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llauma

Head model/Face textures

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Nice work Lllauma..

How do you pronocne ya name. Lllll-lauma or just Lul-Luama  huh.gif

I guess the correct way to pronounce it would be with an J like James as it's actually catalonian. But I didn't know that back when I got it so I preper it to be pronounced as if it only had one L, Lauma.

To get more on-topic.. It would be great if people contributed with good pics of different nationalities, Russian guys are always welcome. African, East asian, Middle East and Latinos are also appreciated.

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i got saddam uday and qusay along with bin laden an kerry as face textures

heres a "scruffy" saddam

saddam12fe.th.jpg

its not llaumas head or a vbs1 head though

custom biggrin_o.gif

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That first one is perfect but the rest aren't really good enough if you want to do good textures.

Let's see how it fits the model. Perhaps I should modify the head and especially the nose to look more African. Maybe it would be best to make several head models based on general ethnical differences. The bad thing is still that custom face textures wont work with these new textures but in my oppion it would be much better if OFP had caucasian, asian and african head models with each having 10-20 different random face textures than to have custom face textures. So for an example a pack of African Rebels could have their own face model with its own pool of face textures. If I would make a mod with African units I want the units to look african instead of using custom faces which mostly doesn't fit at all.

I'll make a version that uses the original textures too but they wont be that good compaired the these.

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how advanced is newh head modeling at this moment ?

i mean head for new textures

im almost done with my soldiers and i need your head ! tounge2.gif

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http://www.bildene.no/500/esv101cd28.jpg

http://images.google.de/imgres?....rl=http

http://i.a.cnn.net/cnn....ila.jpg

Maybee these fit in somehow. It would be fine too have differnt head models, then it would be possible too make the conflicts in Africa in the 60. Like the belgian paratroopers in Congo. But if a mod would use them to make the conflicts of Ruanda and Congo and Angola it would be fine too. Maybee Bushfire mod if its still existing.

Looked for afghan faces, but they everytime wear a turban or what its called in english.

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would it be possible to implement custom faces (especially prepared for your head) from external pbos via set texture (or somthing) command? I guess it would be up to addon makers that use your head, but you can always state:"if you want to use my head, you must make it possible!"

wink_o.gif

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how advanced is newh head modeling at this moment ?

i mean head for new textures

im almost done with my soldiers and i need your head !  tounge2.gif

I guess it's pretty close to release.. One thing I dont like is the textures which have too dark eyes and nose but I guess I could still map it with those textures and make new ones later using the same UV map as template.

The thing with mapping is that you cant really say how long it will take. If you are lucky it will look great the first try and if not you have to make it a dozen times. What I can say for sure is that the version using the new textures will be released first. After that I will finish the version which uses BIS textures and finally I'll make the ethnical head models.

african0xa.jpg

Here's a preview of the african model. It's still basicly the same as the caucasian model but I'll modify it once I got the other models released.

@9mm

I don't know.. I'm not much of a scripter or config writer so perhaps they can answer it for sure but I guess it can be done. I also assume that it would be possible to make a ingame menu with thumbnails which allows you to pick the face you want.

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would it be possible to implement custom faces (especially prepared for your head) from external pbos via set texture (or somthing) command? I guess it would be up to addon makers that use your head, but you can always state:"if you want to use my head, you must make it possible!"

wink_o.gif

main idea would be using random script to place texture on model, skipping 'osobnost' issue, so oryginal textures will not colide with new ones and backward.

simple script idea would

placed in init line of a soldier addon with new head

head would be set as selection and will be first (with number 0) in CfgModels part of cpp

lets say there is 22 textures, in facestex.pbo

and have names face0.pac face1.pac ... face22.pac

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

_person = _this select 0

_path = "\facestex\";

_number=Random(23)

_number=_number-(_number mod 1)

_face = _path+"face"+_number+".pac";

_person setObjectTexture [0,_znak]

same way you could add any kind of face texture from any kind of pbo

just placing in editor

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">~2; this setObjectTexture [0,"\mycustomfolder\mycustomface.pac"]

i didnt test it, its just an idea

dont know if "~2" is needed, but i thought that better to wayt for init line script to be finished first...

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I know this sound like a bit of a stupid question, but, is it possible to have two model heads in the same unit as hidden selections? so you could have two heads in the same soldier model but only one would get used depending on what input from script or mission makers add to it for the game.

You could have an African features head model activated with an African face skin, or a European one, or a damaged one, or whatever.

By being able to have a head model according to the skin used it would look realistic all the time.

But maybe this gives more problems that good things, and chances are it is impossible to do right now.

Regards.

@CERO.

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Does anyone have a good answer to my question about a ingame menu which allows you to pick the face you want? It would work just as the menues which allows you to pic weapons in some missions but instead of adding a new weapon to the soldier it simple adds the chosen face texture. Perhaps it could even have a cam infront of you so you get to see how the face texture looks on the model when you click it.

If this is possible to make it would be even cooler than the current system with custom face textures.

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hmmm...

i have another solution...

better one i think.

