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  1. #21 Zitieren
    Knight Commander
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    Excellent! If nothing else, this programme can surely help with retexturing.
    My skin for Opera Web Browser.[Bild: tOC_sig1.jpg]
    Nisarg ist offline

  2. #22 Zitieren
    Kämpfer Avatar von Ice_Dragon
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    Hallo Baltram

    köntest du vielleicht auch eins für Gothic 3 erstellen ?
    http://img36.imageshack.us/img36/1984/cspu.jpg
    Ice_Dragon ist offline

  3. #23 Zitieren
    Ehrengarde Avatar von Baltram
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    Zitat Zitat von Ice_Dragon Beitrag anzeigen
    Hallo Baltram

    köntest du vielleicht auch eins für Gothic 3 erstellen ?
    Vllt schon - die Frage ist vor allem wann. Ich arbeite immoment erstmal daran, dass die Konvertierung auch andersrum funktioniert. Wenn ich damit fertig bin kann ich mal schauen wie groß der Unterschied zwischen xmac und xact ist. Wenn er ziemlich gering ist (was ich erwarte) kann ich das ganze mal schnell umschreiben und für G3 rausbringen. Ansonsten werde ich mich erst mit den G3 3D-Formaten (dafür dann aber auch mit allen) beschäftigen, wenn ich alle die von Risen abgearbeitet habe (was noch ne ganze Weile dauern wird). Kann aber auch sein, dass ich den Aufwand dann als zu groß einschätze, eben je nachdem wie stark sich die Formate unterscheiden. Mal sehen.

    (Mein Über-Ziel ist übrigens schon lange ein größeres Tool, dass alle G3 und Risen 3D-Formate lesen und schreiben kann)

    EDIT (12/9/2010):
    New version 4.0: Both xmac2obj and importWavefrontObject use now the proper coordinate systems.
    Baltram ist offline Geändert von Baltram (11.09.2010 um 23:41 Uhr)

  4. #24 Zitieren
    Lehrling Avatar von Tosyk
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    Sorry, but your script (importXmacRiggingAndSkinning_packed) gets me an error
    1. open script
    [Bild: e99b8db3770ft.jpg]

    2. chose Ani_Hero_Armor_Don._xmac file
    [Bild: f132a7290cact.jpg]

    3. and get error
    [Bild: 44bbaca2b3d3t.jpg]

    i think your tool is very-very good, but please help me Baltram
    Tosyk ist offline

  5. #25 Zitieren
    Ehrengarde Avatar von Baltram
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    @Tosyk
    Could you please test whether this one works?
    If you don't already you have to use xmac2obj v4.0 (so the coordinate systems fit together).
    Baltram ist offline

  6. #26 Zitieren
    Lehrling Avatar von Tosyk
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    Zitat Zitat von Baltram Beitrag anzeigen
    @Tosyk
    Could you please test whether this one works?
    If you don't already you have to use xmac2obj v4.0 (so the coordinate systems fit together).
    no, it doesn't work, error:

    [Bild: ab1bcf46ff3bt.jpg]

    i need to convert models from risen with original bone system, weight and skin options.

    please, Baltram, help me solving this issue.
    Tosyk ist offline

  7. #27 Zitieren
    Ehrengarde Avatar von Baltram
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    Of course, you first have to convert the mesh included in the XMAC file to OBJ format and import it (eg. "Ani_Hero_Armor_Don.obj") into Max. Then you can run the script and it should work:


    Since I don't own Max I unfortunately can only test the script in GMax.
    Baltram ist offline

  8. #28 Zitieren
    Lehrling Avatar von Tosyk
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    I'm not importing obj file. I'm trying it right now and posting here my results.
    Tnank you Baltram!

