in
Welcome to Lionhead Community Sign in to Windows Live ID | Help

Riley's Modding Updates

Last post 06-27-2009, 12:11 by yalrok1075. 288 replies.
Page 4 of 12 (289 items)   « First ... < Previous 2 3 4 5 6 Next > ... Last »
Sort Posts: Previous Next
  •  12-27-2007, 11:28 2825422 in reply to 2823964

    Re: Riley's Modding Updates

    I'm still finalizing and documenting those mesh-related utilities...  In the meantime, here's a little sidebar.

    To TMO or Not To TMO - Modpack

    This modpack contains all the "mostly generic" mods that were custom-made for To TMO or Not To TMO.  The film itself will be uploaded within the next hour or so.

    27 Animated Humans, wearing modern casual and formal costumes:


    They are animated as you see in the film.  You can alter their animations by following the various tutorials found on DCMF or SkinShack (one written by Gleem, another more thorough one written by rysto).

    TMOMovieMaker's somewhat-familiar bedroom:


    And the Casting Office interior, as a prop:


    Also included is the widened table I used to set the computer on in the bedroom, and a second version of the "Empty Space" set.  The new empty space set has a raised floor, specifically for use with the Casting Office prop.

    Download the To TMO Modpack here (4.6MB).

    As with all of my modpacks, if you open them in WinZip, you can see which folders in The Movies game directory to place each file:  (or just click the Extract button and choose The Movies game directory, and it'll figure it all out for you)



    Riley Entertainment Website - Movies, Mods, and Modding Applications!
    Riley Entertainment on TMU
  •  12-27-2007, 12:15 2825444 in reply to 2825422

    Re: Riley's Modding Updates

    Great Stuff Rileyman!!

    I'm really looking forward to it. Smily [:)]



    Sunrise Studio Pictures Website ~Temporary Night Production Thread


  •  12-27-2007, 15:31 2825530 in reply to 2825444

    Re: Riley's Modding Updates

    Nice animated actor prop pack!  I need lots of civilian vict...er...actors for my upcoming film.  Should save me some time.  Stick out tongue [:P]
    Rysto's The Movies MODS available at

    Machinimods
    8eyedbaby
  •  12-27-2007, 16:14 2825551 in reply to 2825422

    Re: Riley's Modding Updates

    Excellent pack and an excellent film. Classic [:classic:]Up [:up:]
  •  12-27-2007, 16:43 2825568 in reply to 2825551

    Re: Riley's Modding Updates

    Having the ability to create AAs (animated actors) will be a fantastic utility!  I'd certainly use it to create more uniformed crewmembers and such for my Conquest movies.  And, Rileyman, I'm excited to hear you are planning on extracting sci-fi bridge content!  WOW!  Now you are turning me on!

    K4


    THE CONQUEST PROJECT
  •  12-28-2007, 16:04 2826000 in reply to 2825422

    • ARMySTUDIO is not online. Last active: 19/11/2008, 10:59 ARMySTUDIO
      A-Man-From-Poland :D www.themoviesforum.info
    • Not Ranked
    • Joined on 10-30-2007
    • Rookie
    • old karma : 0

    Re: Riley's Modding Updates

    GREAT PACK, rileyman Smily [:)].

    I have a question about Animated Human; what can I do to a make a female kind this mod? And is any tutorial "point-to-point" how to change animation in Animation Human?
  •  12-28-2007, 16:15 2826005 in reply to 2826000

    Re: Riley's Modding Updates

    well armystudio there is gleems tutorial and rysto's advanced tutorial

  •  12-29-2007, 15:08 2826397 in reply to 2826005

    • ARMySTUDIO is not online. Last active: 19/11/2008, 10:59 ARMySTUDIO
      A-Man-From-Poland :D www.themoviesforum.info
    • Not Ranked
    • Joined on 10-30-2007
    • Rookie
    • old karma : 0

    Re: Riley's Modding Updates

    Whoa! Smily [:)] Thx stvndysn, that's what I've been looking for Big Smile [:D]
  •  01-02-2008, 12:05 2828346 in reply to 2825568

    Re: Riley's Modding Updates

    For the time-being, those tutorials are indeed your best bet.  Smily [:)]  K4, if there is a pressing need for any specific uniformed crew members in a Conquest film, just let me know and I can help.

    As you all might imagine by reading my signature, I'm a bit bummed at the moment...  But I'll still be putting some time into my first crop of mesh-related applications in the evenings this week.  I've got the "mesh report" and "set-dressing-to-prop" applications completed and documented; and just have the newest version of the "extract-prop" application to complete.  Those first three are on pace to be released this weekend.


