Customized Items Project RELEASE!!!
Finally i still get the model/animation importer exporter for .ebm and .ech files inside Cabal Online,
This open the posibilty of:
Made New Atack Animations
Made New Weapons
Made New Sets
Made New Pets or Vehicles
Made new Npc
Made New Mobs like Boses or Normal Mobs.
in 15 days more i start post the advances of this, for now i checking abouth effects sprites part.
To open treadh i post here the first one Item i release free for all. Remember post how looks in your servers.:thumbup1:
Link: 2h_bld_00_t2.rar
Remember say Thanks for more future free items.
http://www.mediafire.com/conv/c6bda8...39b75b786g.jpg
http://www.mediafire.com/conv/cb3e7e...aac69bef6g.jpg
Enjoy and interested people are welcome.
Re: Customized Items Project RELEASE!!!
Re: Customized Items Project RELEASE!!!
Made New Atack Animations - Hard made
Made New Weapons - it easy to made
Made New Sets - Hard made + animation set
Made New Pets or Vehicles - Hard made + animation set
Made new Npc - Hard made + animation set
Made New Mobs like Boses or Normal Mobs. - Normal made + animation set
Re: Customized Items Project RELEASE!!!
Quote:
Originally Posted by
GODSKIN
Made New Atack Animations - Hard made
Made New Weapons - it easy to made
Made New Sets - Hard made + animation set
Made New Pets or Vehicles - Hard made + animation set
Made new Npc - Hard made + animation set
Made New Mobs like Boses or Normal Mobs. - Normal made + animation set
Yes my friend all its really hardcoded, i mean made Sets its Hard, this happend because the bones, things like Weapons dont need bones in all games are autoajusted to base bone that its why the Yamachi program run with OBJ (no-bones) files, btw viewing how hard its this format i understand the greath Job Yamachi made with their program :thumbup1:,sets its diferent coz need be skined to specific bones areas, well the importer for models and animatios with bones (Pets, Sets, Vehicles, etc) its ready and i get the original bones, my people its now working in reverse only.
man4.ech imported from file + bones: :ott1:
http://www.mediafire.com/conv/450540...12f5cbbc6g.jpg
Made New Sets - Hard made + animation set? sets dont need u made animations all sets works perfect with existing animations, this its basic rule in skining, u only need skeleton original like this i show u.
Re: Customized Items Project RELEASE!!!
Nice model, atleast from what i see by the sword.
Curious if you ripped the model from another game if so what game?
Re: Customized Items Project RELEASE!!!
Quote:
Originally Posted by
Pseudonyms
Nice model, atleast from what i see by the sword.
Curious if you ripped the model from another game if so what game?
that weapons are from Aion
Re: Customized Items Project RELEASE!!!
Quote:
Originally Posted by
RIMBROS
Yes my friend all its really hardcoded, i mean made Sets its Hard, this happend because the bones, things like Weapons dont need bones in all games are autoajusted to base bone that its why the Yamachi program run with OBJ (no-bones) files, btw viewing how hard its this format i understand the greath Job Yamachi made with their program :thumbup1:,sets its diferent coz need be skined to specific bones areas, well the importer for models and animatios with bones (Pets, Sets, Vehicles, etc) its ready and i get the original bones, my people its now working in reverse only.
man4.ech imported from file + bones: :ott1:
http://www.mediafire.com/conv/450540...12f5cbbc6g.jpg
Made New Sets - Hard made + animation set? sets dont need u made animations all sets works perfect with existing animations, this its basic rule in skining, u only need skeleton original like this i show u.
You are kinda wrong in the aspect of why weapons work correctly without the usage of bones. When a game is made there is always a "base" model used, in which all weapons, clothing, etc, are based around. In the GunZ section our base model has all our varieties of weapons (including swords, smgs, rocket launchers, you name it) and they are then linked to the hand bone. Linking a bone makes it follow the same bath as that bone during the animation process. The engine then usually uses a naming structure (or an XML structure) depending on the game, telling it to follow the same path as the linked weapon inside the base mesh. (E.G. base mesh is named "woman01.obj -> woman01.obj has weapon named eq_weapon_sword inside of it -> the game tells every sword that it must follow the same path as eq_weapon_sword inside of woman01.obj)
The reasoning I point this out is because if the linking was simply hard coded, specific rotation of a weapon or handheld item would not work correctly for all weapons, that is why it is left inside the mesh rather than in coded form (important if you decide to continue to work in game design).
As for the reasoning why skinned models work with your normal animations it is simply due to the fact that animations and meshes are completely different. Animation simply tell this bone to translate, rotate, or scale "x" amount, and then the skin modifier links the bones to the vertices effected. Since the skin modifier contains the same bones as the other models in the game, they are effected in the same way, thus moving with the current animations.
Re: Customized Items Project RELEASE!!!
