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Hyrule Conquest


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  On 20/07/2017 at 8:37 PM, The Undying Nephalim said:

cmd prompt got it to run, here's the Error it gave me:

kZh0HUK.jpg

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You probably run the Python 2.7 instead of 3.5 by the error text. To run exactly 3.5: add a full path to the python.exe in the cmd (i.e. C:\Python35\python.exe) or change the PATH environment variable to the newer Python's version.

Edited by vladislavbelov
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  On 20/07/2017 at 9:49 PM, stanislas69 said:

@The Undying Nephalim I wrote the script so I could probably modify it to read a whole folder. I haven't tried your daes yet I'll see if I have some time tomorrow. Sorry for the inconvenience. Before that script you'd have to do everything by hand.

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No worries, I'm really thankful for any help. I just feel like things get too tedious when cmnd prompt gets involved. :blush:

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  On 20/07/2017 at 9:50 PM, The Undying Nephalim said:

No worries, I'm really thankful for any help. I just feel like things get too tedious when cmnd prompt gets involved. :blush:

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Mmh what would be the way that's easiest for you to use ? I'm an half artist half programmer so I sometimes forget not everyone is ;)

I'm going to do my best so that you can achieve your goal hence making your followers happy and bringing some visibility to pyrogenesis. :)

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  On 20/07/2017 at 9:54 PM, stanislas69 said:

Mmh what would be the way that's easiest for you to use ? I'm an half artist half programmer so I sometimes forget not everyone is ;)

I'm going to do my best so that you can achieve your goal hence making your followers happy and bringing some visibility to pyrogenesis. :)

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I suspect the issues I'm running into are my dae files, and not the xml files or the python script. This is because I use Maya to export my animations as dae's and it might not be exporting them quite the same way that Blender does.

The most convenient method would be a tool that generates skeleton xml's like yours does.

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  On 20/07/2017 at 10:06 PM, Lion.Kanzen said:

How've many polygons you are using per unit?

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The close up higher poly versions are about 10,000. Medium range LOD's are 5000, long range LODs are 2000 or less.

Some of my larger monster units and bosses are about 20,000. This is why I think LOD's would be a good idea. ;)

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  On 20/07/2017 at 9:29 PM, vladislavbelov said:

You probably run the Python 2.7 instead of 3.5 by the error text.

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It may be also caused by single backslashes (instead of double ones) in the file path

  On 20/07/2017 at 9:32 PM, The Undying Nephalim said:

Or can someone maybe check the dae's I uploaded and see if they are the actual problem?

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The script generates the same bone_pelvis.xml for both of them

 

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  On 20/07/2017 at 10:26 PM, fcxSanya said:

It may be also caused by single backslashes (instead of double ones) in the file path

The script generates the same bone_pelvis.xml for both of them

 

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I'm an idiot, yeah not putting // was the problem. Looks like it converted to an xml just fine. Now to see if the animation shows up in the game...

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getting your skeleton generator will be a big step in modding this game, even my gate and pony models. One of the most annoying aspects of creating animated props is manually writing skeletons in. I'm thinking we could see some really nice flags, for one

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  On 21/07/2017 at 5:54 AM, LordGood said:

getting your skeleton generator will be a big step in modding this game, even my gate and pony models. One of the most annoying aspects of creating animated props is manually writing skeletons in. I'm thinking we could see some really nice flags, for one

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Technically though it works ^^ I used it for movement arrows. Maybe there is a subtitily I missed. Or maybe his skeleton name overwrites one of us.

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Yeah it seems no matter what I do my animations refuse to work at all. The same error in Atlas:

"Exception caught while parsing a COLLADA document from file".

I've tried exporting my animations as DAE's from both Maya and Blender and still this problem.

 

 

hyl_knight_tpose1.dae

HTW_biped_charge1.dae

Edited by The Undying Nephalim
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The engine can't support multiple objects, loose polygons, materials, or AO maps on animated meshes. Also the only animations supported by the engine seem to be location and rotation modifiers attached to the skeleton. Also the animated skeleton NEEDS to have a model attached for the animation to load for some odd reason

made new animated meshes myself, super annoying I know

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  On 21/07/2017 at 5:54 AM, LordGood said:

getting your skeleton generator will be a big step in modding this game, even my gate and pony models. One of the most annoying aspects of creating animated props is manually writing skeletons in. I'm thinking we could see some really nice flags, for one

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It'd be good to have it in Atlas or Actor Editor instead of using command line tools. Which are not really familiar to artists.

Or another way: I made few simple plugins for Blender and it's easy enough to create. So we could create a plugin for it too. Another profit, plugins for blender are mostly written on Python, so it'd be easy to add it. So artist even doesn't need to open Actor Editor/Atlas Import/Command line tools.

Edited by vladislavbelov
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  On 21/07/2017 at 8:32 AM, LordGood said:

The engine can't support multiple objects, loose polygons, materials, or AO maps on animated meshes. Also the only animations supported by the engine seem to be location and rotation modifiers attached to the skeleton. Also the animated skeleton NEEDS to have a model attached for the animation to load for some odd reason

made new animated meshes myself, super annoying I know

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I only have one mesh object, welded polygons, no materials, and no ambient occlusions on my animated skeleton. :(

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  On 21/07/2017 at 5:35 PM, LordGood said:

Have your skeleton file for the hyrule knight?

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Here's the skeleton.xml:

  Reveal hidden contents

And the actor.xml:

  Reveal hidden contents

 

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Okay, so I'm not sure at all, but all my working skeletons file have a root bone, from which everything is a child. for instance here is my goat model's script

  Reveal hidden contents

 

Edited by stanislas69
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  On 21/07/2017 at 5:40 PM, stanislas69 said:

Okay, so I'm not sure at all, but all my working skeletons file have a root bone, from which everything is a child. for instance here is my goat model's script

  Reveal hidden contents

 

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My skeleton has a root bone all other bones are attached to, bone_pelvis

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Alright, few things I've noticed so far; you want the origin point to be at the feet and you want the t-pose skeleton to be assigned to the mesh, also the skeleton armature should be named, that will be your skeleton identifier. If all of your skeletons are named 'armature' the engine cant pick out your specific skeleton file.

You seem to have also accidentally included the sun and camera in your charging animation file, this violates the 'multiple objects' rule on importing stuff into pyrogenesis. On export you just want to select the mesh and skeleton and check the 'export selection only' box, or make sure those are the only two things in the scene

also you DO have a blank material attached. pyrogenesis cant load materials that way so that will also fail the import

the T-pose origin being in the middle wont necessarily fail the import, your knight will just be halfway stuck in the ground lol

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