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Critters and stuff related to them

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Luther Blissett:
I read it more like just "consider other animals which may be alive and could add to the gameplay".

Particularly noting the last sentence :


--- Quote from: LagMaster on April 13, 2011, 06:05:57 pm ---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.
--- End quote ---

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

zamp:
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.

LagMaster:
well we will later need to retexture them

zamp:
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

Graf:
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).

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