samurai armor & katana update 7-a205

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Thomason1005
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samurai armor & katana update 7-a205

Post by Thomason1005 » Sun Oct 06, 2013 10:34 am

updated files:
https://www.dropbox.com/s/kfdxbj71mn6ad ... 0armor.zip

comes with hitting off armor when passive blocking, throw disabled & blood removing when sheating but it might collide with other mods, as it requires you to replace the aschar.as
you can quickly check everything out by loading katana_duel.xml or katana_duel_vs.xml

update 7: new body armor, script for a205, updated level so it has the new armor
update 6: new script file for a202 compatibility, sheath now always works as a sheat, vs level
update 5: new blade for the katana, custom combat behaviour, correct sheated position, test level
update 4: added possibility to sheath the katana and guess what a sheath for the katana
update 3: adjusted size & added sharpnessmap
update 2: forgot to invert channels on normal map

there is a bug that you cant attach other objects after adding the armor plates, reopening the level fixes this
Attachments
OvergrowthScreenshot00160.jpg
OvergrowthScreenshot00159.jpg
OvergrowthScreenshot00034.jpg
OvergrowthScreenshot00032.jpg
OvergrowthScreenshot00015.jpg
OvergrowthScreenshot00006.jpg
Last edited by Thomason1005 on Sat Jan 25, 2014 11:52 am, edited 13 times in total.

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Endoperez
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Re: samurai armor & katana

Post by Endoperez » Sun Oct 06, 2013 11:32 am

It looks like the sword's too low on the scene, and the hands are positioned in a wrong way... Ouch!

It looks good, but the bright red and green colors aren't giving it justice.

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Thomason1005
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Re: samurai armor & katana

Post by Thomason1005 » Sun Oct 06, 2013 12:37 pm

Well, the sword is a standard dog sword, havent done anything on it, only the big armor is mine... :)

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Endoperez
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Re: samurai armor & katana

Post by Endoperez » Sun Oct 06, 2013 4:25 pm

Oh. Admittedlly I haven't played OG lately, but I don't remember dog sword being grabbed from the blade like that.

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akazi
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Re: samurai armor & katana

Post by akazi » Sun Oct 06, 2013 5:45 pm

The blue rabbit is holding the bastard sword on the handle the right way, the red rabbit isn't because he ALT+dragged the sword to the off hand, so he grips it wrong.

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Endoperez
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Re: samurai armor & katana

Post by Endoperez » Mon Oct 07, 2013 2:37 am

Okay, thanks, I hadn't seen or heard about that before.

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Thomason1005
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Re: samurai armor & katana

Post by Thomason1005 » Mon Oct 07, 2013 6:34 am

yay i made now armor plates...

they are pretty high poly, but the framerate doeasnt drop too much...
somehow, there are shading problems with the shadows :(

& the sword is held now the right way, thanks akazi
Attachments
well the selfshadowing doesnt really work...
well the selfshadowing doesnt really work...
armor2_5.jpg
ouch
ouch

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nebd
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Re: samurai armor & katana

Post by nebd » Mon Oct 07, 2013 8:04 am

Looks pretty good! :D

Always good to see new armor, since there isn't much atm.

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Thomason1005
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Re: samurai armor & katana

Post by Thomason1005 » Mon Oct 07, 2013 9:00 am

leg armor coz itz cool

ill now try making color maps & solve the shading problem...
Attachments
armor3_1.jpg

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Thomason1005
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Re: samurai armor & katana

Post by Thomason1005 » Mon Oct 07, 2013 9:33 am

flipped red&green normal map channel, i think its correct now
Attachments
armor3_3.jpg

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akazi
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Re: samurai armor & katana

Post by akazi » Mon Oct 07, 2013 9:54 am

I like the shin guards.

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Thomason1005
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Re: samurai armor & katana

Post by Thomason1005 » Mon Oct 07, 2013 10:16 am

thx for your respect...

i tried to include this palettemap, added it into the xml file & made a map, but it wont offer the multiple color selections in-game. is it only possible on characters? someone any ideas?

heres my xml:

Code: Select all

<?xml version="1.0" ?>
<Object>
	<Model>Data/Models/Gear/rabbit_gear/armor3.obj</Model>
	<ColorMap>Data/Textures/Gear/rabbit_gear/armor3ao.tga</ColorMap>
	<NormalMap>Data/Textures/Gear/rabbit_gear/armor3normal.tga</NormalMap>
	<PaletteMap label_red="Rope" 
                label_green="Metal" 
                label_blue="not used">
        Data/Textures/Gear/rabbit_gear/armor3cm.tga
    </PaletteMap>
	<ShaderName>cubemapobjitem</ShaderName>
</Object>
Attachments
armor3_4.jpg

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last
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Re: samurai armor & katana

Post by last » Mon Oct 07, 2013 12:17 pm

Thomason1005 wrote:i tried to include this palettemap, added it into the xml file & made a map, but it wont offer the multiple color selections in-game. is it only possible on characters? someone any ideas?
I have seen an alpha video about a color tinting tool where David colored a part of a backpack and the other part was still the same color.
I tested this with rabbit pack, but it didn't work for me.

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Thomason1005
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Re: samurai armor & katana

Post by Thomason1005 » Mon Oct 07, 2013 1:40 pm

last wrote:
Thomason1005 wrote:i tried to include this palettemap, added it into the xml file & made a map, but it wont offer the multiple color selections in-game. is it only possible on characters? someone any ideas?
I have seen an alpha video about a color tinting tool where David colored a part of a backpack and the other part was still the same color.
I tested this with rabbit pack, but it didn't work for me.
in the video he describes using the alpha of the normal map to define where the object is tinted how much, but i wanted multiple color selections like its used with the turner model. So i copied the code from the paintable turner model, made a map for the regions aaaand it didnt worked...

But i waaaaannnnttt it

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last
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Re: samurai armor & katana

Post by last » Mon Oct 07, 2013 3:05 pm

It probably don't work like this, because the game don't open up the menu, that is opened when you are trying to color a character and you have to choose, what area of him you want to color. (fur, rope, cloth, armor)
Also even when you somehow get this color picker working, i think there is no way to save those values into the level .xml file.
You see, when you open up a level .xml file, and look for a character's parameters in there you will see this in there

Code: Select all

        <Palette>
            <Color label="Cloth" channel="0" red="1" green="1" blue="1" />
            <Color label="Rope" channel="1" red="1" green="1" blue="1" />
            <Color label="Fur" channel="2" red="1" green="1" blue="1" />
        </Palette>
But, when you look for a object in there you don't see those kind of parameters there. All you see is this

Code: Select all

color_r="0" color_g="0" color_b="0"
Color red, color green, color blue and that's it.

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