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Topic: Portrait meshes (Read 147870 times)
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olly
Global Spokesperson
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Posts: 2300
Re: Portrait meshes
«
Reply #15 on:
February 22, 2015, 11:58:38 PM »
Just testing some Dark Elf helmets with a DOE Head ->
DarkElfHead&Helmet.jpg
(88.87 KB. 625x580 - viewed 1146 times.)
«
Last Edit: March 01, 2015, 12:21:24 PM by olly
»
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and back in Nuln, the ageing Graf Berhardt smiled his secret smile of pride whenever he heard the latest tales of his eldest son's ever growing chain of glorious victories -(sothr manual)
thelastarmada
Night Goblin Archer
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Posts: 23
Re: Portrait meshes
«
Reply #16 on:
February 23, 2015, 11:18:34 AM »
That makes me moist.
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olly
Global Spokesperson
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Re: Portrait meshes
«
Reply #17 on:
March 01, 2015, 12:21:53 PM »
DarkElfhelmetInGameTalking.jpg
(86.04 KB. 640x480 - viewed 1048 times.)
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and back in Nuln, the ageing Graf Berhardt smiled his secret smile of pride whenever he heard the latest tales of his eldest son's ever growing chain of glorious victories -(sothr manual)
cuthalion
Campaign Creator
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Posts: 385
Re: Portrait meshes
«
Reply #18 on:
April 27, 2015, 04:20:03 PM »
This is incredible!
I mean, I may never find time to learn all the stuff about graphical modding, but if you explain to me how I use _all_ DO heads I will be very greatful. I have plans for a wood elf campaign and would gladly use elf king, countess, Altdorf's green mage (what was his name?) and other heads in battles and also substitute Morgan's head in campaign talks.
And if Olly or someone throws me a couple of custom elvish heads made of Elrod and/or Galed, I will swoon in extasy )
pretty please with sugar on top
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illidan
Developer
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Posts: 298
Re: Portrait meshes
«
Reply #19 on:
April 27, 2015, 05:41:31 PM »
Quote from: cuthalion on April 27, 2015, 04:20:03 PM
This is incredible!
I mean, I may never find time to learn all the stuff about graphical modding, but if you explain to me how I use _all_ DO heads I will be very greatful. I have plans for a wood elf campaign and would gladly use elf king, countess, Altdorf's green mage (what was his name?) and other heads in battles and also substitute Morgan's head in campaign talks.
And if Olly or someone throws me a couple of custom elvish heads made of Elrod and/or Galed, I will swoon in extasy )
pretty please with sugar on top
i dont have 3d model for wood elves head but
i have all extracted bmp from age of wonder 1 and 2
http://www.mediafire.com/download/k6znauhidz9unia/aow+wood+elves+sprite+sheet.rar
wood elf druid.jpg
(16.59 KB, 703x647 - viewed 990 times.)
«
Last Edit: April 27, 2015, 06:10:01 PM by illidan
»
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olly
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Re: Portrait meshes
«
Reply #20 on:
April 28, 2015, 08:27:58 PM »
Nice and the 3d heads should be easy enough to do soon.
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and back in Nuln, the ageing Graf Berhardt smiled his secret smile of pride whenever he heard the latest tales of his eldest son's ever growing chain of glorious victories -(sothr manual)
cuthalion
Campaign Creator
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Posts: 385
Re: Portrait meshes
«
Reply #21 on:
April 28, 2015, 11:16:59 PM »
Could you remind me how to use existing 3d heads for my units? Such heads as elf king, green wizard and others?
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olly
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Re: Portrait meshes
«
Reply #22 on:
June 27, 2015, 11:35:58 PM »
Beta Guide -> Adding new Custom Head Orion into Wood Elves Mod as xslot Potrait 00 in its PLYR_ALL.ARM and each Mercenary Army File such as B101MRC.ARM
Copy an original Dark Omen Graphics Portraits folder into the Wood Elves mod Graphics folder and read about the Head Database structure here->
http://wiki.dark-omen.org/do/DO/Heads.db
1) Create a trace.txt in C:\Program Files (x86)\Dark Omen\PRG_ENG that will record all files and their path locations as the game is being played. Edit whmtg.txt to replace Morgan's Head with Orion's head (id=130) in the talking head cut scenes and play the game, to allow trace.txt to display which head and textures are used for Orion.
Orion uses head 28.m3d Vampiress head VC_HEAD.tga according to this list ->
http://forum.dark-omen.org/3d-scenery-models/portrait-meshes-t1227.0.html;msg12704#msg12704
So create a new Texture folder in C:\Program Files (x86)\Dark Omen\Graphics\PORTRAIT\Meshes and copy VA_HEAD.BMP and rename to VC_HEAD.tga to allow Blender to successfully import 28.m3d. With Blender's UV mapping, replace the VC_HEAD.tga texture with a renamed copy of OR_HEAD.bmp called ON_HEAD.bmp in C:\Program Files (x86)\Dark Omen\Graphics\PORTRAIT\Textures so we are using our own new custom texture. Save the Blender file as ON.blend and export as ON.m3d back into C:\Program Files (x86)\Dark Omen\Graphics\PORTRAIT\Meshes and make a copy of it named 64.m3d and paste into the Wood Elves Portrait Meshes folder.
