An impossible thing we might have seen one day


airhead

 

Posted

Several people have PMed me to say they are not the most technically literate people but still want to be able to try this out. This weekend I will try to make a file distribution that contains GLintercept, OGLE, and all the config files preconfigured and edited to some defaults that will work, although they may not have all of the sophisticated settings being explored by VoodooGirl and the others. My intent is eventually to have all the work being done by everyone contributing to be encapsulated into something people can use without a lot of technical knowledge.

It will be of limited use if one doesn't have some ability or willingness to learn 3D modeling or some other skill that can use these models, but even that might one day be automated with Blender scripts. I have no idea how long that would take, and some of this might be a long term project, but I believe we'll be in a position to have something less experimental before the game sunsets in November. And if the forums are discontinued at some point, this discussion will continue on the Titan forums in the thread already created.


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Posted

We could organize a project on the Titans forums to maybe assemble a group to work on this?

Have to re-render the whole animation; I wasn't being attentive and render each frame... to the same image file.


 

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Quote:
Originally Posted by Arcanaville View Post
I'm certain that's the reason: what I haven't investigated is how to put them there correctly.
I tried putting

CaptureTextureCoords = True;

in gliConfig.ini. It generates UVs, but it's got some problems. Some of the UV coordinates (presumably for unmapped polygons, but I don't know) have math errors like #QNAN and #Inf leaking through to the output file. Once those are corrected, the model still doesn't match what's seen in game:


 

Posted

Quote:
Originally Posted by Ironik View Post
Matches my nightmares, though.
Sort of like Cthulu and Second Life had a love child.

There's a number of people looking at this problem, but I'll also take a look at it when I have some contiguous time to do so, possibly this weekend.


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Posted

Quote:
Originally Posted by Pengy View Post
I tried putting

CaptureTextureCoords = True;

in gliConfig.ini. It generates UVs, but it's got some problems. Some of the UV coordinates (presumably for unmapped polygons, but I don't know) have math errors like #QNAN and #Inf leaking through to the output file. Once those are corrected, the model still doesn't match what's seen in game:

What 3D program are using? Also it looks like it is trying to repeat the face texture multiple times across the area.

Oh, video rendered, uploading to Youtube.


 

Posted

Video is up - don't know why Youtube is refusing to upload my videos in their original HD format tonight (should be at least 1080p.)

This is a mock-up of a character on a support base. The cape could be connected to the base, or the base extended to support the cape. The cape could also be baked using the cloth simulator and that would give it more points of contact with the core model for support.


 

Posted

Quote:
Originally Posted by VoodooGirl View Post
What 3D program are using? Also it looks like it is trying to repeat the face texture multiple times across the area.
It kind of looks like a simultaneous problem with scaling and remapping onto multiple faces in different orientations.


Quote:
Oh, video rendered, uploading to Youtube.
Neat. Camera movement doesn't matter: as a proof of concept it works fine.


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Posted


This is also a floor & wall concept. If you want multiple characters (smaller print) or a "scene" to print.


 

Posted

Quote:
Originally Posted by VoodooGirl View Post

This is also a floor & wall concept. If you want multiple characters (smaller print) or a "scene" to print.
Now I think we need an eleven inch deep tub so we can get that Sister Psyche action shot.


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Posted

It's possible to even print in a "shadow box" so to speak. Character busts are entirely possibly. I'd be interested in reprinting miniatures of zones - like Grandville.


 

Posted

First ward would be awesome as well... or night ward with all the tentacles as happened on virtue earlier (darn Zwill but that was spooky looking.)

heh... have the figures, scale the maps and figs to the right size.. come up with some tabletop rules and you have City of Heroes the miniature boardgame. Perhaps in a similar vein to mansions of madness. Oh dear gods I'm even seeing it forming in my head with all the missions and scenarios, moving from board to board in a campaign style game.. ahhh someone make it stop now I'll never sleep tonight.


 

Posted

Quote:
Originally Posted by VoodooGirl View Post
What 3D program are using? Also it looks like it is trying to repeat the face texture multiple times across the area.

Oh, video rendered, uploading to Youtube.
I cleaned it up in Blender, but didn't weld or subdivide anything as you can see. Then I put a texture on it in Poser 5, where I'm more comfortable with texturing.

The UV coordinates are coming out of OGLE all mixed up:


 

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Have you tried using the Shader Editor that with the OGLE package and see if data gets jumbled on the export?


