[WIPz/RELz] Drake's Anthro-Dragon Race (No.6)

Post » Wed Mar 30, 2011 4:30 am

Uh, you're right. I messed it up big time, telling "this fixes it" while it clearly doesn't!
Why did nobody ever tell me that?! Was everybody just running around with faulty pitchblack footwraps not sticking to the feet and didn't bother anymore? :wacko:

Boy, I'm just glad this isn't even in beta yet. Else I could have never left such a severe issue unattended for such a long period! :facepalm:
Perhaps I should start replacing everything faulty in the currently available uploads instead of creating more and more stuff for future releases not yet even remotely close to happen any time soon...?

edit: Well, at least I now removed this untruth (is this even a word?) from the descriptions at the Nexus.
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Irmacuba
 
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Post » Wed Mar 30, 2011 11:39 am

i never had the faulty wraps :unsure:

i actually never had any issues with it, no faulty wraps or anything
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Christine
 
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Post » Wed Mar 30, 2011 2:30 am

I was messing around with your meshes in Fallout 3.
My results:
http://img23.imageshack.us/gal.php?g=screenshot44n.jpg

What do you think about it ??
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Queen of Spades
 
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Post » Wed Mar 30, 2011 7:46 am

looks pretty good,

those clothes are pretty good, did you make them yourself?

and how did u get the whole dragon into fallout? i thought you could only get the helm head
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phil walsh
 
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Post » Tue Mar 29, 2011 11:50 pm

I was messing around with your meshes in Fallout 3.
My results:
http://img23.imageshack.us/gal.php?g=screenshot44n.jpg

What do you think about it ??

Really well done, I must say.
This is so reminding me of the few dreams of Drake and some others in nowadays' time... I doubt those will become a part of the actual storyline ever though.
Anyways... consider the whole situation the world is in after such an armageddon as in Fallout... when would be a better time for the dragons of this story to come back and save the day?
...they always do that... leaving everybody think they're extinct, they never really existed, just fairy tales and myths... and then in a time when they're most needed *bang* back they are... I start seeing a pattern... :read:

Well, depending on my success with the latest development of yet-improved dragon anatomy, I'll hopefully be able to present a few new pics soon to show you what I was working on all the time when I was so silent here... well, apart from business work of course. :rolleyes:
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Max Van Morrison
 
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Post » Wed Mar 30, 2011 9:28 am

ooooh, you've made more progress?

cant wait to see it

HORRAY!!! :celebration:
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Czar Kahchi
 
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Post » Wed Mar 30, 2011 9:02 am

My work is only head + body with camo pants. Rest is from mod Tailor Maid (that gives a lot of addons to use with another armor).
Playing as Lone (Dragon) Wanderer is cool :goodjob:
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Alessandra Botham
 
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Post » Wed Mar 30, 2011 12:36 pm

my fallout chrachter is a wandering drunk, go's around with jiningui's shock sword and an assault rifle wearing nothing but a modified jumpsuit and a roving trader hat, just roming the wastes

on the subject, would you be able to post that stuff, i want to be able to play a charachter like that :)

it looks awsome
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lucile davignon
 
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Post » Wed Mar 30, 2011 9:14 am

Re-downloaded files today, to see how things have progressed since I last played with it. Everything looks great! I tried playing around with the female version, since that's new to me. It looks very nice. You can tell the hard work is paying off.

I have to ask, but I figure its because the female version is still underdevelopment, has the clothing (pants in particular) been adapted for the females yet? As of right now, equipping say the sackcloth pants, you get the old legs trying to align with the old humanoid feet. The normal digigrade feet are there, just the legs are wrong. Take off the pants, it works as intended. My guess is this is a known issue and has just not been worked on yet? I know you always have lots on your plate with this mod.

