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16  Modifications / 3D Scenery Models / Re: Portrait meshes on: February 25, 2018, 09:20:44 PM
I'm going to start looking into modifying texture memory for the mouth movements
17  Warhammer Dark Omen Community / News / Re: Merry Christmas and Happy New Year on: January 14, 2018, 01:33:50 PM
Merry Christmas, belated Smiley
18  Modifications / 3D Scenery Models / Re: Portrait meshes on: December 20, 2017, 10:31:34 PM
I'm doing an implementation of these heads in Unreal Engine, using 3ds max  Smiley
19  Modifications / 3D Scenery Models / Re: Portrait meshes on: November 30, 2017, 02:54:03 AM
I've worked out SEQ files  Smiley, here's a quick look at
what they do:

0.seq is used by all characters(in talkie scenes) and 126.seq,
and 0.key

126.seq is for mouth movement, these are the only three files needed for most cutscenes, could
be all. in-game characters use other files(like orcs on level 2)

SEQ files contain lists of keyframes,
a keyframe is a state a character(like Burnheartd) can be in.

The second byte in a SEQ file is the number of keyframes in the first
animation set, 0F in 0.SEQ
Code:
0F==15 frames,
each frame is 4 bytes so: 15*4 bytes in the first animation set:

40 0F 05 01 00 00 03 04 14 07 03 00 24 17 05 00 00 00 05 00 00 00 05 01 00 00 03 04 14 09 03 04 14 07 03 04 28 04 05 00 00 00 05 00 00 00 05 01 00 00 03 04 0F 00 02 00 00 00 08 00 00 00 0F 0A 02 00 00

Each animation set is defined by a number(length in frames) such as
0F or 0B, and there are something like
28 sets in 0.SEQ, this number occurs after each previous set

types are:
"zero five" entries:
05 01 00 00 - eyes texture open(01 for open)
05 00 00 00 - eyes closed(00 for closed)

"zero three" entries:
these are for head and body rotation
03 04 14 07 - tell character to rotate to key 7 in 0.key
03 04 XX 02 - rotate to key 2 in 0.key
03 04 XX 07 - XX is an acceleration value, greater values cause rotation to be slower

the second byte is almost always 04, or 00, I haven't worked out what it does.
If the third byte XX is 0(0 acceleration), no rotation will occur for that key frame.

"zero A" entries:
0A 02 00 00 - causes mouth to start talking, audio+animation, using 126.SEQ

"zero 6" entries:
these are for mouth
*they only occur in 126.SEQ file like I said, that file is for mouth
06 11 00 00 - oow mouth
06 06 01 00 00 - mouth state
06 02 00 00 - mouth state
06 10 00 00 - mouth state

"zero 8" entries:
These are found at the end of each animation set:
08 00 00 00
they seem to cause that particular set to loop if that set was started.

"zero 2" entries:
02 00 00 00
These are also found at the end of an animation set like 08, I haven't worked out what they do.

That's most of the different keyframe types.

Each animation set is defined by a number of frames in
that set, e.g. 0F for the first, 07 for the second, 0B 3rd if you
look at "0.SEQ":
Code:
40 0F 05 01 00 00 03 04 14 07 03 04 14 04 05 00 00 00 05 00 00 00 05 01 00 00 03 04 14 09 03 04 14 07 03 04 28 04 05 00 00 00 05 00 00 00 05 01 00 00 03 04 0F 00 02 00 00 00 08 00 00 00 07 0A 02 00 00 03 04 0A 05 03 00 0F 04 03 04 0A 01 03 04 0A 02 02 00 00 00 08 00 00 00 0B 0A 02 00 00 03 04 14 03 03 04 0F 04 05 00 00 00 05 01 00 00 03 04 14 05 03 04 14 06 03 04 0A 01 03 04 0A 04 02 00 00 00 08 00 00 00

 Smiley
20  Modifications / 3D Scenery Models / Re: Portrait meshes on: November 19, 2017, 07:52:47 PM
To anyone who's interested, I have found out a bit more about .key files,
with help from aqrit's db code

.KEY files appear(Pretty sure) to contain a list of keyframes, which are just a rotation for the
head and a rotation for the body.
each keyframe is a struct that is 12 bytes,

the first byte of a .key file is the number of keyframes in the file(e.g. 64 frames in 0.KEY)

//the second bytes for each rotation has more effect,
//e.g. something like 0-275 degrees while the first
//has a lesser 0-85, not sure exactly


For example:
Code:
struct BODYHEAD{
    //12 bytes
    //Body rotation
    0x00    signed char body_rotation_x1; // a rotation value around x axis
    0x01    signed char body_rotation_x2; // a greater rotation value around x axis
    0x02    signed char body_rotation_y1; // a rotation value around y axis
    0x03    signed char body_rotation_y2; // a greater rotation value around y axis
    0x04    signed char body_rotation_z1; // a rotation value around z axis
    0x05    signed char body_rotation_z2; // a greater rotation value around z axis
    //Head rotation
    0x06    signed char head_rotation_x1; // a rotation value around x axis
    0x07    signed char head_rotation_x2; // a greater rotation value around x axis
    0x08    signed char head_rotation_y1; // a rotation value around y axis
    0x09    signed char head_rotation_y2; // a greater rotation value around y axis
    0x0A    signed char head_rotation_z1; // a rotation value around z axis
    0x0B    signed char head_rotation_z2; // a greater rotation value around z axis
}

.SEQ files then choose the order of these keyframes to create different animations for
each of the characters, I'm working on figuring them out

doug
21  Modifications / 3D Scenery Models / Re: Portrait meshes on: November 15, 2017, 04:25:34 PM
haha, Morgan Burnheart's flying about  Grin
22  Modifications / 3D Scenery Models / Re: Portrait meshes on: November 15, 2017, 04:09:53 PM
good Smiley I'm trying this out now
23  Modifications / 3D Scenery Models / Re: Portrait meshes on: November 15, 2017, 03:01:11 PM
Alright, thanks.
24  Modifications / 3D Scenery Models / Re: Portrait meshes on: November 15, 2017, 02:31:46 PM
Do you know if morphing animation is used Olly?

actually changing vertices I mean,

in any of the heads
25  Modifications / 3D Scenery Models / Re: Portrait meshes on: November 15, 2017, 02:05:09 PM
Really good work, I'll run some tests today myself using this

to better understand seq files,

thankyou  Smiley
26  The Remake Project / General Suggestions / Re: Dark Omen Reborn on: January 16, 2017, 12:27:39 AM
thanks
27  The Remake Project / General Suggestions / Re: Dark Omen Reborn on: January 15, 2017, 11:59:48 PM
looking good, I'm a programmer/3d artist, I'd like to be a part of the
cinematic or programming side of things, I started something
a while ago with a sequel in mind using DirectX 9 but DirectX 9 is a little old
now I think.

if I can help at all let me know,
sound_of_solos@hotmail.com

dougie
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