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Author
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Topic: 3D Lara Croft Mesh for MAX available for FMVs and Cut-Scenes
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Wee Bald Man Moderator Posts: 184 From:Left Luggage Locker #8, Heathrow Airport, London Registered: May 2001
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posted 08-07-2001 06:51 AM
Hi all,I'm new here but I've been lurking around since last November so I'm familiar with most of you even if you don't know me. If anyone would like to host this mesh of Lara on their TR website please email me and I'll send it to you. The mesh is in 3DS format and has 724 polygons. All the textures are present but in their original format (i.e there are 227 very small textures similar to those found in the TR Level Editor's TGA files). As far as I am aware, the model was originally extracted from the PlayStation version of TR2. It shouldn't take too much work to create skin joins (smooth transitions at the elbows etc) but if you need any help don't hesitate to ask. I can also help anyone with questions on how to create a skeleton system and animate within 3D Studio MAX. I realise that no-one has managed to work out how to activate the FMV / cut-scene sequences from within the TR Level Editor but in the mean-time hopefully this model will give any clever people the incentive to try. Best wishes, Wee Bald Man
[This message has been edited by Wee Bald Man (edited 08-18-2001).] IP: Logged |
doron Member Posts: 227 From:rishon le zion , IL Registered: Apr 2001
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posted 08-07-2001 06:58 AM
i will host it for you!! (btw, good work!)------------------ <><> Doron <><> Tomb Raider Motel <> join our mailing list to get uptades!! <> 2 new outfits!! <> 3D lara is coming soon... <> what are u waiting for?! click: http://clix.to/TRmotel IP: Logged |
doron Member Posts: 227 From:rishon le zion , IL Registered: Apr 2001
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posted 08-07-2001 07:00 AM
send it too: doronfl@zahav.net.il 
------------------ <><> Doron <><> Tomb Raider Motel <> join our mailing list to get uptades!! <> 2 new outfits!! <> 3D lara is coming soon... <> what are u waiting for?! click: http://clix.to/TRmotel IP: Logged |
jliboy64 Member Posts: 1134 From:connecticut Registered: Mar 2001
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posted 08-07-2001 07:36 AM
734 in total? is there a limit for vertices in fmv and cutscenes? cuz if there's not, you can easily jump that number, and it would look rounder, and how would you make fmv anywayz? great work, looks round.------------------ NOMINATED JLIBOY64 FOR THE "BEST WADMAKER AWARD" IN LIL KID'S 2001 TRLE AWARDS! CLICK sam.burke@ic24.net TO EMAIL HIM AND SAY "I NOMINATED JLIBOY64 FOR THE BEST WAD MAKER AWARD! THANX! DOWNLOAD COOL OBJECTS HERE NOW! featuring: 1. 3 custom made wads! 2. 3 new outfits! 3. JET PLANE prj file! AN ACTUAL JET PLANE! 4. TERROR SCHOOL LEVEL! and TGA! 5. NEW UPCOMING JCO CHARACTERS AND LEVEL SCREENSHOTS JCO-Jliboy's Custom Objects jliboy64@hotmail.com IP: Logged |
Wee Bald Man Moderator Posts: 184 From:Left Luggage Locker #8, Heathrow Airport, London Registered: May 2001
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posted 08-07-2001 08:15 AM
> 734 in total?Sorry I didn’t make it clear – there are 724 polygons (triangle faces) which amounts to 408 vertices total (there are less vertices because they are shared by the faces – each face consists of 3 vertices). > is there a limit for vertices in fmv and cutscenes? cuz if there's not, you can easily jump that number, and it would look rounder There is no limit for the amount of detail that you can have in an FMV but there is a limit to the amount that you can have in a cut-scene. For those of you that don’t know the difference between an FMV and a cut-scene: An FMV (full motion video) is a pre-rendered high-quality sequence which is played using a codec such as Bink. A cut-scene is a sequence which is played by the game engine itself and is therefore much lower quality because the engine is positioning the models used in real-time. The level of detail you can have in a cut-scene is limited by the power of the game engine and the technology (the computer speed, graphics card, RAM etc). This model is very likely to be the actual model that was used by Core for in-game cut-scenes using the TR2 engine. Therefore it would be safe to assume that it would not be advisable to push this limit any further as you can be sure that they tried to get as much detail as they could. However, because this is a relatively old model by today’s standards, you could probably safely push the polygon count up to around the 1000 mark as most computers are a lot faster than they were when TR2 was released. > how would you make fmv anywayz? You have to use a 3D animation program such as 3D Studio MAX, Maya, LightWave etc. MAX has been the industry standard for a long time but many games companies are shifting to Maya as the recent versions of MAX have been struggling to cope with the ever increasing level of detail which modern games require. > great work, looks round. Thanks, but this isn’t my work. It’s apparently the original model extracted from PlayStation from TR2. I found it on the Internet about two and half years ago. IP: Logged |
