News: Character Creations

Talk about Severance Blade of Darkness modifications and maps here. No tips or tech support questions please, use the forum above. Note that the game is rated 18 so some content may be unsuitable for younger readers.

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charly
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Postby charly » Sun Aug 28, 2011 4:24 pm

<blockquote id="quote"><font size="1" face="Verdana, Arial, Helvetica" id="quote">quote:<hr height="1" noshade id="quote">

Remember this guy? (I asked you about a skin for him last year)

http://www.youtube.com/watch?v=o9c8JWUhI5I
<hr height="1" noshade id="quote"></font id="quote"></blockquote id="quote">




hi, uu yeeah

sorry bro, I wanted refresh my windows, and I write all skin works on a CD with all my BOD stuffs, and when I wanted to copy back them, the CD wont work, I put it a lot of roms but non of them wanted to read, I was so angryI deleted BOD from pc, I lost 50 new skins, and some of them was for others like yours, sorry again :(

but after time I missed BOD, so I started again..
if u have time before ur mod will released (that map is amezing) I will try again your skin to make, of course u give me a last chance

Sir Random
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Postby Sir Random » Sun Aug 28, 2011 4:41 pm

No problem charly,
I'd be delighted if you can make some skins for my mod. There's no rush, it's still a good bit from finished (but coming together nicely [:)])

charly
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Postby charly » Mon Aug 29, 2011 7:47 am

ok

then add here a screenshot from the knight :)

Sir Random
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Postby Sir Random » Tue Aug 30, 2011 3:05 pm

I had to brighten it up a bit, as the skin is quite dark.

Image

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IrateGiant
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Postby IrateGiant » Wed Aug 31, 2011 5:38 pm

Hi guys! I made a tutorial to edit the original models. Now we can make "new" characters playables. [:)]

http://www.megaupload.com/?d=4CEKP0M6

I´ll upload the tutorial in MODDB to avoid the fall of the link.

Please, any suggestion or question to revisions comment here. Thanks!

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Trinitron
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Postby Trinitron » Wed Aug 31, 2011 7:22 pm

Ohohoh! Very nice work IG![:p]

This tut really helped me soon, yeah.[:D]

Thanks you for work.[8D]

Sir Random
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Postby Sir Random » Wed Aug 31, 2011 8:18 pm

Great job IG,

Well laid out and easy to follow, thanks!

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IrateGiant
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Postby IrateGiant » Thu Sep 01, 2011 10:59 pm

Many thanks SR and Trinitron! [:)]

Tutorial available in MODDB

http://www.moddb.com/games/severance-bl ... f-darkness

I started the first review of the tutorial. Update soon. [:)]

Sir Random
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Postby Sir Random » Sat Sep 03, 2011 3:36 pm

Pro, Harrison, anyone?
I'm trying to make some animated objects, but 3Dsmax just crashes on export [:(]

Pro,
I followed your tutorial for creating a weapon and I made the mesh, added anchors and edges, and exported as a .BOD (it took a lot of attempts to get working edges).

I want to add an animation to the weapon, but I'm doing something wrong.

As a test,
I added a single bone named 'Center' and grouped it with the Anchors and Edges as 'Blade_Skeleton' #Should Edges be part of Skel group?
I grouped the mesh as 'Blade_Skin', and then I grouped everything as Blade_Object_*****
When I try to export as .BOD, 3DSMax crashes.

Does the Mesh need to be attached to the Skeleton somehow? Am I missing something else?

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prospero
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Postby prospero » Sat Sep 03, 2011 4:38 pm

Well you got me there. Never tried animating an object.

There are some objects in BOD that have animations. I think the Dwarf's mug in the Casa map is animated. But only the movement. The mesh doesn't deform.... There are animations (unused) for the gargolye I think and the big dragon statue. Check the BOD files in hex and see if there are any anchors in the code.

I'll have doodle later and see what's what.[:D]

Sir Random
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Postby Sir Random » Sat Sep 03, 2011 6:38 pm

I experimented with animating Anchors (no bones), and I managed to export the .BOD and an animation (.BMV), but when Blade loads the .BMV I get an error about wrong number of nodes.

For the .BMV, I only grouped the 'moving' Anchors in 'Blade_AnimRoot_*' and deleted everything else. The Tutorial on your BigTruck page says the Mesh and Anchors are not needed for the .BMV, but that's with a bone animation. I'll try adding all anchors to the anm group.

