FOnline Development > 3D Development
NastyKhan's stuff
Haraldx:
--- Quote from: NastyKhan on April 11, 2012, 09:41:27 pm ---1. How about making ONE textured model for every small object (that will probably never be hold in a hand anyway, like improved heat chamber), which would be.. let say.. a paper bag? Or some kind of box? This might save us a LOTS of work and probably some CPU memory. I can do this.
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Highly possible. To be honest I'm still confused why we need all these models. o.O
--- Quote from: NastyKhan on April 11, 2012, 09:41:27 pm ---2. What about creating a brand new location in current Fo2238, which would be in 3d? I mean all current cities will remain untouched, but there would be ONE place where 3d critters would spawn. Why? First - it could be a final testing arena for Devs. Second - other players may see how the things are going without being FORCED to do so. (remember 3d deathclaw problems?). And that's also a one good way to promote the whole project and got some volontaires.
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A great idea actually. Will prevent bugs section being flooded upon 3D gets final and other stuff.
--- Quote from: NastyKhan on April 11, 2012, 09:41:27 pm ---Will that models be used as a ground items graphic or not? y/n
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As far as I know - no. A rather powerful GPU would be required to enter bases without lags in such a case. :P
Luther Blissett:
1 - Yes, in a way you're right. Some of them could certainly be simplified into "generic item in hand 1" and "generic item in hand 2" (much like the existing sprites use the little medical bags or cardboard boxes for most things). All the little misc bits are probably much lower priority than sorting weapons, armours and clothing and people etc. However, they're really good bits to practice on (as you've found yourself), and as the 3D stuff is ultimately meant for any Fonline 3D mod - people may want them for other projects. Personally I'd be quite keen to render out a couple of new ground sprites from these.
2 - Agree with this, though I think a separate downloadable "test it on your own computer" one needs to be available first, so the majority of bugs can be removed by a committed team of 3D nerds. There's still a couple of major problems which are out of our control - one of which is the "person is hit by bullet before the weapon animation has raised the gun" sort of thing. I think that needs something changing at the engine level - something like an "action frame" to be settable.
3 - To my knowledge, for ground items we'd be using original sprites where available and clear, and rendering new png sprites for the ground items which are added, or were originally just generic images (i.e. brahmin hide and gecko hide want new ground sprites instead of the boxes they currently use). At some point someone will need to set up a "render item on ground" template, then we can process everything pretty quickly.
Graf:
I'm pretty impressed with the work you've done here. Keep it up!
P.S. Do you mind to post a download link for all these models? I have to check them, and upload to the trackers.
NastyKhan:
Haraldx:
Thanks for support :)
Luther:
Once again i fully agree with you, especially with first paragraph. Yeah, you're right. Doing those tiny things is a GREAT way to improve modeling skills. And probably all those people who was helping wouldn't be happy to see a big "MEH, NVM" sign :)
Graf:
Thanks, of course i'll do. But first i want to make some "upgrades", like reducing polys or improving texturing.
I'll add some new stuff on the weekend. I currently follow misc items tracker, plus thinking about some new weapons maybe. Once done - i'll start doing clothes and armors. (when that happens i gonna need lots of your help though)
EDIT:
Ok i upgraded some items, as Luther suggested:
Buffouts:
- cylinder resolution decreased from 10 to 5 edges
- new texture added, so the label is easier to recognize
Heart medallion:
- some polygons removed
- new texture added with black shape-shading
- quadro "chain" replaced by golden ribbon-chain
- Handy Shape - the medallion should be hold by the ribbon-chain
Brahmin hide:
- Handy Shape (the item has been reshaped, simulating gravity, so it would look more realistic while holding in the hand)
Ultra stimpak:
- quadro-wires replaced by ribbon-wires
- Handy Shape
Improved heaterchamber:
- some polygons removed
- quadro-wires replaced by ribbon-wires
- Handy Shape
- retextured
Luther Blissett:
Looking forward to seeing what you come up with :)
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