SteelTalon
16th Apr 2004, 12:13 AM
Hello, before I make my post I must introduce myself as SteelTalon (ST), the BuF/mapping/modeling noob, so no flaming. =P
Now with that out of the way, we can discuss the matter at hand. Basically my objective is to port JC Denton from Deus Ex into UT99 using Advanced Model Support. If there is an extremely simple way to do that task (such as copy and pasting ;) ), as they are both Unreal Engine games, then I am not aware of it. However, I have come across the model and appropriate textures used on JC, and I have fooled around with those a bit. Now as a noob to all these "modeling" shenanigans I have quite a few questions already, so without further ado:
1. I have loaded the JC Denton model in Milkshape 3D. Great. I figured out how to get the basic male skeleton on the screen. Great. I have several questions once I get to this point.
a) How do I move the skeleton so it "sticks" to Denton's body? I have found multiple tutorials on this from our good friend Google, yet they always seem to skip over the steps I need. Would somebody mind detailing this to me (or giving me a good link)?
b) I've tried putting skins (skin-mapping) on Denton, but they do not align right at all. Keep in mind I have absolutely no idea what I'm doing and I'm not even sure if I need to do it at this point, but oh well. Anyway, I'm just trying to get the skinned Denton to show up in the 3d view in Milkshape (right now it's just the plain model with the skeleton obviously).
2. I've tried importing the stupid thing (yes, with skins all disaligned and skeleton unattached) to UT but the thing does not show up, even in a crappy looking state (I know somebody is thinking "no ****!"). I'm using UTSM (http://www.acordero.org/projects/utsm/index.htm) to import it. I have no idea what my problem is here so some insight would be appreciated providing you can understand my confusing explanation. ;)
3. A few more advanced questions (yeah, yeah, I know, get the basics first. do you think I care? ;P):
a) How do you implement multiple skins for the head for a model? Sure it sounds like a stupid question but I can't seem to get a straight answer (either that or I am just incredibly dumb and/or blind).
b) It is possible to make Denton's sunglasses shiny/reflective, right (pretty sure I read this somewhere)?
c) The skins for JC are segmented into weird sizes and into many parts (seemingly more than UT's skins). Would these skins work with the model or will they have to be modified in some way (resized, etc.)? For an example of the "weirdness", JC's sunglasses are two seperate textures from the model one for the frames and one for the lenses (probably because the glasses aren't just painted onto the model for obvious reasons) . I think you can do multiple layers or something but I just hope there isn't a limit. I think this article (http://home.ict.nl/~mweterin/unreal/tutorials/multiplematerials.html) may be relevant, or am I just getting lost here?
d) Since JC will be using the skeleton of "Male Soldier" or whatever, I assume his trenchcoat will look weird when he crouches, going through floors and stuff. How would I fix this, assuming this becomes a problem (yeah yeah "the model doesn't even work in the first place yet n00b" yada yada yada)?
BTW - Running UT v436, latest Milkshape, Photoshop 7. I've tried UnrealWiki, psychic_313's site and a few other sites (including some Milkshape tutorials) to no avail. Give me linkage if you've got the goods.
Ok, enough talking. That's all the questions I can remember about this for now, at any rate. I'd appreciate any help I could get. And of course, if somebody has already done it (as in JC in UT) can somebody please hook me up with the link to it? ;)
Now with that out of the way, we can discuss the matter at hand. Basically my objective is to port JC Denton from Deus Ex into UT99 using Advanced Model Support. If there is an extremely simple way to do that task (such as copy and pasting ;) ), as they are both Unreal Engine games, then I am not aware of it. However, I have come across the model and appropriate textures used on JC, and I have fooled around with those a bit. Now as a noob to all these "modeling" shenanigans I have quite a few questions already, so without further ado:
1. I have loaded the JC Denton model in Milkshape 3D. Great. I figured out how to get the basic male skeleton on the screen. Great. I have several questions once I get to this point.
a) How do I move the skeleton so it "sticks" to Denton's body? I have found multiple tutorials on this from our good friend Google, yet they always seem to skip over the steps I need. Would somebody mind detailing this to me (or giving me a good link)?
b) I've tried putting skins (skin-mapping) on Denton, but they do not align right at all. Keep in mind I have absolutely no idea what I'm doing and I'm not even sure if I need to do it at this point, but oh well. Anyway, I'm just trying to get the skinned Denton to show up in the 3d view in Milkshape (right now it's just the plain model with the skeleton obviously).
2. I've tried importing the stupid thing (yes, with skins all disaligned and skeleton unattached) to UT but the thing does not show up, even in a crappy looking state (I know somebody is thinking "no ****!"). I'm using UTSM (http://www.acordero.org/projects/utsm/index.htm) to import it. I have no idea what my problem is here so some insight would be appreciated providing you can understand my confusing explanation. ;)
3. A few more advanced questions (yeah, yeah, I know, get the basics first. do you think I care? ;P):
a) How do you implement multiple skins for the head for a model? Sure it sounds like a stupid question but I can't seem to get a straight answer (either that or I am just incredibly dumb and/or blind).
b) It is possible to make Denton's sunglasses shiny/reflective, right (pretty sure I read this somewhere)?
c) The skins for JC are segmented into weird sizes and into many parts (seemingly more than UT's skins). Would these skins work with the model or will they have to be modified in some way (resized, etc.)? For an example of the "weirdness", JC's sunglasses are two seperate textures from the model one for the frames and one for the lenses (probably because the glasses aren't just painted onto the model for obvious reasons) . I think you can do multiple layers or something but I just hope there isn't a limit. I think this article (http://home.ict.nl/~mweterin/unreal/tutorials/multiplematerials.html) may be relevant, or am I just getting lost here?
d) Since JC will be using the skeleton of "Male Soldier" or whatever, I assume his trenchcoat will look weird when he crouches, going through floors and stuff. How would I fix this, assuming this becomes a problem (yeah yeah "the model doesn't even work in the first place yet n00b" yada yada yada)?
BTW - Running UT v436, latest Milkshape, Photoshop 7. I've tried UnrealWiki, psychic_313's site and a few other sites (including some Milkshape tutorials) to no avail. Give me linkage if you've got the goods.
Ok, enough talking. That's all the questions I can remember about this for now, at any rate. I'd appreciate any help I could get. And of course, if somebody has already done it (as in JC in UT) can somebody please hook me up with the link to it? ;)