfeClaw Posted March 21, 2015 Share Posted March 21, 2015 you know.. I feel like sometime you're gonna have to teach me how to walk again...*Edit: now I'm sitting here laughing at myself and your post like a dumbass..Exactly my reaction when I thought I met Will Porter rather than Chris Simpson Link to comment Share on other sites More sharing options...
EnigmaGrey Posted March 21, 2015 Share Posted March 21, 2015 They're all developers! It counts! WolfeClaw 1 Link to comment Share on other sites More sharing options...
Jab Posted March 24, 2015 Author Share Posted March 24, 2015 So I have somewhat of an update. I'm still looking into animations being properly imported (and exported after) for the PZ model format scripts. Thanks to Captain Binky and his knowledge of the custom format, I might figure these rotations out. Apparently DirectX has a different way to work with quaternion logic than most modern mathematical / OpenGL calculations. (Go figure. Thanks, Microsoft.) Also, I plan on importing the models (Which are saved and interpreted in a Y-Up format) into Blender's Z-Up orientation. This should cure a lot of issues that people have had with guns and what not when modifying and importing their models in the game. Also as a side note, I may (may) be looking at modding the client to support dynamic model loading. It shouldn't be very hard to implement this actually. The Lua library would simply need to expose the animation manager's methods to the lua-side, and the lua also needs exposure to loading a model for when a weapon is loaded in-game. FlashFire, Golde and WolfeClaw 3 Link to comment Share on other sites More sharing options...
WolfeClaw Posted March 24, 2015 Share Posted March 24, 2015 Please. Link to comment Share on other sites More sharing options...
FlashFire Posted March 25, 2015 Share Posted March 25, 2015 Please please ! Link to comment Share on other sites More sharing options...
Jab Posted March 26, 2015 Author Share Posted March 26, 2015 It's still going to be a bit before I can get the model animations loaded. The Blender API for bones and matrix / quaternion stuff horrendous for my 4-AM brain. I'll leave you with this happy-accident. MadDan, Sieben, WolfeClaw and 6 others 9 Link to comment Share on other sites More sharing options...
WolfeClaw Posted March 26, 2015 Share Posted March 26, 2015 That is the most magical thing I have ever seen. Link to comment Share on other sites More sharing options...
Golde Posted March 26, 2015 Share Posted March 26, 2015 the marijuana mod needs things like that. mads232 and Atoxwarrior 2 Link to comment Share on other sites More sharing options...
Burianu Posted March 26, 2015 Share Posted March 26, 2015 Well I've found my new profile image... MadDan and WolfeClaw 2 Link to comment Share on other sites More sharing options...
Svarog Posted March 26, 2015 Share Posted March 26, 2015 It's still going to be a bit before I can get the model animations loaded. The Blender API for bones and matrix / quaternion stuff horrendous for my 4-AM brain. I'll leave you with this happy-accident.Hooves? Okay then! Just add a horn to the forehead and we're all done here, it'll be sooooo magical. Link to comment Share on other sites More sharing options...
Geras Posted March 26, 2015 Share Posted March 26, 2015 He runs like a deer. Svarog 1 Link to comment Share on other sites More sharing options...
syfy Posted March 27, 2015 Share Posted March 27, 2015 as cool as that is, why did i instantly think of Right Said Fred? ( i will NOT post that link in here) Link to comment Share on other sites More sharing options...
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