Author Topic: [TUTORIAL] Importing models for Items/Weapons into the game.  (Read 65377 times)

Offline Graf

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  • "Next Day" developer
Re: [TUTORIAL] Importing models for Items/Weapons into the game.
« Reply #60 on: January 06, 2013, 06:21:32 pm »
Why on earth are there two power fist models?

My guess, is that one of these (that are more detailed) is the mega power fist, while another one is a regular power fist. At least it makes sense.

Offline Mike Crosser

  • Gambling: 60%
Re: [TUTORIAL] Importing models for Items/Weapons into the game.
« Reply #61 on: January 07, 2013, 11:24:33 am »
Sorry for nitpicking again but,could you make the power fist just a little bigger?

Offline Graf

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Re: [TUTORIAL] Importing models for Items/Weapons into the game.
« Reply #62 on: January 07, 2013, 11:32:52 am »
There's no point to do this. You won't see the difference at 100% zoom anyway, while at 400% it will look weird.

Offline Haraldx

  • This forum... The memories... The history...
Re: [TUTORIAL] Importing models for Items/Weapons into the game.
« Reply #63 on: January 07, 2013, 11:14:47 pm »

Download, code and some remaining books will be available tomorrow.
I still can be reached over e-mail if you somehow need anything from me. Don't see a reason why you would, but if you do, e-mail remains the safest bet, as I do not visit this forum reliably anymore.

Offline Graf

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Re: [TUTORIAL] Importing models for Items/Weapons into the game.
« Reply #64 on: January 08, 2013, 11:12:50 am »
The food subsection has been finished.

As a reminder I should state, that currently we ain't importing any models, that wasn't in the original F1/F2.



Code: [Select]
Value 295 Attach MISC_cheesy_poofs.x Texture 0 MISC_cheesy_poofs.jpg Link R_Handle_1 RotX 270 RotZ 90 Scale 1
 Value 226 Attach MISC_noodles.x Texture 0 MISC_noodles.jpg  Link R_Handle_1 RotX 270 RotZ 90 MoveX 3 MoveZ 2 Scale 1
 Value 227 Attach MISC_tv_dinner.x Texture 0 MISC_tv_dinner.jpg  Link R_Handle_1 RotX 270 RotZ 90 Scale 1
 Value 468 Attach MISC_meal.x Texture 0 MISC_meal.jpg  Link R_Handle_1 RotX 270 RotZ 90 Scale 0.7
 Value 378 Attach MISC_cookie.x Texture 0 MISC_cookie.jpg  Link R_Handle_1 RotX 180 RotZ 90 MoveX 2 Scale 1
 Value 71 Attach MISC_fruit.x Texture 0 MISC_fruit.jpg  Link R_Handle_1 RotX 270 RotZ 90 MoveZ 5 MoveX 4 Scale 0.7
 Value 103 Attach MISC_iguana_stick.x Texture 0 MISC_iguana_stick.jpg  Link R_Handle_1 RotX 270 RotZ 90 Scale 1
 Value 81 Attach MISC_iguana.x Texture 0 MISC_iguana.jpg  Link R_Handle_1 RotX 270 RotZ 90 Scale 1
 Value 284 Attach MISC_meat_jerky.x Texture 0 MISC_meat_jerky.jpg  Link R_Handle_1 RotX 270 RotZ 90 Scale 0.5
 Value 539 Attach MISC_meat.x Texture 0 MISC_meat.jpg  Link R_Handle_1 RotX 270 RotZ 90 Scale 0.6

Download link

P.S. The meal is certainly breaks the basic physics laws, so I'd either make a different model or we'll need a new animation later.
« Last Edit: January 08, 2013, 12:39:05 pm by Graf »

Offline Haraldx

  • This forum... The memories... The history...
Re: [TUTORIAL] Importing models for Items/Weapons into the game.
« Reply #65 on: January 08, 2013, 11:13:00 pm »

