Author Topic: Armors and clothing  (Read 268022 times)

Offline bikkebakke

  • I'll show those FOnliners how RT is supposed to be
Re: Armors and clothing
« Reply #60 on: February 17, 2011, 04:28:02 pm »
You start with pants, yes. I've also planned to add clothes to the game world that have nearly no stats and are just for look-- casual wear, etc. Stuff that the bums in the game wear and so on.

That would be nice, it would also be quite easy to add a few clothes with the same model, just new textures.
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Offline Karpov

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Re: Armors and clothing
« Reply #61 on: February 17, 2011, 04:46:00 pm »
The only way to make the Power armor bigger is to add it as a new critter with a different skeleton, and make the power armor item give you that skin when you wear it, but I am not sure how custom values for skin tones and such would work.

Added the Combat Jacket. Good work Luther Blisset.

http://www.youtube.com/watch?v=jrEI1X5xyq8

Re: Armors and clothing
« Reply #62 on: February 17, 2011, 04:47:52 pm »
Clothing shop and clothes without stats wouldnt pass into Falloutish world it would be another step to gereric MMO to players but from Fallout as we know it, too much customization can ruin the atmosphere.

Offline Luther Blissett

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Re: Armors and clothing
« Reply #63 on: February 17, 2011, 05:45:41 pm »
Added the Combat Jacket. Good work Luther Blisset.

http://www.youtube.com/watch?v=jrEI1X5xyq8

Wow. That's come out nicely. Seems to fit in-game really well. Excellent :-)

Should I start adjusting for the female model? If so, do you have the base model to work from available? Otherwise, anything else I can get started on, or should I just make a few models for fun and see if they are useful?

Offline Crazy

  • Drugged Childkiller
Re: Armors and clothing
« Reply #64 on: February 17, 2011, 06:10:00 pm »
Even if I think that models are mostly awesome, I still think the walking/running animations are bad. The guy seem to go too fast and/or move are exagerated.
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Offline Lexx

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Re: Armors and clothing
« Reply #65 on: February 17, 2011, 06:15:47 pm »
Clothing shop and clothes without stats wouldnt pass into Falloutish world it would be another step to gereric MMO to players but from Fallout as we know it, too much customization can ruin the atmosphere.

Nobody said anything about clothing shops (We have armorer already, by the way). Also we have 160 years after the war-- people started to rebuild, so there is no reason why they shouldn't have own clothes.

Re: Armors and clothing
« Reply #66 on: February 17, 2011, 07:06:09 pm »
If you mean by nobody no developer then yes nobody said anything about clothing shops. Otherwise you didnt get my point but nevermind.
Even if I think that models are mostly awesome, I still think the walking/running animations are bad. The guy seem to go too fast and/or move are exagerated.
I agree, they need more love.
« Last Edit: February 17, 2011, 08:11:27 pm by None »

Offline Lexx

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Re: Armors and clothing
« Reply #67 on: February 17, 2011, 07:13:19 pm »
I get your point, my point is that your point is invalid, because of given reason.

Offline Gray

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Re: Armors and clothing
« Reply #68 on: February 17, 2011, 08:38:21 pm »
Done.
The armor is made with 110% scale of normal human. Hands position match, so there would be no troubles with animation. I hope.

http://rapidshare.com/files/448475025/Karpov_APA.rar
Total polycount 2812 triangles with head and helmet both.
Just in case, I've included armor with both heads (male and female) unattached.

Re: Armors and clothing
« Reply #69 on: February 17, 2011, 08:50:44 pm »
Exelent. I want it!

Offline Solar

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Re: Armors and clothing
« Reply #70 on: February 17, 2011, 08:57:33 pm »
Most definitely worth the wait :)
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Offline ChikChik

  • ... and I'am all out of gum!
Re: Armors and clothing
« Reply #71 on: February 17, 2011, 09:21:02 pm »
Even if I think that models are mostly awesome, I still think the walking/running animations are bad. The guy seem to go too fast and/or move are exagerated.
same thing. as for me, walking animation are alright, but something is wrong with runing.

Offline manero

  • FO:Reloaded
Re: Armors and clothing
« Reply #72 on: February 17, 2011, 11:14:50 pm »
Its a pity that APA would be not available for players. It looks far better than power armor.

Offline Lexx

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Re: Armors and clothing
« Reply #73 on: February 17, 2011, 11:19:03 pm »
The problem I see with moving is that there is some smooth connection between idle and walking / running animation. This makes the character look as if he is sliding over the ground when he starts walking. Don't know if it can be deactivated, but it should be if possible.

Offline bikkebakke

  • I'll show those FOnliners how RT is supposed to be
Re: Armors and clothing
« Reply #74 on: February 17, 2011, 11:36:59 pm »
In what range should armours polycount be in btw?

Just curious.
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