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Re: GMDX Art Thread

Posted: Sat Nov 26, 2016 10:39 pm
by Bogie
Finished. Fully Textured. Tell me if you see any problems.
Image
Image

Also, sorry if I'm being really inconsistent wit some of the textures (Texture around the lens, eye part, ect.)

Re: GMDX Art Thread

Posted: Sat Nov 26, 2016 11:16 pm
by Bogie
Fixed the textures and size of goggles.
Image
Image
On an unrelated note, random aug sounds I made.
https://puu.sh/svwhA/e0c629a923.wav
https://puu.sh/svwgz/7bdb01f6c7.wav

Re: GMDX Art Thread

Posted: Sun Nov 27, 2016 12:29 am
by KlauZ
How did you fix UVmap? It looks like the same glitching as i have in my cabinet model.
Also you missed the strap texture, stripes should be vertical.

Re: GMDX Art Thread

Posted: Sun Nov 27, 2016 1:38 am
by Bogie
By fixed the textures, I meant make them closer to the original. I have no idea how to fix the UV map error. Something to do with mirroring the model maybe?
EDIT: Check the import flags.

Re: GMDX Art Thread

Posted: Sun Nov 27, 2016 2:28 am
by Bogie
Final model. Fully textured.
Image
Image
Image

https://puu.sh/svFma/64a6a33837.obj
Texture:
Image

Re: GMDX Art Thread

Posted: Sun Nov 27, 2016 4:34 am
by Cybernetic pig
Looking good! One more development if you don't mind: hi-res STC3 skin. Primarily so we can have the backside look good too, as remember you get a good close-up look at it from that angle when it is held in your hand. The strap could use more polys too to come off more natural but nonetheless it's looking like an improvement over vanilla.

Updating Tech Goggles to "in development by Bogie" status. Comes out of development when the files are successfully imported and on my hard drive.

Re: GMDX Art Thread

Posted: Sun Nov 27, 2016 4:59 am
by Bogie
I'll try to do a texture. The size is 128 x 128.
Edit: Nevermind. I assume you want something around 1024 x 1024.

Re: GMDX Art Thread

Posted: Sun Nov 27, 2016 6:44 am
by Salk
A correction to be made to New Vision. The sign outside the UNATCO HQ in Liberty Island has a misspelling error: "IISLAND".

It was reported in 2012 and never fixed: http://s907.photobucket.com/user/rolati ... d.jpg.html

Re: GMDX Art Thread

Posted: Sun Nov 27, 2016 11:00 am
by Cybernetic pig
Bogie wrote:I'll try to do a texture. The size is 128 x 128.
Edit: Nevermind. I assume you want something around 1024 x 1024.
Well, 256x256 may be enough. It's only a small mesh after all.
Salk wrote:A correction to be made to New Vision. The sign outside the UNATCO HQ in Liberty Island has a misspelling error: "IISLAND".

It was reported in 2012 and never fixed: http://s907.photobucket.com/user/rolati ... d.jpg.html
Added to the list.

Re: GMDX Art Thread

Posted: Mon Nov 28, 2016 12:14 am
by KippyDX
Hello everyone, I'm working on a few tweaks to HDTP assets. However, this is my first time working in UE1 and I'm running into some trouble importing correctly.
The two issues:

1. Barrel mesh needs double-sided polys

2. Textures aren't making it through the compile process, yet they are visible in Unreal Editor when I load the package

Image

I suspect the issue is my configuration of the .uc file, but after multiple changes I haven't made progress.
There is a good amount of documentation for me to go over again, but if anyone has pointers on these it would be appreciated.

Re: GMDX Art Thread

Posted: Mon Nov 28, 2016 2:03 am
by Bogie
Could you post the UC file (In text)?

Re: GMDX Art Thread

Posted: Mon Nov 28, 2016 10:11 am
by Cybernetic pig
If someone, anyone has contact with the ex-HDTP developers, please send them a message regarding the UVMapping import error/importing meshes in general. Kick up a fuss.
This is likely the last chance Deus Ex will have for being graphically enhanced faithfully and consistently in an organized fashion.