jliboy64 Member Posts: 1134 From:connecticut Registered: Mar 2001
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posted 08-07-2001 08:25 AM
yes, just found out about how you can make fmvs with 3dmax, sound pretty complicated though, and it's not worth it making it for tomb raider, if i am ever going to make one, i would make my own game, then make it, but making my own game, i need to learn visual c++, and i have no idea of that so far! since im 13, i still got a few years ahead of me, so, if im ever gunna start making games, better start today , (goes and looks for a visual c++ for dummies)------------------ NOMINATED JLIBOY64 FOR THE "BEST WADMAKER AWARD" IN LIL KID'S 2001 TRLE AWARDS! CLICK sam.burke@ic24.net TO EMAIL HIM AND SAY "I NOMINATED JLIBOY64 FOR THE BEST WAD MAKER AWARD! THANX! DOWNLOAD COOL OBJECTS HERE NOW! featuring: 1. 3 custom made wads! 2. 3 new outfits! 3. JET PLANE prj file! AN ACTUAL JET PLANE! 4. TERROR SCHOOL LEVEL! and TGA! 5. NEW UPCOMING JCO CHARACTERS AND LEVEL SCREENSHOTS JCO-Jliboy's Custom Objects jliboy64@hotmail.com IP: Logged |
jeffrey van oort Member Posts: 265 From:Eindhoven,nb,Netherlands Registered: Jun 2001
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posted 08-07-2001 08:58 AM
not usefull sorry.------------------ Ain't never learned!!! IP: Logged |
Girl6 Junior Member Posts: 15 From:Mobile, AL USA Registered: Dec 2000
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posted 08-07-2001 11:40 AM
Thanks for finding it. I might make an animation with it after I finish my current project.IP: Logged |
Tension Member Posts: 262 From:West sussex, England Registered: Jul 2001
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posted 08-07-2001 12:06 PM
how bout cut scenes though, take it you use speak head slots?IP: Logged |
Wee Bald Man Moderator Posts: 184 From:Left Luggage Locker #8, Heathrow Airport, London Registered: May 2001
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posted 08-07-2001 01:37 PM
> how bout cut scenes though, take it you use speak head slots?Getting the characters to talk could be done in several different ways. Bear in mind that all of these methods could only be used in a pre-rendered video file (such as AVI or MPEG) which would have to be created beforehand, using a program such as MAX. Until somebody really smart works out a way to trigger a video file from within the TR Level Editor, FMVs and cut-scenes would have to be launched manually which is not desirable because it interrupts the gameplay: 1) You could replace the textures used for the mouth area with the appropriate visual phoneme (a visual phoneme is a mouth position that represents the sounds we hear in speech). This method has been used in many of the cut-scenes made by Core Design. To see an example: look at Lara’s mouth when she pulls her gun triggers, you will see that the texture for her mouth is replaced by a different ‘teeth clenched’ texture. 2) You could morph (replace) the character’s entire head with the appropriate visual phoneme and facial expression. This would look more realistic as when we talk, we use eyebrows, cheeks muscles etc to express ourselves. 3) You could adjust the position of each vertex by hand. This is by far the most time consuming method but also the most interesting to watch as it gives the animator full control and therefore the character starts to become ‘alive’. 4) You could use one of many third-party programs specially designed to interpret sound files into the correct phoneme in real-time. 5) You could create a MAX script which instructs MAX to open and close the character’s mouth according to the volume of the sound being made (the higher the volume the wider the mouth). This is crude but is used widely because it saves a lot of time. Many cheaply made childrens’ animations on TV use this method.
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seven125 Member Posts: 133 From:Austria Registered: Jan 2001
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posted 08-07-2001 03:52 PM
But how can i make Lara move her arms in a cut scene, and make her walk around like it is in the game?IP: Logged |
jliboy64 Member Posts: 1134 From:connecticut Registered: Mar 2001
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posted 08-07-2001 04:11 PM
sorry, this sounds kinda worthless, cuz if you spend this much time, you can make your own game with the time! ------------------ NOMINATED JLIBOY64 FOR THE "BEST WADMAKER AWARD" IN LIL KID'S 2001 TRLE AWARDS! CLICK sam.burke@ic24.net TO EMAIL HIM AND SAY "I NOMINATED JLIBOY64 FOR THE BEST WAD MAKER AWARD! THANX! DOWNLOAD COOL OBJECTS HERE NOW! featuring: 1. 3 custom made wads! 2. 3 new outfits! 3. JET PLANE prj file! AN ACTUAL JET PLANE! 4. TERROR SCHOOL LEVEL! and TGA! 5. NEW UPCOMING JCO CHARACTERS AND LEVEL SCREENSHOTS JCO-Jliboy's Custom Objects jliboy64@hotmail.com IP: Logged |
Wee Bald Man Moderator Posts: 184 From:Left Luggage Locker #8, Heathrow Airport, London Registered: May 2001
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posted 08-07-2001 04:48 PM
> But how can i make Lara move her arms in a cut scene, and make her walk around like it is in the game?In order to make Lara move around in an FMV or cut-scene you have to learn how to use an animation program such as 3D Studio MAX or similar. There are many books and Internet resources which cover the subject in more detail - I can recommend some if you’re interested. IP: Logged |
