Author Topic: 3d models development  (Read 679180 times)

Re: 3d models development
« Reply #885 on: February 12, 2011, 11:27:09 pm »
"soon" :)

//slightly off-topic, anybody got the link to the "soon" url? You know what I mean.

http://www.fo2238.fodev.net/wiki/Soon

Offline Cryptopsy

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Re: 3d models development
« Reply #886 on: February 12, 2011, 11:33:33 pm »
Uhm, obviously it's rendered on clients side.

No.

Good.

Offline John Ryder

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Re: 3d models development
« Reply #887 on: February 13, 2011, 01:25:18 am »
If the model is rendered in-game, would it lag the application or does the 3d perfomance depend only on client machine?
Will also the permanent change in character's model balk the performance as well?
What about mass events?

And, will the Fallout community profit from new models as well?

IMHO, those questions were implied.
Can't wait for massive lag events.
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Offline Karpov

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Re: 3d models development
« Reply #888 on: February 13, 2011, 01:53:50 am »
You can find massive lag events now, you will just get low fps events. Anyway if you have a good PC it should not be a problem.

Fooling around in the game I found this.

I changed the scale of the guys, so the ones in the left are shorter and the ones in the right are taller.
Do you think it would be an important feature for customization? I was thinking about, Small Frame and Bruiser

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Pft, pictures?! wheres the youtube video of a Paladin blowing up some poor tribals with it? hehe

here, tribals are always willing to test http://www.youtube.com/watch?v=iqMtA-Z_FIk

Offline Surf

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Re: 3d models development
« Reply #889 on: February 13, 2011, 01:58:58 am »
Some variety is always welcome, why not. ;)
I maybe asked it before, but is it possible to apply some dithering filter later ingame to make the models a bit more "pixelated" so they don't clash with the scenery so much?

Offline Lexx

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Re: 3d models development
« Reply #890 on: February 13, 2011, 02:20:05 am »
It is possible to add effect shaders, yes.

Offline Karpov

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Re: 3d models development
« Reply #891 on: February 13, 2011, 02:34:33 am »
Yes, Lexx is right, shaders effects can be used to do Post Processing to the final image. We would need some programmer who knows how to compile a shader.

Offline Surf

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Re: 3d models development
« Reply #892 on: February 13, 2011, 02:34:40 am »
Good, then I'm all happy. ;D

Re: 3d models development
« Reply #893 on: February 13, 2011, 02:48:40 am »
Can't wait for massive lag events.
http://en.wikipedia.org/wiki/Lag
As Karpov said. It MIGHT make an FPS problem for people with slow machines. Nothing to do with lags as 3d changes are not server side but client side.
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Offline Crazy

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Re: 3d models development
« Reply #894 on: February 13, 2011, 02:57:01 am »
http://en.wikipedia.org/wiki/Lag
As Karpov said. It MIGHT make an FPS problem for people with slow machines. Nothing to do with lags as 3d changes are not server side but client side.

I wonder if we could have high poly models for those who have good computers.
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Offline ChikChik

  • ... and I'am all out of gum!
Re: 3d models development
« Reply #895 on: February 13, 2011, 02:58:34 am »
Fooling around in the game I found this.

I changed the scale of the guys, so the ones in the left are shorter and the ones in the right are taller.
Do you think it would be an important feature for customization? I was thinking about, Small Frame and Bruiser
But wait, i thought that small frame and bruiser suff is about body phisique, not just size.

Offline Lexx

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Re: 3d models development
« Reply #896 on: February 13, 2011, 03:10:20 am »
I wonder if we could have high poly models for those who have good computers.

Possible. You just have to replace the models and textures.

Offline Luther Blissett

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Re: 3d models development
« Reply #897 on: February 13, 2011, 05:49:04 am »
I redid the power fist(s) earlier - I know it was said earlier that the hand could just be retextured, but I'd already pretty much finished these, so thought I'd upload them anyway. I'd previously assumed the fist was to be heavily oversized (and solid), like this (sort of, but less... umm... He-Man-ish):

hence why I'd made it as a block - and also why I've remade the model to be larger than the standard hand.

Anyway if it's easier / better to just retexture the existing hand, then no worries. Shan't be offended if they're not used. If they're okay, they're both here :


They should "fold up" into a fist which approximately matches the previous version.

Power Fist (wings, 3ds, obj, textures) :
http://www.megaupload.com/?d=JLBK12Z2
86 polys

Mega Power Fist (wings, 3ds, obj, textures) :
http://www.megaupload.com/?d=WTPNVWP2
128 polys :-(

Wasn't sure how many points of articulation were needed, so I went for three finger joints on each. Could save a lot of polys if less was needed.

Also, if the model will accept extra (non triangulated) vertices i.e.

then could save many many more.

You shouldn't create a new spear actually, you just have to make a new texture to the original model.[...]

I downloaded that, but the model file appeared to be empty i.e. it imported "correctly", but there was no model there - might be because I'm importing it into Wings3D or Blender, but neither came up with anything.

Offline Surf

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Re: 3d models development
« Reply #898 on: February 13, 2011, 05:50:39 am »
Man, that's a pretty damn good model/texture work there! Good job!

Offline Luther Blissett

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Re: 3d models development
« Reply #899 on: February 13, 2011, 06:01:22 am »
Many thanks :-)

If they're good enough for general approval, I'd be happy to try at a bit more modelling / texturing on anything else which needs doing.