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Topic: Vurt's Thief 2 Graphics Overhaul
Page: « 1 ... 6 [7]
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686e97345560cvoodoo47

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ok, rotation looks good, but the model offset has changed, will now sink into ground by 0.6572 if trying to apply the model on the map concretes which already are floored. also offset to the side, but that's probably not a big deal (the last two models with the same position, the sunken one offset to the left is the latest model).
[loweye.JPG expired]
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Try this one.
[eyeplant_new2o.bin expired]

686e973455acfvoodoo47

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I proclaim this model good to go - thanks as always.

buuuut.. just realized there needs to be a proper corpse model set up because the player can kill the plant, very sure @vurt does not have one, but lets find out before I bother you some more.
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i don't have a model for that.

.bin, is there an easy way to import to blender? i'm doing 3D modelling for Morrowind right now, so if it's easy to get the model into blender 4.1 i can take a look and do a "dead" model.

686e973455ec0voodoo47

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check this, but no idea how to set everything up, Olfred would know.

attaching a corpse model suggestion.


[eye_kill.JPG expired]
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its for some older blender. i just removed all my old blender versions, because its so annoying and messy/confusing to have to rely on more than 1. if Olfred wants to do a model i can do something with the textures, if needed, eg. add blood to stem or eye etc.
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Currently I'm using a fork of nemyax blender plugin which seems to work up to Blender 3.6. I believe after that it's broken again.
The original one works up to 2.79 if I remember correctly.
https://github.com/Daraan/Fork-of-Nemyax-Blender-Addon-for-static-DarkEngine-models

Here's my blender file. On export you need to set Origin to "Object origin" for it to be at the right position. Also you can remove the "Limit Rotation" from the Constraints as it shouldn't rotate anymore.
If that's too much of a hassle you can also just give me a Blender file with your edits and I do the export stuff.
[eyeplant_new2.blend expired]
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i'll have to give it a skip for now, might look into it later. just got too much with Morrowind right now. sorry :/
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attaching a corpse model suggestion.
Do you want the cut off part on the model or just the stem? Or do you want the cut off as a standalone model to be used as gibs?

@vurt , do you have a texture ready I can use for the cut part of the stem?

686e9734566a8voodoo47

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no need for anything fancy, so just the base with some of the stem, basically the curved part with the eye gets destroyed and the base with the stem and its leaves will remain.

686e9734567f3voodoo47

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woah, two months already. anyway, will hijack this for a SS2 object as well - lets try to give this mutated plant the same treatment (rotation spot marked). pinging @Olfred
« Last Edit: 07. July 2025, 22:48:04 by voodoo47 »
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Working towards a deadline right now so I don't have much spare time. Will get to it after it's done.
Acknowledged by: voodoo47
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Vurt, any chance to see a graphic update for the first game?
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As always, sorry for taking so long.
The stem corpse does have the same rotation thing going on as the base model. So when you swap it out and give it the same values it should align properly. I included the cut off head so you can use it as gibs. There are two different versions, so try out which works best for you. Due to some limitations I weren't able to do the rotation thing for the head. I could probably pull something off if you would use the headb version. But that is up to you if you need/want it.
As I didn't  have a texture I botched something quick together, feel free to replace it with something actually good.

The sonnblu model does create problems when imported. Who created it? Is there a possibility to get the original files?
« Last Edit: 30. June 2025, 17:57:22 by Moderator »

686e973456e34voodoo47

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will check it this weekend, thanks.

the mouth plant would be @Christine lets see whether she still has the source files.

686e973456f9dvoodoo47

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yup, needed some dml shenanigans (previous gamesys dml updated and included). fixup package attached, as far as I'm concerned, this texture mod is good to go once it's in. also, has the blin.mtl been updated?

either way, lets ping @vurt and get this completed, so I can finally add it to the TTLG Thief mod sticky as one of the recommended mods.
« Last Edit: 30. June 2025, 20:02:43 by voodoo47 »
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@Salk : unlikely. doing games now instead of mods, I find it more fun. But who knows, might get back to modding at some point.

is the eyeball plant completely finished? if so i'll add it to the mod with credits to the people who fixed it :)

686e973457239voodoo47

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there is always more that could be done (Olfred supplied more broken chunks), right now it does what the original plant did - once killed, the eye part pops in blood leaving the base behind.

if you want more than that, let me know and I'll see whether I can do it. but not right now, with all the SS2 stuff happening I've got my hands full.

though I will check the new release once it's ready.
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alright. i'll add it and upload it to nexus mods later today.
Acknowledged by: voodoo47

686e97345763cChristine

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The sunnbl was made by Greenhorn. I don't have any source files. And I lost contact to him.

686e97345772bvoodoo47

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oh well, was worth a try. thanks for checking.
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Thanks for letting us know, Christine.
voodoo47, I will try some other methods and see if I can get it to work. Can you give me the textures as well so I can better check for errors?

686e9734579c3voodoo47

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attached - though I don't see the mouth/teeth texture anywhere. how odd. ooh. waaait.. turns out I missed a model override. the actual model and its textures are now attached. this might make the issue better.. or worse.
« Last Edit: 07. July 2025, 22:47:10 by voodoo47 »
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That looks much better. Will get to it when I find some time.
Acknowledged by: voodoo47

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