    ADD:
    Thank you! Now is everything work just great!
    [Bild: 2e7e2dec9869t.jpg]

    tell me, your script importing original weight data on the models, or it's just generated new weight data?
    Tosyk ist offline Geändert von Tosyk (30.10.2010 um 16:46 Uhr)

  9. #29 Zitieren
    Ehrengarde Avatar von Baltram
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    Zitat Zitat von Tosyk Beitrag anzeigen
    tell me, your script importing original weight data on the models, or it's just generated new weight data?
    It reads the original weight data. There's also something which can't (yet) be read and is only estimated by the script - it's the size of the bones.
    Baltram ist offline

  10. #30 Zitieren
    Lehrling Avatar von Tosyk
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    Ok, i understand

    One more question: is it possible to convert models from gothic 3 with bones? I know that someone above asked you about importing from/into the gothic 3, but i don't know dutch well.
    Tosyk ist offline

  11. #31 Zitieren
    Ehrengarde Avatar von Baltram
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    One more question: is it possible to convert models from gothic 3 with bones? I know that someone above asked you about importing from/into the gothic 3, but i don't know dutch well.
    I'd have to analyse Gothic 3 xact format (which is not equal to xmac format) and build some new scripts / converters. I might do that some day but at the moment I have other stuff to do (for example obj2xmac - importing own characters / monsters into Risen).

    P.S. It's German not Dutch.
    Baltram ist offline

  12. #32 Zitieren
    Lehrling Avatar von Tosyk
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    Zitat Zitat von Baltram Beitrag anzeigen
    P.S. It's German not Dutch.
    Sorry for my mistake

    So, exporting in risen's understandable format will be great. Thanks for your work.

    You don't mind if i using your tools for writhing import-tutorial in my blog? Of course i'm telling that everything is thanks to you.

    p.s.: i'll be waiting for possibilities of import/export models from/into the Gothic 3

    ADD:

    blog
    Tosyk ist offline Geändert von Tosyk (30.10.2010 um 17:38 Uhr)

  13. #33 Zitieren
    Ehrengarde Avatar von Baltram
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    Zitat Zitat von Tosyk Beitrag anzeigen
    You don't mind if i using your tools for writhing import-tutorial in my blog?
    Of course you may do so - I'm looking forward to it!
    Baltram ist offline

  14. #34 Zitieren
    Lehrling Avatar von Tosyk
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    Zitat Zitat von Baltram Beitrag anzeigen
    Of course you may do so - I'm looking forward to it!
    Vielen Dank Very good community and very quality specialists here, btw.

    ADD:
    Can you tell me where i can find information about what characters what model using? Because i supposed in Risen used composite characters from different models.

    ADD2:
    OMG. I get this error when i imported obj model via the wavefront import script (in the left), but with 3ds max plugin obj imported fine (in the right). Please help

    [Bild: 808ce1935645t.jpg]

    ADD3:
    I wrote tutorial about converting Risen 3d game models into the 3ds Max in my blog. Only in Russian yet. Thanks Baltram for your help.
    Tosyk ist offline Geändert von Tosyk (31.10.2010 um 11:13 Uhr)

  15. #35 Zitieren
    Ehrengarde Avatar von Baltram
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    Zitat Zitat von Tosyk Beitrag anzeigen
    Can you tell me where i can find information about what characters what model using? Because i supposed in Risen used composite characters from different models.
    The information about which models for head / body are used is stored in lrent files. You can retrieve it for example by using Shak-otay's Lrenter:

    Spoiler:(zum lesen bitte Text markieren)
    Zitat Zitat von Shak-otay Beitrag anzeigen
    http://www.pic-upload.de/view-631938...poser.jpg.html
    http://www.file-upload.net/download-...enter.zip.html

    General remark:

    the Lrenter will not prevent you from doing nonsense.
    In this case don't be surprised if the game crashes.

    Composing Risen - NPCs
    -----------------------

    Yeah, 'composing' does not mean 'creating'!

    It means that we can "fill" our binary NPC-templates with
    nearly all components that Risen provides except
    'Teaching', 'Trading' and ? (I just forgot them...)

    Helmets? Hmm, I found no NPC with a helmet in the demo version.

    And we can't create our own bodies (armors), faces and so on.

    So here we go:
    -------------

    there are two ways to supply mod data for the game:

    copying the modified lrent to application data or
    packing it with NicoDE's Risenpak.exe into a projects.p0x-file.

    For modding purposes it is more convenient to choose the first way
    so I copied the "Buck_Druid_Outdoor_NPC_01.lrent" to

    C:\Dokumente und Einstellungen\[user account]\Lokale Einstellungen\
    Anwendungsdaten\Risen\data\common\projects\World\Outdoor\Druid_Outdoor

    in english this should be
    C:\documents and settings\[user account]\local settings\
    application data\Risen\data\common\projects\World\Outdoor\Druid_Outdoor

    (For XP; for other OPSystems try RisenAppData.cmd by NicoDE.
    Yes, you should really try it, because in Win7 it's "appdata", not "application data".
    )

    (The lrent is the one from my companion mod to maintain compatibility.
    It's the original "plus" Buck.)

