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Model Customization Pt.01 (FP Shader and Node Separation)
Posted: Sat Jun 20, 2009 4:56 am
by DemonicSandwich
Model Customization Pt.01
(First Person Shader and Node Separation)
I made a video explaining how to separate your model to have separate shaders as well as have correctly assigned nodes for those of you who want your magazines and various other parts to animate.
Video:
Mirror 1 (careful, it's 100+MB)
Map Used:
Credits:
- JacksonCougar:
Coded the aPMI. Somewhat responsible for me looking for node information.
- Iron_Forge/Grimdoomer:
Found out how to asign nodes after reading their white papers on the structure of model raw.
Re: Model Customization Pt.01 (FP Shader and Node Separation)
Posted: Sat Jun 20, 2009 7:52 am
by Click16

Nice!
Re: Model Customization Pt.01 (FP Shader and Node Separation)
Posted: Sat Jun 20, 2009 1:37 pm
by activebomber
Well I watched this, its really great, and I cant wait to try this. OOOOOODELS of information!
Re: Model Customization Pt.01 (FP Shader and Node Separation)
Posted: Sat Jun 20, 2009 5:32 pm
by Click16
activebomber wrote:Well I watched this, its really great, and I cant wait to try this. OOOOOODELS of information!
Nodes... for so long i wanted to assign nodes. THANK YOU SO MUCH DEMONIC!
Re: Model Customization Pt.01 (FP Shader and Node Separation)
Posted: Sat Jun 20, 2009 6:09 pm
by NotZachary82
What could possibly be covered in Pt.02?

Re: Model Customization Pt.01 (FP Shader and Node Separation)
Posted: Sat Jun 20, 2009 6:29 pm
by xxpenguinxx
NotZachary82 wrote:What could possibly be covered in Pt.02?

3rd player models I would assume.
I thought you were working on a tutorial. Dam, I remember when some people thought this would never happen.
Re: Model Customization Pt.01 (FP Shader and Node Separation)
Posted: Sat Jun 20, 2009 7:02 pm
by DemonicSandwich
xxpenguinxx wrote:I thought you were working on a tutorial. Dam, I remember when some people thought this would never happen.
Ya, I was surprised about how simple the shit was. I kept bugging Cougar to code in a Node asigning option into the current beta PMI, but I got impatient so I read through I_F's and Grims white papers regarding model raw.
I already knew that each vert had node indexes that there was no way in hell I was going to edit those. (there were thoughsands to edit, *shudder*)
Grims white paper described a Node Map at the end of the model raw. Which is just an array of bytes, one byte for each submesh, each byte pointing to a node in the meta.
xxpenguinxx wrote:NotZachary82 wrote:What could possibly be covered in Pt.02?

3rd player models I would assume.
Ya, I was thinking possible a custom machine or custom vehicle.
I was a little tired when I uploaded this so I forgot to upload the map I used and add the Credits...
Re: Model Customization Pt.01 (FP Shader and Node Separation)
Posted: Sun Jun 21, 2009 2:34 am
by NotZachary82
You can clone shader chunks (mode tag), correct? I'd rather not attempt to kill this delicate map I have here.
Re: Model Customization Pt.01 (FP Shader and Node Separation)
Posted: Sun Jun 21, 2009 3:10 am
by Zieon Eslador
NotZachary82 wrote:You can clone shader chunks (mode tag), correct? I'd rather not attempt to kill this delicate map I have here.
...make a backup?
Re: Model Customization Pt.01 (FP Shader and Node Separation)
Posted: Sun Jun 21, 2009 3:13 am
by NotZachary82
nooooooooo.
...
And because I can't test it for a long time.
Re: Model Customization Pt.01 (FP Shader and Node Separation)
Posted: Sun Jun 21, 2009 3:34 am
by DemonicSandwich
Yes, you can add additional shader chunks. But I strongly recommend you "add" them the same way you are adding additional LOD and Part/Section chunks.
Also, if you are worried about breaking the map, you should be making the weapon in a separate map if possible.
Or at least just for the model injection.
Re: Model Customization Pt.01 (FP Shader and Node Separation)
Posted: Mon Jun 22, 2009 11:05 pm
by xxpenguinxx
Is there a way to maybe link vertices to a joint in hex workshop or can that only be done by injecting the model with the joints in it?
Re: Model Customization Pt.01 (FP Shader and Node Separation)
Posted: Tue Jun 23, 2009 12:13 am
by JacksonCougar
It's just a bone, but a special type that no current injectors will inject as. So no.
Re: Model Customization Pt.01 (FP Shader and Node Separation)
Posted: Wed Sep 23, 2009 1:37 am
by rentreg
aint working

. ive been able to dupe my model parts and LODs and re-reference them but when it comes to exporting the visual mesh entity's being a bitch. im following the tutorial but doing it with the sniper so that mite be why its not working. if someone could see where i went wrong then that would be a big help. i doubt its anything to do with the tutorial because it was done really well. good job demonic

