ChangKhan Posted July 28, 2003 Author Share Posted July 28, 2003 Originally posted by ASk About the skeleton: The gla file clearly references the bone 'face'. This bone is missing in all the skeletons that were provided to us. Therefore, the resulting bone structure is clearly not the same as the one in gla (even with flattening of the hierarchy). What's wrong with the skeleton? It's not the same. It's different, it misses bones. James would know this better than I, but I think the "face" bone is kind of "created" somehow when it's compiled with carcass. If you guys could come up with a clear and concise list of questions, I'll see what I can do about getting answers from those who know. Link to comment Share on other sites More sharing options...
ChangKhan Posted July 28, 2003 Author Share Posted July 28, 2003 Originally posted by CortoCG 4-legged creatures' skellys are possible, or any kind of skelly. I actually introduced one dumb tentacle into an SP map =). The problem is, I couldn't create an appropriate AI behavior, or tags to make the new models inflict damage with more than one extremity. The best I could do is a fully scripted NPC, where I even controlled/tricked some anims via script, but eventually showed a flaw. About using Softimage EXP to make 3d content for JO or JA would be utopic, nevertheless AWESOME. That's one hell of a suggestion, better than any flaming posts about lack of support and blah blah blah. Hmm, yeah I can see how that can be a problem if you don't have access to the code. In JA, we do have a 4-legged creature, so maybe you could use that AI... it's fairly generic enough. Or, if you're doing this for MP, you can write your own AI for the creature (wouldn't be hard to do since you'd have example AI to work from). I've actually never heard about Softimage EXP, I'll ask around about that... Link to comment Share on other sites More sharing options...
RoxStar Posted July 28, 2003 Share Posted July 28, 2003 Originally posted by Emon A four year education at a decent school, and more experience in the field you are applying for than all the other canidates. Also have to hope Raven has a position open. Thanks. How do you know all of this? Link to comment Share on other sites More sharing options...
razorace Posted July 28, 2003 Share Posted July 28, 2003 Probably by reading the recruitment page on Raven's website. Link to comment Share on other sites More sharing options...
Emon Posted July 28, 2003 Share Posted July 28, 2003 Reading bios of Raven's employees, reading Raven's requirements, using logic, etc. Boinga boinga. Link to comment Share on other sites More sharing options...
Wudan Posted July 28, 2003 Share Posted July 28, 2003 Ken Hoekstra wrote an article about working in the game industry, it's eons beyond anything any of us lowly forum dwellers could tell you. But, Emon is very correct - but this is true of any JOB - you must be much much much better than any of the other candidates to be in serious contention for the job. Link to comment Share on other sites More sharing options...
Tito Posted July 28, 2003 Share Posted July 28, 2003 Here's a question for my team (RAJ PROJECT SITE): Will everything in the JA SP (like the main menu) be as easy to alter and change without any coding, as it was in JK2? In the Jk2 main menu, i know that you can change just about anything: The locations of the things, the colors, the sounds and graphics, heck i even found a way to switch the rotating Jk2Logo with a rotating Reborn (using Milkshape and Md3View)! PS: Say hi to Kenn from me, on behalf of RavenGames.com:) PS2: Dont mind the fancy talk on the site, it's just to look professional! Link to comment Share on other sites More sharing options...
CortoCG Posted July 28, 2003 Share Posted July 28, 2003 Make a 'Getting a Job at Raven' thread. Link to comment Share on other sites More sharing options...
Anakin Posted July 28, 2003 Share Posted July 28, 2003 SoftiImage EXP ( or Experiance) is available to order or you might find it on a 3D Mag or from Softimage website. Its good lots of tutorials on how to model animate etc etc. Link to comment Share on other sites More sharing options...
razorace Posted July 28, 2003 Share Posted July 28, 2003 Ok, let's try to stick on the topic of asking questions that haven't been asked before. We don't want to scare off ChangKhan with a bunch of lame side topics. Thank you. EDIT: I'm only speaking in a general sense. I'm not complaining about any particular person. Heck, this post is violating the above statement. Link to comment Share on other sites More sharing options...
Anakin Posted July 28, 2003 Share Posted July 28, 2003 Also right let me just a quick question, What is the proccess of creating a new animation with the files that James has supplied myself and ASk and I am using Softimage to create the new animation and export it to game? Link to comment Share on other sites More sharing options...
