DigitalEro Offline

Adult game open to user generated content.

Sun, 18 Aug 2013 11:56:42

Kris

I guess I should expand a bit, as I've been told this is pretty vague, both in terms of what I need help with and what the project actually is. Been using the following tag line "A social game based on the Unreal Development Kit (UDK) that supports multiple character creation and customization, as well as sexual content." See crappy site: SHG. Create your own area, populate with your own characters, share it with others and have fun. Given how easy it is to create scenarios with Kismet and matinee, I'm sure it would take off in communities like this, especially if some sort of in-game animation editor could be created. To get there, I am looking for help in getting basic player models and animations together. My previous efforts involved using Skyrim models taken from Skyrim Nexus and other sources, though I had trouble with the .nif to UDK process corrupting things. Gonna give that another go, but I'm sure I'm not the only one with limited spare time, hence this thread :)
Sun, 18 Aug 2013 07:51:51

Kris

G'day, I want to create an adult oriented game with both multiplayer and Rift support, with support for user generated content. I have a lot of experience with the Unreal 3 engine and would be using the UDK as a starting point. Got the coding side of things down, as well as Scaleform/AS3 to UScript, complex animation trees and the like. The problem I have is lack of assets, mainly in the model and animation department. I've looked for a bit of help in the past, with out any luck. Now that the Rift dev kits have stirred up additional interest in this area, I thought it'd be a good time to look around again. Please feel free to comment or ask a question, even if its to suggest somewhere else I should be looking. Picture related - mucking around with models from Skyrim last year:
Mon, 19 Aug 2013 01:47:23

Kris

The basic version of this is very achievable, once models and animations are sourced. I am a talented enough coder with experience in the areas required - character customisation & animation nodes/trees - but I do not have models and animations. So I'm trying to expand beyond the one man team. Thanks to the Animation Tools N3 by Anton, I was able to get a Skyrim model into UDK via Blender a lot more easily then I had in the past. Animation wise though, I am having very little luck, as the .hkx to .fbx pipeline via Blender is horrendous. That is the area I want help with. I have asked people before and got almost the same responses. "I can help when... " "Good luck." "Let me know when you have something so I can test it!" Nice to know people are checking it out, but encouragement aside, they are not the reponses I am looking for.
Mon, 19 Aug 2013 04:22:39

Soulslayerzx

"Kris" said ...
The basic version of this is very achievable, once models and animations are sourced. I am a talented enough coder with experience in the areas required - character customisation & animation nodes/trees - but I do not have models and animations. So I'm trying to expand beyond the one man team. Thanks to the Animation Tools N3 by Anton, I was able to get a Skyrim model into UDK via Blender a lot more easily then I had in the past. Animation wise though, I am having very little luck, as the .hkx to .fbx pipeline via Blender is horrendous. That is the area I want help with. I have asked people before and got almost the same responses. "I can help when... " "Good luck." "Let me know when you have something so I can test it!" Nice to know people are checking it out, but encouragement aside, they are not the reponses I am looking for.
Why use skyrim??? lol. When you have all these models here???? Plus, if you want the .hkx part, sure google would help you. I imported the .hkx converted to blender once, but i havent done so in a long time. Skyrim modding forums should have that.
Mon, 19 Aug 2013 05:38:39

Kris

Need base meshes with shared animations and shared skeletons. As far as I know, the marjority of meshes ripped from games have different skeletons and animations. A lot of the custom meshes/animations for Skyrim have similar skeletons. Unfortunately, importing and working with the .nif and .hkx formats is still not easy. Even when you think you've got it, you don't. Case in point - nice base mesh, import what should be a compatible animation, bones for the hand become huge. This is despite using the suggested skeleton. WTF? :P I have used meshes exported from MakeHuman for various tests. They are ok, quality wise and were also pretty straight forward to get in UDK. They are little use beyond those test though, as my animation skills aren't the greatest.
Sun, 18 Aug 2013 21:05:03

Soraku Fett

Holy shit. This seems ambitious as balls, but if you can do it, then I'm on board.
Sun, 18 Aug 2013 22:48:20

Soulslayerzx

This sounds awesome, but yea. A one man team is hard as fuck, especially cuz computers will always eventually give you a hard time :( Honestly though, I've thought about making quality porno games like with a lot of different engines. I've thought about source's with hammer where you make a trigger once so when you walk near the prositut's trigger box, it will trigger a cutscene using the format the valve intro logo uses. Skyrim: you could import a set of sex animations unique to differnet characters and have the camera blink several times as transitions. And as for udk, I can't code. So I gave up on that. :( But yea, if someone is good at coding maybe they could make like a digitalero game using an engine and have npcs like miranda lawson, juliet starling, and maybe ourselves :DD Well, this is all pretty impossbile. but yeap. good luck.
Mon, 19 Aug 2013 19:20:33

Soulslayerzx

"Kris" said ...
Need base meshes with shared animations and shared skeletons. As far as I know, the marjority of meshes ripped from games have different skeletons and animations. A lot of the custom meshes/animations for Skyrim have similar skeletons. Unfortunately, importing and working with the .nif and .hkx formats is still not easy. Even when you think you've got it, you don't. Case in point - nice base mesh, import what should be a compatible animation, bones for the hand become huge. This is despite using the suggested skeleton. WTF? :P I have used meshes exported from MakeHuman for various tests. They are ok, quality wise and were also pretty straight forward to get in UDK. They are little use beyond those test though, as my animation skills aren't the greatest.
Yes from my experience headhacking many models onto the caliente body. I suppose you're using or skyrim body. The hands are insanely large. Just gotta resize the mesh/hand bones or something. Why, not use source's animations. They're all there??? Almost everyone has the same skeleton zss,alyx,source models, basically, heavy.
Mon, 19 Aug 2013 22:39:16

Kris

From what I can see, the majority of models for source/SFM are not very modular. They tend to be specific characters or slight variations thereof. Either way, source or Skyrim, is a band-aid fix at best. Ultimately there needs to be a specific base model and skeleton created that everyone care share and update from. The good thing about the engine is that you can parent meshes to each other and swap out animation sets. Base model, with separate custom head, hands, feet, wings, genitalia etc. Good stuff... just need to use it :)
Tue, 20 Aug 2013 00:39:37

Soulslayerzx

"Kris" said ...
From what I can see, the majority of models for source/SFM are not very modular. They tend to be specific characters or slight variations thereof. Either way, source or Skyrim, is a band-aid fix at best. Ultimately there needs to be a specific base model and skeleton created that everyone care share and update from. The good thing about the engine is that you can parent meshes to each other and swap out animation sets. Base model, with separate custom head, hands, feet, wings, genitalia etc. Good stuff... just need to use it :)
Lol. I only remember male and female for source. All the citizens/combines/have similar animations, i think yea two divison male/female. with some special ones in alyx, but they're all there using the same skeleton with a bunch of pre-0made anims :(
Tue, 20 Aug 2013 21:01:40

Kris

Had some time, had a crack at clothing: [dmotion:293ivfx3]x13dxmn_shg2013-08-21-clothing-material-masks_videogames[/dmotion:293ivfx3] Works well enough, though layers are in-progress. @Soulslayerzx: Gotta stop looking at your avatar pic... I think its beginning to hypnotise me.