Re: Model Customization Pt.01 (FP Shader and Node Separation)
Posted: Wed Sep 23, 2009 1:40 am
by NotZachary82
Are you using an original model?
Re: Model Customization Pt.01 (FP Shader and Node Separation)
Posted: Wed Sep 23, 2009 4:00 am
by DemonicSandwich
rentreg wrote:aint working

. ive been able to dupe my model parts and LODs and re-reference them but when it comes to exporting the visual mesh entity's being a bitch. im following the tutorial but doing it with the sniper so that mite be why its not working. if someone could see where i went wrong then that would be a big help. i doubt its anything to do with the tutorial because it was done really well. good job demonic

What's the error being thrown if any?
Map?
# of Parts/Sections?
# of LOD/Permutations?
Perhaps a description/screen shot of the model you're attempting to inject?
Re: Model Customization Pt.01 (FP Shader and Node Separation)
Posted: Wed Sep 23, 2009 12:45 pm
by rentreg
error: Unable to read beyond the end of the stream.
map: tried in my modded ascension but kept braking map. so tried again in zanzi.
5 parts
5 LODs
model was extracted from urban terror 4.1 as a .md3 file and converted to a .obj
Re: Model Customization Pt.01 (FP Shader and Node Separation)
Posted: Wed Sep 23, 2009 4:13 pm
by DemonicSandwich
It's not advised to do this in your main modded map as you may have quite a bit of unused/corrupt stuff left behind.
Did you clone the chunk or copy/paste them from another tag?
Take a look at your new chunks in the meta editor, they should look the same as the other chunks. If anything only the offsets should be different.
When I was making this video, I found that cloning chunks here would corrupt both the LOD/Perms and Parts/Sections reflexives.
I had the LOD values in the thousands, and the sections reflexives were just way to fuckered to get anything from them.
Same thing happened when I copied once and pasted several times. The only time it worked it when I copy/pasted a single chunk at a time or the entire reflexive.
Although I never attempted to extract the model from it because I knew it would fail anyway.
Edit: Yes, it can be done with the sniper. I did it exactly as follows:
- Duplicated the first person model tag for the sniper rifle.
- Copied and Pasted each chunk, one by one, until I had 5 chunks each.
- Extracted the model to a folder.
Re: Model Customization Pt.01 (FP Shader and Node Separation)
Posted: Wed Sep 23, 2009 10:12 pm
by rentreg
ohk i see where i went wrong. rather than doing ''copy to clipboard" in chunk cloner for each chunk i just kept putting in the same part or LOD chunk and adding meta to map. so when i was done and i looked at the meta of the new sniper rifle model under 'permutations' in the LOD section there were still values in there when they should have all been 0.
Re: Model Customization Pt.01 (FP Shader and Node Separation)
Posted: Wed Sep 23, 2009 11:28 pm
by DemonicSandwich
rentreg wrote:ohk i see where i went wrong. rather than doing ''copy to clipboard" in chunk cloner for each chunk i just kept putting in the same part or LOD chunk and adding meta to map. so when i was done and i looked at the meta of the new sniper rifle model under 'permutations' in the LOD section there were still values in there when they should have all been 0.
I tried many methods before actually recording the video, that method in particular resulted in corrupted data for all the new chunks.
The video shows the successful methods I found.
Re: Model Customization Pt.01 (FP Shader and Node Separation)
Posted: Mon Sep 28, 2009 9:38 am
by rentreg
Thanks demonic

. Heres a few pics of what ive been able to do so far:

Re: Model Customization Pt.01 (FP Shader and Node Separation)
Posted: Mon Sep 28, 2009 7:27 pm
by NotZachary82
Is that with the PMI Entity?
Re: Model Customization Pt.01 (FP Shader and Node Separation)
Posted: Mon Sep 28, 2009 7:48 pm
by Dragonfire
wtf shader is that?
Re: Model Customization Pt.01 (FP Shader and Node Separation)
Posted: Mon Sep 28, 2009 10:03 pm
by rentreg
Is that with the PMI Entity?
umm nah just entity 1.6. i am aware there are better versions but this is the version of entity that i like the most.
wtf shader is that?
for the main portion of the gun is using a camo shader i injected myself. the metal bits (barrel, scope, trigger, e.c.t) are using just a generic grey shader, the mag is using the frag shader since i thought it looked like it suited it and the lense of the scope is using a modification of the original sniper scope shader with a few changes so the mesh that isnt facing you is darkened.
Re: Model Customization Pt.01 (FP Shader and Node Separation)
Posted: Mon Sep 28, 2009 10:29 pm
by DemonicSandwich
rentreg wrote:Is that with the PMI Entity?
umm nah just entity 1.6. i am aware there are better versions but this is the version of entity that i like the most.
Ya but it's not good fore model injection....at all.