Oni Central Forum

A forum for the Oni community

You are not logged in.

#1 10/25/10 10:10

Leucha
Member
From: France
Registered: 09/20/10

Konoko HD

[Update 01/10/2011 : Release of v1.1]

The 1.1 update is up on Mod Depot.

Release notes :

-Tweaked textures
-Added the HD head on every outfit of Konoko.

Download page :

Oni Mod Depot : Konoko HD 1.1


comparisons.png


The archive is ready to be used with the AE, just unzip it in the packages directory and install it with the AE Installer.
Some infos :

~15 000 triangles
-each textures are 256x256, except the neck and the fist, who are 128x128

Expected bugs :


-Due to the use of the original model of Konoko as a LOD, UVs should be inconsistants between LODs

To Do :

-Optimize the mesh (a lot can be done)
-Make one or two LODs

Thanks to EdT who helped me with some exporting issues.




[Very first message, I keep it for archiving purposes]So, here is the topic for my improved Konoko in TCTF armor suit model.

I've managed to get it in-game, with textures and all, and even packaged for AE, but I'm experiencing pivot centers problems (she looks like Rayman lol). Each part seems to be oriented well, but they turn from a bad center. Though I matched meshes and their centers with the original model of Konoko, in the default pose. Maybe there are some tricks I forgot in the wiki tutorial.

Thus, I'm working with 3ds Max, then maybe exporting in COLLADA erases needed informations ?

Last edited by Iritscen (04/01/13 06:04)

Offline

#2 10/25/10 11:10

EdT
Moderator
From: Los Angeles, CA
Registered: 01/13/07
Website

Re: Konoko HD

Did you check the rotation of each body part?

When you export a model from Oni, it may look folded up.  At that stage all the body parts have a rotation of 0 on the X, Y, Z axis.

Offline

#3 10/25/10 11:10

Leucha
Member
From: France
Registered: 09/20/10

Re: Konoko HD

I think it's good concerning orientations. The first trial, she was completly fucked up in game, I didn't put the right orientation at that time, then I changed it to match with the diagram in the wiki, and it was a bit better.

No, I think it's something like centers positions relative to world origin, I made some test in that direction.

Offline

#4 10/25/10 12:10

EdT
Moderator
From: Los Angeles, CA
Registered: 01/13/07
Website

Re: Konoko HD

If you still have problems, if you want, you can PM the link to the files and I can take a look at them.

Offline

#5 10/25/10 13:10

TOCS
Member
From: Denmark
Registered: 04/04/07

Re: Konoko HD

It's great to see your project making progress! I'll definitely try it out, if you're going release it!
Hope you'll get around the problems somehow, keep up the nice work. smile

Offline

#6 10/27/10 14:10

Leucha
Member
From: France
Registered: 09/20/10

Re: Konoko HD

I'm too lazy to make a new envmap, is there a default one ?

Offline

#7 10/27/10 14:10

TOCS
Member
From: Denmark
Registered: 04/04/07

Re: Konoko HD

There are quite a few, konokoface, konokoarmor, strikerarmor etc. the one most commonly used is strikerarmor. They're all viewable textures, so you might wanna take a look before you pick one. smile

Offline

#8 10/28/10 03:10

Leucha
Member
From: France
Registered: 09/20/10

Re: Konoko HD

Concerning envmaps, is the alpha channel of my textures used as a mask ? I made some trial as if, and I get odd things, even with making a negative when I though I inverted colors. If it is, are medium values (shades of gray) managed ?

Offline

#9 10/28/10 04:10

TOCS
Member
From: Denmark
Registered: 04/04/07

Re: Konoko HD

Yes, the alpha channel is used for the reflection mask. The formats RGBA4444 and RGBA5551 seems only to recognize the huge difference between 0 - 256 - so it won't matter if you only add a slight gray color, it will still appear as if the texture had full reflection.

I've only experimented a little with the new RGBA32 format (engine patch), and I think you can scale between white and black to get the effect you want - but you'll need a modded Oni.exe, which can be found here in one of my older threads, or you can manually edit the file yourself.

I'm not the one to decide how you're going to do this, but I highly suggest the RGBA32, as the reflective textures (envmap) will come out much better looking.

Offline

#10 10/28/10 05:10

Leucha
Member
From: France
Registered: 09/20/10

Re: Konoko HD

TOCS wrote:

I'm not the one to decide how you're going to do this, but I highly suggest the RGBA32, as the reflective textures (envmap) will come out much better looking.


yep, I already figured it out.

Offline

#11 10/28/10 13:10

TOCS
Member
From: Denmark
Registered: 04/04/07

Re: Konoko HD

Nice, I'm looking forward to the release. smile

Offline

#12 10/29/10 05:10

Leucha
Member
From: France
Registered: 09/20/10

Re: Konoko HD

I'm almost done, I was importing in brg instead of bgra. I need to do the LOD thing now. Any material about it ?

