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Author Topic: [Monsters] More Humanoid Monsters  (Read 324 times)

Online Phanjam

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[Monsters] More Humanoid Monsters
« on: July 06, 2017, 10:29:21 AM »
work-in-progress... ;)

« Last Edit: July 07, 2017, 07:01:50 AM by Phanjam »



Online Phanjam

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Re: [Monster] Orc
« Reply #1 on: July 07, 2017, 06:56:28 AM »
i was inspired by the "human enemies" mod to try and make more humanoid monsters.  So i already have some barbarians

Spoiler




then i thought "how about Orcs!"  As u can see i'll be working from the TL1 destro mesh (to minimize work needed :P ) i think i'll make 2 fighters and one boss/champ (BIG like Thrall!)

Also thinking about Dark Elves ;)

EDIT:
I'm having fun playing with the meshes :D but where i will need help is in how to set up the spawnclasses.  I would like the player to encounter these monsers as if they were part of the vanilla game. So enounter one-at-a-time and enconter in small groups / big groups, etc.
« Last Edit: July 07, 2017, 07:00:57 AM by Phanjam »



Online Phanjam

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Re: [Monsters] More Humanoid Monsters
« Reply #2 on: July 07, 2017, 10:38:38 AM »
more refinements on the orc model...



reference is Durotan from th WC movie...



next:
armor pieces
weightpainting
« Last Edit: July 07, 2017, 10:43:02 AM by Phanjam »



Offline Vkoslak

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Re: [Monsters] More Humanoid Monsters
« Reply #3 on: July 08, 2017, 12:55:39 AM »
Looks like fun.  And you don't have to create hundreds of armor pieces  :D

I've thought about making a few myself. But I'm not sure why anyone would download them as stand alone mods.

Maybe as part of some new area content?

Online Phanjam

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Re: [Monsters] More Humanoid Monsters
« Reply #4 on: July 08, 2017, 03:30:38 AM »
heyya @Vkoslak yeah i made / am making these to use in a second "human enemies" mod (the 1st being the one by JakFrost, wher he used purely models based on the hum_m and hum_f unaltered).

My plan is to use his same mechanics (with credit to him of course) but have all these new monsters in it too :D

And yes it is fun! I expect rigging problems tho lol



Offline Vkoslak

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Re: [Monsters] More Humanoid Monsters
« Reply #5 on: July 08, 2017, 04:14:41 AM »
What animations would you need? 

I might be able to help out with making new rigs/animations as long as were not talking about making everything the player character has.

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Re: [Monsters] More Humanoid Monsters
« Reply #6 on: July 08, 2017, 05:15:19 AM »
Whoah thanks for offering vkoslak!

 Im using the tl1 destro mesh as th base precisely so i wouldnt need to make anims :D since it has a complete set of anims to itself.

The trouble im anticipating is if the rigging will "take" on the new mesh bits im grafting on to th original. Its happened to me before itll work fine in ogre mesh viewer but will be out of sync in game :P
« Last Edit: July 08, 2017, 05:25:41 AM by Phanjam »



Online Phanjam

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Re: [Monsters] More Humanoid Monsters
« Reply #7 on: July 10, 2017, 12:46:47 PM »
Hey guys, when theres trouble exporting because of a bad bone, is it okay to just delete the bone from the list in "vertex groups"?



Offline Kva3imoda

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Re: [Monsters] More Humanoid Monsters
« Reply #8 on: July 10, 2017, 03:08:21 PM »
is it okay to just delete the bone from the list in "vertex groups"?
If this "vertex group" is empty - it is ok.

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Re: [Monsters] More Humanoid Monsters
« Reply #9 on: July 13, 2017, 01:51:20 PM »
Hey thank u Kva! Before i read ur reply i tried deleting all bad bones and i was able to export properly :D

But now its a new problem...



Ive been trying to solve it by trial & error but so far nothing has worked :(

Can u give me some tips pls?
« Last Edit: July 13, 2017, 01:53:47 PM by Phanjam »



Offline Vkoslak

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Re: [Monsters] More Humanoid Monsters
« Reply #10 on: July 14, 2017, 12:05:39 AM »
You have a vertex not assigned to a bone now.

In blender, edit the mesh. 

Go to the Data tab in the Properties  (looks like a triangle).

There is a section called "vertex groups". 

Make sure nothing is selected.

Now find the name of the bone you deleted in the vertex groups.

Press the "select" button. This will select any vertices assigned to that now missing bone.

Press the "remove" button. This will remove the vertex group.

Now find the group you want to assign it to. I guess if that is a TL1 skeleton, Bip_spine1 or something like that.
Then click the "assign" button.

Export and see if that works.

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Re: [Monsters] More Humanoid Monsters
« Reply #11 on: July 14, 2017, 04:34:05 AM »
Thanks so much Vkoslak! Will try it this lunch-break (1 hour to go lol).



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Re: [Monsters] More Humanoid Monsters
« Reply #12 on: July 14, 2017, 10:32:22 AM »
hmmm hey guys that vertex that's misbehaving is on the belt and that's a TL2 belt (from the zerker actually).

So i'm pretty sure it's looking for the front tasset bone, which i deleted because this model uses the TL1 destro skeleton which does not have any tasset bones (which i guess is why it wouldn't export before).

Im stuck because there aren't any tasset bones in the vertex groups list :( so i'm not sure how to move on to the "select" and remove" part.

Do i have to reimport/re-position the belt mesh and, instead of deleting the bone right away, do the "select" and "remove" first?

Thanks again!

EDIT

@Kva3imoda is that what u meant when u said "if the vertex group is empty"?
« Last Edit: July 14, 2017, 10:36:37 AM by Phanjam »



Online Phanjam

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Re: [Monsters] More Humanoid Monsters
« Reply #13 on: July 14, 2017, 11:50:02 AM »
AHAHAHAHA!!!

Spoiler

@Kva3imoda @Vkoslak Luckily i had an earlier saved blend file, so i was able to find those bones and re-assign their vertices to other bones in the .skeleton!

Thanks so much for helping me guys!

Now i will test it as a mesh replacement for the TL1 Destro and as a TL2 monster :D



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