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Value 483 Attach MISC_Hintbook.x Texture 0 ITEM_Hintbook.png Link R_Handle_1 Scale 9 RotZ -90 RotY 180 MoveX 7
 Value 225 Attach MISC_Catpaw.x Texture 0 ITEM_Catpaw.png Link R_Handle_1 Scale 8 RotZ -90 RotY 180 MoveX 6.5
 Value 331 Attach MISC_Catpaw5.x Texture 0 ITEM_Catpaw5.jpg Link R_Handle_1 Scale 0.3 RotZ -90 RotY 180 RotX 90 MoveX 4
 Value 86 Attach MISC_Scout_Handbook.x Texture 0 ITEM_Scout_Handbook.png Link R_Handle_1 Scale 8.5 RotZ -90 RotY 180 MoveX 7
 Value 102 Attach MISC_Guns_Bullets.x Texture 0 ITEM_Guns_Bullets.png Link R_Handle_1 Scale 8 RotZ -90 RotY 180 RotX 90 MoveX 6.5
 Value 80 Attach MISC_FAbook.x Texture 0 ITEM_FAbook.png Link R_Handle_1 Scale 8 RotZ -90 RotY 180 MoveX 6.5
 Value 76 Attach MISC_DElectronics.x Texture 0 ITEM_DElectronics.png Link R_Handle_1 Scale 7 RotZ -90 RotY 180 RotX 180 MoveX 7 MoveY -2.5 MoveZ 0.5
 Value 228 Attach MISC_Tech_manual.x Texture 0 ITEM_Tech_manual.png Link R_Handle_1 Scale 50 RotZ -90 MoveX 2
 Value 448 Attach MISC_Account_book.x Texture 0 ITEM_Account_book.jpg Link R_Handle_1 Scale 0.3 RotZ -90 RotX 90 MoveX 4

 Value 235 Root Attach WP_powerfist.x Texture 0 ITEM_power_fist.jpg
 Value 407 Root Attach WP_powerfist.x Texture 0 ITEM_Mega_Power_fist.jpg

Download includes power fist and all the books I have done in this post and the previous post. I didn't start working on the other books and stuff, don't have much time again. :(
I still can be reached over e-mail if you somehow need anything from me. Don't see a reason why you would, but if you do, e-mail remains the safest bet, as I do not visit this forum reliably anymore.

Re: [TUTORIAL] Importing models for Items/Weapons into the game.
« Reply #66 on: January 09, 2013, 03:27:14 am »
I hate to say this but

this is fucking incredible.


in Requiem, there is enclave, player driven faction. They have to gather, craft.. like everybody else, but they have special base and rank before their names. Their roleplay is based on kill everyone.

Offline Graf

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Re: [TUTORIAL] Importing models for Items/Weapons into the game.
« Reply #67 on: January 09, 2013, 05:35:00 pm »
Not much for today. Got very little time on weekdays.



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 Value 427 Attach WP_old_knife.x Texture 0 ITEM_old_knife.jpg Link R_Handle_1 Scale 0.2
 Value 441 Attach WP_mine_T45LE.x Texture 0 ITEM_mine_T45LE.tga Link R_Handle_1 Scale 0.20 MoveX 3
 Value 443 Attach WP_plasma_mine.x Texture 0 ITEM_plasma_mine.tga Link R_Handle_1 Scale 0.20 MoveX 3
 Value 447 Attach WP_pulse_mine.x Texture 0 ITEM_pulse_mine.tga Link R_Handle_1 Scale 0.20 MoveX 3
 Value 450 Attach WP_antipersonnel_mine.x Texture 0 ITEM_antipersonnel_mine.tga Link R_Handle_1 Scale 0.20 MoveX 3

Download link

UPDATE.