    Riley Entertainment Website - Movies, Mods, and Modding Applications!
    Riley Entertainment on TMU
  •  01-02-2008, 19:51 2828570 in reply to 2828346

    Re: Riley's Modding Updates

    RILEYMANNNNnnnnnnnnnnnn!

    Pace yourself!  I don't believe in pressuring and I am in no hurry.  You do what you want to do and as you need to do.  I'm thankful for whatever new, creative thing you are working on... not only for CQ, but for the whole community.  Conquest is meant to be fun.... so let's keep it fun.  Even I need a break every now and then, so I completely understand.... and I respect that.  You like fishing?

    K4


    THE CONQUEST PROJECT
  •  01-05-2008, 10:23 2830067 in reply to 2828570

    Re: Riley's Modding Updates

    A review asked for the computer head guy.  No reason not to release it if someone wants it, so here it is:



    Download the Computer Head Costume here (180Kb)
    You'll need to use Med or Reshoot to extract "category_monster.ini" in the \data\costume\ folder.  Place it in the same folder in your game's directory.  Open it in Notepad and add "g_tmocompguy" on its own line.  (Or you can choose another category_xxx.ini file to place it in.)

    I didn't do a whole lot of work on it in terms of making it customizable.  It's based on the 90's casual T-shirt costume.  So if you want to add more T-shirt, jeans, or shoes options, you can use "m_90s_8.cos" to base it off of (using the old Dead Sane costume editor, or the new Med).


    In other news...  Coding for my mesh reconstruction utilities is complete.  I'm finishing documentation for it, and running it through some final tests.  I want to make sure everything works as expected before it's released...


    Riley Entertainment Website - Movies, Mods, and Modding Applications!
    Riley Entertainment on TMU
  •  01-05-2008, 14:44 2830184 in reply to 2830067

    Re: Riley's Modding Updates

    haha

    that's awesome

    great mods man

    rileyman:
    In other news...  Coding for my mesh reconstruction utilities is complete.  I'm finishing documentation for it, and running it through some final tests.  I want to make sure everything works as expected before it's released...

    I don't know what you just said, but I'm happy for you Stick out tongue [:P]


    I'm cool
    ur not
    naw you're pretty cool
    but I'm cooler

    OUTBACK AL IS OUT NOW!
    http://movies.lionhead.com/movie/145758
  •  01-05-2008, 15:38 2830224 in reply to 2830184

    Re: Riley's Modding Updates

    Silly-Monkey-Studios:

    haha

    that's awesome

    great mods man

    rileyman:
    In other news...  Coding for my mesh reconstruction utilities is complete.  I'm finishing documentation for it, and running it through some final tests.  I want to make sure everything works as expected before it's released...

    I don't know what you just said, but I'm happy for you Stick out tongue [:P]



    its only a awesome modding tool he's created

  •  01-07-2008, 23:25 2831602 in reply to 2830184

    Re: Riley's Modding Updates

    Silly-Monkey:  The "mesh reconstruction utilities" I've been referring to are some new tools that will let people pull objects out of existing sets, create "emptied-out" versions of sets, and rearrange sets back together into props for convenient filming on the Blue-Screen.

    The first version will contain four utilities: (several others are on their way)
    1. Mesh Reports : Mesh files contain the data used to make up the shape of a prop or set, as well as reference information on what textures to use.  This utility outputs a text report on a mesh file.
    2. Prop Extractor : Want the old record player in the 30's Living Room as a prop?  Or perhaps the Living Room all cleared out?  You tell it what pieces of a mesh file you want, it outputs a prop.
    3. Prop Transformer : Want to tip over a chair?  Make a darkened version so it shows up correctly in night-time scenes?  Make a bigger version of a tree?  Perform simple transformations (translation, rotation, scaling, light-map changes) on a prop.
    4. Set-Dressing-to-Prop : Are you using the Blue-Screen and sets-as-props to film most of your movie?  Tired of having to dress up the set every scene?  Convert saved set dressing into an all-encompassing prop.  This utility in particular will be a massive time-saver.  (Sisch is already enjoyed its fruits in her upcoming Dark Obsession film.)

    There's just some testing and fine-tuning left to do.  The next modpack I release will be the "Casting Office - The Complete Works"...  I'm using that as my testbed to make sure all the utilities work.  The modpack will contain several variations of the casting office exterior, as well as a handful of individual objects: the flag pole, the patio chairs and patio table, and the street signs.


