Creating/integrating models

Creating/integrating models

Postby NaN » 02 Feb 2013, 21:39

Have been playing with Blender md5 import/export scripts a bit.

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Image

All mecha models are using the same armature(adjusted to fit their shape). The animation is implemented in the game?

And there is a set of materials?
camo
glass
rubber
steel
warn

The meshes have got texture coords(even though the unwrapping looks a bit messy for the frogger).
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Re: Creating/integrating models

Postby hc » 03 Feb 2013, 02:13

Yes, the animation is implemented in the game.
The BOLD joints are the important ones for which orientations are generated.
Joints are expected to be axis aligned so that the animation looks right.

Other BOLD joints are for camera positions and weapons.
Other joints are just dont-care for animation and mounting.

[technobabel]
To be exactly the joint's coord system they reside in needs to be axis aligned.
That's a constraint that isn't necessary for common md5anim animated md5mesh models because the md5anim just lists the keyframe orientations of the joints - but in linwarrior animations are (as for now) relative to the exported axis aligned pose.
Don't know how well it works when you import a mesh+skeleton, modify and the export in blender.
I think someday linwarrior could realign those joints itself.
[/technobabel]

Linwarrior uses solid-3d-texturing, texture coords are currently ignored and the vertex coords are used as 3d uvw texcoords for the solid texture (think of texture-voxels).
The solid texture is determinded through the material names you named.
No unwrapping necessary - right, the unwrapped tex-coords are just some remnands.
I think nowadays blender modellers are well aware of materials and procedurally generated solid/volumetric texturing.
Eventually the generated 3d textures will be replaced by solid-shaders.
Then same algorithms can be applied to get infinite resolution materials.
Btw. yes, materials is exactly the right word.

There is a speciality with the camo-material, it is 'replaced' with a faction dependent camoflage material.
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Re: Creating/integrating models

Postby NaN » 03 Feb 2013, 13:05

Interesting idea with 3d-textures. It is somewhat different to current surface oriented modeling with specular/normal/detail textures...

Btw is there an emissive(glows in the dark) material? I know, you maybe won't want lights on your mech. But it might be interesting for other objects.

Will try to model/import a simple mecha using Blender.
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Re: Creating/integrating models

Postby hc » 03 Feb 2013, 17:12

Sorry, emissions wont be possible at least until there are material shaders - I missed that one for the cannons, too.
There is only an optional (disabled) post-processing shader where I experimented with blooming, depth-of-field, AO, fisheye-warping, vignette, ... - but rendering is just the default openGL-Pipeline. Once the transition to shader-based-rendering is made, the sky's the limit. I'd then aim for deferred shading.

Anyway for now I may add some pure red, green and blue materials for lights?
Thinking about that: Flickering materials may be fun.
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