simple machines forum

Please login or register.

Login with username, password and session length
 

News:

Remember to make your own backup of posts before submitting.

 
 

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Holey Moley

Pages: 1 ... 6 7 8 9 10 11 12 13 14 15 [16] 17 18 19 20 21 22 23 24 25 26 ... 58
226
Beginner and other Nonsense / Re: Re: Papercraft
« on: December 30, 2020, 11:02:28 PM »
I wanted to share that I've failed some, I let myself get a bit distracted chasing some programming stuff, I'm at least two days behind my earlier pledges. (I was trying to fix some bugs in that program I uploaded the other day, that resulted from being able to reassign parentage in the joint/skeleton hierarchy, I should've just stopped after I fixed them.)

Quote
I apologize for the Image's, I thought that was posted in the Messages so it would be ok.

Don't worry, I just don't want to end up with a server full of large images that aren't related to the topic of the server. I don't want things to get out of hand here.

If your goal is to texture map the models that's going to be quite a task. I wouldn't go that far if I were you. At least for the King's Field II models I have to do that for my game project, so if you can wait (or checkout some of the models that are already finished, if not polished) you can save yourself that trouble.

If you can't wait a little longer I can upload a temporary download if you want to try to convert MDL files in https://swordofmoonlight.itch.io/k download. I thought I'd wait until you let me know if you'd looked at the headeater model and was able to use it. It's a pretty iconic monster.

227
Beginner and other Nonsense / Re: Re: Papercraft
« on: December 28, 2020, 03:07:47 PM »
EDITED: At https://github.com/mick-p1982/mm3d/releases/tag/win32-demo2c I just updated the download to make sure the OBJ export retains the animation pose, and I added an option to copy the animated pose to the clipboard (although it's a little tricky to use because you have to check the Animation->Clipboard Mode checkbox because in animation mode copy/paste otherwise works in keyframes instead.)

228
Beginner and other Nonsense / Re: Re: Papercraft
« on: December 28, 2020, 01:39:58 PM »
When you post images here not related to Sword of Moonlight I would appreciate if you try to make them links instead of attachments.

Quote
I assume what this the holidays you have been busy.
What was the plan for the models?

I gave you clear instructions. Please read my posts again. Unless Verdite contacts you with their models (you just have to wait) you won't be getting anything handed to you on a silver platter. I recommend trying to do the headeater model like I already described. If you have success you can wait until I publish my x2mm3d tool later this week.

229
Help / Re: x2mdl/x2mm3d download (2021)
« on: December 28, 2020, 01:19:01 AM »
I've published the MM3D update here (https://github.com/mick-p1982/mm3d/releases/tag/win32-demo2c) so now I can turn to x2mdl/x2mm3d. Since Christmas day I've had domestic interruptions in my regular schedule, but I've managed to squeeze in a half workday each of the past 3 days. Strike-out: https://github.com/mick-p1982/mm3d/releases/tag/win32-dec-2021 is a new release preparing switching SOM over to use this MM3D format in a couple days.

Off-topic: I also wrote up my GameFAQs end of the year report today: https://gamefaqs.gamespot.com/boards/958393-sword-of-moonlight-kings-field-making-tool/79202963

Update 8/6/2021: I've attached some MM3D files from my KF2 demo I made by "drag-dropping" the MDL files onto the renamed x2mm3d.exe file in the top post of this topic/thread. These can be opened with the program in the win32-demo2c link above and posed/saved as OBJ files. I've done this because a good Patreon supporter/donor kept asking for these files, but I thought I'd given instructions on how to do this (not here) already, but since they asked again today I've done this process myself to show just how easy it is to do.

Update 12/8/2021: I've published a new release specifically for working with SOM's legacy models that are stored on this site, which will soon be distributed as MM3D files only compatible with this software. This makes them more manageable. Even though there's some room for more advanced features this should make it easy to fix all of the (many) blemishes and is a start.

230
Beginner and other Nonsense / Re: Re: Papercraft
« on: December 25, 2020, 06:12:15 PM »
FYI http://www.swordofmoonlight.net/bbs2/index.php?topic=319.0 is where I will put the x2mm3d program ASAP. It's about time to publish anyway, so I hope you don't mind waiting with everyone else (there's no one else, maybe Verdite will download it. No one else uses SOM!!)