Quote:
Originally Posted by
Wucas
You are kinda wrong in the aspect of why weapons work correctly without the usage of bones. When a game is made there is always a "base" model used, in which all weapons, clothing, etc, are based around. In the GunZ section our base model has all our varieties of weapons (including swords, smgs, rocket launchers, you name it) and they are then linked to the hand bone. Linking a bone makes it follow the same bath as that bone during the animation process. The engine then usually uses a naming structure (or an XML structure) depending on the game, telling it to follow the same path as the linked weapon inside the base mesh. (E.G. base mesh is named "woman01.obj -> woman01.obj has weapon named eq_weapon_sword inside of it -> the game tells every sword that it must follow the same path as eq_weapon_sword inside of woman01.obj)
The reasoning I point this out is because if the linking was simply hard coded, specific rotation of a weapon or handheld item would not work correctly for all weapons, that is why it is left inside the mesh rather than in coded form (important if you decide to continue to work in game design).
As for the reasoning why skinned models work with your normal animations it is simply due to the fact that animations and meshes are completely different. Animation simply tell this bone to translate, rotate, or scale "x" amount, and then the skin modifier links the bones to the vertices effected. Since the skin modifier contains the same bones as the other models in the game, they are effected in the same way, thus moving with the current animations.
I think i not explain u fine or u miserustandme, If i tell Weapons dont need bones in all games i talking abouth exporting, of course a weapon need be atached to base bone i already tell are autoajusted (linked in your words) to base bone (Hand bone in your words but its not a rule to hand bone all time only take a view of Tantra or Ran online weapons base bones for weapons).
The explanation abouth how animations affect vertex (model points strcuture) coz animation move bones (vertex atached to bones too) its very refreshing for beginers.
Re: Customized Items Project RELEASE!!!
Friends the advance its good now, its true all its hardcoded but not imposible, for now the Importer its refined and now can load Skeleton fully from mobs also, Meshes, Weights and Animations.
http://www.youtube.com/watch?v=A2V8o...ature=youtu.be
I post advances lather.
Problem i have now its with .ech, .ech doesnt look really diferent from .ebm only something bites in header, but i need put .ebm items inside of .ech structure, somebody try help me with 010 editor but i see this doesnt works a this time, the importer supports .ech but in files with 70MB or more crash because the size of the file, i can impot .ech of 7MB or 30MB also, problem now its extract .ech meshes container since people only extract and edit Textures, or convert .ebm to .ech format and load in game, this can be fine also, but i dont know abouth Cabal Configs. ONE FRIENDLI HAND CAN BE GOOD ON THIS.
Re: Customized Items Project RELEASE!!!
cool! i hope you can add more weapons from aion
Re: Customized Items Project RELEASE!!!
Quote:
Originally Posted by
RIMBROS
Friends the advance its good now, its true all its hardcoded but not imposible, for now the Importer its refined and now can load Skeleton fully from mobs also, Meshes, Weights and Animations.
http://www.youtube.com/watch?v=A2V8ob5k_E4&feature=youtu.be
I post advances lather.
Problem i have now its with .ech, .ech doesnt look really diferent from .ebm only something bites in header, but i need put .ebm items inside of .ech structure, somebody try help me with 010 editor but i see this doesnt works a this time, the importer supports .ech but in files with 70MB or more crash because the size of the file, i can impot .ech of 7MB or 30MB also, problem now its extract .ech meshes container since people only extract and edit Textures, or convert .ebm to .ech format and load in game, this can be fine also, but i dont know abouth Cabal Configs. ONE FRIENDLI HAND CAN BE GOOD ON THIS.
..well i like these mobs, when u will able to release it my friend xD
Quote:
Originally Posted by
ErasedHead
cool! i hope you can add more weapons from aion
..well dude your in the wrong section of the game dude, this is not AION Section, xD this is CABAL Section for god sakes. Try here dude
AION Section
Re: Customized Items Project RELEASE!!!
Quote:
Originally Posted by
xDefused
..well dude your in the wrong section of the game dude, this is not AION Section, xD this is CABAL Section for god sakes. Try here dude
AION Section
You can add any weapon, doesn't matter aion or cabal :)
I think ErasedHead want, that RIMBROS add more aion weapons in Cabal, if i am right.
Greetz
Re: Customized Items Project RELEASE!!!
Olá RIMBROS ^^
I liked its initiative, and it very desire much Congratulations.
I wanted to ask for an aid to it that will be interesting for the forum. It tries to create the Esculdo of Captain America in EBM:
http://img641.imageshack.us/img641/1939/semttuloyhu.png
I found this image in the site: :: ARENA :: | CABAL ONLINE
It creates please fastest possible…
Thanks a lot and Congratulations ^^
5 Attachment(s)
Re: Customized Items Project RELEASE!!!
Re: Customized Items Project RELEASE!!!
Idk , he dont need shared tool , he is my patner in dev cabal phoenyx ! he can post one weapons and armor in the future :))
Shield of the captain american VERY NICE xD