Number6 Member Posts: 60 From:CANADA Registered: May 99
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posted 08-07-2001 05:19 PM
Please send to richmann@sympatico.caIP: Logged |
Driber_IF Member Posts: 823 From:Den Haag, The Netherlands Registered: Apr 2001
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posted 08-08-2001 11:44 AM
hey Wee, can you send me those Lara 3ds files please? I've got 3D Studio Max and I'de like to fool around with them  ------------------ Tomb Raider - Ancient Legends levels (2), walkthroughs, tutorials, wallpapers and other TR goodies on driber.cjb.net !!! new: the full release of the OBJECTS ARCHIVE is out !!! IP: Logged |
Driber_IF Member Posts: 823 From:Den Haag, The Netherlands Registered: Apr 2001
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posted 08-08-2001 11:47 AM
sorry, forgot my e-mail: driber_if@yahoo.comtnx ------------------ Tomb Raider - Ancient Legends levels (2), walkthroughs, tutorials, wallpapers and other TR goodies on driber.cjb.net !!! new: the full release of the OBJECTS ARCHIVE is out !!! IP: Logged |
pwhirl Member Posts: 818 From:Mission, BC, Canada Registered: Dec 2000
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posted 08-08-2001 01:39 PM
Looks great, and I've been trying for a while now to get cutscenes to activate, so far the editor just crashes.------------------ Top 5 Favorite sayings: -Never give-up! unless the situation is hopeless:) -The only thing certain in life is uncertainty! -You get what you pay for. -Nothing is impossible, it's just not likely to happen. -If it doesn't kill you, it can only make you stronger. TR Archives, My own level archive with 300+ levels and total TR + LE coverage (well very soon anyways). IP: Logged |
Wee Bald Man Moderator Posts: 184 From:Left Luggage Locker #8, Heathrow Airport, London Registered: May 2001
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posted 08-08-2001 04:13 PM
I’ve been searching through past postings on the subject of FMV and cut-scene triggering. I found a few things which people have said in the past which haven’t been followed up.If there are any updates since these last comments please add them to this thread. *******
Reb@Eidos posted 12-19-2000 You actually need some lines of 'code' in the script.txt file. ******** ImmortalX posted 01-24-2001 I found out that the script packer (SCRIPT.EXE) recognizes the command 'FMV=' because it generates an error indicating that it expects a number as a value. I also found that it accepts the following format: FMV=FMV\'video-file-here','some-number-here' ******** Reb@Eidos posted 01-25-2001 Not positive about this but I think running an FMV requires a combination of several things....one, there must be a specific line of text in script.txt pointing to the FMV; and two, the FMV must be compressed in the proper format, stored in the right folder, etc. I'm not sure about hardcoding issues, but believe they are required with some of the puzzles that needed cut scenes for completion, such as the trident/Neptune puzzle. We tried to remove those puzzles since the cutscenes, if left in, wouldn't reflect the environments created by individuals. ******** tomoko posted 04-14-2001 In the Original TR4 Script I've found this lines: [Level] Puzzle= 1,Golden Skull, $0001,$0180,$9000,$0000,$0000,$0002 UVrotate= 8 Layer1= 160,160,192,7 Legend= Cambodia, 1984 ResidentCut= 1,5 ResidentCut= 2,6 ;Cut= 6 LoadCamera= 7835,-569,88960,5000,-323,88346,20 Name= Angkor Wat YoungLara= ENABLED Horizon= ENABLED Level= DATA\ANGKOR1,110 [Level] ;FMV= 1,0 Layer1= 160,160,192,7 ResidentCut= 1,7 ResidentCut= 2,8 LoadCamera= 82362,-258,18777,84018,-1495,20276,33 ResetHUB= 3 Name= Race For The Iris YoungLara= ENABLED Horizon= ENABLED Timer= ENABLED Level= DATA\ANG_RACE,110 but I don't know how to use this lines (and also the numbers behind it) ******** WereWolf posted 05-03-2001 With the Tomb4.exe provided with the editor there's NO WAY to play FMV. Simply because THEY have removed calls to binkw32 libraries in that prog. The only prog which contains those calls is the regular one provided with TRLR (you won't find them in the times level exe, nor in the demo level exe). You can play home made levels with the regular tomb4.exe (and FMV) BUT the problem is the sound which is not good (not good at all!!). ******** tirx posted 05-04-2001 If you play custom levels with original TRLR executable, I think we should be able to change the SFX files, so the sound wouldn't be corrupted. Believe me, I played TR3 levels with TRLA executable and sound WASN'T wrong, cos I replaced the TRLA SFX file with the one of the TR3. It worked. ***** robbase posted 05-04-2001 ..there are unofficial level editors, why not an unofficial TRLR.exe that could support our fmv's? ********
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Wee Bald Man Moderator Posts: 184 From:Left Luggage Locker #8, Heathrow Airport, London Registered: May 2001
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posted 08-08-2001 04:17 PM
The lines that tomoko was referring to are: ResidentCut= 1,5 ResidentCut= 2,6 ;Cut= 6
;FMV= 1,0 Layer1= 160,160,192,7 ResidentCut= 1,7 ResidentCut= 2,8 ResetHUB= 3
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