Topic: Open Dungeons models

Skorpio on December 07, 2012, 09:46:42 PM

Skorpio

  • Newbie
  • *
  • Posts: 12
  • Karma: +0/-0
    • View Profile
We have a couple of models in Open Dungeons that could be useful for Summoning Wars. The problem is, they are smaller and rotated differently than the SumWars models. We use 1 Blender unit as 1 meter.
Also, some of the newer models use normal maps. Oln, our last programmer, has implemented normal maps and he's still around (though inactive), so maybe he could help you to integrate normal mapping in SW, too.

Here are a few previews of our models (most of them can be found only in our SVN repository at the moment):

http://forum.freegamedev.net/download/file.php?id=3912&mode=view
http://forum.freegamedev.net/download/file.php?id=4571&mode=view
http://forum.freegamedev.net/download/file.php?id=794&mode=view
http://forum.freegamedev.net/download/file.php?id=1131&mode=view
http://forum.freegamedev.net/download/file.php?id=1128&mode=view

There's also my 3D tile set which isn't integrated in OD yet:
http://opendungeons.sourceforge.net/articles/2012/11/13/working-backstage.html
« Last Edit: December 07, 2012, 09:51:33 PM by Skorpio »
Logged
  • Read 4566 times
  • Category Graphics
Comments: 13

Jorge Avila on December 07, 2012, 11:31:22 PM
Reply #1

Jorge Avila

  • Graphic design
  • Moderator
  • Full Member
  • *****
  • Posts: 171
  • Karma: +6/-0
    • View Profile
    • Portfolio/photography
Thank you for sharing! that's a very nice scenario, =)
I hope for january or february we start pushing the development forward, again. Fixing bugs, implementing stuff, and giving a nice place to your excellent models :D

Logged

Skorpio on December 08, 2012, 10:29:45 PM
Reply #2

Skorpio

  • Newbie
  • *
  • Posts: 12
  • Karma: +0/-0
    • View Profile
I have to work a bit more on my tile set now and afterwards I'll try to import and test some of the creatures in SumWars. The rotation can be fixed in the OGRE exporter, but I can't change the size. Also, I have to check out how your animations are named and if the armatures have to be changed.

Btw, the human (adventurer) was made by Danimal, another artist of the OD team. I was going to animate and export thecubber's dwarf and mage as well, but that has to wait till the Blender 2.5 OGRE exporter is done.
Logged

Skorpio on December 09, 2012, 09:56:17 PM
Reply #3

Skorpio

  • Newbie
  • *
  • Posts: 12
  • Karma: +0/-0
    • View Profile
Can anyone tell me how the animations in SumWars are named? I managed to replace a vendor in the town with the orc model for testing purposes. :) The texture didn't work, though, and the game crashed. I'd like to replace an SW main character with an OD model to test it. I've got a priest and a mage, which models do I have to replace?
Logged

dezGusty on December 10, 2012, 11:22:44 AM
Reply #4

dezGusty

  • Artists
  • Full Member
  • *
  • Posts: 245
  • Karma: +8/-0
    • View Profile
Unfortunately I did not work with the animations. But I think they should be specified in some of the XML files.
Logged

fusion44 on December 10, 2012, 05:06:21 PM
Reply #5

fusion44

  • Administrator
  • Sr. Member
  • *****
  • Posts: 459
  • Karma: +10/-0
    • View Profile
Can anyone tell me how the animations in SumWars are named? I managed to replace a vendor in the town with the orc model for testing purposes. :) The texture didn't work, though, and the game crashed. I'd like to replace an SW main character with an OD model to test it. I've got a priest and a mage, which models do I have to replace?

Hi Skorpio!

can you send me the model? I think its not as easy as replacing the model. Animations are woven into our game data system and need to be especially treated.
I can do it for you, but it may take until the weekend.
Logged

Dratz-_C on December 10, 2012, 07:18:44 PM
Reply #6

Dratz-_C

  • Guest
Hi Skorpio,
I want to thank you for extending your helping hand to us. I think those are some wonderful looking models. While graphics are not for me an area of expertise, I just wanted to get my reaction back to you.
Cheers
Logged

Skorpio on December 11, 2012, 12:28:36 AM
Reply #7

Skorpio

  • Newbie
  • *
  • Posts: 12
  • Karma: +0/-0
    • View Profile
I have to fix a few things and will upload the orc for you tomorrow. Btw, I don't think my models are perfect yet, there's always something to fix or improve. Especially the animations need some more work and I've really got to learn more about well deformable topology.
Logged

Skorpio on December 11, 2012, 11:16:22 PM
Reply #8

Skorpio

  • Newbie
  • *
  • Posts: 12
  • Karma: +0/-0
    • View Profile
You can download the orc from the Open Dungeons SVN repository now. I've created a new SumWars folder inside the source folder. http://opendungeons.svn.sourceforge.net/viewvc/opendungeons/mediaSource/Models/Orc/Sumwars%20export/

He looks a bit boring without the normal and specularity maps and might be a little too dark. And as I said he's smaller in SW as he should be. His height in Blender is 1.81m.