I love what your doing with the four-legged gate. Can't wait to see how that ultimately turns out. Good luck to you!
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Dawn Farrell
 
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Post » Wed Mar 30, 2011 1:00 pm

Re-downloaded files today, to see how things have progressed since I last played with it. Everything looks great! I tried playing around with the female version, since that's new to me. It looks very nice. You can tell the hard work is paying off.

I have to ask, but I figure its because the female version is still underdevelopment, has the clothing (pants in particular) been adapted for the females yet? As of right now, equipping say the sackcloth pants, you get the old legs trying to align with the old humanoid feet. The normal digigrade feet are there, just the legs are wrong. Take off the pants, it works as intended. My guess is this is a known issue and has just not been worked on yet? I know you always have lots on your plate with this mod.

I love what your doing with the four-legged gate. Can't wait to see how that ultimately turns out. Good luck to you!

Unfortunately, yes, this is due to these features still being in development by the time the last release was taking place.
On-par with the current released state of body meshes there are no adapted items I know of so far. Only the cloth wraps will do their business.

The scripts used in the 0.0.7 release still have quite some flaws I already ironed out but up to now could neither test nor release in any way. My closest attempt to this was publishing the latest state of my scripts' source code, but this didn't turn out as successful as I was hoping for. It seems without me being able to debug them myself they'll never be rid of the bugs I'm already aware of since a long time. Them not working as intended on female dragons at all is only 1 part of the issue.

Obviously you shouldn't be able to keep these pants equipped. They should already have been replaced with proper cloth wraps in appearance. This not taking place at all just tells how full of weaknesses the female side of the code still is. Again, I already have all of this ironed out in the latest state of my source code... but some obscure bug I couldn't yet track down on other people's systems led by their problem descriptions alone is keeping them from working "at all" it seems.

I so badly need to buy this new pc so I can finally use the game and the CS again... but I just don't get around to actually do so.
Not being able to go on hurts me by far as much as it must certainly hurt you to always read those bad excuses from my side for why there is no progress with this project over such a long time. :unsure:
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Ross Zombie
 
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Post » Wed Mar 30, 2011 12:58 pm

Unfortunately, yes, this is due to these features still being in development by the time the last release was taking place.
On-par with the current released state of body meshes there are no adapted items I know of so far. Only the cloth wraps will do their business.

The scripts used in the 0.0.7 release still have quite some flaws I already ironed out but up to now could neither test nor release in any way. My closest attempt to this was publishing the latest state of my scripts' source code, but this didn't turn out as successful as I was hoping for. It seems without me being able to debug them myself they'll never be rid of the bugs I'm already aware of since a long time. Them not working as intended on female dragons at all is only 1 part of the issue.

Obviously you shouldn't be able to keep these pants equipped. They should already have been replaced with proper cloth wraps in appearance. This not taking place at all just tells how full of weaknesses the female side of the code still is. Again, I already have all of this ironed out in the latest state of my source code... but some obscure bug I couldn't yet track down on other people's systems led by their problem descriptions alone is keeping them from working "at all" it seems.

I so badly need to buy this new pc so I can finally use the game and the CS again... but I just don't get around to actually do so.
Not being able to go on hurts me by far as much as it must certainly hurt you to always read those bad excuses from my side for why there is no progress with this project over such a long time. :unsure:



I can understand how crippling it can be without a proper computer. Don't fret yourself over it, I'm sure you'll get back to working on this yourself when you are able to.

I've really only made it out of the sewers with this female character (have a tenancy to start from scratch with everyone I try), so if there are any more bugs, I'll do my best to report them to you. Sadly, I'm not very tech savvy, so I'm not sure how well I can report these back to you. And the feet wrappings are working just fine for the feet and hands. Chest armor is equipping like you would expect. Other than the clothing, I don't see any real troubles (yet).

