/icup/ - ICUP 7 starts 12 August!

Mind the Otters, they munch

SAVE THIS FILE: Anon.cafe Fallback File v1.1 (updated 2021-12-13)

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We have finally reached 32 teams for the Infinity Cup! Invitation are closed and anyone who says otherwise is probably just spamming. In the mean time, feel free to keep creating teams, we'll find an use for them somehow.


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Adding a bit of flair to the teams CLERMONT FOOT 63 04/03/2021 (Sat) 11:22:53 No.2505
I think it would really make the matches stand out more from the older Infinity Cup if we somehow managed to recreate some 3D players, at least for the medals of the mainline teams that don't really have them, like /christian/ or /co/. To that end, I was wondering if anyone knew or had the time to look up and monitor which players have already had a customized model or face. I say this as we could very easily solve many more "generic" names by using pre-existing assets.
How do I create a custom limb? there is no template is there?
>>3632 >>3637 It's not separate limbs. It's like the full-body tutorial describes, one model in the Arms part. Even the head (some may call that bad practice but we don't have the manpower to do it perfectly, so it's just all painted fully with the head bone weight). The different movement comes from the vertex weights. You can do separate limbs, technically, but I don't bother.
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>>3626 Alright, I've loaded it up. None of the files you sent had textures on them, the source .mlt and .obj don't include them. Where did you originally download it from? Were there any other folders/files? The UV maps are hectic but I hacked this together for you, so that you know you're doing it right. All I did was create a super-simple .dds texture of 4 color blocks and hackily move the UV maps into each color, and moved the pic-rel wrist's weight from the hip bone to whatever slot 18 is, probably a wrist bone, because it was forcing half the wrist into its T-pose location (hip bone is useful to make things just not move, like most of the otter models that would just NOT work with typical human proportions). No polishing or anything, so you can definitely get better results than this.
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>>3641 >None of the files you sent had textures on them I forgot to create the .dds containing all textures when rigging the model, so now all textures are fucked beyond belief and I have to start all over again. How did you do >>271 again? Have the kit show up on the model?
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>>3642 >Have the kit show up on the model? Simply don't remove them. This is done through in-game and/or EDIT file changes, not modelling. Basically, the DLC mods set a certain style of each uniform (like short socks) to be absolutely nothing. So when we want to do a full body model without the uniform going inside it, we choose all the invisibility uniform parts. That stick figure only had invisible skin, with the uniform parts still remaining. There's also some advanced fuckery that can be done to use the kit texture as the shader for a 3D model, just like the uniform models do, but that comes later. I think /a/'s fish-eating player has that to give her breasts inside the correct colored shirt.
Also >spoiler been there done that. DO A SAVE BEFORE EXPORTING. I find that when exporting, the exporter script joins UV verticies if the model vertices are the same, even if the UV vertices are detached. You'll see what I mean when you open a new Blender window and import the exported .model and the UVs look different and stretched. To fix that, I copypaste this script into the Python console when in Edit mode to split the mesh into parts, so it doesn't try to join them: (taken from https://blender.stackexchange.com/questions/92127/python-split-mesh-by-uv-islands ) import bpy import bmesh context = bpy.context obj = context.edit_object me = obj.data bm = bmesh.from_edit_mesh(me) # old seams old_seams = [e for e in bm.edges if e.seam] # unmark for e in old_seams: e.seam = False # mark seams from uv islands bpy.ops.uv.seams_from_islands() seams = [e for e in bm.edges if e.seam] # split on seams bmesh.ops.split_edges(bm, edges=seams) # re instate old seams.. could clear new seams. for e in old_seams: e.seam = True bmesh.update_edit_mesh(me)
>>3644 I would use that if the texture wasn't too fucked, but every map has set its origin inside one square texture of all 6 that comform the model, so I doubt I could salvage it even if i tried to map the model anew since I intend to create a two sided image player, reading on the cardhead tutorial I take it a card model is essentially a virtually flat cube, a cube squished on an axis, with any other edges that aren't front and back deleted from the mesh? this would work for the box/card head models, but I wonder if this same principle carries over to a full model, with the "making one side visible on one normal and not on another" aspect of it
>>3659 The cardhead is a flat rectangle (or two, for front and back, I forget), not even a thin cube. The .mtl file has some parameters, one being two-sided (0 is false, 1 is true). If it's disabled, then you only see a face if the normal is on the correct side, like you said. Game Dev 101: don't bother rendering what they aren't seeing. If you saw the previous cup, Eris has an outline. That was done by making the same shape as her, making it slightly larger and all black, and inverting the normals, so the closest side is therefore invisible and the furthest side is inward facing and visible. (Now I'm using DepthBias for that because it works better with some finer details.)>>3659
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got this error while exporting a model, don't know what to make out of it.
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Trying to assemble the players I'm going to test on a team. What template should I use to build the team if I wished to see them in-game?
>>3671 Which team?
>>3675 sleepy/v/, heard that the head of the icup was ok with reviving the /v/ team.