Offline

#13 10/29/10 05:10

Iritscen
Moderator
From: NC, USA
Registered: 10/22/07

Re: Konoko HD

Well, you probably noticed this article already.  I remember that when I was importing a model of mine, I started by exporting an existing TRBS file as XML.  Then you just edit the names of the LOD models (notice that Oni usually doesn't have 5 separate LOD models, it re-uses 2 or 3 models) and re-import.  Not sure if that answers your question, though.


Check out the Anniversary Edition Seven at ae.oni2.net!

Offline

#14 10/29/10 10:10

EdT
Moderator
From: Los Angeles, CA
Registered: 01/13/07
Website

Re: Konoko HD

You will need to create a TRBSKonokoHD.xml file and have the following contents:

<?xml version="1.0" encoding="utf-8"?>
<Oni Version="0.9.52.0">
<Instance id="0" type="TRBS">
         <Elements>
             <Link>TRBSKonokoHD_low.dae</Link>
             <Link>TRBSlKonokoHD_med.dae</Link>
             <Link>TRBSKonokoHD.dae</Link>
             <Link>TRBSKonokoHD.dae</Link>
             <Link>TRBSKonokoHD.dae</Link>
         </Elements>
     </Instance>
</Oni>

To export the LODs from an existing model, go to this page http://wiki.oni2.net/User_talk:Neo and download the latest OniSplit and follow the commands on that page.

Offline

#15 11/01/10 06:11

Leucha
Member
From: France
Registered: 09/20/10

Re: Konoko HD

[Edit : message moved to the top of the topic]

Last edited by Leucha (01/10/11 09:01)

Offline

#16 11/01/10 07:11

Stevinlewis
Member
From: Singapore
Registered: 03/25/09

Re: Konoko HD

Yay looks good. Wow i didnt realise how low detailed the original was ._.

Offline

#17 11/01/10 08:11

Dirk Gently
Member
From: Boston, MA
Registered: 06/12/09
Website

Re: Konoko HD

holy shit hax! This is amazing!

Offline

#18 11/01/10 08:11

Coyote
Member
From: Paradise
Registered: 07/03/07

Re: Konoko HD

Wow, unbelievable. She's beautiful.

I love her hair.

Too bad I can't download your package at the moment. I got this message:
"The file you are trying to access is temporarily unavailable."

edit: ok problem solved! see you in game big_smile

Last edited by Coyote (11/01/10 08:11)


Does your blood burn when you kill? Mine does

Offline

#19 11/01/10 08:11

EdT
Moderator
From: Los Angeles, CA
Registered: 01/13/07
Website

Re: Konoko HD

Being a greedy person...  Can't wait to see more HD models from you! :-)

Awesome model!

Offline

#20 11/01/10 08:11

Coyote
Member
From: Paradise
Registered: 07/03/07

Re: Konoko HD

I got another problem. Whole Konoko's body is white except head and fists. Solution?


Does your blood burn when you kill? Mine does

Offline

#21 11/01/10 10:11

Leucha
Member
From: France
Registered: 09/20/10

Re: Konoko HD

Works fine with me. Are you on MAC ?

Offline

#22 11/01/10 10:11

Loser
Member
From: somewhere in da Czech Republic
Registered: 01/14/07

Re: Konoko HD

Her eyes are too wide open and "innocent", as if she was a teenage girl who just saw her idol.
Other than that, epic win. Especially details such as folds on thighs.
You got +1 for that.

Last edited by Loser (11/01/10 11:11)


"I am just a mere reflection of what I would be."

Offline

#23 11/01/10 11:11

EdT
Moderator
From: Los Angeles, CA
Registered: 01/13/07
Website

Re: Konoko HD

The issue with the white body is that RGB32A is not supported in all the engines.

Coyote: If you are on the PC, be sure to use the Oni program that came with the latest AE, that has the patch to support RGB32A which Leucha used on with KonokoHD.

If you are on the MAC, we have limited support for RGB32A.  We need to swap a few channels to get it to look right.  When I have some time, I will make a Mac version of Konoko HD.

Offline

#24 11/01/10 11:11

Coyote
Member
From: Paradise
Registered: 07/03/07

Re: Konoko HD

I'm on PC and I have the lastest AE version.


Does your blood burn when you kill? Mine does

Offline

#25 11/01/10 12:11

TOCS
Member
From: Denmark
Registered: 04/04/07

Re: Konoko HD

Nice! It looks very good! smile

Try using the 'TXMPenvksface' for her hair texture, it adds a more purple reflectivity - like the original.

EDIT: Also, is there a way you could possibly release the textures as .tga .png or whatever? big_smile It could be useful for people (like me) who wants to make new skins for this HD model in the future! tongue

Last edited by TOCS (11/01/10 13:11)

Offline

Board footer

Powered by FluxBB