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#1 2015-04-15 18:45:42

melkior
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From: Sacramento, CA
Registered: 2015-04-08
Posts: 52
Website

Melkior's Work Log

Hello,

Going to use this thread over time to discuss things I'm working on.

4/15/2015

Currently investigating the pipeline for 3d models and animated model formats in the irrlicht engine we use.  I'm  working on a first prototype 3D model that I'll be using in this research in part because the source model wasn't immediately available for the models we have right now - and also in part because of the models we have right now are pretty low quality over all so it was worth maybe getting a better quality model started in the game. 


For this I just randomly chose to work on a Wolf.

Concept sketch:
wolf concept sketch


3D Model - the neck/head area still looks off from the sketch so I plan to work on it more:
wolf model

Once the mesh is complete I'll start trying to do exports in Blender for .x and .b3d formats to see if both work equally well ; then I'll do some animations and re-test.

Last edited by melkior (2015-04-15 20:56:48)

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#2 2015-04-15 19:12:54

darkrose
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Registered: 2013-10-05
Posts: 743

Re: Melkior's Work Log

IRC wrote:

<Menche> it... doesn't look like a cow  \o/

That is an awesome looking wolf, I'm looking forward to seeing this progress.


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#3 2015-04-18 03:46:29

melkior
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From: Sacramento, CA
Registered: 2015-04-08
Posts: 52
Website

Re: Melkior's Work Log

Attempted to get him in game tonight by replacing the original wolf files ;however after about 40 minutes of trying to find a wolf spawned in game I have not seen it yet.

Tried creative mode and there doesn't really seem to be anything implemented to spawn mobs.

Not sure how to approach checking the model at this point and out of time for the evening; pro tips from others are welcome ;-)

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#4 2015-04-18 05:03:07

Menche
Code Turtle
From: United States
Registered: 2013-10-09
Posts: 120

Re: Melkior's Work Log

Make sure that Aggressive creatures are enabled, in the drop-down menu under "Advanced Settings", and wait for nightfall. Wolves are not rare ☺. Aggressives are off by default in when Creative mode is selected.


I use a Vultr VPS (shameless referrer link).

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#5 2015-04-18 20:26:27

melkior
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From: Sacramento, CA
Registered: 2015-04-08
Posts: 52
Website

Re: Melkior's Work Log

Thanks Menche, still not seeing them in those conditions so I must have something wrong, at least I can use that info to try to test more efficiently though!

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#6 2015-04-18 20:33:48

Menche
Code Turtle
From: United States
Registered: 2013-10-09
Posts: 120

Re: Melkior's Work Log

We really do need some method of manual mob spawning.


I use a Vultr VPS (shameless referrer link).

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#7 2015-04-19 04:54:46

darkrose
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Registered: 2013-10-05
Posts: 743

Re: Melkior's Work Log

They should spawn on long wildgrass, you may need to wait a bit for some to grow.


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#8 2015-04-25 17:17:53

melkior
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From: Sacramento, CA
Registered: 2015-04-08
Posts: 52
Website

Re: Melkior's Work Log

Hello,

Just a minor update from me. I've come down with a very bad cold and have a sinus infection as a result. Its been really tough to sleep with the sinus drain and I'm exhausted so really I have no focus whatsoever.  Despite that I was able to tweak the wolf model further so that he looks a little bit 'beefier'

wolf model update

I was also able to take a first pass texture painting on him.  I'm not sure how this will look in game as previously discussed I'm still working on figuring out how to see him. I suspect its possible that my scale may be off by a large magnitude ; as if it was the wolf may be so large you cant see it or likewise so small you cant see it.  Without a reference model to be able to check against I'll just have to play with this further -- but only after I've cleared this cold and my head is clearer.

wolf paint test

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#9 2015-04-25 18:58:04

darkrose
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Registered: 2013-10-05
Posts: 743

Re: Melkior's Work Log

This looked awesome before you textured it, it just keeps getting better. smile

Ok so wolves spawn on long wildgrass at night, with latest :next (and soon 1504.00) you'll hear a howl when a wolf spawns.
For sizing, a mapnode (block) is 10.0 x 10.0 x 10.0 units in size, but mobs can be scaled in the content definition in content_mob.cpp.


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#10 2015-04-25 21:44:23

melkior
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From: Sacramento, CA
Registered: 2015-04-08
Posts: 52
Website

Re: Melkior's Work Log

Oh funny stuff - so I replaced the Doe model with the wolf ; since there are so many of those and bingo it worked!

small wolf in game

he is a little small ; but he looks happy to be in game! :-)

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#11 2015-05-09 16:01:44

melkior
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From: Sacramento, CA
Registered: 2015-04-08
Posts: 52
Website

Re: Melkior's Work Log

Since I was able to get the deer/doe model working as a test I decided to change directions for now and re-do that model instead.