I looked at Harrison's max models of the Gargoyle and Dragon, and there's no skeleton.

I'll continue experimenting...

Harrison
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Postby Harrison » Sat Sep 03, 2011 6:48 pm

Sir Random, anchors and edges must be linked to the object named 'Center'. After that this system must be grouped as 'Blade_Skeleton' group.

And what about 'bone'? Is it part of the mesh or helper object 'bone' in 3DSMAX2.5? I think, 3DSMAX2.5 will be crushed is it helper object.

If you want animate BOD-character, you must animate only 'Skeleton-system'(parts of the mesh linked in a hierarchy):

- ungroup Blade_Object_NameofPerson group;
- delete Blade_Skin and Blade_Mutilations groups from the scene;
- ungroup Blade_Skeleton group;
- animate 'Skeleton system' (root-object 'Center' can be moved and rotated, other objects can be rotated only);
- select and delete helper objects (anchors and edges) from the 'Skeleton-system';
- group the 'Skeleton-system' to the Blade_AnimRoot_Nameofanimation group;
- export this group to the .BMV-format.

Yes, there are some animated objects in the Casa map. These animations:

Arco_Amz_seleccion.max
Axe_Dwf_seleccion.max
Bld_vuela.max
Bld_vuela4.max
Carcaj_Amz_seleccion.max
cupula_open.max
Espada_Bar_seleccion.max
Flecha_Amz_seleccion.max
Gem_escena01_mina.max
Geo_jump.max
Hacha_seleccion.max
Jar_Dwf_seleccion.max
Jarra_seleccion.max
Nube_bailonga.max
Nube_churro.max
Nube_ocho.max
Piedra_Bar_seleccion.max
Sct_cae.max
Shl_Dwf_entrada.max
Swd_Dwf_entrada.max
Taburete_seleccion.max
Tapa_sarcofago.max
Totem2.max
Trampilla_orcos.max

If you want animate simple BOD-objects (for example weapon) you must to do following:

- ungroup Blade_Object_NameofObject group;
- select and delete helper-objects (anchors and edges) from the scene;
- animate mesh of the object (move and rotate);
- group animated mesh to the Blade_AnimRoot_Nameofanimation group;
- export this group to the .BMV-format.

Harrison
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Postby Harrison » Sat Sep 03, 2011 7:18 pm

to Sir_Random

<blockquote id="quote"><font size="1" face="Verdana, Arial, Helvetica" id="quote">quote:<hr height="1" noshade id="quote">I looked at Harrison's max models of the Gargoyle and Dragon, and there's no skeleton.<hr height="1" noshade id="quote"></font id="quote"></blockquote id="quote">

Sir_Random, Gargoyle and Dragon have Blade_Skeleton groups too. See the Drg_stone.max and Gargoyle_Stone_Form.max files. There are animations for these characters:

Drg_estatua.max and Grl_quieta.max. But these animations have only one frame with number 0.

Also there are "simple" objects: Dragon_estatua.max and Gargola_estatua.max.

Sir Random
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Postby Sir Random » Sat Sep 03, 2011 7:28 pm

Thanks Harrison,

For the bone, I tried using the Bones system, a Mesh cube, and a helper (point).

What I'm trying to do is animate 2 helpers to move around the weapon, without moving or altering the mesh. I will then attach particle systems to the helpers for the effect I want. I tried using a Center bone (Bones system) and two nodes linked to the Center but 3Dsmax crashed on export. I didn't 'link' the anchors and edges to 'Center' before grouping them all as Blade_Skeleton, I'll try linking them too.

EDIT\

Ok, I linked the helpers to 'Center' and now the weapon and animation both load in Blade [:D]

But... the Mesh is collapsed around the skeleton, so I suppose I missed a step?

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prospero
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Postby prospero » Sun Sep 04, 2011 3:27 am

Hi SR.

Had an idea re your problem.

Make the weapon as per usual. Put an anchor where you want the axis of the rotating part. Blade_Anchor_Axis or whatever.

Make a square object in the same file so it is at the right orientation. Select square -> Save Selected to a new file. Put an anchor in the centre of the square. Then put anchors at the points where you want the particles to originate. Export both.

Then create the weapon. use the GraspPos attribute to the weapon to create the square at the right position. LinkAnchors. Then RotateRel on the square. The square needs to be invisble of course.
Best to write a class to handle it all then you have easy control.

Don't see why it wouldn't work. I'll try it out if I get a chance. [8D]


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