New GK Unit: Vindicare Assassin

Elite (and related) releases.
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Lulgrim
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Re: New GK Unit: Vindicare Assassin

Postby Lulgrim » Sat 02 Nov, 2013 10:44 am

Well if you check the texture section under each material in Model Editor, does your model still point to the Scout textures?
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David-CZ
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Re: New GK Unit: Vindicare Assassin

Postby David-CZ » Sat 02 Nov, 2013 11:57 am

I looked at the model and it probably needs to replace the *_mp.model file. Then you should be able to see it. I also noticed that a few vertexes on hands aren't bound to any bone, so that needs correction and I'd probably set the normal map on the head to a default texture. Otherwise the light will be doing mess on it in the game.

Other then that, good job.
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Gray
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Re: New GK Unit: Vindicare Assassin

Postby Gray » Sun 03 Nov, 2013 7:34 am

Lulgrim wrote:Well if you check the texture section under each material in Model Editor, does your model still point to the Scout textures?
No, I just didn't work at those maps at all. I took all of them (except diffuse map) unmodified, because the model refuses to export without them.
Now I need a confirmation of model compatibility. If there are no significant bugs - I can move to next phase (polishing), otherwise - fall back to mesh editing, skin rigging and texturing.
David-CZ wrote:I looked at the model and it probably needs to replace the *_mp.model file. Then you should be able to see it. I also noticed that a few vertexes on hands aren't bound to any bone, so that needs correction and I'd probably set the normal map on the head to a default texture. Otherwise the light will be doing mess on it in the game.
Yes, finally I figured how to load animations in ModelEditor. See that unaffected vertexes (and other ones on the head), gonna fix it tomorrow.
Normal map is not nessessary for the head because of it's simple shape. There are no small detales to add by normal map. I wish to say the same about the body.

UPD. Bones, normal maps and team maps are fixed. Please check if I missed something.
http://rapidshare.com/share/362C2573BD2332EAA91A674F00BC7E35
little bonus: sniper rifle. No retexture, just shape modification. Laser sight attached
Please, somebody compile it all together. I have serious doubts about mesh sizes.
Or throw me a link to a tutorial how to override game resources.
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Gray
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Re: New GK Unit: Vindicare Assassin

Postby Gray » Mon 04 Nov, 2013 4:11 pm

As I cuspected, body mesh need to be shrinked to about 80-85% of current size. Otherwise the head looks too small. Have no idea how to do it without breaking animations.
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Re: New GK Unit: Vindicare Assassin

Postby fankater » Mon 04 Nov, 2013 5:38 pm

Can you show off how model looks in game ? Ofc when it`s done :]
For the Emperor skurwysyny !
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Re: New GK Unit: Vindicare Assassin

Postby Nuclear Arbitor » Mon 04 Nov, 2013 8:24 pm

Gray wrote:As I cuspected, body mesh need to be shrinked to about 80-85% of current size. Otherwise the head looks too small. Have no idea how to do it without breaking animations.

i would suggest increasing the head size and then shrinking the entire thing if you need to. i don't have much experience with animating but that would require the least bone tweaking. you shouldn't even have to scale the bones either.
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Gray
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Re: New GK Unit: Vindicare Assassin

Postby Gray » Tue 05 Nov, 2013 4:18 am

Nuclear Arbitor wrote:i would suggest increasing the head size and then shrinking the entire thing if you need to. i don't have much experience with animating but that would require the least bone tweaking. you shouldn't even have to scale the bones either.
There will be no problem if the bones be scalable.
The only way I see is to merge the head to a body.
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Re: New GK Unit: Vindicare Assassin

Postby Nuclear Arbitor » Tue 05 Nov, 2013 7:04 am

given that the vindicare is a hero unit that's probably ok.
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Re: New GK Unit: Vindicare Assassin

Postby Orkfaeller » Sun 10 Nov, 2013 9:59 pm

More like a personal request but, I wondered if you'd be interested at some point to do some bits for the Terminator Force Commander.
Sadly right now the model we are stuck with doesnt really represent what a Terminator Captain should be. :/ And this like hurts me, deeply. Since forever now.
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Re: New GK Unit: Vindicare Assassin

Postby Faultron » Wed 13 Nov, 2013 1:28 am

hmm the model is not so far from that
basicly its the same without slushy things and he has helmet not dat bad

just give the cape from regular FC and remove the helmet:)
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New GK Unit: Vindicare Assassin

Postby Lulgrim » Wed 13 Nov, 2013 5:10 am

Cape is out as it's not animated. Could do with more bling on the legs/chest/shoulder area and maybe more pieces to put on the back (only a basic iron halo now). I could use pieces for Terminator Squad unlocks as well.

So yes I agree SM Terminators are a bit crude in general for an unit you wait all game for, but this thread is moving OT.
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Re: New GK Unit: Vindicare Assassin

Postby Orkfaeller » Wed 13 Nov, 2013 1:00 pm

Faultron wrote:hmm the model is not so far from that
basicly its the same without slushy things and he has helmet not dat bad

just give the cape from regular FC and remove the helmet:)


Cant add a cape, as it wouldnt be animated, unless you'd change the FC Terminator to be based on the chaos lords skelleton, but no one else seems to want that.

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Re: New GK Unit: Vindicare Assassin

Postby Faultron » Wed 13 Nov, 2013 8:07 pm

i dont see any problem with chaoslord skeleton, its very good actually
just compare to the pics you uploaded its the same lol

chaoslord skeleton, without helmet+ cape or other attached things and here we go neew FC termi:) looks badass
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Re: New GK Unit: Vindicare Assassin

Postby ThongSong » Thu 14 Nov, 2013 8:10 am

I think the Chaos Lord skeleton would be great. Current terminators stand a bit too lopsided with their legs splayed awkwardly imo.
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Orkfaeller
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Re: New GK Unit: Vindicare Assassin

Postby Orkfaeller » Thu 14 Nov, 2013 9:48 am

ThongSong wrote:I think the Chaos Lord skeleton would be great. Current terminators stand a bit too lopsided with their legs splayed awkwardly imo.


Aye, one of the reason I'd like to see it on the Force Commander is, to have him stand with a bit more dignitiy, and stand out from the regular Terminators.

Also he could finally use a Powersword, like most Terminator Officers.
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Re: New GK Unit: Vindicare Assassin

Postby Imperator1 » Thu 17 Jul, 2014 7:54 pm

Its a really nice assassin! Can I ask permission to use it in my mod too please? With full credits and such!
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Re: New GK Unit: Vindicare Assassin

Postby Aertes » Thu 17 Jul, 2014 9:20 pm

Orkfaeller wrote:Cant add a cape, as it wouldnt be animated, unless you'd change the FC Terminator to be based on the chaos lords skelleton, but no one else seems to want that.


I would like to see that in fact.

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