Emon Posted July 28, 2003 Share Posted July 28, 2003 Originally posted by Tito Will everything in the JA SP (like the main menu) be as easy to alter and change without any coding, as it was in JK2? ...duh... Link to comment Share on other sites More sharing options...
Tito Posted July 28, 2003 Share Posted July 28, 2003 Well, it's just that i checked the Elite Force 2 demo (which is also a heavy moddified Q3 engine) and there were MANY more files to alter if you wanted to change anything... Which isnt as simple as in Jk2, so i wanted to know if it would be as simple in JA, or more complicated! Link to comment Share on other sites More sharing options...
Wudan Posted July 28, 2003 Share Posted July 28, 2003 Elite Force 2 isn't ANYTHING like JA, and it isn't made by the same company. Raven's been playing with the Q3 engine since before Q3 was released, so ... I'm afraid there are MAJOR differences. - Back on topic - This topic has really changed from Mike pointing stuff out to us about JA into a QandA with Mike. I'd just like to take a moment to thank Mike for stopping by - he doesn't have to answer or attempt to answer the large number of lame questions here, but ... hey, sometimes the best ideas come from lame questions ... ! (ie, it's good to have an outside POV) Link to comment Share on other sites More sharing options...
razorace Posted July 28, 2003 Share Posted July 28, 2003 Yes, thank you Mike. Link to comment Share on other sites More sharing options...
CortoCG Posted July 28, 2003 Share Posted July 28, 2003 Originally posted by Anakin What is the proccess of creating a new animation with the files that James has supplied myself and ASk and I am using Softimage to create the new animation and export it to game? The .scn files you have are as usefull as the dotXSI files provided with the SDK. That was never the problem with making new animations nor merging a new humanoid gla with the existant _humanoid.gla. In other words: the .scn are useless still . Originally posted by ChangKhan[RAVEN] James would know this better than I, but I think the "face" bone is kind of "created" somehow when it's compiled with carcass. Believe us Mr. Gummelt, we tried everything. The'face' bone doesn't seem to be created on compiling time by carcass. That's the final link to solve this mergeable animations puzzle. Thanks in advance. Link to comment Share on other sites More sharing options...
Emon Posted July 29, 2003 Share Posted July 29, 2003 The face bone could be created with Carcass, but Corto and I figured that it would have to be hard coded, specifically for a specific humanoid skeleton, which I don't see making sense. Link to comment Share on other sites More sharing options...
CortoCG Posted July 29, 2003 Share Posted July 29, 2003 That's right boyos, I have a new test.gla with a flattened 72 bones humanoid skeleton. The bone order is almost as _humanoid.gla's order. The hierarchy is... EXACTLY THE SAME!!! I need Ask!!! I need help!!! Lol. Here's a concise request for you Mr. Gummelt: I need the exact .car file Raven used to compile the _humanoid.gla file and the command line parameters you used for that compilation. If you could send that file to cortomaltes@arnet.com.ar or at least post a download link for the .car file and a readme I will be more that happy. Btw. the tip about the flattened skeletons really helped us out Mr. Gummelt. Link to comment Share on other sites More sharing options...
ChangKhan Posted July 29, 2003 Author Share Posted July 29, 2003 Originally posted by Tito Here's a question for my team (RAJ PROJECT SITE): Will everything in the JA SP (like the main menu) be as easy to alter and change without any coding, as it was in JK2? In the Jk2 main menu, i know that you can change just about anything: The locations of the things, the colors, the sounds and graphics, heck i even found a way to switch the rotating Jk2Logo with a rotating Reborn (using Milkshape and Md3View)! PS: Say hi to Kenn from me, on behalf of RavenGames.com:) PS2: Dont mind the fancy talk on the site, it's just to look professional! Yes, I believe it should be pretty much as easy as in JK2, though we did make totally new menus (and more of them, as you can ask Bob Love, who didn't know quite hat he was getting himself into when he agreed to do our menu work for us... ) Link to comment Share on other sites More sharing options...