EDITED: Maybe it's a small consolation but if you download the mm3d (mm3d-portable.exe) program there's a "headeater" folder with a pretty decent facsimile of the headeater monster inside. You can convert it to an OBJ file with the same program.

P.S. I kind of like the very low-poly "Papercraft" models, but I want them to be probably heavier and more seamless and solid than they really are, like sculptures. I wonder if anyone reinforces them and fills in the seams?

231
Help / x2mdl/x2mm3d download (2021)
« on: December 25, 2020, 06:08:58 PM »
It's Christmas 2020, today I'm just making a link for a post where I will publish a new version of x2mdl I've been working on all year long. I would do it now, except I'm about to publish a new version of MM3D that drastically changes the way animations are stored in the mm3d files, so I need a few days to update x2mdl to be compatible. I think everyone can wait a little longer so to not have a too bumpy debut. It will probably be up before 2021, but the subject line for this topic/thread says 2021, so please check back a few days from now.

2022: http://csv.swordofmoonlight.net/x2mdl.dll/

http://www.swordofmoonlight.net/holy/x2mdl.zip

http://www.swordofmoonlight.net/holy/KF2-DATA-BACKUP.zip

https://github.com/mick-p1982/mm3d/releases

Reply#3 has some instructions.

Updates

*3/28/2021: Fix for inputting MDL files that have no deltas on the first frame of the first animation (now inherits data from the bind frame that's not outputted) and a fix that normalizes rotations around the Y axis so they can be upscaled to 60 frames per second in the player (notes in Reply #6.)

*4/14/2021: Critical memory corruption bug fix. Edited: Also added mdl2x program. This program is less tested, more experimental. It converts files to Microsoft's X format compatible with SOM's conversion tools. This may be the first time it's been published (notes in Reply #7.)

*5/9/2021: More fixes, incl. I bungled mdl2x last time because I added material names to improve it but didn't think to fix the corresponding parts of the file that reference the materials by their names. That's the kind of thing I do all the time (notes in Reply #8.)

*5/22/2021: Slight fix for first frame when inputting MDL files (more for diagnostic use) and adding "Original_MDL_viewer.exe" tool (notes in Reply #9.)

*7/15/2021: I've attached some source code to this post for safe keeping. You don't need to download it. It's not stored in the official repository with the x2mdl source code because it's code added to Assimp, that's used to read files.

12/17/2021: That code (strike-out) is now available with the rest of it (http://svn.swordofmoonlight.net/Sword-of-Moonlight/code/x2mdl/) (x2mdl is now built into SOM and extremely vetted.) The ZIP file is updated with new x2mdl.exe and Original_MDL_viewer.exe and a new viewer called Modern_MDL_viewer.exe that does the same modifications as x2mdl.exe. You probably want to use the latter if you make use these programs. The former (original) is for looking at old MDL files without any changes to their skeletal animation hierarchy and key frame data. Otherwise they're both just quick viewers for MDL and MDO and MSM model files. Also note, there's now a few command-line options for x2mdl.

4/9/2022: KF2-DATA-BACKUP.zip is art from my KF2 project for anyone who's asked for KF2 models in the past. Unfortunately the textures are quite dim. This is how they are on the game disc. You'll just have to increase lighting in your software or process them with image editing software one by one to your need.

232
Beginner and other Nonsense / Re: Re: Papercraft
« on: December 25, 2020, 11:37:05 AM »
Verdite (Moratheia) told me via email they would give you a collection of models they had for one of the games. I think King's Field II. Sometimes the PlayStation games use slightly modified versions of the TMD files, but a lot of it is plain TMD. I just can't offer you advice because I've never used the TMD ripping programs myself, but I know many do so it can't be so difficult. For the games I'm interested in I go into the game data and work it out myself so I'm sure that nothing is missed, but the TMD signature is pretty reliable. You might get some bad rips but I don't think it would miss anything.

Quote
how are you gonna handle multi level maps such as seen in termite mines?