So I made a deer model and have now replaced the current deer in game.  Next I need to research what animations are expected and animate it better.

deer1.jpg

I'm not sure if I like the ears, they are obviously low poly like the rest of the body but it seems like it might be worth a few more polygons to make them more rounded? It just depends if we want a more blocky or organic style.

deer2.jpg

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#12 2015-05-10 07:30:05

darkrose
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Registered: 2013-10-05
Posts: 743

Re: Melkior's Work Log

This is pretty, there was much "ooh"ing on irc when you first posted it.
I don't mind the shape of the ears, but they almost look not quite attached? or maybe that's just the shape causing that effect?
In any case, this is rather awesome smile could maybe do with being shrunk down a bit though? (in-world scaling a block is 1 cubic metre - or yard, it's arguable).
For animations, mobs currently only have "move", "stand", and "attack"; and attack's not used by doe. Stand could probably be something like "graze" for a doe. There's no death animation or such, but that's mostly because none of the current models have an animation for that.

Keep up the good work, it's really great!


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#13 2015-05-22 03:45:49

melkior
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From: Sacramento, CA
Registered: 2015-04-08
Posts: 52
Website

Re: Melkior's Work Log

Hi darkrose, thanks for the feedback on the model.

When it comes to scale I'm having a hard time.

In Blender3D and Silo 3D I can make a cube that is 1.0 units big and import it in to Unity 3D and its exactly the size I expect.

The wolf that I first posted here is about 1.0 units big (just a little bit longer but about 1.0 high).

When I got him in game though he looks like a tiny wolf puppy.

So the scale that I have in my modelling programs -- does match some game engines but its not matching the scale were using in Voxelands/irrlicht engine.

Now to me .. the deer looked pretty good scale?  But I trust your judgement of course its too big as you know the game better than I.

Its not clear to me though what 1 unit scale in Voxelands actually represents as of this time.

This is fairly critical though because I need that scale to do my animations properly.  Sometimes when you scale animations they mess up -- and I'd have to redo them.

It is hypothetically possible we could scale the model with animations in game engine and it would be fine; but I don't know that yet - its fairly dependent on factors I'm not familiar with in this engine.


In other news my day job (a java software shop) is working on shipping a major   .X version and I'm in slam mode .. so unfortunately what time I have left I have to allocate to my primary project The Rise of Dagon right now as this is a side project for me.

I'll definitely keep needling away at it ; if we happen to find the original source models in .3ds or .obj format that might help me at least scale by reference - if so let me know I'll set some time aside to check it out.

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#14 2015-05-31 21:20:09

melkior
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From: Sacramento, CA
Registered: 2015-04-08
Posts: 52
Website

Re: Melkior's Work Log

Okay I have scaled the deer down a bit so it fits inside one cube .. hopefully this is what your looking for scale wise?

deersmaller.jpg

If this is good I'll start creating the skeleton and animation this week?

edit: also fixed the ears!

Last edited by melkior (2015-05-31 22:35:46)

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#15 2015-06-01 06:54:15

darkrose
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Registered: 2013-10-05
Posts: 743

Re: Melkior's Work Log

Heh, it doesn't have to fit inside a single cube (look at sharks, they're about 3 metres long), about halfway between this and what you had seems about right. Also, not sure if you noticed or not, but the doe model is currently scaled to 80% in-game (src/content_mob.cpp line 380), you might want to get rid of that when checking sizing; if you haven't already. At the current size, getting rid of that scaling might make it about right actually.

Yey, fixed ears!

I'm currently rewritting map meshgen for more detail, better performance, and better lighting, combined with your models this will really bring the game graphics to a whole new level.

Keep up the good work, when you can, it's really appreciated!


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#16 2015-06-01 15:08:26

melkior
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From: Sacramento, CA
Registered: 2015-04-08
Posts: 52
Website

Re: Melkior's Work Log

Ah okay thanks for the tip on scaling -- I remembered you had said that some scaling was or could be done but your right messing with that first might be better.

Hypothetically we could have some random variation in the scaling of mobs within reason to make things just a tad more interesting too smile

Roger will do -- we are beginning a two week regression period at work after code freeze that typically involves lots of testing and RC candidates before we ship so they'll keep me quite busy but I'm getting excited to see this get in game so hopfeully keep momentum on it.

That's cool to hear about the graphic improvements - should definitely make a really nice overall effect with all the work thats being done!

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#17 2015-06-23 04:30:37

melkior
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From: Sacramento, CA
Registered: 2015-04-08
Posts: 52
Website

Re: Melkior's Work Log

Hello - just a quick update here.


I was able to get a .b3d exporter for Blender 3D that appears to work.  This is big news (for me) because rigging and animating in Blender 3D is significantly easier than in Milkshape 3D!

I have been able to export from Blender 3d  and gotten it to wiggle about a bit - there's something just a bit off so I'm working on figuring that out but I believe as soon as my work calms down it should be fairly short order that I'll have it sorted out!

