Oni Mod

EdT
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Re: Konoko

Post by EdT » Thu Dec 29, 2011 10:30 pm

Making more progress: http://youtu.be/4tBIjRMKSME

Yes, I know, I'm terrible at the game :D

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Glabbit
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Re: Konoko

Post by Glabbit » Sat Dec 31, 2011 8:28 am

Although I'm happy to see the old girl moving again, I'm really not used to her moving so...
so...

...smoothly xD

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Korban3
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Re: Konoko

Post by Korban3 » Sat Dec 31, 2011 11:57 pm

I don't know if this is appropriate at all, but...
Dat anatomy?
Dat strut?
Dat grace?
Dat smoothness?

Mm hm.

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Silverfish
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Re: Konoko

Post by Silverfish » Sun Jan 01, 2012 12:42 pm

It would be great to be able to download this updated model, it looks great! :D
I could make a smoother video for it.

EdT
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Re: Konoko

Post by EdT » Sun Jan 01, 2012 3:05 pm

Silverfish: I'm still working on tweaking the models. Currently having issues with the textures. I was able to run xnormal, but, I must be doing something wrong, when I used the created normal maps, the characters look shiny.

Hopefully, in a week, I can release the models.

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last
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Re: Konoko

Post by last » Sun Jan 01, 2012 5:54 pm

don't forget that texture map and normals map must be almost transparent (around 15-20% or so is good)

Edit: when i made that normals map for you I opened up tools menu and then i choosed object/tangent space converter.i imported your model as a lowpoly mesh.
i had smooth normals enabled.
also imported a blank normals map (i belive you can use tangent space normals map if you have eny to get better results) and i generated a object space normals map

EdT
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Re: Konoko

Post by EdT » Sun Jan 01, 2012 7:19 pm

Here is the problem I'm having:
Image

The konoko_normal is the one "last" made, blank_normal is the solid blue map. I get a red tint with last's normal map. I am using the ShaderName: cubemapobjchar for object space maps.

So far the 100% texture with the 20% blank_normal seems to work the best.

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last
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Re: Konoko

Post by last » Mon Jan 02, 2012 1:05 pm

hmm i don't understand.
try to increace transparecny to 80% so that they are almost transparent. and look for other (aubrey's) charecter normals and texture maps, how are they made.

EdT
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Re: Oni Mod

Post by EdT » Mon Jan 02, 2012 4:12 pm

Here are the files for the Oni Mod, load the map oni.xml to play.
http://ogmods.antonriehl.com/downloads/oni%20mod.zip Textures fixed by last.

last, if you have some time please look and see what I'm doing wrong with the normal maps. This version is using the plain, blank_normal file.
Last edited by EdT on Mon Jan 02, 2012 6:51 pm, edited 1 time in total.

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last
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Re: Oni Mod

Post by last » Mon Jan 02, 2012 5:54 pm

Ok i looked those textures over and i did saw that you didn't use transparent texture for textures. i changed that and generated new normals map for you and made them also transparent.
Also i noticed that there was little file name conflict in Data\Objects\characters folder where you should swich ninja.xml with ninjaActor.xml. I didn't want to do that because it will broke that level you made
OK tis is not your level
OK tis is not your level
Download link http://ogmods.antonriehl.com/downloads/oni%20mod.zip

EdT
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Re: Oni Mod

Post by EdT » Mon Jan 02, 2012 6:51 pm

last: Thank you so much for fixing the textures. They look great! I don't know why I was having problems in making them. Not sure what is wrong with the ninja files. They don't appear switched to me, maybe I'm blind.

I will update the links to the mod to the one you posted.

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Endoperez
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Re: Oni Mod

Post by Endoperez » Tue Jan 03, 2012 3:13 am

What does normal map's alpha channel affect? I know diffuse is shininess, but I didn't realize normalmap's alpha channel is in use too.

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Silverfish
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Re: Oni Mod

Post by Silverfish » Tue Jan 03, 2012 7:30 am

Made a video about this mod!

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Endoperez
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Re: Oni Mod

Post by Endoperez » Tue Jan 03, 2012 7:54 am

This mod is really moving on quite nicely!

How horrifying do the blood effects look when applied to Konoko? The spear is already nasty on the rabbits, since it causes so much bleeding but the characters are alive and it drips down and eurgh it's nasty.

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last
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Re: Oni Mod

Post by last » Tue Jan 03, 2012 9:50 am

Endoperez wrote:What does normal map's alpha channel affect? I know diffuse is shininess, but I didn't realize normalmap's alpha channel is in use too.
Finnaly foun that alpha log that i was searching for
http://blog.wolfire.com/2011/05/Overgro ... -changelog
There is a packback that he is coloring in that video. This is done with Normal map alpha channel.

And if you are ever tryng to make a character that is colorable like that rabbit guard or like my new and improuved Terminator Turner. look at how i have made Terminator_Turner_V2_m.png.
There are 4 color channels there red green blue and alpha (black). they overlap eachother for smoother coloring (i used alpha channel for wounds and i didn't want them to change to much color)
Also this means charecters object xml file structure has changed.

In my Terminator_Turner_V2.xml file i needed to add those new lines to get this coloiring thing to work.

Code: Select all

<PaletteMap label_red="Cloth" 
                label_green="Rope" 
                label_blue="Fur">
				
		Data/Textures/Characters/IGF_Terminator_Turner/Terminator_Turner_V2_m.png
    </PaletteMap>

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