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Miscellaneous Forums => Archive => Topic started by: obesebear on 2009-07-01 16:44:36

Title: OK this is now about the Kalm Fang
Post by: obesebear on 2009-07-01 16:44:36
OK so as some of you may know there was an excellent Vincent model created for one of the Jedi Knight PC games.  With this new trend of trying to convert different models into the game, I've decided to see what I can do to convert Vincent.

Keep in mind this is the first time I've really messed with 3D modeling, so it will probably take me the better part of 2 weeks years.  

I'll be using this thread to sort of document what it is I'm doing.  Hopefully it will help me stay better organized and allow me to work a bit quicker.

Here's screenshot #1 of .obj in blender
(http://i221.photobucket.com/albums/dd138/obesebear/Vincentobj.jpg)

Once I get him in game (if ever) I'll start working on his Cerberus gun
Title: Re: New Vincent
Post by: DragonZombie on 2009-07-01 18:36:38
Thats an amazing Vincent  :-o
Title: Re: New Vincent
Post by: drfeelgud88 on 2009-07-02 02:04:39
that looks nice man!
Title: Re: New Vincent
Post by: Opine on 2009-07-02 15:25:14
That Vincent looks awesome. I look forward to following along with your documentation in this thread.
Title: Re: New Vincent
Post by: obesebear on 2009-07-02 16:21:22
Ok so I've started over completely.  All his textures have been renamed so they are no more than 5 characters, decreased to 256 colors, and converted to bitmap.

.skin files have all been edited accordingly.   His model file still has to have his hair texture and cape accessories assigned manually for some reason (it doesn't seem to matter that buttons1 and hair1 have all been assigned to each .skin)

I will now go ahead and export him to a .3ds so I can work in either MAX or blender. (Another possible option would be to chop him up now and export the different parts as .3ds)

One thing I would like to do is edit his face.  He has a head texture which obviously is for his head, but his eyes are another texture.  I would like to edit his head model to fill in the holes for the eyes and add the eye texture to his head bitmap.  That of course would involve UV Mapping it (which I am inexperienced with)
Title: Re: New Vincent
Post by: obesebear on 2009-07-02 17:20:59
Oh please do.  I definitely need some help!  I am much too new at all this.

EDIT
Ok so 3DS Max is the only program (blender and milkshape) that will display the textures when they are 8 bit bitmaps.  The other two make him pink.  So blender tutorials are out of the question.
Hermoor, can you at least explain to me how to fill in the holes and add the eye textures and all that?  Like I said in my first post I have NO idea what I'm doing.
Title: Re: New Vincent
Post by: Timu Sumisu on 2009-07-03 02:26:16
if he's pink in blender you probably dont have the texture wrapped on him (i know max maintains textures without having to add them in)

in blender: split up your screen, and put one of the partitions to uv image editor.
select the mesh, not sure if you need to go into edit mode, i think so. and in the image editor open the image you want.
press alt + z to view textured mode and it should be it.
Title: Re: New Vincent
Post by: obesebear on 2009-07-03 02:45:15
Here's the problem
(http://i221.photobucket.com/albums/dd138/obesebear/PinkVincent.jpg)
Close up (http://s221.photobucket.com/albums/dd138/obesebear/?action=view&current=PinkVincent.jpg)

As you can see in the UV/Image Editor, it simply refuses to load the .bmp.  There is no problem whatsoever when it is 24 bit.  I'm pretty sure it has to be 8bit or PCreator won't load the texture.
Title: Re: New Vincent
Post by: Timu Sumisu on 2009-07-03 02:56:34
pm me the texture 'm gonna try n mess with it
Title: Re: New Vincent
Post by: Timu Sumisu on 2009-07-03 04:21:03
well least on my box, i imported the .3ds from the unzipped folder, ticked image search, and when i went into edit mode with any of the objects, they were nicely textured.
Title: Re: New [s]Vincent[/s] cerberus gun :)
Post by: obesebear on 2009-07-03 04:54:48
Maybe it's something to do with Windows 7 then.  I also might be using the 64bit version, I can't remember anymore.

Well now..
BIG NEWS

I'm done trying to import this since Viashino will be making a Vincent from scratch.  So to not let this thread go to waste, I'll begin working on importing his Cerberus gun.

(http://i221.photobucket.com/albums/dd138/obesebear/cerberus.jpg)

There are two options.  The one on the left is a more realistic version.  While the one on the right I think would fit in better with the FF7 world.  Thoughts?
Title: Re: New [s]Vincent[/s] cerberus gun :)
Post by: Hellbringer616 on 2009-07-03 04:58:16
Blender hates Win7 x64. and any build after build 7100 is x86, sadly, no leaked x64 :-(
Title: Re: New [s]Vincent[/s] cerberus gun :)
Post by: obesebear on 2009-07-03 15:39:21
I have 7201 x64  :-)    At least MAX works with it, I'd just rather get familiar with blender

