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Attention:
PEDs/Actors/Animations GTA:LC Citizens
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ModelingMan  |
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Crackalacking!

Group: Members
Joined: Jan 23, 2004



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| QUOTE (Craig Kostelecky @ Apr 11 2010, 22:17) | | Although ped conversion could be useless if ModelingMan can figure out his automation. |
About that, I think I may have posted this screenshot at the time I did it, but this demonstrates the conversion of Claude to VC purely through copying of the original data with a skeleton added. Obviously, rotations are off on certain parts of the body but this is due to me creating the bone matrix based upon the frames of the III model. The solution I've came to is to make a program which loads in III ped models, automates what I did by hand then allow the manual rotation of body parts (or if all the peds have the exact same rotation problems just automate the rotations).  Now cutscene actor heads... There's 2 solutions I can think of. Since VC doesn't contain the RenderWare functions for loading and using the .anm format then the solution is to either 1) recreate the neccesary RW functions or 2) convert the .anm to .ifp format. Weighing the pros and cons of both solutions, the first solution would be the most "authentic" in terms of using the same model as the ingame ped but with the cutscene head (attached through the more "authentic" way of using opcodes). With the help of a new plugin for IDA the process of recreating functions from assembly can go a bit quicker (the plugin generates C code from assembly; messy code, but is a better reference to work from than assembly). Since I'm eager to begin working on this I'll try and spare some time to start it. Craig's edit: they fixed the img tag, so that's all I changed This post has been edited by Craig Kostelecky on Monday, Apr 12 2010, 18:24
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ModelingMan  |
Posted: Tuesday, May 18 2010, 00:53
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Crackalacking!

Group: Members
Joined: Jan 23, 2004



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Today I've spent a considerable amount of time looking into using III ped models directly whilst still retaining compatibility with original VC peds. It seems very possible and not too complicated. There is alot of code that needs to be overidden but that's to be expected with such a hack.
The way it will work is by loading two ped ifp files (original VC one and a modified III one which has the extra animations necessary (bike, chainsaw, etc.)), then whenever an animation is to be played there will be a check on the model to see which type it is (VC or III) and play the appropriate animation. The extra animations which III doesn't have can be converted automatically.
There is more functionality which needs to be altered in order for this to work. There is a class in GTA called CPedIK which deals with things like aiming a gun, looking behind, etc. The way it does this in VC is by looking for specific bones on a model and applying transformations to them (e.g. "look behind" transforms the upper torso, neck and head). III does the same thing but to each body part. This class' methods in VC must be altered to also be compatible with III models. Again, whenever a CPedIK method is called there will be a check to see which type of model is being processed and the appropriate transformations will be made to the model.
There is probably more functionality which needs to be altered, that will be discovered along the way (when the game crashes that is).
Another thing to note is cutscenes. The original III cutscene .ifp files will be compatible and would of course have to be used if I manage to get all this working properly. Also the .anm files shouldn't be hard to get working also.
I reckon by the end of this week I should have some visible progress, but hopefully I'll get it done sooner.
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ModelingMan  |
Posted: Thursday, May 27 2010, 20:39
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Crackalacking!

Group: Members
Joined: Jan 23, 2004



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As I said, there are a few peds which have some glitches, I haven't listed them yet though. Also some of these automated peds actually look better than the current ones; manually rigging the III peds can have undesirable effects like disrupting the normals or deforming the original shape of the ped. So to answer your question, it's really up to yourself. I know you don't have much time on your hands to test them out so for now I'll say these peds are at beta stage until I solve what went wrong with some of them and fix them.
As for the XBOX version, yes it does have skeletal models. And you're right in saying they aren't directly compatible with VC. The geometry data in the DFFs is native to the XBOX, but luckily the XBOX has a subset of the D3D8 API, therefore not making it particularly difficult to convert the geometry to the generic DFF format for use on the PC. Someone already made an importer for 3dsmax I believe (think it might've been AK-73), but that would involve having to rig the models again. Automation is the more favourable approach and it does seem possible.
It's funny that this discussion about the XBOX version was brought up, I had borrowed the GTA trilogy from a friend last weekend and was going to try and convert the models as an unofficial mod for LC, but if they can be used officially that'd be great and as frank.s said they are of higher quality.
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