Do not worry about taking your time. We can all tell you're dedicated to your project and will get to it as soon as you are able. Real life has a bad habit of stepping in when we least want, eh?
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Beat freak
 
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Post » Wed Mar 30, 2011 6:30 am

ohhhh no

no update in weeks, i just needed to post something :unsure:
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Amy Melissa
 
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Post » Tue Mar 29, 2011 11:22 pm

ohhhh no

no update in weeks, i just needed to post something :unsure:



He'll get around to it, don't panic. :) But life can be busy at times. I'm sure he's working on it when he can. Just give him some time.
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courtnay
 
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Post » Wed Mar 30, 2011 5:36 am

nah its not that, its just that i like the forum to be active, even if it's not 100% necisary

and i do know what it is like to be busy, i have been very busy myself :(
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victoria johnstone
 
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Post » Tue Mar 29, 2011 9:37 pm

Well, this is not my personal spam board for when I'm bored or something, so no progress means no posts by me.

However, no progress doesn't mean the project's dead, just "dormant". As long as I'm still around it will go on for sure. And I don't see it coming that I'll loose interest in this.

As a proof to this, sort of, there's a little update release with some fixed skeletons to remedy the issue where the wing phalanges of the outermost 2 wing fingers didn't align correctly in the latest state wing meshes. It's to be found as "Replacement Skeletons" in the "miscellaneous" section of my Nexus download page.

Could anybody experiencing this issue before give it a try and tell me if I fixed it by this update?

On another topic I did make some progress with the soon-to-be-shown new anatomy of my dragons with the "individual skeletons" approach.
I made their feet a little more dextrous(sp?) and flexible, altered some proportions more to my liking, the ugly hunchback for the wings is gone so there will be way less clipping, the wings' overall geometry got improved further, the rigging position (a.k.a. neutral pose) is somewhat different so the membranes won't distort that much when flapping anymore, the tail (I didn't yet get around to) will be connected to the spine more in-flow, way longer and more dextrous and flexible as well, and I think I even found some solution to my "elongated neck" idea which wasn't working too well in previous attempts due to some strange rigging of clothing items to the "head" bone.

I don't know if I can create my custom head shape unless the Blender Nif Scripts support TRI file im- and export as well, but at least I found some way to raise the head bone without the clothing items to stretch hilariously. Who would have thought that raising the "neck" and "neck1" bones beforehand would create a really promising new neck shape without much distortion and realistic looking bending?
Granted, you need to move down the "clavicles" back to their original position afterwards (due to them being parented to the "neck" bone), but it's all looking fine and dandy overall.
I hope to see its effect on different clothing/armor items soon, but I think this might do the trick already.

Oh and, while I'm at it, I also created a new high-detail skin texture for Drake, with totally new scales resources in very tiny size and without blurry rescaling, like some sort of natural scalemail on the skin, but not even shown everywhere but only on certain select locations (remember the look of the Aquamer races? Those tiny little fish scales only faintly visible all over the skin? Wait, I got a http://www.tesnexus.com/downloads/images/16366-3-1207326118.jpg from the Nexus.), also for the first time with hand-painted coloration layers by myself, so I finally got my description of Drake matched very closely (dark-brown overall color with some reddish tint and a golden shine on the scales), and I even got some dark reddish markings on this skin just like I imagined, and of course I managed to keep a quite muscular appearance from the original human skin textures I layered over it, even if there weren't any normalmaps. I think you will like it. I know I do.

Hey, that doesn't quite sound like "no progress" at all on a second read, does it?... Hmm, well, maybe I did make more progress than I thought actually, just nothing finished enough to be shown yet. :huh:
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Je suis
 
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Post » Wed Mar 30, 2011 6:08 am

I don't know if I can create my custom head shape unless the Blender Nif Scripts support TRI file im- and export as well,


No, Blender NIF scripts can't import or export TRI files, however a good old friend of mine (Scanti) did once upon a time create egm, egt, and tri file import/export scripts for 010Editor (A hex editor he used a lot), and I figured out how to use them fairly well.
My problem is that 3DS max won't work on windows 7(Not my old version of 3DS Max at least), and I have yet to figure out blender, and u need a lot of models to get the tri files working for facial morph's.
If u need those scripts, I'm sure I can find them.
I would also be happy to help if needed as well, it would just be a little tricky. :)

