Rigs, and textures.
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Rigs, and textures.
I was looking for one of the overgrowth cat textures, and only found a white one for the male cat. When I play the game, I remember seeing several different textures and clothes on the cat. Would you mind telling me where I can find the other textures? *i guess this goes for all the other species too*
Also, when I opened up the malecat.blend file, I noticed that 2 of 4 of the fingers had bones, I don't think that the jaw was rigged, and there were no eyes. So I went back, and played the game a little bit, and noticed that the jaw does open, all the fingers are rigged, and the eyes move/blink. Is there a completed rig I can find? *also species*
-thank you
Also, when I opened up the malecat.blend file, I noticed that 2 of 4 of the fingers had bones, I don't think that the jaw was rigged, and there were no eyes. So I went back, and played the game a little bit, and noticed that the jaw does open, all the fingers are rigged, and the eyes move/blink. Is there a completed rig I can find? *also species*
-thank you
Re: Rigs, and textures.
I'm pretty sure you can find the textures for each Cat at Data\Textures\Characters\cats\. Every .phxbn file (for skeletons) is located in Data\Skeletons\.
That Blend file you opened might be of the really old, outdated and awful cat model/skeleton.
You can open the 'modern', up-to-date rig at male_cat.blend.
You know what's crazy?
I just found out the Female Cat uses the exact same model and skeleton as the Male Cat.
That Blend file you opened might be of the really old, outdated and awful cat model/skeleton.
You can open the 'modern', up-to-date rig at male_cat.blend.
You know what's crazy?
I just found out the Female Cat uses the exact same model and skeleton as the Male Cat.
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Re: Rigs, and textures.
When I go to the textures folder, I see only 3 files for textures. One is the white male cat...and that's pretty much it. There are only 3 .dds files in the texture folder for cats. One is the white texture, another is a bunch of random colors, and the other *i forgot sorry* this goes for all the other species too.
Can I open a .pxhbn file in blender?
Also, the male_cat.blend file is the one I was talking about. With half the fingers rigged with no way to open the mouth ect...
Can I open a .pxhbn file in blender?
Also, the male_cat.blend file is the one I was talking about. With half the fingers rigged with no way to open the mouth ect...
Re: Rigs, and textures.
You may be looking in the wrong folder. It sounds like you're checking the cache, which is located in Documents/Wolfire/Overgrowth.
The installation folder for Overgrowth is located (by default) in Program Files (or) Program Files (x86), then Wolfire. On Steam, it's Steam/steamapps/common/Overgrowth.
In order to open .phxbn files, you can look within Data/Blenderscripts to install addons to Blender and import & export the files that Overgrowth uses. The recommended Blender version is 2.55.
The installation folder for Overgrowth is located (by default) in Program Files (or) Program Files (x86), then Wolfire. On Steam, it's Steam/steamapps/common/Overgrowth.
In order to open .phxbn files, you can look within Data/Blenderscripts to install addons to Blender and import & export the files that Overgrowth uses. The recommended Blender version is 2.55.
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Re: Rigs, and textures.
I'm looking in the steam, steam apps..ect folders for the textures, and I still only find the three .dds files. This also applies to the female cat textures too. does everyone have more than 3 texture files for each folder? Or is it just me?
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Re: Rigs, and textures.
Same here, what are inside those folders...like how many texture files are in the male_cat folder?
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Re: Rigs, and textures.
3.
ahh so i get what youre asking
the way overgrowth characters work (except turner) is that they have a diffuse texture with white cloth & fur (male_cat_c) and a normal map (male_cat_n)
lastly, a 'PaletteMap' (male_cat_m) is used to recolor / tint the color map on runtime. basically it defines different color areas like clothing, fur, etc in the rgb channels.
you can change these colors in the editor by selecting a character & pressing ctrl+P.
it is explained in this alpha video : http://blog.wolfire.com/2011/12/Overgro ... -changelog
this method to allows many color combinations & characters with very low effort. (no texture editing needed), very useful to have random colors in the arena levels
if you are new to modifying characters, you will want to try out the 'u' button too. it lets you define the amount of fat, muscle, etc on the character in-game: http://blog.wolfire.com/2013/11/Overgro ... -changelog
if you press the number keys (1-8) multiple times, the game will load the same character again with a new random color combination, which shows this effect quite nicely.
