I'm hoping to find some experienced folks who have time to look at this model to see if there are problems that will prevent it from functioning. Then I will resolve them as best as I can before releasing it into the wild.
An unusual characteristic about this model is that it flies while running. At a constant elevation, to be sure, but the wings flap n stuff.
Things I would like others to scrutinize:
<ul type="square">[*] Can it work on a server?
[*] Texture package: proper LODs, compression, and whatever other settings might be relevant
[*] Mesh properties
[*] Do I have all the critical animation sequences? Some seem optional, like Specific_1 or whatever its called, and its not clear to me when/how theyre invoked, if ever.
[*] Glaring animation problems
[*] Code problems. There is a lot of code on this, but it is NOT a mod. This works fine with instant action, but I dont know if Ive missed important things for network games.
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Things I cant fix or change at this point due to lack of time, tools, or skills:
<ul type="square">[*] Lack of rag doll. Maya PLE doesnt generate files for KAT.
[*] rigging
[*] mesh and deformation ugliness
[*] Turning while in place, unless theres a fairly simple coding solution. The model is Y-up, and I havent found a reliable way to detect that the model is turning so that I can substitute rational behavior.
[*] Skin ugliness. I can make simple changes, but I cant color my way out of a paper bag. Ive changed the textures seen here to be better.
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PM me or email me if you're interested and I'll get you the model.
Thanks!
Replies
If you're lucky, maybe Vailias could possibly fix him up.
DXT1-3 texture compression is your friend
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Yeah, and all of them are compressed that way. That's one of the things I was hoping people could help me with. It seems too big, and no texture is over 1Kx1K
When you say "send me it here", where is "here"?
Thanks.
When you say "send me it here", where is "here"?
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polycount messageboard of course
Looking at the amount od detail I think that 256x256 textures for the head and body is more than enough. 8 of those textures with the model itself will make it much smaller than 8mb.
Or did you add sounds?
Or does custon animations add a lot to the filesize?
lkraan: It's all in the textures - the animations don't add much. No sounds, though I'd like some. I'm having trouble generating a voice commands that don't sound pathetic. Mel Blanc I'm not. 'Course he's dead, so that's probably just as well.
Cheapy: I guess I'm not familiar with the board's capabilities; I don't know how to send to a person "at the message board". PM doesn't appear to allow attachments. I'm arranging for the file to be hosted somewhere that's accessible via http.
Sorry about the hiccups getting this to you. I'm trying, but the combination of dialup and a 10M file makes it hard.
First off, we are running a polycount server that I would be more than happy to throw your model on and see if it works.
Second, if you can find a way to upload that file or get it to me in anyway, I can get it uploaded for you to some decent hosting.
Would an email attachment to your polycount address work? (Since I'm on dialup I'm always sensitive to that sort of bandwith issue.)
http://www.spookydistance.com/dave/gargPVEa.zip
OK, as if the delay in getting this posted wasn't bad enough, here's another goodie. I'm on vacation and away from a computer starting in about 28 hours. Which means if I've forgotten to put a file in the zip I only have a day to correct it.
Thanks again!
The skin is lacking in definition; remember that a "bump grain" texture overlay won't solve everything, it just bloats the filesize by tons and it's not really pretty, heck there's even purple/green pixel spots in the detail grain, so imo it was blended pretty bad anyway. Try to rely more on edgem muscle definition and skintoning, rather than grain overlays.
Can you release the .3ds/obj/psk for skinners?
Good! Thanks for trying it!
> Can you release the .3ds/obj/psk for skinners?
Those files don't exist because I'm using Maya PLE. It's related to the KAT problem. I don't have the money for full Max or Maya, and I don't do warez, so I'm limited to the tools offered in Maya PLE. PLE's version of ActorX exports directly into UEd; there are no intermediate files.
I can release the UVs and/or one of the .mp files, but the .mp will work only in PLE - as far as I know there are no converter utilities to other formats and the folks at Maya want to keep it that way.
I will put it up on the server (I hope..) this weekend.