Edit: Pics added to previous post
Title: Re: New Cerberus gun :)
Post by: romeo14 on 2009-07-03 20:08:51
i def like the one on the right better :)
i like how modders are trying to work on different things than other modders, making things go much faster in my opinion.
Title: Re: New Cerberus gun :)
Post by: Trishty on 2009-07-04 19:42:53
More FF weapon can be rip in Jedi Knight  :-D
(http://screenshots.filesnetwork.com/38/files2/75312_1.jpg)
(http://screenshots.filesnetwork.com/38/files2/39950_1.jpg)
(http://screenshots.filesnetwork.com/38/files2/34299_4.jpg)
(http://screenshots.filesnetwork.com/38/files2/34299_2.jpg)
(http://screenshots.filesnetwork.com/38/files2/34299_1.jpg)
(http://screenshots.filesnetwork.com/38/files2/34299_3.jpg)
(http://screenshots.filesnetwork.com/38/files2/95757_14.jpg)
(http://screenshots.filesnetwork.com/38/files2/95757_9.jpg)
(http://screenshots.filesnetwork.com/38/files2/95757_6.jpg)
(http://screenshots.filesnetwork.com/38/files2/95757_5.jpg)
(http://screenshots.filesnetwork.com/38/files2/34299_7.jpg)
(http://screenshots.filesnetwork.com/38/files2/34299_6.jpg)
Title: Re: New Cerberus gun :)
Post by: drfeelgud88 on 2009-07-05 05:39:17
those are some REALLY nice screenies!
Title: Re: New [s]Vincent[/s] cerberus gun :)
Post by: Hellbringer616 on 2009-07-05 19:32:46
I have 7201 x64  :-)    At least MAX works with it, I'd just rather get familiar with blender

Edit: Pics added to previous post

Ah, are you using. blender 64 or 32 on 64? Cause i can't get x64 blender to work right :-(
Title: Re: New Cerberus gun :)
Post by: obesebear on 2009-07-05 19:38:51
x64 I think.  I'll get x86 and see if it's any more cooperative

EDIT:  It's the same as x64 :(

Also, it has come to my attention that the cerberus gun has already been imported by namespoofer/refoopseman.  Soooo, I will now move on to the Kalm Fang/ Nibel Wolf/ Bandersnatch and be replacing them with some sort of wolf creature from FFX.  Wish me luck
Title: Re: OK this is now about the Kalm Fang
Post by: Opine on 2009-07-07 14:49:33
Good luck!
Title: Re: OK this is now about the Kalm Fang
Post by: obesebear on 2009-07-08 02:35:57
Well here we go
Kalm Fang
(http://i221.photobucket.com/albums/dd138/obesebear/Kalm.jpg)

Nibel Wolf
(http://i221.photobucket.com/albums/dd138/obesebear/NibelWolf.jpg)

Bandersnatch
(http://i221.photobucket.com/albums/dd138/obesebear/Bandersnatch.jpg)

Upon closer inspection, the Bandersnatch looks a little too similar to the Nibel Wolf.  I will probably end up making him more grey, I just didn't want him too look too bland
Title: Re: OK this is now about the Kalm Fang
Post by: Grimmy on 2009-07-08 02:44:03
Looking good, just gotta get it cut up and in game now. keep it up.
Title: Re: OK this is now about the Kalm Fang
Post by: Prince Lex on 2009-07-08 03:14:04
That's a really good choice to import. Good likeness.
Title: Re: OK this is now about the Kalm Fang
Post by: obesebear on 2009-07-08 03:22:48
Thanks for the encouragement  :-D
Of course I still have the problem of his teeth only displaying on one side.

Also, previous post was edited to include all 3 wolves
Title: Re: OK this is now about the Kalm Fang
Post by: Grimmy on 2009-07-08 03:46:01
I know you can make polies show two-sided in blender, but it does no good in ffvii. I have also heard that you can flip polies and that will work in ffvii, but have no idea how to do it. Any help on how to flip polies in blender(and 3dmax) would be much appreciated.
Title: Re: OK this is now about the Kalm Fang
Post by: obesebear on 2009-07-08 04:06:57
For Max, Select the area you want to work on.  Right click and scroll over "convert to" and choose editable poly.  Then on the far right of the screen where it says selection, pick polygon.  Head back over to your model and select the polygons you would like to flip (hold ctrl to select more than one).  Right click and choose "Move".  Now hold down shift and slowly move the mouse.  Once you release the left mouse button a dialog box will pop up.  Click OK.  Now go back to the right side of the screen where you originally clicked "polygon" and look down until you see "Flip".  Click it.

Tada  :-)

Also, you can then bridge the polygons together using border, but I'm unsure if this really matters any.

Ctrl + f to flip normals.  :wink:
But then it won't display on the other side, correct?   That's the problem, for the wolves teeth, they will have to display on both sides
Title: Re: OK this is now about the Kalm Fang
Post by: obesebear on 2009-07-08 04:41:54
Then you have to go into the texture panel and select the two side button. Now the texture will be displayed on both sides.