>>3677 Alright, well you'd better make it official so the cup host can put you on the list. Place a reply in >>2945 to say you're reviving the /v/ team (I'm assuming just for sleepy/v/ as opposed to the previous joint team?) so that if a current team remains unresponsive you can be added. The existing /v/ team is this: https://infinitycup.miraheze.org/wiki//v/ and you can see their aesthetics in this match: https://archive.org/download/ic6_20220606/6-16%20Day%203%20-%20kind%20vs.%20v.webm If you want to fully re-create the team tactics: Basic: https://infinitycup.miraheze.org/wiki/Team_Strategies Detailed: https://infinitycup.miraheze.org/wiki/Player_Cards I can send over the current tactics if you want. Of if you have PES installed, we will test to see if just a team export and import works smoothly.
>>3679 can you send me the full team export? let me check it out by myself
>>3680 Here is the partial AET (new aesthetics export), including /v/. Edit settings.txt before use, so it ends up in the right folder. Unless you choose to change the settings, it will overwrite inf_90_test.cpk , so back that up first so you can restore it whenever you want, or change the export .cpk that this generates. https://files.catbox.moe/93geso.7z For the team import, if you already have the draft ICUP 7 EDIT file, then import this team export using PES (Edit->DataManagement->Export/Import) by putting it in your /save folder . It should land in the Additional Teams league. Again, let me know if you have issues. https://files.catbox.moe/keyeio.7z Hopefully, that makes it work smoothly. Let me know if something doesn't look right. When you want to create a Portraits folder for the custom player icons on the Game Plan page, let me know, but basically it's just in the AET export for your team, a folder called Portraits with 128x128 .dds files, transparency allowed.
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working on a model, was about to export then blwender replied with >go triangulate the mesh so I did, but then >can't triangulate mesh with shape keys wdym blender. how do i solve this without doing the model anew.
>>3689 You know where it shows you the list of vertex weights? It also has a list of shape keys below. Just click the Delete All option. (I think) For blender issues rather than PES issues, there are usually answers online.
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>unable to load because the data is from a different version here's what I did >PES 1.00 corepack >PES 1.02 exe and steam .dlls from the wiki >icup7 save file from the wiki >AET and EDIT file from >>3685 >EDIT and SAVE files went into /Documents/.../save >AET exported into /Program Files (x86)/.../PES/download I cannot fathom why the game is bitching at me
>>3692 Did you also get the DLC from the wiki (below the EDIT files) and extract those .cpks into /PES/download? https://archive.org/download/ICUP7-draft0.1-DLC/download.7z That's all I can think of so far, the rest of what you wrote makes sense. (note: try the DLC and ICUP7-draft EDIT, then if that's confirmed working, compile the AET and use the AET save you linked.
>>3696 >did you extract those .cpks into /PES/download? the DLC and the AEC need to be installed separately? I downloaded the aesthetic export and installed it with the 4cc tool, don't know what else could you mean by DLC note that the game didn't install with a /download folder in Program Files (x86)/.../PES, so I had to make one
>>3696 do you also have a /Data folder in your game's directory? perhaps there's no such thing as a /download folder ?????????
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the legend come to libe I'm still puzzled as to why the game didn't work when I tried to compile the files through the AET. I'll try to sort that out later.
>>3697 >note that the game didn't install with a /download folder in Program Files (x86)/.../PES, so I had to make one Yep, you did it correctly. /Data is the default, /download is DLC. >>3700 AET just compiles our extra team edits and creates one DLC .cpk of them. DLC only adds changes on top of the /Data files (just replacing or adding files), so you still need the rest.
>>3700 Are you SKF?
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new rigger here, exporting players into PES has been crushing my balls. here are three players that won't work no way or another in-game, and i can't help myself anonfiles.com/9e3af608y9 there should be a blender file in each .zip that shows how the player should look in-game
>>3725 Are they all just not even showing at all, in any way? I tried and they're all showing up in the game, no changes at all. Carmack has no issues (although I see a piece of floating junk about three metres to his left and up a bit, and the UVs messed up like mentioned here: >>3644 ). I'm not sure why but Shambler's weights are messed up which distorts the body in-game (I just deleted them all and transferred them again from carmack out of laziness and then it was fine) and it lost its UV map so it just looks brown, and FOE's body just didn't get exported at all so it just looks like a person with an orange neck missing their head so far. Have you made sure the AET settings.txt is set to export to the correct PES downloads folder? Does that file get modified (date modified) when you export? Do you see this line when you run the AET .bat script? (I'm assuming you're running the all-in-one script) >- /v/ (ID: 765) Are there any errors? Does the script list those players you've added while packing their face folders? (PS: to speed it up, if it takes a while, you can remove the other boards' faces. Those are just examples)
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>>3734 can you send me a pic or two on how do they look like on your end? I suppose transfer weights being fucky explains the shambler's case, though I don't understand how he lost his textures when I joined him with the model. otherwise, carmack's UV map for the shirt was broken on my end and FOE's head is inexplicably missing.
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well this explains everything what was that command you used to prevent this from hapening, again?