Do you have an animation list like this OD list? http://opendungeons.sourceforge.net/w/index.php/Creature_animations

Currently most of our models have only 4 basic animations: Attack1, Idle, Walk, Die (the orc has some more). Those are all supported animations yet + Flee IIRC.
Logged

fusion44 on December 15, 2012, 04:28:58 PM
Reply #9

fusion44

  • Administrator
  • Sr. Member
  • *****
  • Posts: 459
  • Karma: +10/-0
    • View Profile
Thank you very much Skorpio!
I've downloaded the model, I'll see that I can bring it into the game tomorrow.
Logged

fusion44 on December 15, 2012, 06:04:55 PM
Reply #10

fusion44

  • Administrator
  • Sr. Member
  • *****
  • Posts: 459
  • Karma: +10/-0
    • View Profile
First step done:
https://docs.google.com/open?id=0B9-4jVIpB0XuWHR5ZkhGYlU3dkk

The orc is a statue next to my archer :-D
Logged

Skorpio on December 16, 2012, 09:57:24 AM
Reply #11

Skorpio

  • Newbie
  • *
  • Posts: 12
  • Karma: +0/-0
    • View Profile
Hehe, nice. He's really too dark, but maybe that can be fixed in the material script. How many animations does a SumWars model need and how are they named? You should put up a list for newcomers.
Logged

fusion44 on December 17, 2012, 09:15:43 PM
Reply #12

fusion44

  • Administrator
  • Sr. Member
  • *****
  • Posts: 459
  • Karma: +10/-0
    • View Profile
Hi Skorpio,

the animations depend on the character type. Our humanoids share the same skeleton with the following animations:

Code: [Select]
        <animation name="angryOneHand" length="0.958332">
        <animation name="ascendToHeaven" length="0.958336">
        <animation name="attack" length="0.958333">
        <animation name="attackMagicOneHand" length="0.958333">
        <animation name="attackMagicTwoHands" length="0.958333">
        <animation name="attackMagicUnarmed" length="0.958333">
        <animation name="attackPole" length="0.958336">
        <animation name="attackRangedBow" length="1.04167">
        <animation name="attackRangedCrossbow" length="0.958333">
        <animation name="attackRangedHalf" length="0.458333">
        <animation name="attackRangedThrow" length="0.958336">
        <animation name="attackRangedUnarmed" length="0.958333">
        <animation name="attackScythe" length="0.958332">
        <animation name="attackTwoHands" length="0.958333">
        <animation name="attackTwoHandsBlunt" length="0.958332">
        <animation name="attackUnarmed" length="0.958334">
        <animation name="castBowBuff" length="0.958332">
        <animation name="castMagicStrong" length="0.958333">
        <animation name="castMagicStrongUnarmed" length="0.958332">
        <animation name="castMagicWeak" length="0.958333">
        <animation name="castMagicWeakUnarmed" length="0.958332">
        <animation name="depoint" length="0.5">
        <animation name="die" length="0.958333">
        <animation name="dieBowUndead" length="0.958332">
        <animation name="dieOneHand" length="0.958332">
        <animation name="dieShield" length="0.958336">
        <animation name="die_scaffolding" length="1">
        <animation name="fallUnconsciousOneHand" length="0.958336">
        <animation name="float" length="0.958336">
        <animation name="getUpBow" length="0.958336">
        <animation name="getUpImpact" length="0.916664">
        <animation name="getUpOneHand" length="0.958336">
        <animation name="ghostTalk" length="0.958336">
        <animation name="idle" length="0.958333">
        <animation name="idleBow" length="0.958332">
        <animation name="idlePole" length="0.958332">
        <animation name="idleScytheSkel" length="0">
        <animation name="idleShield" length="0.958336">
        <animation name="idleSitBarrel" length="0.958332">
        <animation name="idleSitChair" length="0.958332">
        <animation name="idleTwoHands" length="0.958333">
        <animation name="idleTwoHandsBlunt" length="1">
        <animation name="idleZombie" length="0">
        <animation name="impact" length="0.958328">
        <animation name="kneelDownPole" length="0.5">
        <animation name="kneelPole" length="0.5">
        <animation name="kneelUpPole" length="0.458332">
        <animation name="laugh" length="0.958332">
        <animation name="magicArrow" length="0.958333">
        <animation name="point" length="0.458332">
        <animation name="pointing" length="0">
        <animation name="priestMagicSmall" length="0.958334">
        <animation name="priestMagicStrong" length="0.958332">
        <animation name="raise" length="0.958332">
        <animation name="raiseSavage" length="1.95834">
        <animation name="rise" length="0.958336">
        <animation name="sadOneHand" length="0.958332">
        <animation name="sadPole" length="0.958336">
        <animation name="scratchOneHand" length="0.958332">
        <animation name="shake" length="0.958328">
        <animation name="showItemPole" length="0.958336">
        <animation name="shrugOneHand" length="0.958332">
        <animation name="sitExausted" length="0.958328">
        <animation name="specialAttackOneHand" length="0.916666">
        <animation name="specialAttackTwoHands" length="0.958334">
        <animation name="sweepStrikeOneHand" length="0.541667">
        <animation name="sweepStrikeTwoHands" length="0.958334">
        <animation name="swordMagic" length="0.958334">
        <animation name="talk" length="0.958332">
        <animation name="talkPole" length="0.958336">
        <animation name="throwDagger1" length="0.958336">
        <animation name="throwDagger2" length="0.958336">
        <animation name="throwDagger3" length="0.958336">
        <animation name="unconscious" length="0.0416641">
        <animation name="walkBow" length="0.958332">
        <animation name="walkOneHand" length="0.958333
        <animation name="walkPole" length="0.958336">
        <animation name="walkShield" length="0.958336">
        <animation name="walkTwoHands" length="0.958332">
        <animation name="walkTwoHandsHammer" length="0.958332">
        <animation name="walkUnarmed" length="0.958332">
        <animation name="warcry" length="0.958334">
        <animation name="zombieAttack1" length="1">
        <animation name="zombieWalk" length="0.791666">

