venerdì 6 gennaio 2017

New head

I completed a new variation of the head with long hair and a eye patch to remember the character of Snake Plissken. To be honest the hair mesh isn't my best piece and maybe I'll have to add more polygons (hair mesh is 426 tris and 319 verts). Also the texture isn't beautiful but it is not easy to paint hair without a pen tablet...

mercoledì 19 ottobre 2016

Some progress

Hello to all. I write a few lines even though I have nothing new to show. I decided to arrange the textures of the first terror model because it was really horrible and also to complete the textures for each environment (arctic, desert, urban, woodland) of all player models. I also started working on a couple of variations to the hair style to get more interesting and various heads. As concerned the first terror urban model I'd like to take inspiration from the character of S.D. Bob "Snake" Plissken, the protagonist of the film "Escape from New York" (1981 - John Carpenter). I know, it is very old fashioned and many do not even know who he is, but it was one of the first American anti-hero and was the "father" of many characters. Currently I have made the seamless texture of the camouflage pants.

mercoledì 31 agosto 2016

domenica 21 agosto 2016

TCE/CQB player model variation

After a long period of forced inactivity, I'm finishing a new terror player variation (contractor style). I'm pretty pleased of the model but not of the texture (but I'll not waste other time). Soon we will have four models player versions, two for the temperate environment and two versions for the desert environment. It would be nice to change the player model based on the type of map you are playing (probably it will be necessary to touch the code). Once I have finished I will start to make a couple head model variations and basic facial expressions. Then I'll try to complete some unfinished tasks for the ETL Package.

martedì 29 marzo 2016

martedì 9 febbraio 2016

The "VirtualAlloc commit failed" nightmare

I'm going on working on arms' and weapons' animation, but I have a problems that, I'm afraid, I can't solve. The same problem occured in the past, now it's persistent -->

------ Server Initialization ------
Server: obj_snow
RE_Shutdown( 0 )
ERROR: VirtualAlloc commit failed.
Attempt to access invalid address.

I split the package with arms' animation in 3 parts (Z_CQB_Viewarms_knife_20160208.pk3, Z_CQB_Viewarms_m83_20160208.pk3 and Z_CQB_Viewarms_sg552_20160208.pk3), in order to find out the source of the problem.
If I use only a packet it seems to work, but if I use more packets (two or three) I get the error, when the round ends and the map changes.If I delete my package with the new player models (Z_CQB_Player_20150508.pk3), the packets knife + m83 + sig552 work together.

I fear that there is some limit in the code related to the maximum number of polygons (or max total kB of texture ...?) in the scene.

I share the files (wip), in the event that some smart guy would look at them (weapons' models haven't been made by me)

 ETL & CQB files

sabato 26 settembre 2015

Sig 552 animation

I had very little free time lately ...
I made the animation of arms for the knife and I completed the idle, attack, drop, raise, reload1, reload2, reloadfast1 animations for sig552 that is the weapon which is my favorite weapon .
The scale I'm using for arms and weapons is 80% of the real (the unit I used are cm) and it seems very similar to the original.
I'm also experiencing a bit the use of additional tags to see if you can find new solutions.
I must admit that some things are not clear to me (for example some animations as "raise" and "drop" seem handled from cqb via code)
However, the objective of this first implementation is not to make a realistic animation, but check if the scale/point of view that I have chosen is correct, check if I can save polygons and solve potential export problems.
Unfortunately, in these early attempts to use the new arms in CQB I have the old VirtualAlloc problem when the map is changed ... :(

Anyway here is some not ingame animated gif.
The sig 552 model is not mine (coming from the CQB package, a great & clean mesh btw).