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Topics - fujiwara

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16
Discussion / Camp menu goofy
« on: November 14, 2007, 10:11:19 am »
Clicking on the Camp button when not in edit mode (or in edit mode) brings up the dialog with the camp bandit, and not the usual menu. Any thoughts on this?

17
Tutorials / Tutorial: Rigging with fragMOTION
« on: November 06, 2007, 09:07:55 pm »
Here I will going to demonstrate how to rig a mesh to a skeleton using fragMOTION, a shareware (really annoyware) rigging and animation tool. No, I'm not being paid :D

For this, you will need a fully textured mesh, ready for rigging. Like this:



You may note that I have all the modding tools on Quick Links: Blender, Wings, GIMP, Python, Map Editor, BRFEdit, along with links to my dev directory and the M&B directory, NetBeans (a full-featured Java IDE), Visual Basic Studio Express, Visual C# Studio Express, shortcuts to M&B v808 and v894, WinAMP (because making mods requires music), and Firefox. If you are serious about making mods, I recommend a similar setup, because double-clicking sucks.

Export the man_body.smd from Native with BRFEdit. You'll need the skeleton later.

fragMOTION, for some reason, won't import OBJ files. SO, export your mesh as a 3ds file. Make sure to set the export scale to 10.0 and check Swap Y and Z axes:



Close your modeling program. Open fragMOTION. You should see this:



As you can see, I have not registered yet. Take a few minutes to get familiar with the interface. Read the documentation. Throughly. To get started, import man_body.smd:




You should see this:



On right side is the Tool panel. Click 'Select Vertex' and hit Ctrl-A to select all the verts. Go to Edit -> Delete Mesh Selection-> All to delete the body mesh, which we don't need anyway. All we want is the skeleton:



Next, import the mesh you want to rig by going to File -> Merge, and selecting the 3ds file we created earlier:



This dialog will pop up:



The default settings are fine, so click OK.

Here is your mesh. Now the fun begins.



Hit Ctrl-B to bring up the Assign Vertices to Bones floating dialog. In the upper right corner is the Skeleton panel, showing the hierarchy with all the bones. Click each one and see it highlighted in the main panel. The bone names will also show up in the Assign Vertices to Bones dialog. Click a bone in the Skeleton panel to which you want to assign some vertices. With 'Select Vertices' selected in the Tools panel, select the vertices you want to assign to the bone, then enter a weight you wish to assign to the bone and click Set. I find a weight of 0.5 is a good starting point. A series of lines will connect the verts to the bone, indicating those verts have been assigned to that bone. Repeat until all the verts are assigned to a bone.



A fully rigged model:



Save you work, preferably many times along the way.

Next, go to Bones -> Validate Weights and Assignments and click OK. The console at the bottom will tell you how many weights and assignments were adjusted. This will prevent you from assigning a weight of more than 1.0 to a vertex.

Once the verts are assigned to your liking, export your rigged mesh to the SMD format. Go to File -> Export, and select SMD from the drop down menu. Make sure you export ONLY the mesh.



Save and Close. Open BRFEdit. Import your mesh, making sure to select Previous SMD and DESELECT Swap Y and Z axes (we did this before when we exported the mesh to 3ds).



This is your first sanity check. If the mesh is crazy here, it will likely be crazy in the game. Save that BRF file and add it to your module.ini file. Assign the mesh to an item in the module_items.py file (using the Module System), and compile your mod. To test it, make sure the player character has easy access to the newly meshed item (adding it to your inventory at the start is good). Start M&B, and run your mod. The item dutifully appears in your inventory:



Put it on, and voila! A fully rigged article of clothing, what all the stylish samurai are wearing this season:



A pose for effect:



Any questions? Remember, RTFM before getting started! :)

18
Modding Software / new rigging tool: fragMotion
« on: November 04, 2007, 02:32:21 pm »
I found this hunting for graphics engines:

http://www.fragmosoft.com/

This tool focuses on animations and rigging, and imports and exports SMD files. Free to download, but is annoyware. Purchase price is $20 US. I was able to get a finished (textured and all) Wings model, exported as 3ds, rigged and in the game within 30 minutes. Learning curve is mild, but the import/export function tripped me up. You have to import the man_body.smd and delete the mesh, then Merge the target mesh file with the skeleton. After that, the rigging was a snap.

19
Discussion / is brflib still available?
« on: October 25, 2007, 01:24:58 pm »
Just like the title says, is brflib still around? I'd like to make a native Python version, or at least a wrapper for it. Thanks!