    Riley Entertainment Website - Movies, Mods, and Modding Applications!
    Riley Entertainment on TMU
  •  01-07-2008, 23:31 2831605 in reply to 2831602

    Re: Riley's Modding Updates

    rileyman:
    Silly-Monkey:  The "mesh reconstruction utilities" I've been referring to are some new tools that will let people pull objects out of existing sets, create "emptied-out" versions of sets, and rearrange sets back together into props for convenient filming on the Blue-Screen.

    The first version will contain four utilities: (several others are on their way)
    1. Mesh Reports : Mesh files contain the data used to make up the shape of a prop or set, as well as reference information on what textures to use.  This utility outputs a text report on a mesh file.
    2. Prop Extractor : Want the old record player in the 30's Living Room as a prop?  Or perhaps the Living Room all cleared out?  You tell it what pieces of a mesh file you want, it outputs a prop.
    3. Prop Transformer : Want to tip over a chair?  Make a darkened version so it shows up correctly in night-time scenes?  Make a bigger version of a tree?  Perform simple transformations (translation, rotation, scaling, light-map changes) on a prop.
    4. Set-Dressing-to-Prop : Are you using the Blue-Screen and sets-as-props to film most of your movie?  Tired of having to dress up the set every scene?  Convert saved set dressing into an all-encompassing prop.  This utility in particular will be a massive time-saver.  (Sisch is already enjoyed its fruits in her upcoming Dark Obsession film.)


    There's just some testing and fine-tuning left to do.  The next modpack I release will be the "Casting Office - The Complete Works"...  I'm using that as my testbed to make sure all the utilities work.  The modpack will contain several variations of the casting office exterior, as well as a handful of individual objects: the flag pole, the patio chairs and patio table, and the street signs.

    Wow Riley! Sounds like some great stuff, really can't wait till it's releseased. Up [:up:]


  •  01-09-2008, 21:35 2832713 in reply to 2831605

    Re: Riley's Modding Updates

    cool, this is gonna come in handy for my enigma series. Up [:up:]
  •  01-09-2008, 22:19 2832736 in reply to 2832713

    • Nayazu is not online. Last active: 23-10-2008, 0:16 Nayazu
      I've never been in Oak Ridge
    • Top 500 Contributor
    • Joined on 09-19-2006
    • Thailand
    • Senior Member
    • old karma : 139

    Re: Riley's Modding Updates

    When, when, when?

    I won't do anything without this set-dressing-prop magical new utilities.




    INCIDENT AT OAK RIDGE
    Download the file or install VeohTV player to watch the film.
  •  01-10-2008, 1:42 2832822 in reply to 2832736

    Re: Riley's Modding Updates

    Sorry for making everyone wait. Nervous [:nervous:]

    I came across a number of things while fixing some final kinks, and while typing up the documentation:
    1. I want to add some options for simple texture animation.  The game has the ability, and it won't take more than a half-hour to implement and test.
    2. I wanted to type up a list of all the sets and facilities, and their corresponding mesh filenames, that people could use as a reference.  In doing so, I found all the commercial buildings, the cinema, and the studio gate and walls -- all the buildings that are across the street from the studio lot in the game.  They also have some really nice street light and stop light meshes that, for some reason, don't appear on any of the city street sets.
    3. While testing this for the props I'm extracting from the casting office, I realized that the flag has a little waving animation.  As it currently stands, my utilities do not handle animations.  I looked a bit into what would be involved.  For now, I've decided I'm going to release these utilities without animation capabilities -- but with the promise that a future version will include it.
    So...  Just a bit more fixing up of the documentation, and that texture animation thing.  Then I'll package it up and release.  Should be up in, say, 18-20 hours?

    I have some human props I need to make for Marine101, which I'll do tomorrow after release.  Then this weekend (or early next week, depending on how long it takes to make all those damn thumbnails) I should be able to release the "Casting Office - Complete Works" pack.

    Then it'll be a "Room Builder" utility (which I used to create the interior walls, including the doorway and window cutouts, of the casting office in "To TMO"); and the "Human Prop Maker" utility.


