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import lasgun_1.1.pk3 by chris807 (2016-07-11), port to master #3

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merged 13 commits into from Dec 5, 2020

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illwieckz
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@illwieckz illwieckz commented May 12, 2020

In first person view it works as expected:

lasgun

lasgun

lasgun

But in third person view the first person arms are displayed, and the third person arms are not correctly positioned:

lasgun

Also I noticed the game says:

Warn: Cannot find bone index root, using root bone

While models/weapons/lgun/weapons.cfg sets:

rotationBone      root

So it looks like the game is doing what is expected by using the root bone when there is no bone named root, we can probably edit the game to do it explicitly.

If we find a way to fix the third person view, this would be shipable in 0.52 release.

@illwieckz illwieckz changed the title import lasgun_1.1.pk3 by chris807 (2016-08-04), adapt to master import lasgun_1.1.pk3 by chris807 (2016-08-04), port to master May 12, 2020
@illwieckz
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illwieckz commented May 12, 2020

Also, we can see the specular map embed in alpha channel another map we don't use, it would be good to know what it is.

RGB (specular map):

lasgun

Alpha (unknown map):

lasgun

@illwieckz
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The reactor also has such texture in specular alpha channel, and for both models chris said the model have: Diffuse,Normal,Specular-Gloss,Glow textures.

@illwieckz illwieckz changed the title import lasgun_1.1.pk3 by chris807 (2016-08-04), port to master import lasgun_1.1.pk3 by chris807 (2016-07-11), port to master May 12, 2020
@illwieckz illwieckz force-pushed the lasgun branch 2 times, most recently from 09c5e9d to 6e899b8 Compare May 12, 2020 22:09
@illwieckz
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I've restored the legacy third person view model. This PR is mergeable.

@hypov8
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hypov8 commented Nov 11, 2020

did you need the gun like this?

unvanquished_2020-11-12_004409_000

@illwieckz
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illwieckz commented Nov 11, 2020

I would prefer something like this (nothing to compensate, eh):
https://dl.illwieckz.net/b/unvanquished/wip/lasgun/unvanquished_2020-11-11_135134_000.jpg

Joke aside, what happens if you type this in console:

/toggle cg_thirdPerson ; delay 1 toggle cg_thirdPerson

Is the model still at the same expected place, with correct orientation, etc?

What is the format you use for the third person model, iqm? md3?

@illwieckz
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illwieckz commented Nov 11, 2020

This is that I managed to remove the hand mesh but as soon as I remove the hand skeletons, everything goes wrong. Also, if I keep the unused skeleton, it displays somewhat correctly, I can rescale, move the wrapon_tag to somewhat place the weapon in hand, but as soon as I toggle third person with enough frame (1) to display the first person between, the weapon get reset to some coordinate and scale (even if I upscaled the model when compiling to iqm).

Thing is that I only tried iqm as third person model. I noticed all other weapons use md3 for third person models… Maybe we have bugs for non-md3 third person models that went unnoticed because we don't do it yet… I don't know how to convert iqm to md3 though.

@hypov8
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hypov8 commented Nov 11, 2020

its am md3 model.
i just replaced the existing file models\weapons\lgun\vwep.md3

@illwieckz
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How did you do the md3 model?

@illwieckz
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I mean, converted from iqm to md3… That's the step I'm missing.

@hypov8
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hypov8 commented Nov 11, 2020

im using max.. is suports md3 export.
i converted the iqm in noesis to fbx

@illwieckz
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Ah, because your model does not look that bad but miss some geometry…

@hypov8
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hypov8 commented Nov 11, 2020

world player models should be at a ruduced poly compared to 1st person. so im optimizing it :)
the 2 white parts can be put back later or skin updated with the colors to keep poly lower

@illwieckz
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yeah but at this point those details would never be seen, since they are out of view from first person perspective… also it would be cool to keep glow map and material maps… =)

@illwieckz
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With IqeBrowser there is an option to export an .obj file and I was hoping to convert it to md3 using Maverick Model 3D but it does not read the produced obj file…

@hypov8
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hypov8 commented Nov 11, 2020

you can try noesis. it will even export an md3
i have not worked out the shader name. thats why it dont have all the first person maps (glow etc..)

@illwieckz
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With this plugin I can export to md3 from Blender after having imported from obj generated with IqeBrowser:
https://github.com/axredneck/blender-md3-2.8/tree/blender2.8

But then texturing is lost (even if it works in Blender) but I can reapply it with Maverick Model 3D and save as md3 again (I can then replace texture name with ghex given I can search for an existing one I know).