Note: this is all only aviable if you load the level from 'editor' in the main menu
ahh so i get what youre asking
the way overgrowth characters work (except turner) is that they have a diffuse texture with white cloth & fur (male_cat_c) and a normal map (male_cat_n)
lastly, a 'PaletteMap' (male_cat_m) is used to recolor / tint the color map on runtime. basically it defines different color areas like clothing, fur, etc in the rgb channels.
you can change these colors in the editor by selecting a character & pressing ctrl+P.
it is explained in this alpha video : http://blog.wolfire.com/2011/12/Overgro ... -changelog
this method to allows many color combinations & characters with very low effort. (no texture editing needed), very useful to have random colors in the arena levels
if you are new to modifying characters, you will want to try out the 'u' button too. it lets you define the amount of fat, muscle, etc on the character in-game: http://blog.wolfire.com/2013/11/Overgro ... -changelog
if you press the number keys (1-8) multiple times, the game will load the same character again with a new random color combination, which shows this effect quite nicely.
Note: this is all only aviable if you load the level from 'editor' in the main menu
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Re: Rigs, and textures.
about the rig, i dont know : |
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Re: Rigs, and textures.
Hmm... That makes sense.
So how do you get these different textures into blender? If you press the same number over and over again, you're going to see the same texture again...Or do you load up the white texture, and then the pallet one?
What I'm trying to do is get all of those textures into blender, and have individual files for each one.
So how do you get these different textures into blender? If you press the same number over and over again, you're going to see the same texture again...Or do you load up the white texture, and then the pallet one?
What I'm trying to do is get all of those textures into blender, and have individual files for each one.
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Re: Rigs, and textures.
ehm i dont know. depends on what you want to do
if you want to render colored rabbits in blender, you will have to replicate what the game material does. (propably a simple node material)
if you want to have them as a base to build other textures, it might be fastest to do this in photoshop / gimp
if you want to modify the textures, youll have to edit the color (_c) texture & maybe the palette map if the areas change
ive made a pic to better explain how the game uses the textures
if you want to render colored rabbits in blender, you will have to replicate what the game material does. (propably a simple node material)
if you want to have them as a base to build other textures, it might be fastest to do this in photoshop / gimp
if you want to modify the textures, youll have to edit the color (_c) texture & maybe the palette map if the areas change
ive made a pic to better explain how the game uses the textures
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Re: Rigs, and textures.
Is that the node setup I should use?
What I'm trying to do is somehow use the pallete in blender like it's used in the game. Is there a way to do this?
What I'm trying to do is somehow use the pallete in blender like it's used in the game. Is there a way to do this?
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Re: Rigs, and textures.
yes
the file is too big to upload, so youll have to replicate it: some things to note:
-areas that are on no color map stay white
-i dont know how to correctly add the normal map, some channels are inverted, couldnt make it work though
the file is too big to upload, so youll have to replicate it: some things to note:
-areas that are on no color map stay white
-i dont know how to correctly add the normal map, some channels are inverted, couldnt make it work though
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Re: Rigs, and textures.
Mind telling me which textures are in which nodes. I can't see the whole file name.
*ive noticed that you are using materials and not textures, I've been using textures. Do I have to use materials?*
*ive noticed that you are using materials and not textures, I've been using textures. Do I have to use materials?*
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Re: Rigs, and textures.
ah the one on the left is the palette map (male_cat_m), the one on the bottom is the color map (male_cat_c)
it shouldnt make a difference if you put the nodes in a texture and then use the texture in your material. im mostly using material nodes. i think there are differences in what nodes are aviable though. and the material viewport might display it differently. havent tried it though
it shouldnt make a difference if you put the nodes in a texture and then use the texture in your material. im mostly using material nodes. i think there are differences in what nodes are aviable though. and the material viewport might display it differently. havent tried it though