    Riley Entertainment Website - Movies, Mods, and Modding Applications!
    Riley Entertainment on TMU
  •  01-10-2008, 3:06 2832849 in reply to 2832822

    Re: Riley's Modding Updates

    rileyman:
    Sorry for making everyone wait. Nervous [:nervous:]

    I came across a number of things while fixing some final kinks, and while typing up the documentation:
    1. I want to add some options for simple texture animation.  The game has the ability, and it won't take more than a half-hour to implement and test.
    2. I wanted to type up a list of all the sets and facilities, and their corresponding mesh filenames, that people could use as a reference.  In doing so, I found all the commercial buildings, the cinema, and the studio gate and walls -- all the buildings that are across the street from the studio lot in the game.  They also have some really nice street light and stop light meshes that, for some reason, don't appear on any of the city street sets.
    3. While testing this for the props I'm extracting from the casting office, I realized that the flag has a little waving animation.  As it currently stands, my utilities do not handle animations.  I looked a bit into what would be involved.  For now, I've decided I'm going to release these utilities without animation capabilities -- but with the promise that a future version will include it.

    So...  Just a bit more fixing up of the documentation, and that texture animation thing.  Then I'll package it up and release.  Should be up in, say, 18-20 hours?

    I have some human props I need to make for Marine101, which I'll do tomorrow after release.  Then this weekend (or early next week, depending on how long it takes to make all those damn thumbnails) I should be able to release the "Casting Office - Complete Works" pack.

    Then it'll be a "Room Builder" utility (which I used to create the interior walls, including the doorway and window cutouts, of the casting office in "To TMO"); and the "Human Prop Maker" utility.

    i believe this is an offical: woohoo!

  •  01-10-2008, 5:19 2832867 in reply to 2832822

    Re: Riley's Modding Updates

    Wow Riley, this is just great work! Smily [:)]

    Now I hope and pray that poor me technical noob will be able to bend her mind around all this and actually work with it.... Hmm [^o)]Big Smile [:D]

  •  01-10-2008, 6:32 2832880 in reply to 2832867

    • TFD is not online. Last active: 12-13-2008, 12:59 TFD
      El Duderino
    • Not Ranked
    • Joined on 08-15-2007
    • Eyes Ears mouth Pictures
    • Member
    • old karma : 0

    Re: Riley's Modding Updates

    woohoo Rily if that all you wrote is true and you'll release it someday... then...then you'll be a legend the michael jordon of tmo... something like that, "the man who made the movies a handy tool" ...
    seriously you are awsome! =)

  •  01-10-2008, 13:51 2833033 in reply to 2832880

    Re: Riley's Modding Updates

    Sisch is right of course...  My biggest concern is whether the user interface will make these useful at all. Stick out tongue [:P]  In any case, and without further ado:

    Riley's Mesh Reconstruction Utilities

    These utilities perform the following functions:

    1. Mesh Reports : Outputs information about a given mesh file.  This also performs analysis on the mesh data, resolving where each 3D object can be found.  Use the information from this utility to figure out your commands for the Prop Extraction utility.
    2. Prop Extraction : Extracts props from a given mesh file.  This is the most complex, but most powerful, of all these utilities.  Make texture and material changes, isolate individual 3D objects, perform 3D transformations, and apply rectangular clipping regions.  A "modder's tool" through and through.
    3. Prop Transformations : Performs basic transformations to an entire prop.  Make global texture changes, alter light-maps, and center, scale, or rotate a prop.
    4. Set Dressing to Prop : Take a saved set dressing file and combine its contents into a single prop, for easy use on any of the various Blue Screen sets.

    Download the Riley Mesh Reconstruction Utilities here. (784 Kb)  This is version 0.0.11a.

    View the online user's guide here.  (PDF format, requires Adobe Reader)  Installation instructions are on the first page.  Or continue reading for more information.

    It will likely take you some reading, and some playing around, to get comfortable with the command-line nature of these utilities.  I have done my best to type up a user's guide that will make sense. Wink [;)]  The user's guide has appendices that list all the mesh filenames for all sets and facilities.  It also has an appendix that explains all the game's directories and what they are used for.  You'll need to know the actual filename of the mesh files you want to work with.

    On the plus side, these applications are completely self-contained.  They are written in C++ for optimal performance.  There is also no need to use Med or Reshoot to extract game files.  These utilities will do it on their own, on demand.

    Installation

    These utilities do not have an automatic setup program.  You can decide where on your hard drive to extract them.  I'd recommend "C:\Program Files\r3tm\".  You can then navigate to that directory at a command prompt with the "cd" commands, as explained below.

    Use WinZip or any other extraction program to extract the files in the ZIP archive.  (I think Windows XP should be able to recognize and extract the files on its own...?)

    Windows Command Prompt

    A throwback to the DOS prompt of the 1980's, the Windows Command Prompt is not as complicated as you might first think.