That was the very first thing I worked on. I wouldn't be surprised if that was 2yrs ago. But anyway every map in King's Field II has two levels. You can see it in my itch.io demo.

BLEND and MAX files are more or less proprietary formats. I don't know if anything outputs those formats, anyway they're not exchange formats. I'm glad you replied, I was beginning to wonder, but I don't know what I can help you other than what I've said about you're free to use any of the models from SOM or from my KF2 project. You're probably not interested in SOM's models since they're not so iconic.

Anyway, I haven't published the x2mm3d (x2mdl) program I mentioned. I actually was still finding bugs like recently when I worked on making the flying monsters fly. I don't mind uploading it. I'm going to update the MM3D program in the next few days with a new feature I'm working on that combines the two kind of animations you talked about. As for animation I only mentioned it since you can look at the animations and export your models in whatever poses you can find among them to make them appear alive. Sometimes the base model is not in a natural pose.

P.S. Please Capitalize your sentences when you post here. That's actually a rule of this forum. I wouldn't ban anyone for having a personality but writing legible posts is very important to the very idea of a forum :cop:

233
Beginner and other Nonsense / Re: Papercraft
« on: December 14, 2020, 09:59:21 PM »
I hope you don't mind I moved your post to its own topic. I replied to your PM(s) I think there may be something wrong with the page reloading after sending the PM I need to investigate.

You said you wanted OBJ format. Do you want textures? Or animation?

You can use this (https://github.com/mick-p1982/mm3d/releases/tag/win32-demo2c) program I'm developing to save a pose as OBJ. If it doesn't work let me know.

(EDITED: Previously the link was win32-demo2b.)

I can give you a copy of an x2mm3d.exe program I use to convert TMD and Sword of Moonlight files to its native format, but TMD files won't have texture maps or any textures. You can find programs for getting TMD models off PlayStation discs.

For SOM models you can run them through x2mm3d.exe to make an MM3D file and animate them. I'm in the process of converting King's Field II models to SOM's animation format. At this stage the models aren't very polished.

234
Devs / Re: EXIT: 25th Anniversary Project
« on: November 26, 2020, 12:22:53 PM »
Patch

http://csv.swordofmoonlight.net/SomEx.dll/1.2.3.4.zip

This patch addresses a crash bug. It's a wonder I've never seen it crash before today. (I added some code to door clipping to try to update their control-points before doing the clip test because normally they don't update until the door is drawn, which happens after clipping. Unfortunately I forgot to route it through the new 60 fps system so it tries to access CPs for frames that aren't in the CP file.)

Also it lets monsters walk (move) while turning, and makes them turn around outside their view cone at 2x speed instead of 1/2x speed. This gives them a fighting chance so you can't just hangout behind their back so easily. I really think probably they should just turn faster depending on the angle between the NPC and PC. That would work even if they have a 360 degree view cone. (Why did SOM turn around at half speed? I'm not really sure myself. They only do this if they're aware of your presence, but I guess it's to make them seem like they're returning back to their quiet routine. I guess I need to check to see if they turn at half speed when unaware of your presence.)

NOTE: I should patch the itch.io demo. I probably will, but I haven't heard of anyone crashing yet. That reminds me I added a new crash dump system just before publishing the demo. If your game/project crashes you can now go to your %TEMP%\Swordofmoonlight.net folder and find a DMP file that gives me some idea of what caused the crash.

235
Devs / Re: EXIT: 25th Anniversary Project
« on: November 18, 2020, 06:47:07 AM »
For the past couple weeks I've been working on my COLLADA-DOM project (https://sourceforge.net/p/collada-dom/discussion/531263/thread/5bcb94ee2c/) and now I feel I should maybe return to a Sword of Moonlight project.

It's hard to think there's just 50wks in a year. There goes two of them just like that.

I'm just checking in here in case anyone's wondering where I've gone. The reaction from my publishing project has not been a good one at all. Verdite shard the project on his (https://www.facebook.com/moratheia/posts/4053973624620030) but I would caution against the movie they included since the quality is very poor. I wish that someone would make a high quality video for sharing online, especially since the download count is very small, so far sitting at only 50. I haven't since heard from anyone I was speaking to before publishing. Virtually no feedback. I wish better reception for everyone else who's publishing creative projects, but don't let it get you down, because it's probably normal.