Hey, that doesn't quite sound like "no progress" at all on a second read, does it?... Hmm, well, maybe I did make more progress than I thought actually, just nothing finished enough to be shown yet. :huh:


Sounds like great progress to me! :thumbsup:
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Alexandra Louise Taylor
 
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Post » Wed Mar 30, 2011 3:34 am

Thanks for the heads up, SithDagger.

I know Scanti's tools and have the scripts for the 010Editor still on my drive, but unfortunately my trial period expired just after I finished my last dragon head.
The Blender Nif Scripts already support EGM im- and export, and from what I know from Scanti's scripts the format of TRI files isn't much different (no base shape at the beginning of the file as in the EGM and some other small details), yet it's still not supported in the latest releases.
You don't by chance know of some way to convert EGM files into TRI files or extract single morphs from one and insert into the other? I know Scanti's tools can do some (if not all) of these steps but didn't yet have a closer look into them outside of the 010Editor. I might get around by creating facial animations in Blender as if they were EGM morphs and then turn them into a TRI file after export. But only EGM export alone is of no use for creating new head meshes from scratch or modifying existing ones. And I sure don't want to go the same way as last time by im- and exporting everything from and to OBJ files and loosing a lot of data in the process, especially having to create every OBJ mesh myself. Doing this with Blender's Shape Keys or what's it called sounds way more feasible to me.
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TIhIsmc L Griot
 
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Post » Wed Mar 30, 2011 3:56 am

You don't by chance know of some way to convert EGM files into TRI files or extract single morphs from one and insert into the other?


No, I don't know of any way.
I know I did it like u did, exporting the facial morph's as obj files, and then adding them into tri files using 010Editor, thats the only way I've ever foun. *Shrug*
I still have 010Editor, if you ever want to go that rout I'd be happy to help. :)
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Stephani Silva
 
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Post » Wed Mar 30, 2011 1:01 pm

now that is alot of progress, oh, and sorry for being jumpy about this mod, its just that the last 3 mods i have followed have come to a screeching halt, and i really liked the zombie chrisis idea :(
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Adam Kriner
 
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Post » Wed Mar 30, 2011 11:30 am


Oh and, while I'm at it, I also created a new high-detail skin texture for Drake, with totally new scales resources in very tiny size and without blurry rescaling, like some sort of natural scalemail on the skin, but not even shown everywhere but only on certain select locations (remember the look of the Aquamer races? Those tiny little fish scales only faintly visible all over the skin? Wait, I got a http://www.tesnexus.com/downloads/images/16366-3-1207326118.jpg from the Nexus.), also for the first time with hand-painted coloration layers by myself, so I finally got my description of Drake matched very closely (dark-brown overall color with some reddish tint and a golden shine on the scales), and I even got some dark reddish markings on this skin just like I imagined, and of course I managed to keep a quite muscular appearance from the original human skin textures I layered over it, even if there weren't any normalmaps. I think you will like it. I know I do.



I can't wait to see these updates, and I look forward to more added in the future. But please take your time, don't feel pressured, I know it's difficult to keep up with without a computer.

Just commenting to tell you I'm still following this project. :P

P.S. Do you know what body mod it is that the Aquamer there in the screenshot is using? One thing I dont like about my Oblivion game is that the heads are too small (in my opinion) compared to the rest of the body, yet this one seems to be the proportions that I wanted...
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Raymond J. Ramirez
 
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Post » Wed Mar 30, 2011 5:09 am

http://img697.imageshack.us/img697/3500/drakesittingbw.jpg

still not done,
still a lot to do,
only a few hours per week for modding doesn't make for much progress unfortunately.