If things go well we will ship our release on the 23rd (tomorrow). Fingers crossed!

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#18 2015-06-23 06:51:10

darkrose
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Posts: 743

Re: Melkior's Work Log

Cool, good luck!

They don't have to be .b3d btw, if you've a preferred format that irrlicht supports you can use that, would just require editing of content_mob.cpp to point it at the right model file.

You might also be interested in adding some thoughts to a pad we started on rpg elements:
https://etherpad.fr/p/voxelands


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#19 2015-06-23 21:10:32

melkior
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From: Sacramento, CA
Registered: 2015-04-08
Posts: 52
Website

Re: Melkior's Work Log

darkrose ,

yes .. the two format's that appeared to be acceptable and supported were .x and .b3d

I was concerned the .b3d would not have a modern Blender exporter - but it does - so I tried it out and all is good.

I think .x (as I mentioned before) is probably the better forward facing format for us so I'll test that out next time I do an export; I was just doing .b3d since I knew we had that working in the current framework.

Thanks for the link I'll review and comment!

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#20 2015-06-24 02:36:28

melkior
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From: Sacramento, CA
Registered: 2015-04-08
Posts: 52
Website

Re: Melkior's Work Log

Great news -- I was able to get the .x exporter working with animation this evening.

Had to get all the correct export settings .. this thread on irrlicht forums was helpful:  http://irrlicht.sourceforge.net/forum/v … =1&t=49222

So here we have a very basic walk animation shot , if you scroll back and compare the legs they are positioned differently than the initial model shots I posted before:

deer3.jpg

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#21 2015-06-24 07:48:56

darkrose
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Posts: 743

Re: Melkior's Work Log

General consensus is "whoah" and "wow" so keep up the good work, we're all looking forward to seeing these in-game.

Btw, is your wieldring background a different colour to normal? it looks lighter.


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#22 2015-06-24 13:51:56

melkior
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From: Sacramento, CA
Registered: 2015-04-08
Posts: 52
Website

Re: Melkior's Work Log

Thanks!  Animations will be wrapped up over the next few days and then I can submit this one and move on to the next smile

No nothing special on the wieldring .. I was in an area under some trees to the surrounding background is a tad darker than it might otherwise have been?

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#23 2015-06-28 23:53:02

melkior
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From: Sacramento, CA
Registered: 2015-04-08
Posts: 52
Website

Re: Melkior's Work Log

I'm ready to commit changes but unable to get them to go in with errors:

git -c diff.mnemonicprefix=false -c core.quotepath=false push -v --tags origin next:next
POST git-receive-pack (320543 bytes)

remote: GitLab: You are not allowed to push code to this project.[K

Pushing to https://gitlab.com/voxelands/voxelands.git
To https://gitlab.com/voxelands/voxelands.git
 = [up to date]      1311.00 -> 1311.00
 = [up to date]      1311.01 -> 1311.01

 = [up to date]      1403.00 -> 1403.00
 = [up to date]      v1309.00 -> v1309.00
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 = [up to date]      v1411.01 -> v1411.01
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 = [up to date]      v1503.00 -> v1503.00
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 = [up to date]      v1505.01 -> v1505.01
 ! [remote rejected] next -> next (pre-receive hook declined)
error: failed to push some refs to 'https://gitlab.com/voxelands/voxelands.git'

Completed with errors, see above.

Did some googling and it suggested a git pull --rebase might work but it didn't .. will have to keep working on it.

Other googling suggests I may need some additional permissions on the repo to commit , unclear if that can be the case or not -- it appears to be a public project but obviously I'm not in control of the permissions

darkrose - any chance you can review permissions?

My username is  erebusman on Gitlab

Last edited by melkior (2015-06-29 01:41:31)

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#24 2015-06-29 01:52:53

melkior
Member
From: Sacramento, CA
Registered: 2015-04-08
Posts: 52
Website

Re: Melkior's Work Log

So .. unfortunately I can't commit (see above) but I have finished the new deer/doe model.

As you probably know I'm contributing what I consider to be "part-time"  as I have a primary project The Rise of Dagon, and I had some updates and commitments to make on that this weekend as well!  But it went so well and so quickly I ended up making a nice video update with my primary project and still had time to do extra work on Voxelands!

So while the Doe is ready ... there's another model also ready and that is the Stag!

Check out these shots:

stag2.jpg

And the doe and the stag together in game!

stag2.png

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#25 2015-06-29 03:12:25

Menche
Code Turtle
From: United States
Registered: 2013-10-09
Posts: 120

Re: Melkior's Work Log

Only darkrose has write access to the main git repo; the usual workflow is for a developer to create and push to a personal repository on gitlab and submit a pull request.

Also, yay! Awesome!


I use a Vultr VPS (shameless referrer link).

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