I'm not sure what I'm doing next but I'd really like to tackle the monsters' behavior patterns. I'm going to have to do it sooner or later, might as well now, maybe even before the year ends.

236
Devs / Re: EXIT: 25th Anniversary Project
« on: November 07, 2020, 02:48:33 PM »
I've uploaded a patch that makes the d-pad work in menus. It's not super noteworthy except for the fact that the idea never occurred to me before.

It does mean switching from the analog stick, but it makes some sense since the menus use the face buttons exclusively... so it's symmetrical IOW in case someone expects to use the buttons with the d-pad.

237
Devs / Re: EXIT: 25th Anniversary Project
« on: November 06, 2020, 04:47:51 PM »
Patch

http://csv.swordofmoonlight.net/SomEx.dll/1.2.3.4.zip

https://swordofmoonlight.itch.io/k/devlog/193667/update-2 has details. The main takeaway is the bad jump bug on the edge of platforms seems to be eliminated now.

There is a bad distorted movement effect (I don't know how I didn't notice it before) that's undone by this patch, and some mouse cursor business.

238
Devs / EXIT: 25th Anniversary Project
« on: November 02, 2020, 07:05:51 PM »
At https://swordofmoonlight.itch.io/k I’ve published an early demo of my King’s Field II project that’s haunted me for the past half year. At the speed I was able to work I’ve only produced a beginning that comprises my goals for the second demo I promised almost two years ago, to the day. Most the lost time was bound up in developing tools for working with the 3D models and ensuring compatibility with the existing models. This included developing a cross-platform UI system and 3D art package and utilities.



The demo is using a new update to Sword of Moonlight that’s also the subject of this announcement. It includes a number of features that aren’t yet readily accessible to projects, since they’re not fully developed and integrated into the basic tools. In the final month before publishing I found myself working furiously on the control system since it made some interesting leaps at the last moment and I wanted to take it as a sign I should ride that wave in order to use its public visibility to showcase the control system.

Also included is a significant graphical enhancement that grew out of needing to reproduce the PlayStation’s unfiltered colors, that has the effect of reducing ghosting and moire like artifacts. It works by converting the pixel values into physical units and blending before converting back. Most games do this for lighting calculations today but it doesn’t work very well for low-poly models so I’m limiting its use to blending alone.

http://csv.swordofmoonlight.net/SomEx.dll/1.2.3.4.zip is the new SomEx.dll file.

I'm trying to relax for a while after an extended period of focusing on publishing this demo before the end of the year. It's just the beginning of November, so I might have a little bit more in me yet, but I don't want to be in a hard-nosed mindset for the last months of 2020. I have a number of projects I've been neglecting, but too I think I will say I'm probably interested in, slowly and aimlessly, picking at the problem of how to make SOM's monster's behave like KF2's.

I should probably try to include a list of additions to this update here. I'm not sure I can do that very exhaustively this time. I'll try to over time.

As for the third paragraph, this is called "sRGB" that is kind of a misleading term, but it just means (I think) a standard for interpreting pixels in images. I don't know if VESA standards adhered to this interpretation, but graphics features started to appear to do conversions automatically. One of these converts pixel values in GPU shaders into wavelength values (CIEXYZ?) that is more correct for blending colors. Like blending red and green makes yellow instead of brown. I'd not considered using this with SOM because I didn't think about using it selectively just for blending colors. If it's used for lighting it wouldn't look good with SOM because in real life light is much harsher than in old school video games. You can't represent harsh light unless your model is very detailed and you use per-pixel lighting instead of per-vertex lighting. I tend to think this harsh light doesn't look very good. But it looks blemished with low-poly data, even if you use per-pixel lighting you can't approximate the surface correctly with low-poly data. So I had to think out of the box to see its use, and KFII forced me to, since there was no other way to match what its color looks like on the PlayStation. The reason that is-is the PlayStation does no blending whatsoever, no filtering, and so it doesn't even have this problem. Your eyes just see what they see.

Just off the top of my head there are a few things in the control system that excited me a lot. I will list those now.