But, the tags seem to be lost of course, meh…

@illwieckz
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The shader name is models/weapons/lgun/lgun.

@illwieckz
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Anyway, your model looks really ok for the size and placement. If you can restore the white and the black relief on the front, and given the material would be complete, that would be enough.

@hypov8
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hypov8 commented Nov 11, 2020

how is that

file vwep.zip

unvanquished_2020-11-12_035228_000

@illwieckz
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Man, you're a true wizard, you saved the day (and more than that!!!), that is a-we-so-me.

@hypov8
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hypov8 commented Nov 11, 2020

im glad you like it :)
all that kpq3 experence..
it probable needs some vertex welding to match the existing bumpmap.
but should get you going for now

- convert tga to png
- convert was to flac
- convert iqm to iqe
- convert dos line ending to unix line ending in scripts
- merge lasgun.shader with lgun.shader
- rename lasgun.particle to lgun.particle
- strip extension in scripts and config files
- rename ImpactLasgun to particles/weapons/lgun/impact
- rename MuzzleFlashLasgun to particles/weapons/lgun/muzzleflash
- rename models/weapons/lasgun to models/weapons/lgun/lgun
- rename models/weapons/lasgun/display to models/weapons/lgun/display
- rename models/weapons/lasgun_flash to models/weapons/lgun/flash
- rename models/weapons/hand2 to models/weapons/hand
- rename gfx/weapons/lasgunspark to gfx/weapons/lgun/spark
- rename gfx/weapons/smoke to gfx/weapons/rifle/smoke
- rename gfx/marks/bullet_mrk to gfx/weapons/lgun/mark
- rename gfx/2d/crosshair-lgun_s to gfx/feedback/crosshairs/lgun
- rename gfx/2d/indicator-lgun_s to gfx/feedback/indicators/lgun
- extract models/weapons/lgun/lgun.txt from licenses.txt
- whitespace and case fixes
@hypov8
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hypov8 commented Nov 11, 2020

welded some vertex, stretch front of gun, shrunk stock to prevent it clipping player, shifted tag_flash..
anything else?

unvanquished_2020-11-12_045637_000

@illwieckz
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illwieckz commented Nov 11, 2020

That's really good, really, if you have a new file with those micro optimization then send it please. But really, that's seems to be good enough! 😍

lasgun

lasgun

lasgun

lasgun

Yeah, I made a special glow map for the third person view (you'll notice the (non-animated) display!), details everywhere!

details, details everywhere

@illwieckz
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OK, so the new lasgun implementation is complete. Thanks to true skills of great wizard @hypov8!
If I understood correctly he said he did some minor updates so I'm waiting for them to merge the PR, but otherwise, this is fully functional and looks awesome in space.

@hypov8
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hypov8 commented Nov 12, 2020

how do you get the other player model?

this is update version 2
vwep_002.zip

@illwieckz
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illwieckz commented Nov 12, 2020

when loading a map with /devmap, just fills your accounts this way:

/give momentum 999

to unlock your team stage,

/give funds 999

to give you money / evo points,

you may also do /give bp 999 to give you build points, just to be exhaustive.

Then at the armoury in the buy menu you'll notice a tab for non-weapons things, like light armour, medium armour, battlesuit, radar, jetpack… 😉

@hypov8
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hypov8 commented Nov 12, 2020

added display as a new mesh and using correct shader
increased size slightly to match battlesuit
version 3 vwep_003.zip

"give all" should give all those items, but they are not included.
also i dont know how to view model outside of packs, even with devmap and sv_pure 0

there is an issue with battlesuit and the "pain saw" when you shoot.(missing bones/animation?)
also player shadows dont seem to work. lighttransform seems incorrect.
i am using the 0.51 release version

unvanquished_2020-11-12_130848_000
unvanquished_2020-11-12_131137_000

@slipher
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slipher commented Nov 12, 2020

also i dont know how to view model outside of packs, even with devmap and sv_pure 0

Workflow for quick and dirty modifications to an existing package:

Extract res-weapons_0.51.dpk into a folder named res-weapons_wip.dpkdir, which should sit next to the original package. (wip is a version string which is arbitrary, but must be "greater" than 0.51). Then you can make your modifications in this directory tree. Use a which command e.g. /which scripts/blaster.shader to check that your dpkdir is being loaded.

@illwieckz
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Yay! Our next release will be awesome in space! 🎉

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3 participants