That is why I like blender, ctrl + f done in a sec.  :-D

Read Grimmy's post
Quote
I know you can make polies show two-sided in blender, but it does no good in ffvii.
Title: Re: OK this is now about the Kalm Fang
Post by: Aali on 2009-07-08 06:45:03
I know I've said this before, but FF7 does not have any problems with two sided polys, whatever you used to create the .p file just isn't exporting that property.
Title: Re: OK this is now about the Kalm Fang
Post by: obesebear on 2009-07-08 15:03:46
I know I've said this before, but FF7 does not have any problems with two sided polys, whatever you used to create the .p file just isn't exporting that property.

My problem is.  If I use the 2 sided feature in either MAX or Blender, after exporting, I import the new model but the 2 sided effect has disappeared.
Maybe this is a problem with Windows 7?
Title: Re: OK this is now about the Kalm Fang
Post by: Grimmy on 2009-07-08 15:13:23
Is the two sided effect missing when you open back up in blender/max or pcreator. For me it's pcreator that doesn't see the two sided polies.
Title: Re: OK this is now about the Kalm Fang
Post by: Kudistos Megistos on 2009-07-08 17:35:09
So, is anything going to be done about the colours of the Kalm Fang? Something I've noticed when watching slayersnext's videos is that the CC models look very pale and washed out when put into FF7. The original Kalm Fang, for example, was a very deep bluish purple (according to my spell-checker, "bluish" is a word  :lol:).
Title: Re: OK this is now about the Kalm Fang
Post by: polaris_027 on 2009-07-09 01:21:40
(according to my spell-checker, "bluish" is a word  :lol:).

yes it is! the suffix "-ish" denotes likeness or simmilarity..in the word "bluish" it means something close to being blue. - English 101:-D
Title: Re: OK this is now about the Kalm Fang
Post by: Kudistos Megistos on 2009-07-09 13:24:55
(according to my spell-checker, "bluish" is a word  :lol:).

yes it is! the suffix "-ish" denotes likeness or simmilarity..in the word "bluish" it means something close to being blue. - English 101:-D

Yes, but you can't add it to anything and make a word, and being in the dictionary suggests that it has been used before and is accepted. I'd say that's unexpected.  :wink:
Title: Re: OK this is now about the Kalm Fang
Post by: Timu Sumisu on 2009-07-10 00:59:48
So, is anything going to be done about the colours of the Kalm Fang? Something I've noticed when watching slayersnext's videos is that the CC models look very pale and washed out when put into FF7. The original Kalm Fang, for example, was a very deep bluish purple (according to my spell-checker, "bluish" is a word  :lol:).

With most of the new stuff being put out by SE that is ff7 related, most of the colors are rather bland compared to the original which was over saturated with colors.
Title: Re: OK this is now about the Kalm Fang
Post by: obesebear on 2009-07-10 01:09:38
I could make it a high intensity purple.  But with all the modders around here creating realistic characters, fighting a neon purple wolf would look out of place.  Also, I'm currently moving so I won't have the internets for a bit
Title: Re: OK this is now about the Kalm Fang
Post by: Grimmy on 2009-07-10 04:16:40
Good luck with the move. I'm very eager to see these in game.
Title: Re: OK this is now about the Kalm Fang
Post by: Timu Sumisu on 2009-07-10 04:20:19
well least for my work, its realistic, but still quite anime, so fightingi glowing wolves isn't quite out of the question.
Title: Re: OK this is now about the Kalm Fang
Post by: obesebear on 2009-07-15 17:40:13
Update:  I'm going to leave them as is (with the exception of making the Bandersnatch more of a grey)  It wouldn't be too hard to export them and change the colors yourself if you really want to.

This little project is being put on hold for now because I have decided to focus more of my attention on purchasing a house.  Hopefully by the end of the month I will be able to commit some more time to these models; it's just right now there are too many home buying opportunities that I don't want to miss out on.

Of course, if someone else is willing to do this before me, do feel free (seems like I can never finish any of these, lol)

Well I've now discovered a simple project for me to do

(http://i221.photobucket.com/albums/dd138/obesebear/odin.jpg)

Any FF8 model that could be substituted into FF7 I'll convert into .obj

Of course there are a few problems with the models, but I have no idea how to fix any of that :P
Title: Re: OK this is now about the Kalm Fang
Post by: BlitzNCS on 2009-07-17 11:24:07
O.o that's FF8?
wow, nice.
Title: Re: OK this is now about the Kalm Fang
Post by: obesebear on 2009-07-17 14:38:34
Sure is, with NURMS applied anyways  :-)
Title: Re: OK this is now about the Kalm Fang
Post by: squallff8 on 2009-07-17 14:56:23
2 obesebear
Have you already tried port him ingame???Want to see more screens  :roll:
Title: Re: OK this is now about the Kalm Fang
Post by: obesebear on 2009-07-17 15:18:27
No.  I would really need step by step instructions to do that.  Of course I could always post a link (http://www.mediafire.com/download.php?i2rlxre2xin) to a few of them so others could try to get them in game.  But I think I'll hold off on that for now.