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 Value 273 Attach MISC_healing_powder.x Texture 0 MISC_healing_powder.jpg Link R_Handle_1 Scale 0.01
 Value 49 Attach MISC_antidote.x Texture 0 MISC_antidote.jpg Link R_Handle_1 Scale 3.5
 Value 40 Attach MISC_stimpak.x Texture 0 MISC_stimpak.jpg Link R_Handle_1 Scale 0.6
 Value 144 Attach MISC_super_stimpak.x Texture 0 MISC_super_stimpak.jpg Link R_Handle_1 Scale 2.4
 Value 525 Attach MISC_hypo.x Texture 0 MISC_hypo.png Link R_Handle_1 Scale 0.25

Download link

UPDATE 2.




by Skycast

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Value 48 Attach MISC_radaway.x Texture 0 MISC_radaway.jpg Link R_Handle_1 Scale 0.3
 Value 109 Attach MISC_radx.x Texture 0 MISC_radx.bmp Link R_Handle_1 Scale 0.02
 Value 110 Attach MISC_psycho.x Texture 0 MISC_psycho.png Link R_Handle_1 Scale 0.6
 Value 53 Attach MISC_mentats.x Texture 0 MISC_mentats.png Link R_Handle_1 Scale 0.6
 Value 87 Attach MISC_buffout.x Texture 0 MISC_buffout.jpg Link R_Handle_1 Scale 0.35
 Value 541 Attach MISC_nukeboro.x Texture 0 MISC_nukeboro.png  Link R_Handle_1  Scale 0.12
 Value 333 Attach MISC_heart_pills.x Texture 0 MISC_heart_pills.png Link R_Handle_1  Scale 0.25
 Value 334 Attach MISC_poison_hypo.x Texture 0 MISC_poison_hypo.tga Link R_Handle_1  Scale 0.18
 Value 536 Attach MISC_iron_ore.x Texture 0 MISC_iron_ore.png  Link R_Handle_1 RotX 270 RotZ 90 Scale 4
 Value 537 Attach MISC_minerals.x Texture 0 MISC_minerals.png  Link R_Handle_1 RotX 270 RotZ 90 Scale 4
 Value 259 Attach MISC_Jet.x Texture 0 MISC_Jet.jpg  Link R_Handle_1 RotX 270 RotY -150 RotZ 90 Scale 0.11
 Value 260 Attach MISC_Antijet.x Texture 0 MISC_Antijet.bmp  Link R_Handle_1 RotX 0 RotZ 0 MoveX 2 Scale 3.5
 Value 426 Attach WP_Rock.x Texture 0 MISC_uranium.jpg Link R_Handle_1  Scale 50
 Value 486 Attach WP_Rock.x Texture 0 MISC_refined_uranium.jpg  Link R_Handle_1  Scale 50

Download link
« Last Edit: January 12, 2013, 02:44:46 pm by Graf »

Offline dskpnk

  • The Amboy Dukes
Re: [TUTORIAL] Importing models for Items/Weapons into the game.
« Reply #68 on: January 15, 2013, 05:23:40 pm »
Does that mean we can start using 3d model with fonline 2238 server ?

Re: [TUTORIAL] Importing models for Items/Weapons into the game.
« Reply #69 on: January 16, 2013, 07:03:10 am »
Maybe we should create some kind of 3D test server, where everyone can try new models and then share their opinion?
« Last Edit: January 16, 2013, 07:31:37 am by Jlekc »
Opex, the one and the only!

Offline Gob

  • The Good
Re: [TUTORIAL] Importing models for Items/Weapons into the game.
« Reply #70 on: January 16, 2013, 11:24:05 am »
Maybe mineral and iron ore crates should be held with both hands...

Offline Karpov

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  • Come Together
Re: [TUTORIAL] Importing models for Items/Weapons into the game.
« Reply #71 on: January 16, 2013, 04:43:21 pm »
Maybe mineral and iron ore crates should be held with both hands...

Maybe it can use the bazooka animation instead.

Maybe we should create some kind of 3D test server, where everyone can try new models and then share their opinion?

Yes, good Idea. I'm actually planning on running a test server and check for bugs. I did it in the past with a few friends. But I have to set it up from here, and I don't know how many players I can handle. It'll have to be a very limited access server.

Does that mean we can start using 3d model with fonline 2238 server ?

That means we are filling the gaps and making the characters playable. Making it work inside 2238 is a completely different stage and it would involve other people because we don't have any access at all to the 2238 servers.

