New AI Meshes WIP
by Jason Otto on Jul.15, 2010, under Models
I started working on some new AI meshes. There are a few rules to this project. First, they can’t have more polygons that the original meshes so they have the correct look. Second, the textures need to be symmetrical, the originals were very asymmetric. Third, the arms and legs needed to be remapped so textures wrap around them fully.
Starting with the mesh swgard01.bin I split the arms, legs and sword off into a separate texture map, and remapped the limbs so the texture wraps them completely without the folding and extra seams of the original. The arms and legs have slightly larger textures, the entire sword has a much larger texture.
Next the body was remapped to remove the asymmetries in the texture. The head was remapped to do the same, and separated from the body by a small gap. The helmet was remapped as well and separated from the body.
The mesh swgard02.bin has a long coat, but the lower half was very compressed in the original. Using the completed swgard01.bin as a starting point I split the lower half into a new mesh, remapped it, and gave it a texture of its own at the same scale as the top half of the torso.
The police01.bin file replaces cop01.bin, and is simply swgard01.bin with the helmet reshaped. The Hammerite soldier hamsol01.bin used the torso and limb maps from swgard01.bin, a remapped head and hammer.
The textures are all interchangeable. Originally the mesh swgard02.bin had a shortened chest to accommodate the long coat, the result was poor looking, its identical to swgard01.bin now. Hamsol01.bin had its face in a different location than swgard01.bin, they now match.
I don’t intend to replace every mesh, or even class of meshes. I’m replacing the meshes that are very commonly used, and ones that I intend to most likely use in my next mission.