Data:

textures names:

e0.pac e1.pac ... e10.pac for Europian faces

a0.pac a1.pac ... a10.pac for African faces

s0.pac s1.pac ... s10.pac for Asian faces

textures count for each nation:

10

textures pbo:

facestex.pbo

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

_person = _this select 0

_nation = _this select 1

_path = "\facestex\";

_number=Random(9)

_number=_number-(_number mod 1)

?(_nation==Europian): _face = _path+"e"+_number+".pac";

?(_nation==African): _face = _path+"a"+_number+".pac";

?(_nation==Asian): _face = _path+"s"+_number+".pac";

_person setObjectTexture [0,_face]

exit

this way you can determine wich nation your addon represents.

script would be placed in textures pbo and addons makers would decide if they and whos textures pbo they want to use.

i personaly plan to release my textures pbo as facestex.pbo - so this pbo name is taken ! tounge2.gif

i plan to include only europian faces...

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It would be dificult to be able to view the faces, hell, I would be very impressed if I see that.

I know you can have pictures showing in game, add pictures to a menu made with dialogs and could work, but it would be very complicated in my opinion, well beyond my little knowledge biggrin_o.gif  and I think you can only show one picture ingame at the time, but surely it is a way around. Best place to ask is in .OFPEC forums.

Regards.

@CERO

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Does anyone have a good answer to my question about a ingame menu which allows you to pick the face you want? It would work just as the menues which allows you to pic weapons in some missions but instead of adding a new weapon to the soldier it simple adds the chosen face texture. Perhaps it could even have a cam infront of you so you get to see how the face texture looks on the model when you click it.

If this is possible to make it would be even cooler than the current system with custom face textures.

well, its good for MP, maybe someone will write that, i dont have experience with in game menus :/

but i have another idea how to determine bloody face after soldiers death or being seriously injured.

textures with some dammage (like blood on they mouth or something) will have letter H added after number, and "dead state" texture will have D

so for every face we will have

e0.pac

e0_H.pac

e0_D.pac

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

_person = _this select 0

_nation = _this select 1

_path = "\facestex\";

_number=Random(9)

_number=_number-(_number mod 1)

?(_nation==Europian): _face = _path+"e"+_number+".pac";

?(_nation==African): _face = _path+"a"+_number+".pac";

?(_nation==Asian): _face = _path+"s"+_number+".pac";

_person setObjectTexture [0,_face]

@(getdammage _armour>.5)

?(_nation==Europian): _face = _path+"e"+_number+"_H.pac";

?(_nation==African): _face = _path+"a"+_number+"_H.pac";

?(_nation==Asian): _face = _path+"s"+_number+"_H.pac";

_person setObjectTexture [0,_face]

@!(alive _armour)

?(_nation==Europian): _face = _path+"e"+_number+"_D.pac";

?(_nation==African): _face = _path+"a"+_number+"_D.pac";

?(_nation==Asian): _face = _path+"s"+_number+"_D.pac";

_person setObjectTexture [0,_face]

exit

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there is another issue

textures that are blured whet set by setObjectTexture command

but i have solution for that too (i think, didnt test anything yet)

preload object (preload.p3d)

few faces (same ammount as textures count) as small object with set on it all faces textures

when mission starts we camcreate this object somewhere on the sea or under ground and after while we delete it

to avoid creating this object everytime when we put face on soldier texture we use global variable wich will determine if object was loaded or still needs to be loaded. this way no matter how many times script will start, preload.p3d will be loaded into ofp world only once, preventing face textures bluring on our soldiers :-)

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Great work offtime..

How about adding a tag for the camo versions too. I also think that h should be healthy, i injured and d dead.

ec0h.pac = European camo #0 healthy texture

an6d.pac = African normal #6 dead texture

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Great work offtime..

How about adding a tag for the camo versions too. I also think that h should be healthy, i injured and d dead.

ec0h.pac = European camo #0 healthy texture

an6d.pac = African normal #6 dead texture

files names system isnt that much important, it will not affect anything if script will be stored in pbo among textures

addonmaker using this new head will just need to know patch to script and what parameters does it need.

my only problem is that i still dont have enought textures...

how many you have right now ?

i was trying to make few but besides those from other games i got poor results :/

but i have good base for making wounds, so i could do something if you can share your textures (could also make camo version)

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Great work offtime..

How about adding a tag for the camo versions too. I also think that h should be healthy, i injured and d dead.

ec0h.pac = European camo #0 healthy texture

an6d.pac = African normal #6 dead texture

files names system isnt that much important, it will not affect anything if script will be stored in pbo among textures

addonmaker using this new head will just need to know patch to script and what parameters does it need.

my only problem is that i still dont have enought textures...

how many you have right now ?

i was trying to make few but besides those from other games i got poor results :/

but i have good base for making wounds, so i could do something if you can share your textures (could also make camo version)

The ones I have are mainly from other games and I believe you have them. I have been focusing most of the time on the model. The ones I have created still needs some improvements. The good thing is that it's quite easy to make new textures from good front pics.

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I'm sorry but those aren't really useful for a pack which should contain high quality faces.

I did a small test adding the new african head to the BAS tonal special forces unit. It looks quite good.

tsf012hb.jpg

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Wow it looks great. A new head model makes all the diffrence in how the soldier model looks.

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I'm sorry but those aren't really useful for a pack which should contain high quality faces.

I did a small test adding the new african head to the BAS tonal special forces unit. It looks quite good.

[im]http://img40.echo.cx/img40/2900/tsf012hb.jpg[/img]

I think it does not look good, it looks fantastic icon14.gif

You are really making an impressive work on your head model.

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I did a small test adding the new african head to the BAS tonal special forces unit. It looks quite good.

And it has...ears! tounge2.gif

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