Originally Posted by Demonata08
Originally Posted by eRe4s3r
I am looking forward as well. As you know I am no stranger to new meshes and textures, but new animations interests me greatly ;p

I think you will be happy to hear that very soon (TM) we will be able to generate working advanced physics meshes. That get properly calculated by AIgrid and such.

Sneaky sneak peak
http://imgur.com/4fgpDnC

Sadly, currently the solution does not involve LSTools, but rather a bullet physics exporter in C4D. But anyway, I think we will get a proper solution for this soon. And then there is no stopping us adding new assets to the game. I will write a tutorial how to do said ramp/stair thing once it's possible to do with lstools.

Sorry to talk so much about my stuff here, I am very curious about your mod and hope it becomes a huge success


The new models and animation will likely be coming later. I've been working with it but it doesn't seem to be working properly. I was importing it using lstool and replacing the characters in my mod pac with mine. It doesnt display properly though.

It's likely impossible for new models if someone can't find a way to decrypt their GR2 format.

Usually it just takes time.


Just a heads-up

LS Tools latest version 0.1.18 now supports conversion of OBJ to BULLET and it's working

Workflow is as follows

1) Create visual mesh (This is what you see in-game) make it pretty, high detail, doesn't matter. Export as FBX and convert to GR2 via TOOL

2) Create a physics mesh that is EXTREMELY SIMPLE Basically keep it as SIMPLE as possible. If you want a ramp, you can make do with 6 triangles. Then export that as OBJ (scale 1m) and convert with LS tools, set Concave BVH triangle mesh for ramp like things and create object and assign physics in editor as usual.

Now if you did everything right, AI grid calc looks like this

[Linked Image]

Important, convert mesh to triangles BEFORE exporting to OBJ.

Essentially, you model high quality visual model, then the physics mash is that model extremely simplified, 1 mesh, no weird shapes. If yo want ramp, do a ramp with as few triangles as possible. The fewer triangles the faster calculations in AI Grid.


Also for normal maps workflow is as follows (I was stupid, and forgot to disable DDS texture flipping.. whoops! usually you have to do this in some engines (Skyrim comes to mind) but not so for D:OS

1) Calculate normal maps as usual
2) Load into Photoshop, switch to Multichannel-mode and re-arrange your channels as follows

[Linked Image]

Cyan = Alpha (Black)
Magenta = Light from top, shadows on the bottom
Yellow = Light from straight down (height)
Alpha1 = Light from left side, shadows on the right

Convert this back to RGB once done and you have a texture where the channel order is correct (Black in first channel). NO idea what Larian thought when doing that, it makes absolutely no sense.

To save memory you can also cheapskate it and move one of the RGB nodes from your texture (in material editor) to specular. For my stairs this worked nicely. Currently I am not exactly sure how to do specular in this editor correctly... ;p

Last edited by eRe4s3r; 09/08/14 06:55 AM.