ChangKhan Posted July 29, 2003 Author Share Posted July 29, 2003 Originally posted by CortoCG That's right boyos, I have a new test.gla with a flattened 72 bones humanoid skeleton. The bone order is almost as _humanoid.gla's order. The hierarchy is... EXACTLY THE SAME!!! I need Ask!!! I need help!!! Lol. Here's a concise request for you Mr. Gummelt: I need the exact .car file Raven used to compile the _humanoid.gla file and the command line parameters you used for that compilation. If you could send that file to cortomaltes@arnet.com.ar or at least post a download link for the .car file and a readme I will be more that happy. Btw. the tip about the flattened skeletons really helped us out Mr. Gummelt. Well, I would have thought we would have released the _humanoid.car file, carcass and Assimilate, but I guess we didn't... I just checked our 2 tools releases and I don't see them in there. I'll do check that out tomorrow. Link to comment Share on other sites More sharing options...
CortoCG Posted July 29, 2003 Share Posted July 29, 2003 Ladies and gentlemen: my compiled test.gla containing the modified humanoid skeleton (by me) matches perfectly with _humanoid.gla in bone number, hierarchy and order. Now it's completely up to you Ask. Thanks for all the help Mike . Your presence here, and replies have been inspiring. Link to comment Share on other sites More sharing options...
ASk Posted July 29, 2003 Share Posted July 29, 2003 Btw Emon, to answer your IRC question, of why you need a face bone: 'face' has the Always Transform flag set, meaning that I am always able to set animations to it while other animations are playing. Therefore, I can add facial expressions while there are other animations. Since 'face' is parent to the facial bones (8 total), I can control them through 'face' during runtime. As for glaMerge, as soon as Corto wakes up, I will give him the needed tools to merge both gla files. (This step is actually the least complex, as long as the hierarchy is the same, the actual merging is already known to work, since Wudan already used my tool extensively when adding new animations using the GlaNeo tool). Buckle up, kids, you are in for one hell of a ride [edit] A proof why 'face' does not get added at compile time: Since part of the bone header is the bone name, and I doubt anything was wasted on dynamically generating the bone name (there are some crazy programs that dynamically generate all their used strings), it has to be a constant, therefore it has to appear in the hex dump of the exe file. Open it up with your favorite hex editor. Search for 'face', the only references you will find are 'surface'. Therefore, we can conclude that no string 'face' exists, and without it, no function that adds the bone exists [edit2] It is finally here! http://www.lucasforums.com/showthread.php?s=&threadid=107116 Please post all your questions about that method in that thread. This one should move to another subject Link to comment Share on other sites More sharing options...
emorog Posted July 31, 2003 Share Posted July 31, 2003 in MP #define MAX_SHADERS 16384 in SP #define MAX_SHADERS 8192 (we had to steal one bit for alpha sorting so the max had to be lowered.) misc_model and light entities were always thrown out first frame anyway. But having q3map2 remove them makes the bsp smaller and then the code won't even have to throw them out. Mini_Ents were just a side way to get ref-ent to the renderer without eating up all 1024 refents. now we've just increased the max refents to 2048, but the game ent limit is still 1024. (confusing? yes. the code was actually confusing the two limits so i fix that.) Originally posted by Emon Oh, damn. I didn't think of that part at all. What about shader limits? Especially with the advanced lighting features in Q3Map2, shader limit can be reached in no time. Well, at least Q3Map2 eliminates the misc_model and light entities from the map completely, that helps out tremendously. By the way, maybe you could tell me what mini entities are, no one else seems to know... #define MAX_ENTITIES 1023 // can't be increased without changing drawsurf bit packing #define MAX_MINI_ENTITIES 1024 From the comments, it seems like we can't change the entities, but we can the mini entities? What are mini entities? Link to comment Share on other sites More sharing options...
emorog Posted July 31, 2003 Share Posted July 31, 2003 the "face" bone is prensent in one of the .xsi files. (one of the talk_* i think.) carcass sees this as a new bone and synthesises the bone in all other anims. so it only has to be present in ONE .xsi file for it to work. there no special treatment for _humanoid in carcass. Originally posted by Emon The face bone could be created with Carcass, but Corto and I figured that it would have to be hard coded, specifically for a specific humanoid skeleton, which I don't see making sense. Link to comment Share on other sites More sharing options...
ASk Posted July 31, 2003 Share Posted July 31, 2003 Correction: my merger does not care what the bone order is, it just reorders the data according to gla header bone order. The problem is, none of the XSI we were given contained a face bone (root.xsi did not, and the JK2_humanoid_skeleton.scn / JK2_humanoid_skeleton2.scn) did not contain it either. So we recreated it according to the data in the _humanoid.gla Link to comment Share on other sites More sharing options...
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