I still need to finish some animations, not many, and convert a few of them to female, which are actually the most significant because the female character is not playable yet.

Ok, I remember somebody asked for animations to play along with these items. Good news everyone! First, the extra animation sets work. That is from N to T, so it's more than enough.
I used T as an individual animation layer, such as smoking, pushing people, using stimpak. For the last one I created a simple animation.

Here.
 <a href="https://www.youtube.com/watch?v=lIKA6VV8axw" target="_blank">https://www.youtube.com/watch?v=lIKA6VV8axw</a>

The file that covers this inside the server scripts is Main.fos

There is a section for using items. I just added the command that plays the animation for those. I made a test for changing the parameters from there, and used the cosmetic case to apply the make up layer after using it. It works nicely.

Offline Haraldx

  • This forum... The memories... The history...
Re: [TUTORIAL] Importing models for Items/Weapons into the game.
« Reply #72 on: January 25, 2013, 08:24:22 pm »
I remember I did this one some time ago but I have gotten quite ill since then and never posted it. I guess it's time to do something about it. Inlcudes all three variants, but I didn't bother to take screens of them, as they all use the same model and very similar textures.


Code: [Select]
Value 304 Attach MISC_clipboard.x Texture 0 ITEM_cr_clipboard.png Link R_Handle_1 RotY 90 Scale 0.44 RotZ 90 Rotx 180 MoveX 8 MoveZ 0.5
 Value 457 Attach MISC_clipboard.x Texture 0 ITEM_clipboard.png Link R_Handle_1  RotY 90 Scale 0.44 RotZ 90 Rotx 180 MoveX 8 MoveZ 0.5
 Value 312 Attach MISC_clipboard.x Texture 0 ITEM_pr_clipboard.png Link R_Handle_1  RotY 90 Scale 0.44 RotZ 90 Rotx 180 MoveX 8 MoveZ 0.5

Download
I still can be reached over e-mail if you somehow need anything from me. Don't see a reason why you would, but if you do, e-mail remains the safest bet, as I do not visit this forum reliably anymore.

Offline Karpov

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  • Come Together
Re: [TUTORIAL] Importing models for Items/Weapons into the game.
« Reply #73 on: January 25, 2013, 11:39:27 pm »
Ok haraldx, added. The ID was 301 for the first clipboard. By the way, do we have the painting of Elvis? It's a significant part of the game.

Offline Graf

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  • "Next Day" developer
Re: [TUTORIAL] Importing models for Items/Weapons into the game.
« Reply #74 on: January 26, 2013, 11:34:02 am »


Lazy to make pictures for everything.

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 Value 75 Attach MISC_tool.x Texture 0 MISC_tool.tga  Link R_Handle_1  Scale 0.35
 Value 84 Attach MISC_lockpicks.x Texture 0 MISC_lockpicks.jpg Link R_Handle_1  Scale 0.5
 Value 557 Attach MISC_poison_jar.x Texture 0 MISC_poison_jar.png Link R_Handle_1  Scale 0.5
 Value 266 Attach MISC_radio.x Texture 0 MISC_radio.jpg Link R_Handle_1  Scale 0.5
 Value 271 Attach MISC_broc_flower.x Texture 0 MISC_broc_flower.png Link R_Handle_1  Scale 0.3
 Value 272 Attach MISC_xander_root.x Texture 0 MISC_xander_root.png Link R_Handle_1  Scale 0.1
 Value 117 Attach MISC_flower.x Texture 0 MISC_flower.png Link R_Handle_1  Scale 0.3
 Value 474 Attach MISC_pot_of_daisies.x Texture 0 MISC_flower.png Link R_Handle_1  Scale 0.5
 Value 329 Attach MISC_poison_hypo.x Texture 0 MISC_mutagen.tga Link R_Handle_1  Scale 0.18

Download link

UPD

Here's the painting of Elvis thingie.



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Value 78 Attach MISC_painting_of_the_king.x Texture 0 MISC_painting_of_the_king.jpg Link R_Handle_1  Scale 2.5
Download link
« Last Edit: January 26, 2013, 11:47:08 am by Graf »