 

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I don't know how to use the Shader Editor. It comes up empty when I activate it, and hitting Refresh on the GLI Shaders window doesn't populate it.

Well, this is with -useTexEnvCombine and with ExtensionOverride on to preserve the pose of my character, so I guess no custom shaders are in effect. The graphics I see are at about minimum, anyway, except for World Detail and Character Detail.


 

Posted

Quote:
Originally Posted by Arcanaville View Post
Now I think we need an eleven inch deep tub so we can get that Sister Psyche action shot.
Giggity!


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Kill 'em all. Let XP sort 'em out.

 

Posted

Quote:
Originally Posted by VoodooGirl View Post
Video is up - don't know why Youtube is refusing to upload my videos in their original HD format tonight (should be at least 1080p.)

This is a mock-up of a character on a support base. The cape could be connected to the base, or the base extended to support the cape. The cape could also be baked using the cloth simulator and that would give it more points of contact with the core model for support.
That's super cool.

As for the cape, though, wouldn't it be better to print it separately and then glue it to the figure later? That'd avoid awkward connections.


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Posted

Quote:
Originally Posted by Montaugh View Post
First ward would be awesome as well... or night ward with all the tentacles as happened on virtue earlier (darn Zwill but that was spooky looking.)

heh... have the figures, scale the maps and figs to the right size.. come up with some tabletop rules and you have City of Heroes the miniature boardgame. Perhaps in a similar vein to mansions of madness. Oh dear gods I'm even seeing it forming in my head with all the missions and scenarios, moving from board to board in a campaign style game.. ahhh someone make it stop now I'll never sleep tonight.
Wouldn't poseable versions of our characters be super awesome?

Although I'd take a 10-inch version of Mighty Lad stuck in this pose.


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Posted

3D print is OK.

Real sculpt is awesomesauce.

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Posted

Quote:
Originally Posted by Ironik View Post
As for the cape, though, wouldn't it be better to print it separately and then glue it to the figure later? That'd avoid awkward connections.
It depends on the printing technology. Lets go back to the one I posted in the OP:



Here's something that's not obvious. That was printed upside down.

With extrusion printing, you're printing with melted plastic that hardens as it cools. Its not instantly solid. So there's certain things that are harder to print. If you try to print a character with a cape, since the cape doesn't reach the floor its suspended in midair at the bottom. If you try to print from the bottom up, there's no way to start the cape. The normal solution is to print a support structure that the cape can rest on, and then remove it later. Which is possible, but is sometimes like trying to cut apart LEGOs with an exacto knife (the ABS plastic many extrusion printers use is essentially the same plastic used to manufacture LEGOs, actually).

But imagine flipping the model upside down. Now, the cape starts at the neck and grows upward. There's less of a need for support structures to hold it in place, so its easier to print.

One trick it took me some experimentation to figure out is that for most standing characters, it was easier to print them upside down than right-side up. If you look at that model above, the cape, the skirt, the hair, even the arms, all would be difficult to print because they dangle in the air with nothing under them. But upside down, all of them start from a root base and extend upward into the air straight enough most of the time to not need support structures to keep them stable as they are printed.

If you look carefully, you can see the one part of the model where its obvious if you print it upside down there would be a noticeable overhanging structure are the shoulders, and those parts are a little rougher, because extrusion printing doesn't handle that sort of thing well (and I didn't print it with a support structure for the shoulders).

If you're going to print the cape all by itself, you're going to need a support structure of some kind to hold it up: its too thin. But attached to the model as I did it above, the cape had something to hold it upright as it was printed. So it depends on whether you're happy with the result of it being attached or not.


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Posted

Do these guys need to be high poly before they're printed (or whatever)?


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A higher resolution helps to create a smoother figure when printing.


 

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Quote:
Originally Posted by VoodooGirl View Post
A higher resolution helps to create a smoother figure when printing.
In general yes, with the caveat that the specifics of individual 3D printing technologies and actual machines usually place a limit on the detail resolution that is dependent on the printing circumstances. For example, my Cupcake didn't need anything much better than 0.25 millimeter resolution on the models. More tessellation than that would not help the Cupcake. A Replicator could probably make use of tessellation down to 0.1mm. Some reasonably priced fused depo systems I've seen can probably go down to 0.05mm.


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