20
Onin No Ran / Historical Discussion
« on: October 17, 2007, 08:52:02 am »
The thread is for valid historical discussion of the Feudal Japanese era, esp. the time surrounding the Onin War. This thread will be monitored so things don't get to out of hand, like discussions about the awesome powers of ninja.  ;)

21
Onin No Ran / LOD for OnR
« on: October 10, 2007, 12:05:14 pm »
So, how does this LOD thing work? Do we have to rig a whole new set of models, or just 'dumb down' the onces we currently use?

22
Discussion / .892 module system discussion
« on: September 27, 2007, 10:44:51 pm »
I figured I'd start this since I'm sure a good number of us are trying to figure out the new operations.

Has anyone looked at the create_xxx_overlay? These appear to be GUI widgets. Someone asked for a text box, either here or at TW...well, they've got it.

The tools appear to be pretty rudimentary: you have to get mouse position with mouse_get_position and check that against the position and size of a given widget, then check for (key_clicked,key_left_<or right>_mouse_button) to capture a click on a button widget for example. However, these sorts of low-level functions can be relegated to generic scripts for event handling. I've got some experience with GUI programming (I build a lot of graphical database front-ends where I work) and my experience with the defunct Pythonic Module Editor. I may try to work out some generic event handlers for these widgets. The apparently unlimited number of arguments that can be passed to scripts now will aid this effort considerably. Perhaps we as a modding community can work towards a standard library of widget event handlers, so that the behavior is consistent across mods.

Also, some interesting stuff in header_items:

itp_doesnt_cover_hair
itp_civilian
itp_fit_to_head
itp_covers_head

I know the first one will certainly help OnR, since we've had to model hair under some of the headgear

Also, it seems in addition to integer and string registers, we now have 64 position registers as well (pos0 to pos63), each of which is a vector (holds an x, y, and z value).

23
Onin No Ran / Onin no Ran on YouTube
« on: September 23, 2007, 07:56:19 pm »
http://www.youtube.com/results?search_query=Onin+no+Ran+Mount&search=Search

YouTube videos of Onin no Ran...this is pretty surreal for me as a developer.  :shock:

24
Discussion / Bumpmapping and You
« on: September 21, 2007, 09:48:06 am »
So it seems now that v.890 has full support for bump maps, or at least makes use of them now. I took a look at some of the textures in BRFEdit, and the bumpmaps (called normal maps in M&B) seem like nothing more than a solarized version of the regular texture. I'm used to grayscale bumpmaps. Will those work just as well, or is there some particular format the normal map has to be in? Thanks!

25
Onin No Ran / Port to M&B .890
« on: September 18, 2007, 05:33:44 pm »
All,

With the new version out, it has been tradition with Onin no Ran to drop everything and port before continuing with development. I see no need to break with tradition  :)  ::).  With the new armor_soak and armor_reduction factors, the RCM is going to need revamping, and I'm sure a goodly number of operations have changed. It will be some time before v0.6.0 is out.

- Mgmt

26
Discussion / Commentary on Winter's Guide to: header_operations.py
« on: September 11, 2007, 08:28:48 am »
I wanted to start this here to keep from cluttering the guide's thread.

Thanks for this, Winter! Have you considered archiving your module system explainations to a PDF?

27
Onin No Ran / Bug Reports for v0.5.4
« on: August 21, 2007, 11:43:26 pm »
Please post bug reports for v0.5.4 ONLY here.

28
Onin No Ran / Bug Reports for v0.5.3
« on: August 10, 2007, 07:59:08 pm »
Post any bugs you find for version 0.5.3 ONLY here, please. The old bug thread has been locked.

29
Discussion / Some strange, never-before-seen assertions
« on: August 06, 2007, 06:56:42 pm »


this one is somehow related to an item in my inventory that obviously didn't belong there



this one I thought was caused by setting skill_leadership_bonus and base_companion_limit in module.cfg to 10, but I put them back to 5 and it still pops up.

Any thoughts?

30
Discussion / Storing and retrieving binary flags as integers
« on: June 24, 2007, 10:48:24 pm »
Something I've been pondering of late is how nice it would be to be able to set various flags, pack the flags into an int of 0's and 1's, then read the flags data back out at some later time. The bonus would a reduction the number of flag variables or slots used as flags. In particular, I'm thinking about the scene visitation functions in native. The system works fine if you have few enough towns for each town's buildings to have their own scene, but not for mods with dozens of towns. However, I would also like to avoid the sort of brute-force, endless string of if-thens that would be the obvious answer to implementing this. If anyone had also been considering this, or has any ideas about it, post them here. Thanks! :D

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