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Author Topic: Walking Pilot MOD - Based in VisualMOD  (Read 51228 times)

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Stainless

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Re: Walking Pilot MOD - Based in VisualMOD
« Reply #84 on: August 22, 2014, 02:54:24 AM »

I can now load and display the animated meshes in my modtool.

Three things cropped up which should (and indeed do on my machine) crash mesh converter.

I'm putting these down to bugs in the original exporter.

1) FrameCount
    This is stored in Motorola ( big endian ) format
2) Hooks
    There is only one named hook, but FrameCount hook locations
3) Materials
    The string length for the material name is stored as a short instead of the more common byte

I can handle all of these issues now.

The animation is pretty basic, a few frames of free fall, the chute opens, he lands, and runs away

It's not great animation, but ok.

I'll now add the code to save the file as a text mode mesh and post it back to you for assesment

I'm also going to add support for an animated mesh format. Can any of you 3D guys tell me which format you would prefer? MD2, MD4, FBX what?
 
 
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benitomuso

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Re: Walking Pilot MOD - Based in VisualMOD
« Reply #85 on: August 22, 2014, 03:07:37 AM »

Great progress Stainless!!! I know you were the guy for this. For sure you are the one with more comprehensive knowledge of 3D meshes and how the game stores them.

Having it in readable text to make basic manipulation was my original goal. But for sure people who really edits in 3D software will prefer it in other format. I don't have an opinion here.

As you said, the frames are 5 sequences (adding the Fall and the Death to the ones you mentioned), which are displayed depending the stage of the process wht guy is.

Regarding his behaviour and tendencies, there is a big problem: there isn't a "neutral" standing position. The most similar to it is the falling with parachute open position where he has his feet not horizontal and his head like being depressed and sad. So "standing" but not neutral at all.

Thanks,
                     Pablo
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ton414

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Re: Walking Pilot MOD - Based in VisualMOD
« Reply #86 on: August 22, 2014, 06:16:17 AM »

I'm also going to add support for an animated mesh format. Can any of you 3D guys tell me which format you would prefer? MD2, MD4, FBX what?

First, thank you for your effort, Stainless.

And I think any format that can be imported without any difficulty to 3ds Max is good.
3ds Max, I think, is the 3D software  more common among modders.
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DarkBlueBoy

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Re: Walking Pilot MOD - Based in VisualMOD
« Reply #87 on: August 22, 2014, 06:33:43 AM »

Excellent work everyone!! This is the final frontier in Il-2 modding! :) :)
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Stainless

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Re: Walking Pilot MOD - Based in VisualMOD
« Reply #88 on: August 22, 2014, 06:42:33 AM »

so this plugin would work ok for most people?

http://jkhub.org/files/file/1819-3ds-max-2014-md3-exporter/
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wolfiz

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Re: Walking Pilot MOD - Based in VisualMOD
« Reply #89 on: August 22, 2014, 07:25:16 PM »

Now he needs to be able to SWIM, cross rivers. If you get anywhere near water, it's asleep on the raft time. mission over.
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Stainless

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Re: Walking Pilot MOD - Based in VisualMOD
« Reply #90 on: August 23, 2014, 02:29:38 AM »

Let's walk before we .... well ... swim.

I have uploaded a text mode mesh exported from the russian paratrooper binary mesh.

It's HUGE as a text file.

http://stainlessbeer.weebly.com/uploads/3/2/9/6/3296541/body.7z






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SAS~Malone

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Re: Walking Pilot MOD - Based in VisualMOD
« Reply #91 on: August 23, 2014, 02:50:43 AM »

whaaa...! 5.5MB of text, i see what you mean, lol! :D
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Stainless

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Re: Walking Pilot MOD - Based in VisualMOD
« Reply #92 on: August 23, 2014, 03:20:41 AM »

If you want me to extend the modtool to support animated meshes, I need a test mesh to work with.

Can someone export an animated mesh in the format you want to use and get it to me please?

I've had a hunt around the web and can't find any md3 models to download, so I guess it's not used very often.

I've spotted a bug in that file I uploaded. The hooks section should be ...

Code: [Select]
[Hooks]
Ground_Level <BASE>


so delete the other 130+ lines and it should  be ok.
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benitomuso

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Re: Walking Pilot MOD - Based in VisualMOD
« Reply #93 on: August 23, 2014, 10:00:36 AM »

If you want me to extend the modtool to support animated meshes, I need a test mesh to work with.

Can someone export an animated mesh in the format you want to use and get it to me please?

I've had a hunt around the web and can't find any md3 models to download, so I guess it's not used very often.

I've spotted a bug in that file I uploaded. The hooks section should be ...

Code: [Select]
[Hooks]
Ground_Level <BASE>


so delete the other 130+ lines and it should  be ok.


Stainless, could that have been the reason why when you launch a mission it fails loading the Paratrooper? With your file it doesn't work either. I will try by removing the repetitions of the Hooks.

Are the LODs OK? Those values look a little weird.

Regards,
                        Pablo
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FNRennier

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Re: Walking Pilot MOD - Based in VisualMOD
« Reply #94 on: August 23, 2014, 11:51:03 AM »

Congratulations to all of you that make possible all our amusements!
 ;D ;D ;D ;D
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WhamO

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Re: Walking Pilot MOD - Based in VisualMOD
« Reply #95 on: August 23, 2014, 04:10:07 PM »

oh man just about the time my interest in IL2 starts to wane a tiny little bit something awesome like this comes out and i find myself re-addicted. You all are enablers and i can't thank you enough for what you do. Keep up the great work everyone!
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