Our Goblin skeleton file has the following animations:

Code: [Select]
21:10:51: Exporting animations, count=36
21:10:51: Exporting animation: attack1
21:10:51: Exporting animation: attack2
21:10:51: Exporting animation: attackArmed1
21:10:51: Exporting animation: attackArmed2
21:10:51: Exporting animation: attackMagic1
21:10:51: Exporting animation: attackMagic2
21:10:51: Exporting animation: attackRanged1
21:10:51: Exporting animation: attackRide
21:10:51: Exporting animation: attackTwinBlades
21:10:51: Exporting animation: castMagicStrong
21:10:51: Exporting animation: castMagicWeak
21:10:51: Exporting animation: die
21:10:51: Exporting animation: dieRide
21:10:51: Exporting animation: goblinSpecial
21:10:51: Exporting animation: hammerAttack
21:10:51: Exporting animation: hammerBash
21:10:51: Exporting animation: hammerIdle
21:10:51: Exporting animation: hammerWalk
21:10:51: Exporting animation: idle1
21:10:51: Exporting animation: idle2
21:10:51: Exporting animation: idle3
21:10:51: Exporting animation: idleBerry
21:10:51: Exporting animation: idleRanged1
21:10:52: Exporting animation: idleRanged2
21:10:52: Exporting animation: idleRide
21:10:52: Exporting animation: idleRock
21:10:52: Exporting animation: idleTwinBlades
21:10:52: Exporting animation: ride
21:10:52: Exporting animation: showBow
21:10:52: Exporting animation: sweepStrike
21:10:52: Exporting animation: talk
21:10:52: Exporting animation: throw
21:10:52: Exporting animation: twinBladeJuggling
21:10:52: Exporting animation: walk
21:10:52: Exporting animation: walkRanged
21:10:52: Exporting animation: walkRock

It all depends on what you want to do. There is no naming scheme per se as we've customized all enemies. If you want to have an enemy that behaves like the goblin then you can just use the skeleton structure for the goblin, bind the vertexes and export him.
Logged

Skorpio on December 18, 2012, 03:08:38 PM
Reply #13

Skorpio

  • Newbie
  • *
  • Posts: 12
  • Karma: +0/-0
    • View Profile
Thanks Fusion. This is pretty interesting and you should probably turn your post into a sticky. I didn't expect the list to be so long. :) A standard skeleton for some Open Dungeons creatures would be practical, too, otherwise I'll always have to animate each model individually. However, many models are so different that a standard skeleton wouldn't work.
Logged