    To get to a command prompt, go to:  Start --> Programs --> Accessories --> Command Prompt.

    Instead of navigating in Windows Explorer to a folder, you type "cd" commands.  This stands for "change directory".  The blackslash character is used to separate sub-folders.  You can also type the drive letter, followed by a colon, to switch to a different hard drive or partition (if you have them).  For example:

    c: - Goes to the "C:\" drive, which is usually the drive Windows is installed on.
    cd \ - Goes to the root directory of the current drive.
    cd blah - Goes to the "blah" folder in the current directory.
    cd "Program Files" - If a folder name has spaces in it, you have to surround it with quote marks.

    Running Commands

    To use these utilities, you must type commands for them.  Navigate to the folder that you extracted them into.  Then enter commands like:

    r3-tm-meshreport -xo set_hotelbedroom.msh

    Setting the Output Folder

    Props will, by default, be output in their own folder.  Chances are, you'll want to place all your props for a given movie project in the same output folder.  The prop extraction, prop transformation, and set dressing to prop utilities all share a common option for setting the output folder:

    r3-tm-extractprop -workdata tests set_hotelbedroom.msh p_test_armchair -g 4

    The "-workdata tests" part of that command tells it to place the prop in a "tests" folder.  Use this "-workdata" option to organize your props.

    DOS Batch Files

    I highly recommend you make use of batch files to type your commands.  Use Notepad or any other text editor, and give your batch files a filename that ends in ".bat".  Save them in the same folder as you extracted these utilities.

    If you have a batch file named "mymovie-props.bat", you would type the following at a command prompt:
    mymovie-props

    I would recommend each movie project (or mod-pack) have its own batch file.  Each command should use the same "-workdata" folder.  There's plenty of more advanced stuff you can do with batch files.  If you felt so inclined, read about that here.

    Looking to the Future

    As much as I've tried typing up a decent user's guide, these utilities probably aren't for everyone.  I plan on incorporating this functionality into Derobrash's MED.  These things always take coordination and time, though...  So if you just can't get these to work, be patient. Wink [;)]

    In Case of Errors or Unexpected Behaviour

    Before filling my PM box, please read the appropriate sections in the user's guide!  Test things out - don't just jump in and expect your first attempt to work.  Be prepared to have to spend a G o o d [Good] hour learning all the commands and options available.

    You shouldn't get any major crashes, nor should you get any "this program terminated in an unexpected manner" error messages.  If you do, send me the exact command you typed that caused the error.

    I've tested things a fair bit, but there's always a chance there will be bugs.  If a prop you export (especially with the r3-tm-extractprop utility) comes out looking wrong, and you're certain you typed the command correctly, send me the exact command and I'll see what I can do for you.


    Riley Entertainment Website - Movies, Mods, and Modding Applications!
    Riley Entertainment on TMU
  •  01-10-2008, 14:20 2833054 in reply to 2833033

    Re: Riley's Modding Updates

    at last the release, great one riley.

    trust me everyone this tool is awesome, you've seen what riley has created with it and also my scrapyard pack (still in progress).  Now go away install it and lets see what you all can do.

  •  01-10-2008, 22:28 2833297 in reply to 2833054

    • Nayazu is not online. Last active: 23-10-2008, 0:16 Nayazu
      I've never been in Oak Ridge
    • Top 500 Contributor
    • Joined on 09-19-2006
    • Thailand
    • Senior Member
    • old karma : 139

    Re: Riley's Modding Updates

    Oh, I hate command prompt!

    And French keyboard doesn't have backslash key.




    INCIDENT AT OAK RIDGE
    Download the file or install VeohTV player to watch the film.
  •  01-11-2008, 0:04 2833335 in reply to 2833297

    Re: Riley's Modding Updates

    I did indicate on multiple occasions that the first incarnation of these would be command-line...

    I'm sure there must be a way of getting a backslash character.  This page seems to suggest AltCar + ~ (tilda), at least for French Canadian keyboards (which may be different than yours).  As I don't have a French keyboard to look at, the best I can offer is what my Google search came up with...

    One way I know of to get backslash is to hold down the right ALT key and type 092 on the keypad.  I don't know if this is universal on all keyboards, but give it a shot if all else fails.

    (There's also the Character Map program, under Programs -> Accessories -> System Tools.)


    Riley Entertainment Website - Movies, Mods, and Modding Applications!
    Riley Entertainment on TMU
Page 4 of 12 (289 items)   « First ... < Previous 2 3 4 5 6 Next > ... Last »
View as RSS news feed in XML