Re: GMDX Art Thread

Posted: Mon Nov 28, 2016 11:22 am
by KlauZ
Barrel mesh needs double-sided polys
What program are you using? So far it seems the only way is to use 3dmax and assign material named TWOSIDED.
Textures aren't making it through the compile process, yet they are visible in Unreal Editor when I load the package
Most likely specs aren't correct. it should 8-bit, pcx and color-palleted. Yeah and some mistake in UC also possible.

Re: GMDX Art Thread

Posted: Mon Nov 28, 2016 7:00 pm
by KippyDX
KlauZ wrote: What program are you using? So far it seems the only way is to use 3dmax and assign material named TWOSIDED.
Awesome, this worked. I'm using Blender and exporting as .3ds.
KlauZ wrote: Most likely specs aren't correct. it should 8-bit, pcx and color-palleted. Yeah and some mistake in UC also possible.
I've double-checked and the specs looks correct. To be absolutely sure, I have temporarily swapped my textures with the originals. Getting the same results, however.

Here's the .uc:

Code: Select all

class BarrelFire2016 extends Containers;

#exec MESH IMPORT MESH=HDTPBarrelFire2016 ANIVFILE=Models\BarrelFire_a.3d DATAFILE=Models\BarrelFire_d.3d X=0 Y=0 Z=0
#exec MESH ORIGIN MESH=HDTPBarrelFire2016 X=0 Y=0 Z=0

#exec MESH SEQUENCE MESH=HDTPBarrelFire2016 SEQ=All STARTFRAME=0 NUMFRAMES=1 RATE=30 GROUP=None
#exec MESH SEQUENCE MESH=HDTPBarrelFire2016 SEQ=Still STARTFRAME=0 NUMFRAMES=1 RATE=30 GROUP=None

#exec MESHMAP NEW   MESHMAP=HDTPBarrelFire2016 MESH=HDTPBarrelFire2016
#exec MESHMAP SCALE MESHMAP=HDTPBarrelFire2016 X=0.00390625 Y=0.00390625 Z=0.00390625

#exec TEXTURE IMPORT NAME=BarrelFire1 FILE=Models\BarrelFire1.pcx GROUP=Skins // barrel, TWOSIDED
#exec MESHMAP SETTEXTURE MESHMAP=HDTPBarrelFire2016 NUM=1 TEXTURE=BarrelFire1
#exec TEXTURE IMPORT NAME=BarrelFire2 FILE=Models\BarrelFire2.pcx GROUP=Skins // logs, SKIN000001
#exec MESHMAP SETTEXTURE MESHMAP=HDTPBarrelFire2016 NUM=2 TEXTURE=BarrelFire2
#exec TEXTURE IMPORT NAME=BarrelFire3 FILE=Models\BarrelFire2.pcx GROUP=Skins // dirt, SKIN000002
#exec MESHMAP SETTEXTURE MESHMAP=HDTPBarrelFire2016 NUM=3 TEXTURE=BarrelFire3
#exec TEXTURE IMPORT NAME=BarrelFire4 FILE=Models\BarrelFire3.pcx GROUP=Skins // fire, SKIN000003
//#exec OBJ LOAD FILE=HDTPanim // fire animation
//#exec MESHMAP SETTEXTURE MESHMAP=HDTPBarrelFire2016 NUM=4 TEXTURE=HDTPanim.BarrelFire2016.BarrelFire0001

defaultproperties
{
	bCanBeBase=True
	ItemName="this barrel on fire"
	Mesh=HDTPBarrelFire2016
	CollisionRadius=20
	CollisionHeight=29
	Mass=260
	Buoyancy=270
}
Last texture commented out intentionally.

Re: GMDX Art Thread

Posted: Mon Nov 28, 2016 8:37 pm
by Cybernetic pig
Have you used the 3ds2de (3ds max to deus ex) conversion program? Which is also likely what causes UVmapping to break, but there you go.

Hmm, check your package name: "models". Same package name gmdx uses. You're likely confusing the engine by referencing two packages of the same name. Try changing the package name and your import lines accordingly.