    So start the Lrenter, 'File open', load the mentioned lrent
    ---------------------------------------------------------
    • Entities manage
    • choose Jasmin in the first combobox
    • push button 'save bin' -> the binary template will be created

    (no, it's no tple, but it nearly contains the same data)

    • push 'others' in the append-group box and load 'Jasmin.bin'
      (the template we saved in the step above)
    • push button 'Ok'

    >>> now something important: the file has to be saved (File save)
    and reloaded but pay attention that you load the file with
    the preceding underscore ('_')

    Then select the 4th entry in the first combo box.
    ------------------------------------------------
    (Be aware you don't choose the second one; it's the original Jasmin.)

    Now the next step will be editing the appended binary NPC-template;
    choose items, head and armor (body).

    • push button 'properties'
    • rename 'Jasmin' to 'Sheena' for example (upper left editbox)


    The Item-GuIDs in the inventory in the middle left inventory-combobox
    can be replaced by selecting an item in the middle right Item-combobox.

    >>> Remember that you have to press the replace button EACH time you want
    to replace an item.

    I changed the ore value from 10 to 50 and replaced the It_Scr_Light
    by an It_Scr_Protection. As head I liked to use Hero_Head_Woman_S2.

    • push button 'replace' then button 'Ok'
    • enter some different coordinates (near Neil): -22386 8000 14000
      (-180 degrees)
    • push button 'change'
    • then push button 'Ok'in the 'manage entities' window

    last not least save the modified lrent with 'File save'

    >>> Do not forget to remove the leading underscore in the filename
    before starting the game.

    (You will not see Sheena's name ingame as long as you don't insert
    a 'FO_Sheena' to the focus.tab and create a packed strings.p00)

    Sheena is 'on the run' to meet Jasmin because they share the same
    FreePoint.

    So the last thing will be to create a FreePoint for Sheena.
    But that's another story...

    using the composer

    Code:
    Remember that there is NO "single undo" - only a complete one!
    
    Before replacing an item-GuID you should notice the
    item name in case you want to undo this change.
    
    Same with the Head/Body - GuIDs.
    
    Especially when making a fault on a WRS-replacement you'll
    have to close the NPC-Properties window by clicking on the 'x' 
    in the upper right corner and then on the properties-button again.
    
    //
    The Replace-Button initiates a replace over all active controls.
    
    So if you selected another head in the heads-dropdown list
    and DON'T want to have the head replaced you should click
    on the Head-GuID (control) to restore its corresponding name.
    Some details about FreePoints:

    Code:
    WRS - GuIDs (working/Relaxing/sleeping-FreePoints)
    
    Please be aware that [W1], [R1], [S1] build one set.
    The names of the sets are labels only. I used to name them
    RtnNo00 upto RtnNo10 for ALL NPCs.
    
    (If you wonder why this works remember that all NPCs have a Start-set.
    And the W/R/S-FreePoints of all Start-sets are different.)
    
    Set 1 may be located in DonCamp, set 2 in Harbour Town for example.
    
    The active set is selected by a SetRoutine [NPC] [RtnNoxx] in an info.
    
    Afaik is the WRS-selection done by the engine.
    
    That means from midnight to dawn the [S]-FreePoint should be active,
    at noon the [R]-FreePoint and the remaining time the [W]-FreePoint 
    should be active.
    
    ("Active" means that the NPC moves his ass to the coords of the
     corresponding FreePoint;-)
    
    Own FreePoints can be created using the save bin/append-feature.
    Try a suitable Dyn-lrent in which the FreePoints can be found.
    
    (To use an own FreePoint with the Lrenter its name and its GuID 
    have to be written to the FreePoints.txt file.)
    
    It is not recommend to append FreePoints to other Dyn-lrents than
    their "source"-lrent. (Same with NPCs in the NPC-lrents.) 
    
