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[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 :
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)
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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.
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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.
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If you still have problems, if you want, you can PM the link to the files and I can take a look at them.
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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.
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I'm too lazy to make a new envmap, is there a default one ?
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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.
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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 ?
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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.
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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.
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Nice, I'm looking forward to the release.
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I'm almost done, I was importing in brg instead of bgra. I need to do the LOD thing now. Any material about it ?
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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!
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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.
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[Edit : message moved to the top of the topic]
Last edited by Leucha (01/10/11 09:01)
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Yay looks good. Wow i didnt realise how low detailed the original was ._.
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holy shit hax! This is amazing!
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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
Last edited by Coyote (11/01/10 08:11)
Does your blood burn when you kill? Mine does
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Being a greedy person... Can't wait to see more HD models from you! :-)
Awesome model!
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I got another problem. Whole Konoko's body is white except head and fists. Solution?
Does your blood burn when you kill? Mine does
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Works fine with me. Are you on MAC ?
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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."
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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.
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I'm on PC and I have the lastest AE version.
Does your blood burn when you kill? Mine does
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Nice! It looks very good!
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? It could be useful for people (like me) who wants to make new skins for this HD model in the future!
Last edited by TOCS (11/01/10 13:11)
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