Make more new textures called ON_HEADI, ON_DEATH, ON_BITS, ON_BITSI and ON_BODY based on original OR_ .bmp files (add blood for injured and Death textures) and paste them also into Wood Elves Portrait Textures C:\Program Files (x86)\Dark Omen\Mods\Wood Elves\Graphics\PORTRAIT\Textures
2) With the new Head and textures ready, edit Wood Elves Portrait Script HEADS.DB in a HEX Editor like HxD. Increase the 1st byte 3F by 1 in HEX so = 40 (64 in decimal as there were 63 (3F) originals).
HeadsDBAddNewBlock.jpg
(27.44 KB. 620x105 - viewed 973 times.)
3) Copy the block that starts with OR and ends at NG and paste it at the end of the file. Now we have copied another Orion Head into the database, change the new OR to ON and the 3rd byte to 06 for animation sequence and then copy the section of the MB block and overwrite the last section of the ON block after the mouth and eyes position blocks
Morgan
MB...$..L(..<..........%...3...,....... 02 Body 13 Head 37 Neck 51 Sword 44 Shield
4D 42 06 01 00 24 1C 10 4C 28 06 0C 3C 02 00 00 00 0D 00 00 00 01 00 25 00 00 00 33 00 00 00 2C 00 04 00
00 00 00 00
New Orion
ON......J ..:..........%...3...,....... Could use 40 instead of 1C for 64 New Head 44 Shield
4F 4E 06 01 00 18 1A 14 4A 20 08 10 3A 02 00 00 00 1C 00 00 00 01 00 25 00 00 00 33 00 00 00 2C 00 04 00
00 00 00 00
Original Orion
OR0.....J ..:..........%...0..รพ....<... 28 Head 48 Staff
4F 52 30 01 00 18 1A 14 4A 20 08 10 3A 02 00 00 00 1C 00 00 00 01 00 25 00 00 00 30 00 00 FE 00 00 00 00
60TreeHorns
3C 00 00 00
HeaderBlockShield.jpg
(106.42 KB. 917x326 - viewed 968 times.)
4) Amend the Wood Elves Mod PLYR_ALL.ARM and every mercenary 1pbat MRC.ARM file in WH32Edit to set Morgan to use Portrait = xslot Portrait 00 which assigns new 64.m3d head (a renamed copy of ON.m3d that knows to use the new ON_HEAD.bmp texture - open .m3d file with notepad to see that Blender set it to use that texture). The modified Database Heads.DB with its new Head ON block contains data to set the animation type and Body and position of mouth & eyes textures.
OrionXSlotPortrait.jpg
(96.06 KB. 782x437 - viewed 978 times.)
*Or replace Morgan MB block with this new ON block in Heads.DB to save editing the cut scenes and leave army files to use Morgan Portrait instead which will now be Orion.*
New Orion Head Mod
https://www.dropbox.com/s/7ic9szgmmdl6311/DO%203d%20Head%20Mod.zip?dl=0
Orion.jpg
(160.37 KB. 634x456 - viewed 991 times.)
«
Last Edit: June 28, 2015, 06:41:25 PM by olly
»
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and back in Nuln, the ageing Graf Berhardt smiled his secret smile of pride whenever he heard the latest tales of his eldest son's ever growing chain of glorious victories -(sothr manual)
olly
Global Spokesperson
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Posts: 2300
Re: Portrait meshes
«
Reply #23 on:
June 28, 2015, 09:06:52 PM »
Now we have deciphered all Head.DB block bytes we found a fix for the Extra Heads Mod which is to give them all Animation & Seq = 06 01 the same as Morgan, to avoid the injured /death crashes. Also their textures needed tweaking for 3d using Irfan viewer (export colour palette of their original Head.bmp and import into their injured and death new .bmp files, so the black is not see through)
To test new 3d Head in Talking cutscene edit WHTMG.txt script and scroll half way down to change all the 0 for Morgan's Head to 63 for new Head ->
LABEL MP_TradingPost2
Speak 02 0 1 0 144 78 63 1 380 160
SetMusic "eerie9.fsm"
StopAllSFX 3 200
SpotAnim 0 0 318 60
SpeakNoWait 63
SpeakNoWait 1
Narrate 63 29 "MB001" 0 0
Narrate 1 18 "KZ001" 0 0
Narrate 63 6 "MB002" 0 0
Narrate 1 18 "KZ002" 0 0
Narrate 63 7 "MB003" 0 0
Narrate 1 25 "KZ003" 0 0
Narrate 63 26 "MB004" 0 0
END
Head63WHTMG.jpg
(121.69 KB. 640x480 - viewed 982 times.)
