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question...

hello, ive been interested with this mod for some time altho
i havent played it for a while.....

if i can remember correctly, in eoc there were character faces
that popped into the sensor window thingie
when there was some dialogue going on. well if im right
...can this be implemented into the mod as well?

if so i can start modelling some membari heads or whatever
and doing textures for em .....a skirmish is a skirmish but without
characters/story interraction u can only go so far...

only prob is im a maya guy so i hope lightwave can import obj files

cheers

Comments

  • i'm afraid it's not that simple :( to get the heads to move (i.e. appear to talk) you have to model them in lightwave using a special lightwave plugin for v5.6 called morph gizmo.

    as for maya - > lightwave, i'm sure there's a converter somewhere.
  • ic, but for starters to have a static character face in there
    maybe its not as hard?...the text/story can carry it if need be

    ..... im willing to do this i just need a little bit of guidance, and ill
    find a way to export the mesh to lw

    btw here is my demo

    [url]http://mwasilewski.free.fr/demo.avi[/url]

    and a project i did the characters for among other things

    [url]http://www.cdis.org/~mwasilew/all.avi[/url]


    cheers

    -p3k
  • Huh nice!

    Did you all these animations, models and textures by yourself?

    @Gizmo: I got it from a guy some time ago. Maybe sometimes you'll need it so I post it here.
  • were there supposed to be video in those avi's? all i got was music?
  • [QUOTE][i]Originally posted by LogicSequence [/i]
    [B]were there supposed to be video in those avi's? all i got was music? [/B][/QUOTE]
    I was able to watch videos in both files but only got music in the demo.avi.
    Logic, do you have the latest DivX driver installed?
  • yes u need divx and possibly divx audio from nemo codec pack,
    u should be able to find that pack on google.ca, just uncheck
    what u dont need in it

    my demo is all my work, modelling, animation, textures, everything

    the 2nd project i did the characters, rigging weighing etc,
    textured the guy with the knife, animated 1 scene
    and helped on other things, it was a group effort ;)

    thx roi for the gizmo, it might come in handy!

    btw, which version of lightwave do i need to import to?
    i remember emailing one of the team and he said it only
    supports some old version,...cant recall which one tho

    -p3k
  • [QUOTE][i]Originally posted by P3k [/i]
    [B]btw, which version of lightwave do i need to import to?
    i remember emailing one of the team and he said it only
    supports some old version,...cant recall which one tho[/B][/QUOTE]
    Lightwave v5.6
  • who did you email? if you have modeling questions, feel free to email me, i'm the lead modeler, so i'm more likely to be able to answer your questions.

    As roi said, Lighwave 5.6. But that's still gonna be very tricky to do. sometimes a 5.6 export is not 100% the same as a 5.6 built object (example: the lw7.0+ lightwave 5 object export option doesn't work with EOC). therefore it may not work. you may have to export to a LW file and then open it with lightwave, and then re-save it using 5.6 to get the neccessary changes. u've gotta remember that the lw5.6 object still has to go thru specially made software (the PSO converter) that radically changes the file into a .pso file. the converter isn't... SMART... i suppose is the right word... when it was written, lw 5.6 was all that was available, so it was coded to work only with 5.6 objects... even flaws or tags or whatever in that object. that's where the problem with some exports comes in.
  • i emailed Simon DR, phew, still had the email saved
    damn that was alooooong time ago, [ Tue, 5 Feb 2002 ]....was
    still learning maya back then....and yeah he mentioned 5.6 doh
    but didnt offer much help on conversion...anyway ill sniff around
    some 3d boards to see if theres a solution ....i also got lw7
    but havent a clue at what im doing, maybe i should just learn
    the damn thing :P

    another question about organization:
    for example if i model/texture something who carries it next into
    to the game?...how do u communicate between each other if
    things go wrong or fixes have to be made?

    -p3k

    [SIZE=1]moderator's edit note: i removed simon's last name from the post and replaced it with his initials. This was done only for safety reasons, don't want people hunting him down, at least not without his permission. :)[/SIZE]
  • Ahhh ok, that explains why u didn't email me :) Simon (unfortunately) had to take an.... Extended leave of abscence early last year, leaving me in charge of the modeling department.

    If i were you, and this is just my opinion, i'd try learning lightwave. If you can get past the oddities (note they're oddities, not neccessarily bad) of the interface, it's really the best and most powerful 3d software available. but it is very different than maya. in LW you make your models in modeler, and creat setups and scenes in layout. i.e. there are 2 different parts to LW, modeler and layout. but i'd try and get lightwave 5.6 (or 6.5, that is the newest version who's 5.6 export still works for the game) and learn using that. there is not much difference in 7 or 7.5, but u'll have to use 5.6 - 6.5 to model for EOC.

    if you model something, generally, you would be the one that puts it into the game. You have to test it's functionality in the game... in fact you'll have to do that several (possibly dozens) of times be4 you get it looking the way you want it to look.

    Now if yer saying you can't do that... well then i suppose you'd send it to me to finish up... we'd communicate thru the boards here (in the buda 5 developers forum, which u'd get access too after i see your first model for buda 5 (just send me whatever yer working on for buda 5 in an email)). Now if you just don't know how to get it into the game, then it's easily learned (well... easy is a relative term i suppose), and that way you can do it yourself. which is what i'd suggest given the amount of testing u'll have to do :)
  • alright, i have 7.0 right now but ill hunt around for 6.5
    and that is where ill start, all it takes is a few tutorials
    :rolleyes:
    i heard about the separate modeller in lw and was suprised
    that its not all in one program

    do u know what kind of poly count range i should be going
    for ?
  • ok i got my hands on lw 6.0 ......and i exported a obj file
    from maya using deep exploration to a lwo file
    and imported into the modeller,,,that seemed to work
    but it had some normals issues, which should be ez to fix
    so ill make a test head soon for you

    holy crap 1st time in the modeller i felt like an idiot :)

    -p3k
  • it's overwhelming at first, i know... beleive me the first time i saw it i was like... WTF?? Not everyone can get the hang of it, but it's farely simple once you do. just remember, hot-keys are golden ;). if you go around pressing buttons in LW all your life it's gonna take you 2wice as long to complete a model.

    LW being in 2 seperate programs is... Unique to say the least. But it's not a bad thing, at least not in my opinion. i find it much simpler to complete things in the way lightwave presents than in other programs such as maya or MAX. The rules are farely the same in any 3d program, so you shouldn't have many problems.

    Whenever your done with your test, email it to me. remember to put buda5 in the subject line or it's likely to get deleted... :)
  • email sent

    right now its an obj export from maya converted to lwo file
    loaded fine in lw 5.6 but with some mistakes

    lemme know how it goes!

    -p3k
  • i sent you an email response
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