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Skin Request: Already 3D Modelled  XML
Forum Index -> UT2004 Skins Go to Page: Previous  1, 2
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Dragon7350

Rampage
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Joined: 06/10/2011 21:05:04
Messages: 168
Location: IL, USA
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Alright, the main problem has been solved, and it was the script problem involving Arkos' .upl file. The solution was not easy to see until I referred to the "smith" (that is agent smith) model someone had made in the model pack available in this forum.
Smith (unlike other custom characters) has 6+ materials he uses, but the character .upl for him contains only this: "BodySkin=smithskins.smithbody,FaceSkin=smithskins.smithhead"

My character also uses 6 materials, and so...

Material Success: Arkos' package now supports the 6 materials assigned to it (after having already made a copy file of him and completely redoing him with only 2 materials....ugh....all for nothing)

Game Engine Success: Unreal Tournament now shows Arkos and his portrait in the player window. I can select it and play as the character in the game.

Automated Animation Success: Unreal Tournament successfully pivots the spine when turning the mouse left and right.

Socket Attachment Problem: When I play the game as Arkos after having assigned a socket for the gun bone on the character, the gun still doesn't show.

Socket Attachment Problem: Any sockets I try to attach replace the text to "Bip01" (given input like "Bip01 L Clavicle").

Socket Attachment Possible Solution: All bones have a nomenclature that is somewhat irritating on the 3D program I'm using (Blender 2.49). All bones must have ".L" or ".R" in order for x-axis symmetry and pose symmetry to work. Not to mention, all bones on the right side have an "L" in their names.

Automated Animation Problem: When I look up and down with the mouse, my character's torso sways side to side rather than back and forth.

Translation Problem: When playing the game as the character, Arkos' feet are about a toe-height below ground. I have tried to translate the mesh and the skeleton up by this amount, but the results remain the same.

Animation Todo: I have to define all animations for this character, but I will wait until all problems are solved before I even consider this.

Karma Todo: Same as above.

I am stuck still on the problems I'm faced with so far. If I come up with a solution, I will post accordingly. Any help with the above problems will be appreciated.

Roadkill, you weren't joking about the toughest part being this part.

Weapon Master: Draconyx
Adrenaline Master: PuffTheMagicDragon
Medic/Monster Master: Dragon7350
Engineer: Dragonark
General: Dragonlance

Get the DC Invasion program HERE.
I use the custom character skin "Arkos." Get it HERE.
If you want your own custom skin (and you have played at least 3 months on the DC server), post a new thread on the forums containing your request. (As of June 2013)
[Email] [Yahoo!]
RoadKill v3.4

Wicked Sick!
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Joined: 06/03/2007 18:43:42
Messages: 1085
Location: Resurrection Hub orbiting Canada searching for More Beer
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need a "Weapon Bone" attached to right hand
I think that's what it is called anyway

Yeah UnrealEd is a finicky P.O.S. ,I looked into doing some animating and quickly realized it was well beyond me.
the fun part is over for sure

once again Google s your friend ,there is probably someone out there(that may still be on an active forum) that can help you
Dragon7350

Rampage
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Joined: 06/10/2011 21:05:04
Messages: 168
Location: IL, USA
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Animation Problem: Whenever I assign animations to the mesh, the animations never play in the game engine. I've noticed that other characters show the animations
they have right away when loaded in UTEditor. My character, however, does not show the animations unless I click on the animation group drop-down menu.

Ragdoll Problem: I had it working at one point, but now the "Draconian.ka" ragdoll no longer works
and the game crashes. I must be using the wrong .psk of my character...or something.

I'm led to believe that the only issue with my character is the rig it is attached to. There's a good chance I've messed up the skeleton in terms
of the UT2004 expectations (however, the modelling program I used "Blender" works just fine with it).

One way you (Roadkill or whoever has access to 3DSMax) could really really REALLY help me would be by posting an image of the Bip01 rig that 3DSMax has as a default human rig.
I would need the names of these bones as well as a clear view of their positions on the rig. If I could just get that, I might have a chance at finishing this little project.

(Note: Finding a tutorial on a custom rig is very difficult...let alone finding a good one)

(Oh...Roadkill, I don't mean to annoy you about all this. Answer if you dare )

Weapon Master: Draconyx
Adrenaline Master: PuffTheMagicDragon
Medic/Monster Master: Dragon7350
Engineer: Dragonark
General: Dragonlance

Get the DC Invasion program HERE.
I use the custom character skin "Arkos." Get it HERE.
If you want your own custom skin (and you have played at least 3 months on the DC server), post a new thread on the forums containing your request. (As of June 2013)
[Email] [Yahoo!]
RoadKill v3.4

Wicked Sick!
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Joined: 06/03/2007 18:43:42
Messages: 1085
Location: Resurrection Hub orbiting Canada searching for More Beer
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You can see bone names in UnrealEd
I can't seem to remember how to maneuver around to get a good screen cap

but these buttons in UnrealEd should help with bone names etc.
[Thumb - Clipboard01.jpg]
 Filename Clipboard01.jpg [Disk] Download
 Description
 Filesize 2 Kbytes
 Downloaded:  629 time(s)

Dragon7350

Rampage
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Joined: 06/10/2011 21:05:04
Messages: 168
Location: IL, USA
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ALL HELL HAS BROKEN LOOSE!