Interestingly Morgan (with new Orion Head) fled and lost the battle so appears injured on screen, we guess the head data for battle and cutscene is shared and is not reset after battle. Ghabry further mentioned you can also force an injured face. Remember Volkmar that mage with the green coat and that scene with book, afterwards he has an injured head. So will inspect that scene in WHTMG.txt
Dark Elves v Skaven coming soon!
HeadsB.jpg
(166.94 KB. 954x365 - viewed 989 times.)
«
Last Edit: October 26, 2015, 02:20:10 PM by olly
»
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and back in Nuln, the ageing Graf Berhardt smiled his secret smile of pride whenever he heard the latest tales of his eldest son's ever growing chain of glorious victories -(sothr manual)
olly
Global Spokesperson
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Posts: 2300
Re: Portrait meshes
«
Reply #24 on:
November 07, 2015, 02:03:08 PM »
Working on adding all Shadow of the Horned Rat Dwarfs into Dark Omen, starting with Gotrek to fight the new Skaven, Dark Elves & Giant. It was a shame that his original portrait was only side on, as I had to piece him back together to face forwards.
GotrekInGame3.jpg
(150.75 KB. 639x681 - viewed 969 times.)
GotrekDeath.jpg
(152.21 KB. 640x480 - viewed 904 times.)
Gotrek9.jpg
(111.36 KB. 640x480 - viewed 961 times.)
«
Last Edit: November 08, 2015, 09:10:44 PM by olly
»
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and back in Nuln, the ageing Graf Berhardt smiled his secret smile of pride whenever he heard the latest tales of his eldest son's ever growing chain of glorious victories -(sothr manual)
cuthalion
Campaign Creator
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Posts: 385
Re: Portrait meshes
«
Reply #25 on:
November 07, 2015, 06:43:43 PM »
Good luck
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olly
Global Spokesperson
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Posts: 2300
Re: Portrait meshes
«
Reply #26 on:
November 09, 2015, 10:56:29 PM »
All Shadow of the Horned Rat Dwarfs to convert to Dark Omen ->
SOTHRDwarfs.jpg
(118.64 KB. 596x302 - viewed 995 times.)
1) Lord Ungrunn -King of
2) Grunti BigFoot - IronBreaker
3) Furgus Fragman - Hammers
4) Gotrek Gurnisson - Slayer
5) Engrol Goldtongue - Envoy
6) Kargan Ironfist - Gyrocoptor Pilot
7) Gromdal Orcbane - Crossbowmen
8 ) Dargrimm Firebeard - Warrior
9) Tron Harkon Skull Splitter - Warrior
10) Azguz Bloodfist - Warrior
DwarfSOTHR.jpg
(44.74 KB. 693x379 - viewed 876 times.)
Harkon and Gotrek speak with Lord Ungrunn
Dwarf3.jpg
(111.99 KB. 640x480 - viewed 896 times.)
Dwarf army list ->
http://forum.dark-omen.org/troops/warhammer-armies-dwarfs-t1331.0.html
«
Last Edit: November 26, 2015, 10:24:05 PM by olly
»
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and back in Nuln, the ageing Graf Berhardt smiled his secret smile of pride whenever he heard the latest tales of his eldest son's ever growing chain of glorious victories -(sothr manual)
cuthalion
Campaign Creator
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Posts: 385
Re: Portrait meshes
«
Reply #27 on:
November 10, 2015, 08:14:59 AM »
Tis awesome
When you think the heads are 100% ready - i.e. you are not able to improve them any further - share them and I will try to insert skaven and dwarven heads in my Wood Elf and Dwarf campaigns if I have not forgotten how to do it yet
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illidan
Developer
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Posts: 298
Re: Portrait meshes
«
Reply #28 on:
November 26, 2015, 02:52:52 PM »
funny pics for funny leader head
i found some funny head from age of womder 2 expecialy the dwarf one
Dwarf LOTR BFME.jpg for the dwarf crossbow
from this donwload link
http://aow2.heavengames.com/downloads/showfile.php?fileid=1115
portrait xbow.png
(90.93 KB, 180x219 - viewed 867 times.)
«
Last Edit: November 26, 2015, 02:58:14 PM by illidan
»
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olly
Global Spokesperson
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Posts: 2300
Re: Portrait meshes
«
Reply #29 on:
January 30, 2016, 11:48:16 PM »
3d Head Guide - Beta ->
https://www.dropbox.com/s/vxh829ex7rl5eed/DO%203d%20Head.zip?dl=0&preview=DO+3d+Head.zip
Just testing with Illidan and any others, then can improve guide and post YouTube vids. New 3d map modding guide next!
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and back in Nuln, the ageing Graf Berhardt smiled his secret smile of pride whenever he heard the latest tales of his eldest son's ever growing chain of glorious victories -(sothr manual)
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