Author Topic: Critters and stuff related to them  (Read 36844 times)

Offline Luther Blissett

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Re: Critters and stuff related to them
« Reply #75 on: April 13, 2011, 07:30:56 pm »
I read it more like just "consider other animals which may be alive and could add to the gameplay".

Particularly noting the last sentence :

For anyone doing fan fiction or campaign stuff for Fallout, my recommendation would always be to do whatever makes the story or campaign better - strict adherence to the Fallout genre might kill some good ideas for a story or (in role-playing games) lessen a cool playing experience for your players.

Not that I can really think of any myself right now, but it's quite a good point.

Offline zamp

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Re: Critters and stuff related to them
« Reply #76 on: May 15, 2011, 06:57:25 am »
Just making a note here: Molerat and Pigrat can use the same model. Latter is just a scaled down version with a pink fleshy skin. So whoever is making one of them should do both since its just a skinning thing to make both.

Offline LagMaster

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Re: Critters and stuff related to them
« Reply #77 on: May 15, 2011, 11:30:06 am »
well we will later need to retexture them
« Last Edit: May 23, 2011, 07:58:03 am by Graf »

Offline zamp

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Re: Critters and stuff related to them
« Reply #78 on: May 16, 2011, 05:17:01 am »
Rawrrr! Gecko! (Taking cover from fire or something)


The model has been armatured but still needs a texture and animations.
Never done a moving model before so it might take me a while to get animations done.
640ish polygons

Here's another pic, now showing few angles


Edit: Animations aren't hard to make but I have no idea how to export them so the game can use them.
Here's a test idle animation for the gecko
« Last Edit: May 16, 2011, 08:42:05 am by zamp »

Offline Graf

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Re: Critters and stuff related to them
« Reply #79 on: May 16, 2011, 08:57:37 am »
Gecko animation looks very nice :D As far as I know, all animations and models are stored in .X files (you need this plugin to export it from 3Ds max), but each have a separate file. This means, that there's a file with model and a file with each animation separately. And also you should set a mob animations in _VBMob.fo3d (in SDK, ofc)

If you're using blender, you probably have another way to export it, but also you can do it this way - export from blender to .FBX, import it in 3Ds max 2010, export it to .X from there. All animations should work after it (in theory).

Offline Haraldx

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Re: Critters and stuff related to them
« Reply #80 on: May 16, 2011, 03:10:29 pm »
Yay, gecko! Looks great :) Do you have any texture in mind or anything?
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Re: Critters and stuff related to them
« Reply #81 on: May 16, 2011, 03:14:54 pm »
my suggestion about gecko animation - make tail moving ;)

Offline zamp

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Re: Critters and stuff related to them
« Reply #82 on: May 16, 2011, 05:55:45 pm »
If you're using blender, you probably have another way to export it, but also you can do it this way - export from blender to .FBX, import it in 3Ds max 2010, export it to .X from there. All animations should work after it (in theory).

I can export to .x directly from blender.

Yay, gecko! Looks great :) Do you have any texture in mind or anything?

Don't have a texture yet. Going to make it though.

my suggestion about gecko animation - make tail moving ;)

I'll try to make the animations as close as what they are now. The animation you see there is just a test.
I still need references so if someone has a sprite sheet I'll gladly take it ;)

Damnit.. just noticed that I forgot ears altogether :D
« Last Edit: May 16, 2011, 06:23:35 pm by zamp »

Re: Critters and stuff related to them
« Reply #83 on: June 04, 2011, 06:58:45 pm »
Whats an acceptable triangle count for critters?
i made this as a first attempt

But i think i may need to go back and remove the smoothing to cut it down a touch.
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Offline Graf

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Re: Critters and stuff related to them
« Reply #84 on: June 04, 2011, 07:15:25 pm »
Very good, spears. How much tris does it have? It shouldn't be over 1000-1500. If it is below this value - you can start texturing it.

Re: Critters and stuff related to them
« Reply #85 on: June 04, 2011, 09:23:34 pm »
That one was something like 1k Fa which i think is about 2k triangles.
I reduced the faces on the eyes, removed the joints from the limbs and cutout most of the underside and some of the front. Got it down to 766 Fa. I think it still ooks okay as long as you view it from a slightly elevated position which as they are so small shouldnt be a problem.
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Re: Critters and stuff related to them
« Reply #86 on: June 04, 2011, 09:48:15 pm »
maybe you could merge polygons in areas in which there wouldn't be any flexing, and in which more polygons don't add to the silhouette

From what I can see from that image, is that there are areas in which there could be 'larger polygons' with less edge loops. This could reduce the polycount a bit


Either way, the mantis look great  8)

Offline zamp

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Re: Critters and stuff related to them
« Reply #87 on: June 05, 2011, 02:58:34 am »
Mantis looks very good. Btw if you want to know how many triangles the mesh has, select the whole mesh in edit mode and hit CTRL+T, this will make all quads into tris

Re: Critters and stuff related to them
« Reply #88 on: June 06, 2011, 12:27:29 pm »
Thanks for the help, i think once i have fixed the animations so that the limbs dont distort i'l probably do the whole thing again. Should be much quicker now i dont need to google every button.
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Re: Critters and stuff related to them
« Reply #89 on: June 12, 2011, 12:53:57 pm »
« Last Edit: June 12, 2011, 12:56:31 pm by BlindMaster »