...and now my mesh won't even appear on the player screen.

I redid everything (texture and animation package) and still nothing has changed.

However, when I compressed the texture package to DXT formats, the mesh loads, but the textures are all messed up,
and the skeleton doesn't sway according to mouse movement anymore.

The only thing I can think of that made this happen was changing the pelvis position on my character...or the code that unreal uses has degraded somehow by my constant saving/loading.

ScriptLog: Could not load mesh: Arkos.Arkos For player: Arkos
Warning: Failed to load 'Mesh Arkos.Arkos': Failed to find object 'Mesh Arkos.Arkos'

I'm about to give up.

(Yeah, I looked at the Aliens for bone names in just that manner, but I don't think the bone names have to be exactly the same)

Weapon Master: Draconyx
Adrenaline Master: PuffTheMagicDragon
Medic/Monster Master: Dragon7350
Engineer: Dragonark
General: Dragonlance

Get the DC Invasion program HERE.
I use the custom character skin "Arkos." Get it HERE.
If you want your own custom skin (and you have played at least 3 months on the DC server), post a new thread on the forums containing your request. (As of June 2013)
[Email] [Yahoo!]
Dragon7350

Rampage
[Avatar]

Joined: 06/10/2011 21:05:04
Messages: 168
Location: IL, USA
Offline

All problems solved.

The textures were messing up because, in the .upl of the character, the faceskin and bodyskin order is swapped for some reason
(FaceSkin=BodyShader,BodySkin=FaceShader). These had to be like this in order for the textures to work.

The problem with swaying the wrong way when looking up and down was resolved when I set the pelvis bone to be vertical along the spine rather than horizontal.

A HUGE fix was setting up bone names to match the nomenclature of the Unreal rigs. THIS IS IMPORTANT. Thus, all bones were named something like (Bip01_Spine1, Bip01_Forearm_R).
Note: Blender requires the "R" or "L" to be in the last part of the name in order for symmetry to work.

Sockets work only when underscores are used in the bone names...not spaces.

Having a slight offset in the character mesh was resolved in UnrealED. On the right side of the GUI, there's an option for "Mesh." Clicking it allows the user to set loc, rot, or scale offsets.
Also, visible boundaries need to be set up in this same tab, and the boundary button (top of 3d view screen) should be on to see it. I referred to another character to see the specifications of these boundaries.

I'm still concerned about the custom skeleton I've made in regards to the hierarchy of the bones. I'll keep playing around with it until animation is easiest to do.

Another issue is the fact that team skins hardly work. When selecting a team, only the head recieves the team color. This may be a result of too many materials assigned to the character.
Since I see that the custom character agent smith does not have team skins at all, it might be safe to say that my character will not be able to use team skins.

Animation was a brief concern until it was resolved. No animations worked in the game until, in UnrealED, I pressed a "link animation to mesh" button above the 3d view screen.
To see if it worked, I reopened the animation package and saw that the animations were shown right away on the left side of the screen.

And now, the only things left to do is set up the ragdoll and the 70+ animations for the character.
On the bright side, creating the rig animations will allow me to reuse it over and over. This will take some time though.

I may make a tutorial on custom skeletons! Thanks for all your help Roadkill!

Weapon Master: Draconyx
Adrenaline Master: PuffTheMagicDragon
Medic/Monster Master: Dragon7350
Engineer: Dragonark
General: Dragonlance

Get the DC Invasion program HERE.
I use the custom character skin "Arkos." Get it HERE.
If you want your own custom skin (and you have played at least 3 months on the DC server), post a new thread on the forums containing your request. (As of June 2013)
[Email] [Yahoo!]
RoadKill v3.4

Wicked Sick!
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Joined: 06/03/2007 18:43:42
Messages: 1085
Location: Resurrection Hub orbiting Canada searching for More Beer
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All I did was point you in the right direction at times
I know from personal experience it is very satisfying to finally get it done
Hopefully you don't run into anymore issues
Oh one thing I forgot I always backed up my progress as I went model1,2,3 etc.. just in case you need to go backwards in time
dom60

Wicked Sick!

Joined: 09/30/2006 16:10:39
Messages: 931
Location: NorCal is currant home
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Now that would be a nice thing to be able to do in Real Life is to use a backup copy of my body!...lets see the one of me about 25 should be good to use

I may be getting old and falling apart but I can sure can raise Hell and have fun doing it!
 
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