FOnline Development > 3D Development

3D Model Repository

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Jotisz:
I'm harboring an idea to use up the finished assets in a small scale fonline project I haven't done anything so far to realise it into a finished product sadly I do not really have the neccessery timeframe to do anything major currently so its highly possible that this will be just a hinkley like test arena with 3d characters its still just on my planning table...

But well I think everyone who wish could try a go at implementing the 3d critters to the game this forum has all the information that is needed in my opinion and I'm sure that a lot of people would be interested on how this would work and look.

On a different aproach some could go around and create 2d critters from the 3d models. I think thats a valid choice too, although I would say thats a bit limiting since for every change one would have to rerender all the motions a critter needs to have. The following gif is quite old (non finished) but I think it shows the possibilities of creating new critters with rendered 3d models

Also if someone looks at the Olympus 2207 (http://olympus2207.com/) its easy to see the potential and I think thats a better example then the gif I'm showing.

Luther Blissett:
It would certainly be good to try and finish, then package everything in a simple and coherent way so other people can download and work with the files.

I'm keen to still help out.

Graf:
It's great to see, that you are still here, guys. I myself is still interested in 3d development too, but I have never tried latest revisions and trying to do something on revision 260, which is used in a project, where I'm participating (will be revealed later). This version was released before Cvet has implemented his changes into the 3d engine (revision 287, afaik), which made it this hard to adopt earlier versions for newer. I was trying to test 3d on it, but no success so far. I only got the problem Luther has described right there - the character is "sliding" over the ground, animations doesn't seem to work. Hope to get some helpful advises from you.

Jotisz:
I tried to use the latest revision and although I was able to enable the VanBuren modells I had no previews at registration and so far I wasn't able to add the models from the 3d repository.
Though I would prefer to use the source codes of 2238 as a base but had no success there with turning the 3d registration on.

Alvarez:

--- Quote from: Jotisz on August 06, 2013, 01:22:28 pm ---I'm harboring an idea to use up the finished assets in a small scale fonline project I haven't done anything so far to realise it into a finished product sadly I do not really have the neccessery timeframe to do anything major currently so its highly possible that this will be just a hinkley like test arena with 3d characters its still just on my planning table...

But well I think everyone who wish could try a go at implementing the 3d critters to the game this forum has all the information that is needed in my opinion and I'm sure that a lot of people would be interested on how this would work and look.

On a different aproach some could go around and create 2d critters from the 3d models. I think thats a valid choice too, although I would say thats a bit limiting since for every change one would have to rerender all the motions a critter needs to have. The following gif is quite old (non finished) but I think it shows the possibilities of creating new critters with rendered 3d models

Also if someone looks at the Olympus 2207 (http://olympus2207.com/) its easy to see the potential and I think thats a better example then the gif I'm showing.

--- End quote ---

Jotisz, this is a fascinating thought, which i was also toying around with.
I tried to import the .x files in Blender, found a workaround via Milkshape format, did but in the end... I came to the following idea:

Why not use a FOnline client with SDK as a frame renderer?

The game is already set up with camera, lighting and even render function with F2, which has the correct offset for frames already - it just saves in JPG (can the screenshots be saved in BMP, or is it hardcoded?). There can a workaround be done with Greenshot, a good screencap software.

The eventual problem is, that the background needs to be a RGB 0.0.255 - and in-game it's transparent. I wonder if alpha can be turned off for bright blue tiles.

Also, to "render" the available animations, they can be run one after another with a script containing debug commands and pressing F2 24x/second, unless there is a function to screencap the frames.

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