    >>> YOU HAVE BEEN WARNED! <<<
    Zitat Zitat von Tosyk Beitrag anzeigen
    OMG. I get this error when i imported obj model via the wavefront import script (in the left), but with 3ds max plugin obj imported fine (in the right). Please help
    That's strange (looks like v-axis-mirrored UV coordinates)... for me the importscript works properly. Could be some compatibility issue with 3ds Max 2008 but I'd like to check this so it would be nice if you can send me the OBJ-file and the importscript (*.ms file) you used. Then i can try it in GMax.
    Zitat Zitat von Tosyk Beitrag anzeigen
    I wrote tutorial about converting Risen 3d game models into the 3ds Max in my blog. Only in Russian yet.
    Congrats, looks really nice!

    Some minor points:
    • XMAC files are in animations.pak, not in meshes.pak (at least in german version)
    • Using the OBJ-importscript renaming the model would be unnecessary (I know, it doesn't work for you right now)
    • Could be helpful to mention that the textures can be looked up in the MTL file
    • It would be cool if you could mention that it's also possible to use the freeware GMax (because this is what the tools were mainly designed for)
    Baltram ist offline Geändert von Baltram (31.10.2010 um 18:41 Uhr)

  16. #36 Zitieren
    Lehrling Avatar von Tosyk
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    Zitat Zitat von Baltram Beitrag anzeigen
    The information about which models for head / body are used is stored in lrent files. You can retrieve it for example by using Shak-otay's Lrenter:

    That's strange (looks like v-axis-mirrored UV coordinates)... for me the importscript works properly. Could be some compatibility issue with 3ds Max 2008 but I'd like to check this so it would be nice if you can send me the OBJ-file and the importscript (*.ms file) you used. Then i can try it in GMax.
    Yes, attached here.

    Zitat Zitat von Baltram Beitrag anzeigen
    Congrats, looks really nice!

    Some minor points:
    • XMAC files are in animations.pak, not in meshes.pak (at least in german version)
    • Using the OBJ-importscript renaming the model would be unnecessary (I know, it doesn't work for you right now)
    • Could be helpful to mention that the textures can be looked up in the MTL file
    • It would be cool if you could mention that it's also possible to use the freeware GMax (because this is what the tools were mainly designed for)
    • in animations.pak? hm, thank i need checking this
    • but in my tutorial i used not your script, but plugin
    • yes, you right
    • and here you right too, thank you


    Maybe you can help me to translate my tutorial in german?
    Tosyk ist offline

  17. #37 Zitieren
    Ehrengarde Avatar von Baltram
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    Zitat Zitat von Tosyk Beitrag anzeigen
    Maybe you can help me to translate my tutorial in german?
    There are two problems:

    1. I don't quite understand Russian (I read your tutorial using Google Translate)
    2. I don't really have the time for it...
    Zitat Zitat von Tosyk Beitrag anzeigen
    Yes, attached here.
    Thanks!

    I finally made it to get a 3ds Max Demo working so I could test it. Surprisingly it worked without any problems - the textures were displayed properly no matter whether I was using the plugin or my script. I made you a screenshot, the right head is the one imported by plugin.

    Could it be thet the coordinate system you're working in (in 3ds Max) is left-handed? I wonder if there's an option for switching batween these and if yes I could try to acces (read) this via the script to fix the texture issue.

    Anyway, thanks for testing.
    Zitat Zitat von Tosyk Beitrag anzeigen
    but in my tutorial i used not your script, but plugin
    Sure. That's why I suggested using the script - for not having to rename models and stuff.

    (Of course that makes only sense if we get that texture problem fixed.)
    Baltram ist offline

  18. #38 Zitieren
    Drachentöter Avatar von Aun
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    I must admit, I don´t understand very much about modding, especially of modding a game like Risen without a modkit, but to me it looks really, really impressive! (And according to the other reactions i am not too wrong with that )

    Keep it up guys, I hope you will make an extension mod!
    Aun ist offline

  19. #39 Zitieren
    Waldläufer Avatar von Reymond
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    When I trying to import for example: Ani_Hero_Armor_Don.
    Everything is OK.
    But when I trying to import Ani_Wolf_Monster_Wolf.
    I have this error:
    http://s011.radikal.ru/i316/1010/2d/ab1bcf46ff3b.jpg
    Reymond ist offline

  20. #40 Zitieren
    Ehrengarde Avatar von Baltram
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    Thanks for reporting this!
    You can download the fixed script here.
    Baltram ist offline

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