Author Topic: OK this is now about the Kalm Fang  (Read 21776 times)

obesebear

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OK this is now about the Kalm Fang
« 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


Once I get him in game (if ever) I'll start working on his Cerberus gun
« Last Edit: 2009-07-07 05:15:08 by obesebear »

DragonZombie

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Re: New Vincent
« Reply #1 on: 2009-07-01 18:36:38 »
Thats an amazing Vincent  :-o

drfeelgud88

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Re: New Vincent
« Reply #2 on: 2009-07-02 02:04:39 »
that looks nice man!

Opine

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Re: New Vincent
« Reply #3 on: 2009-07-02 15:25:14 »
That Vincent looks awesome. I look forward to following along with your documentation in this thread.

obesebear

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Re: New Vincent
« Reply #4 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)

obesebear

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Re: New Vincent
« Reply #5 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.
« Last Edit: 2009-07-03 01:34:41 by obesebear »

Timu Sumisu

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Re: New Vincent
« Reply #6 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.

obesebear

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Re: New Vincent
« Reply #7 on: 2009-07-03 02:45:15 »
Here's the problem

Close up

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.
« Last Edit: 2009-07-03 02:46:55 by obesebear »

Timu Sumisu

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Re: New Vincent
« Reply #8 on: 2009-07-03 02:56:34 »
pm me the texture 'm gonna try n mess with it

Timu Sumisu

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Re: New Vincent
« Reply #9 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.

obesebear

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Re: New [s]Vincent[/s] cerberus gun :)
« Reply #10 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.



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?
« Last Edit: 2009-07-03 15:38:03 by obesebear »

Hellbringer616

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Re: New [s]Vincent[/s] cerberus gun :)
« Reply #11 on: 2009-07-03 04:58:16 »
Blender hates Win7 x64. and any build after build 7100 is x86, sadly, no leaked x64 :-(

obesebear

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Re: New [s]Vincent[/s] cerberus gun :)
« Reply #12 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
« Last Edit: 2009-07-03 15:40:57 by obesebear »

romeo14

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Re: New Cerberus gun :)
« Reply #13 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.

Trishty

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Re: New Cerberus gun :)
« Reply #14 on: 2009-07-04 19:42:53 »
More FF weapon can be rip in Jedi Knight  :-D












drfeelgud88

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Re: New Cerberus gun :)
« Reply #15 on: 2009-07-05 05:39:17 »
those are some REALLY nice screenies!

Hellbringer616

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Re: New [s]Vincent[/s] cerberus gun :)
« Reply #16 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 :-(

obesebear

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Re: New Cerberus gun :)
« Reply #17 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
« Last Edit: 2009-07-07 05:18:11 by obesebear »

Opine

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Re: OK this is now about the Kalm Fang
« Reply #18 on: 2009-07-07 14:49:33 »
Good luck!

obesebear

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Re: OK this is now about the Kalm Fang
« Reply #19 on: 2009-07-08 02:35:57 »
Well here we go
Kalm Fang


Nibel Wolf


Bandersnatch


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
« Last Edit: 2009-07-08 03:20:32 by obesebear »

Grimmy

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Re: OK this is now about the Kalm Fang
« Reply #20 on: 2009-07-08 02:44:03 »
Looking good, just gotta get it cut up and in game now. keep it up.

Prince Lex

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Re: OK this is now about the Kalm Fang
« Reply #21 on: 2009-07-08 03:14:04 »
That's a really good choice to import. Good likeness.

obesebear

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Re: OK this is now about the Kalm Fang
« Reply #22 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

Grimmy

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Re: OK this is now about the Kalm Fang
« Reply #23 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.

obesebear

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Re: OK this is now about the Kalm Fang
« Reply #24 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