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FPSC Classic Models and Media / Tommy.x stock model changed?

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Duke86
18
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Joined: 6th Dec 2007
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Posted: 10th Dec 2010 01:36
I downloaded Errant's vietcong retexture of the "tommy" stock character model soldier. The instructions say to put the tommy.x file in the new folder that contains the "vietcong tommy" files. I do it and when in game it looks fine at first, but then when I see the vietcong character up close he has a big bulging untextured backpack sticking out, and some big long untextured mag pouches sticking out of his front torso, covering up the textured vietcong AK rig that errant skinned. So obviously the pack and pouches were not skinned, probably because they did not exist in the original model that Errant made the skin for? I'm not really sure.

So I'm wondering, did the Tommy.x file change recently or something? Because in still shots of Errants VC it does not have the big bulging untexured pouches and pack.
Seth Black
FPSC Reloaded TGC Backer
21
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Joined: 22nd Feb 2005
Location: Pittsburgh, PA
Posted: 11th Dec 2010 02:50 Edited at: 11th Dec 2010 02:55
...where'd you DL the retexture from?

The link in Errant AI's original post is dead.

It is possible that TGC revamped the Tommy model, although I'm not aware of
this being the case.

By your description, it sounds like additional mesh may have been added to the
existing model, and the new UV coordinates added into an updated Tommy
texture map. This could explain the untextured pouch and backpack element
existing on an otherwise properly textured model.

You have a few options available to you:

1. Acquire an earlier version of the model, and apply the VC texture map. This method
would be the most reliable method to tranform Tommy into a VC soldier, using the
retexture you've acquired.


2. Edit the model in your 3d application, omit the unwanted new mesh elements,
and expost the custom Tommy.x file. This method should work, assuming that the
original mesh remains intact, once the unwanted vertices are deleted, but it is not
an absolute fix.


or

3. Use Photoshop, PaintShop Pro, GIMP, or another graphics program, to merge
the VC texture onto the current Tommy texture, rescale as needed, and make custom
changes to render the pouch and backpack elements invisible. This would probably be
the most difficult, time consuming, and unpredictable method.


Duke86
18
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Joined: 6th Dec 2007
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Posted: 11th Dec 2010 08:28
I noticed the link to the texture was broken on the forum, but I think I found it on his site, or some other site, I do not recall.

I should have thought about this more, I am capable of making lower quality models, and textures in photoshop as I used to dabble with this sort of thing about 3 years ago, until my old computer broke. I'm just now getting back into this stuff and have forgotten some of it.

Would the original tommy.x be on the install disc for FPS creator that I got over 4 years ago? That would be the easiest fix.
Wolf
18
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Joined: 8th Nov 2007
Location: Luxemburg
Posted: 11th Dec 2010 09:24
Quote: "Would the original tommy.x be on the install disc for FPS creator that I got over 4 years ago?"


yes

God Helps the Beast in Me!
Jesper
18
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Joined: 14th Oct 2007
Location: Hämeenlinna
Posted: 12th Dec 2010 18:57
Well.. i remember that the mag puches and backpack were in the v1.0 so i think they are not added later.. maybe errant have deleted them from his models and from his textures.. you kan always ask him if you want.

http://erkinpelit.webs.com
Some Company of Heroes maps.. and something else too.
Seth Black
FPSC Reloaded TGC Backer
21
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Joined: 22nd Feb 2005
Location: Pittsburgh, PA
Posted: 13th Dec 2010 21:22 Edited at: 13th Dec 2010 21:22
Quote: "2. Edit the model in your 3d application, omit the unwanted new mesh elements,
and expost the custom Tommy.x file. This method should work, assuming that the
original mesh remains intact, once the unwanted vertices are deleted, but it is not
an absolute fix."


That is a very real possibility, although I doubt that's the case.

Errant AI would never distribute such an altered TGC model, and without it, his
texture would be rendered useless.

Duke86
18
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Joined: 6th Dec 2007
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Posted: 14th Dec 2010 21:52
Thanks for the info. I will see what I can do. I was somewhat active in this forum and made a few models a few years ago so have some experience, but it's been too long and I think this time I want to learn to model on something other than 3d canvas. Canvas was good to learn on but I had issues with it.

I gave up on creating characters because animating them seemed so hard so I figured it would be better to re-skin premade characters or find ones like this since canvas doesn't seem so good at animating.

If I wanted to change a few things about this character's mesh, say in animator, milkshape or something like that, would I have to re rig the whole thing? My experience rigging my own characters in fragmotion a few years ago was horrific, I would spend hours clicking on tiny dots on the mesh to try to assign them to the bones and could never seem to get all the vertices, no matter how long I spent. I would love to be able to take a premade character, fully animated and rigged, and just make small adjustments to it like adding a hat,or in this case getting rid of the pouches, and keeping the animations the same without much trouble.
Seth Black
FPSC Reloaded TGC Backer
21
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Joined: 22nd Feb 2005
Location: Pittsburgh, PA
Posted: 14th Dec 2010 22:55 Edited at: 14th Dec 2010 22:55
...FragMOTION has improved with its updates, and is very FPSC-friendly now.

You wouldn't have to rerig the entire mesh, if you only made subtle changes to
the mesh.

You would probably need to make some bone reassignments, after your
modification, though.

If you were to only make deletions, reassignment probably wouldn't even be
required.

I've made numerous modifications to meshes in FragMOTION, and had no
problems retaining the original animations.

Zwarte Piet
16
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Posted: 16th Dec 2010 00:31
I have a question. Can you share the texture? I would like it.

"I would rather make a bad model, instead of pirate a great one" MY DAD "Now let's Make some Models" me "If you don't make it don't post it"
Errant AI
19
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Posted: 16th Dec 2010 01:40
I think there were two versions of the retexture. One with and one without the pouches (they were removied via the texture only (alpha channel or 0,0,0 black I don't remember - mesh was unchanged). I think both had the backpack removed via texture.

The mesh may have had UVs altered when the meshes were updated for facial animation which would eplain the old retexture not to work anymore.

If someone has the VC retextures I did, feel free to reupload them as I don't think i have them still. They used to be on FPS files and/or FPS Free website.
Duke86
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Joined: 6th Dec 2007
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Posted: 16th Dec 2010 05:24
Aha, I found that turning shaders on makes the extra mesh parts disappear and it looks normal now.

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