>>3736 Yeah this is how they look on my end, before I re-did the weights on Shambler. I only just realized because the same happened with one of the raccoons I just imported, but it would be because Shambler's model had its UV map named to something custom, so it didn't become the only UV map and named 'UVMap', so the script exported none. >>3737 You open the Blender 'Python Console' and when in Edit mode, paste (for me CTRL+V) this code: >>3644
>>3738 * and press enter afterwards (the two empty lines in my copypaste weren't added in that post, so you may have to manually end the line of code with the enter key)
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>>3738 >the script yes, that did the trick. there is still a vertex peeping out of carmack's sleeve and some ugly artifact on his neck but that can be sorted. still, it would be ideal if you sent me your shambler, see how less broken it is with proper weights.
>>3740 https://files.catbox.moe/qbro8y.7z That's with the missing UV (I just did a lazy unwrap) and the transfer from Carmack instead of doing it properly with medical. As you can see it's looking pretty normal, but it will probably be better when you do it properly.
Can you do your magic script on this blender file? Even when I set it up, whenever I export it it messes up the teeth. anonfiles.com/L2Sbo70ey6 On the missing textures, whenever both meshes are joined on the medical staff file, a new UV map is created, so you have to delete the new UV map and set the old one back on the triangle toolbox that has the weight painting info
>>3751 I think if they both have the same UVMap name, they get merged.
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>>3751 Alright, solved it. There are a couple of small little bits you can polish if you care to. >pics 1 and 2 So first thing I noticed, its left shoulder has vertices wildly out of place. That looks to me like they weren't normalized, and when I clicked Normalize All, it changed weight, so yeah that was the issue. It became pics 3 and 4, it ended up looking a bit wobbly when animated, if you don't like that then experiment with painting it to be the same as the right shoulder (not the same exact keys, but the left-side equivalents. The medic .blend file has them all named which makes it easier) >pic 5 I assume that's what you mean with the teeth, how there some green and black moving around there during animation. I realized when looking in-game close up that the green was a reflection map (the green was stadium grass. the reflections just use a pre-made texture, not the actual environment, and the .mtl file specifies Basic_CNSR shader (Constant, Normal, Specular, either roughness or reflection not sure which) instead of , for example, Basic_CNS or Pony, so it just used the default reflection map as none was specified) That's not necessarily a bad thing,just useful to know for other issues. Have a look close up and see what I mean. I've changed the one in my re-upload to Basic_C only, since we don't have/want a normal map or a specular map. I also removed double-sided and alpha as we shouldn't need them here. I noticed that most of the weights on the mouth were assigned to (IIRC) the belly and the chest. I tried weighting them all completely to the belly but it still looked weird and didn't all move as one, then I tried weighting them all to the chest, which appears to be far better. https://files.catbox.moe/yr7y1e.7z
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To the /v/ guys, apparently there's a bunch of Hotel Mario models if you want him as a rep https://www.models-resource.com/custom_edited/mariocustoms/model/43572/
>>3759 that's not half bad honestly. I had already seen it before but I wouldn't mind using it eventually, but for the time being I'm good
Has anybody got to use another facemsak from the game? I tried to extract the cpk once, but when I uploaded it into Gimp (the .dds face file) all it said was "incorrect .dds file" or header i dont remember
>>2505 Hey fellas, an /ita/lianon here https://sketchfab.com/3d-models/rubber-duck-a84cecb600c04eeba60d02f99b8b154b We would like to submit a soccer ball for /ita/ in the shape of this rubber ducky. Problem is, I'd also like to paint it this shade of purple/magenta in honor of another sister imageboard that hosts some of our users. Could any blenderfag import it and color it for us? Thanks so much in advance.
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>>3812 like an absolute dingus I forgot to post the reference image still if someone could do it, we'd really appreciate it
>>3835 new balls
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>>3856 You're an absolute fucking legend thank you so much!
>>3858 Nice drawing
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Why does the model once it's been imported open up like this? If I recall correctly, there were clear edges around the model and I used those as a reference for weight painting. This is, the blue edges were where the chest and the belly ebded in weight painting, for example. Don't know if that has any correlation whatsoever though.
>>3879 I don't know why it's like that. I'd check the normals are facing the right way and that there is nothing too different about the weights (and that they're normalized).
How do you make the fingers work on a custom model? Can you do it?
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Can the rigger lend me a hand? I want to export the neck as Face_3, just like the PES model's neck. However, I'm unable to export it as it says "index out of range" Here's the model's head and the texture. anonfiles.com/6a7cw723y3 If you could give me an explanation on how to solve it I could replicate it myself, as I intend to shrink and crop the face's texture.
Open file (6.55 MB 1280x720 me.mp4)
>>3902 got this one done i do have this other problem how can i fix this? i can see through this guy's mind
>>3925 I think that's an issue with Blender's transparency, it's super annoying. Try just ignoring it and see if PES is fine.

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