The new feet and legs anatomy depicted here finally enabled me to do this feral-style sitting pose correctly.

edit: http://img571.imageshack.us/img571/7495/sittingondesktop.jpg :woot:
I don't know... perhaps the muse hit me?
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jess hughes
 
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Post » Wed Mar 30, 2011 8:00 am

http://img697.imageshack.us/img697/3500/drakesittingbw.jpg

still not done,
still a lot to do,
only a few hours per week for modding doesn't make for much progress unfortunately.

The new feet and legs anatomy depicted here finally enabled me to do this feral-style sitting pose correctly.

edit: http://img571.imageshack.us/img571/7495/sittingondesktop.jpg :woot:
I don't know... perhaps the muse hit me?

I really like that pic, it's sort of cute. xD Anyways take what time you need. I understand when work and whatnot can eat your time down to nothing.
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Lisha Boo
 
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Post » Wed Mar 30, 2011 9:08 am

hey, thats awsome, the wings look more natural now and i see what you mean by the thicker tail :liplick:

so have u rigged any bones to it yet?
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Lisa
 
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Post » Wed Mar 30, 2011 5:56 am

I really like that pic, it's sort of cute. xD Anyways take what time you need. I understand when work and whatnot can eat your time down to nothing.

He "is" sort of a cutie, no matter what pose he's in, isn't he? :rolleyes:

hey, thats awsome, the wings look more natural now and i see what you mean by the thicker tail :liplick:

so have u rigged any bones to it yet?

Well, I'm primarily working on the skeleton, the bones, and the meshes just deform along with it. The feet I totally reshaped, then I moved the bones to fit the new shape, added a few new ones and redid the rigging.
Oh and, if it wasn't rigged already, how would it be able to move into that pose? ^_^

edit: Some additional pics to show the flexibility of the new feet and what I meant by "add a few new bones":
http://img404.imageshack.us/img404/9316/newflexiblefeet1.jpg
http://img257.imageshack.us/img257/4853/newflexiblefeet2.jpg
http://img571.imageshack.us/img571/7523/newflexiblefeet3.jpg
http://img63.imageshack.us/img63/4623/newflexiblefeet4.jpg - If this was an animation, this thing'd go flying away next!
You see they were originally meant to grab some heavy things with... but this shin scratching pose was just too funny!
(Uh, is that Drake's new texture in there?... Shh!)

That tail is the old one though. You can see quite some issues when bending that extremely where it connects to the body and is the thickest. That's what I'm going to change next, make it more flexible and more in-shape with the rest of the body. Your tighs "sticking out" of a big mass of tail flesh, completely covering your butt... what nonsense idea was that? :shakehead: ...Glad I'm redoing it from scratch now.

But I personally can't wait to try my hands at the "elongated neck"-idea again. I just hope the new ideas turn out as successful as they are promising.

I need to fgure out if there is a way to import clothing items into Blender so they deform according to the skeleton automatically... In NifSkope when I import a totally regular clothing item into an exported custom skeleton of mine everything automatically gets moved into place and deformed, so I can see what effect the new skeleton shape will have on your regular items ingame. I just wish this would be possible in Blender as well. Oh, well, maybe it is and I just missed it until now or haven't yet figured out how to do it right. There are still some import options I haven't yet tried out completely.
"So many shiny buttons to click... always exciting to actually click them just to see what happens!" :dance: -> :user: -> :nuke: ... :rofl:
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claire ley
 
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Post » Wed Mar 30, 2011 4:08 am

well, i do hope that you don't destroy the world in a fiery explosion from your blending, as then i would not be able to see more of this didgital awsome :)

and my frend makes models without rigging, it's just he doesn't move them and uses them soley for looks.

so you intend to make that neck longer? hmmmm, i am anticipating this more and more :D

there seems to be a bit of an issue with his right knee, the one facing the camera, it looks like it has a bit of a cut, or a clipping error
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Scared humanity
 
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