1) I got lucky in finding a way to walk down stairs that doesn't stumble down them as if falling off platforms. I didn't think this was possible (without special stair detection/behavior) but I had to solve a problem with falling off short platforms feeling very bad. By this I mean something that's in between a ledge and a stair. The first thing I found that worked happen to work for walking down stairs. Before this to not stumble down stairs it was necessary to slowdown with the analog input. That's kind of neat too since you have to do that in real life, but I didn't think that was a long term solution since gamers don't want to have to remember to do that to avoid stumbling. Very steep stairs still require slowing down, but these are the stairs of nightmares that wouldn't exist for pedestrian building codes.

2) There's technically a sitting system now, so the PC can behave like the NPCs and sit down on things. One of my goals is to unify the PC and NPC models so that it feels like it's just another NPC it its world. This system is basically free because it's identical to the squatting system. It comes from a new ability to climb onto platforms by bending over them so that when you summit you end up in a squatting pose instead of a standing pose. For shorter platforms this results in your head being lower than when you started climbing so it's as if taking a seat. The height difference between squatting in a seat and sitting upright is about as tall as your ankle, so in video game terms you can't really tell a difference.

3) The bending over system that lets you look down very far and even backward is refined. I had to simplify it somewhat to make it stable. But it wouldn't feel right sweeping over arbitrary objects of different heights and sizes anyway. I had a difficult time keeping it from clipping through geometry. Especially when dashing immediately into walls. Of course you wouldn't normally do that kind of thing but it still requires special logic. crouching was another hard case because it can technically lean out even further than normal because the bending over ability is attenuated when leaning into walls and obstacles but not when leaning out in a crouch, but nevertheless it abuts walls and obstacles. I worked on this when tightening up regular clipping.

4) I've tweaked every aspect of the control system, and a lot of that may have ended up in the previous release's final patch. I will try to recount all of that one day. The last thing I want to touch on today is the "wall-grab" system is tightened up so you don't go as far when pulling backward (this tends to look exaggerated and I've lessened jumping backward for the same reason) so that it can work interchangeably for pulling open doors. This can be done to levers or other things if you want too. And it's now possible to activate objects by crouching or grabbing them and letting go. (I'm currently considering having pressing all three buttons while not moving do a wall-grab in thin air so it can be done anywhere without crouching or having a wall and even while sneaking with the action button held down.)

A problem with pulling doors is it's not obvious if doors are push or pull depending on the side you're on. I may make an exception for them so you don't have to let go of the action button. I'm also interested in letting doors be closed manually. Another new KF2 support feature is doors are held open until you navigate away from them. For that reason you might want to close them behind yourself ... for no reason other than I find if I want to do something and the game doesn't facilitate it I'm reminded I'm playing a game. For me the magic of King's Field is when it casts a spell that lulls me into a trance until I forget where I am in the real world. In that moment nothing matters and time could continue to pass by and I wouldn't know it. This can be seen as a destructive quality of video games, but I find this doesn't happen so easily and when it does it's very therapeutic if games aren't set up to be addictive never ending activities.

These new additions to the control system may seem frivolous but there are more practical additions and polish. I've already written about them but I will include what I can here again in omnibus fashion, another time. (For the record, for me the "frivolous" ones are the best part. They lend SOM a meditative quality. But I'd even like them for Armored Core's more arcade style format. Ultimately I'd like SOM to encompass everything so the controls aren't substantially different, so I don't have to think about them differently when I play them.)

239
I've uploaded http://csv.swordofmoonlight.net/SomEx.dll/1.2.3.4.zip and supporting files. I'm going to write a blog post for the demo and new release. It's not happening tonight though, and I'm not sure I'll be up to it by tomorrow either.

I'm definitely decompressing after publishing my demo. So far the response has been the usual deafening silence that I've come to expect from the world. I guess me and King's Field have bad karma. It's good company at least :evil:

*Whether or not "me and King's Field" is ideal grammar my intention is to put the emphasis on myself :updown:

Pages: 1 ... 6 7 8 9 10 11 12 13 14 15 [16] 17 18 19 20 21 22 23 24 25 26 ... 58