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Need help getting Karpov era 3D models to work with newer SDK revisions

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kttdestroyer:
Thanks for quick respons, i will check it out and write back :)

kttdestroyer:
Allright, i got it to work, thanks again, but i run into another problem, this time i cannot load any textures with the commands you mentioned in your tutorial. Are commands diffrent? Or are layers unlinked somehow? any idea?

The only body type/skin i am getting is the one i showed picture one above :/

Luther Blissett:
The codes etc should be the same - though it depends where you got your source files from. You need equivalent texture files to link to the stuff indicated in the fo3d. Basically, if you look in the _FOHuman.fo3d, there's a section for "ArmorClothing", which is Layer 5 (param code 155). Each of the numbers beneath will correspond to a set of textures, e.g.


--- Code: ---Value 10   Root Subset 1 Texture 0 %anim%_cljacket_clothing.png
                Subset 6 Texture 0 %anim%_cljacket_clothing.png
                Subset 3 Texture 0 %anim%_cljacket_clothing.png
                Subset 8 Texture 0 %anim%_cljacket_clothing.png
                Subset 10 Texture 0 %anim%_cljacket_clothing.png

--- End code ---

So with the command param 0 155 10, it would change to this texture, reading %anim%_cljacket_clothing.png. If you're using the male hero human, this is specified in "VbMaleStrong.fo3d" as "anim male", therefore it will look for the file male_cljacket_clothing.png, which should be located in the \Client\data\textures folder. If you don't have these files, they can be downloaded through the "snapshot" link mentioned in the tutorial, or via the 3D dev SVN thing.

[edit] Note that there are gaps with some of these currently, so texture 1 might work, 2 and 3 might not, 4 may do etc. Generally speaking, the fo3d is fairly "human readable", so hopefully you can work something out by reading this, seeing the value numbers then seeing if they refer to files which exist in the texture folder.

You may also want to play with layer 0 (param 0 150 x) to change the base skin. I have a feeling this vault suit is a skin texture rather than a clothing texture. As said, it's all messy test files at the moment. Another consideration is that it may be using the "lower" and "upper" clothing layers (13 / 163 and 14 / 164) which you'll need to turn off with param 0 16x -1. If it's using the "use armour from armour slot", you can turn this off with param 0 153 -1.

Hope you can make sense of this, it's quite difficult to explain sometimes :)

kttdestroyer:
Hmm... Allright, maybe i should tell my source files first  8)

I downloaded SDK through SVN (so i guess its the newest)

Also 3D from SVN (so i guess the newest aswell)

So, i tried a lot of things, the ones you mentioned aswell. The animations are working fine, but the weird thing is that all those commands exept "~run debug body 1 292 1" and the "body 1 295 1". When ever i use any of "~param 0 xxx x" nothing happends at all. Its like the skin is merged with this dude forever.

I tried to see where the character gets his skin from, and it is indeed "Textures\male_jmpsuit.tga". So, i made a little test and took diffrent skin file from Textures folder renamed it to "male_jmpsuit.tga" and it worked, the character got diffrent skin. But its locked just like the jumpsuit.

I tried also to manipulate CR_HumanMaleStrong.x with fragmotion, but it seems that fragmotion corrupts the file when exporting, i might have looked for error in wrong direction but what i tried to do is to remove the standard skin that CR_HumanMaleStrong.x seems to have. But everytime i exported, the character appeared all black (still animating through) and when i tried to load back the file i just exported, fragmotion gets fatal error and quits everytime... I was using the export settings you mentioned above, tried few others, but its more like a blind man trying to cross a highway really  :P

Any more ideas? :) Lets solve this!

Luther Blissett:
Ooh. I wonder if they've changed it again to make things more difficult for us? :P

There should be equivalent "run debug" codes to the param ones :


--- Code: ---~run debug SetCritParam x y z

x = character ID. Use 1 for this.
y = parameter number. 150-165 are our appearance parameters.
z = value of parameter y
--- End code ---

So the equivalent to "~param 0 155 10" would be "~run debug SetCritParam 1 155 10". Not sure if that'll make any difference or not, but is worth trying.

Regarding the texture stuff, I could be very wrong, but I would firstly check if it's related to the path to the file somehow. Fragmotion says "Location of the texture image.  This path can be relative to the file path of the character where '..' means up one level and any path that is not fully qualified will be assumed to be relative to the folder containing the model file. (e.g. '..\textures\image.bmp' will move up one level from the folder containing the model file and look for 'image.bmp' in the 'textures' folder)".

The .x file should be in \Client\data\art\critters and it should draw the texture from \Client\data\textures, so I'd guess it needs to go up twice, then follow the path to "..\..\textures". However, I'm pretty sure this hasn't worked exactly as imagined for me though - like I had to do one extra or one less ".." bit for it to work correctly.

The export settings might not be 100% correct either - though they did work for me getting models and animations in game, so I thought I should use them since. The crashing I have no idea about, unfortunately. What might be useful (though I'm probably not going to have time to do this during this week) is for me to download/update to the newest SVN files myself, and see if I can replicate the issues you're having. I think the "newer" SDK I was testing with is already a little out of date. Also noticed that I'm still using Fragmotion 1.1.3, rather than 1.1.6. They could have changed something in there too. Looks like I need to update everything :)

Basically, I'll try and do a thorough investigation of things once I'm free from my current batch of "real life work".

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