FOnline Development > 3D Development

[TUTORIAL] Importing models for Items/Weapons into the game.

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Gob:
Maybe mineral and iron ore crates should be held with both hands...

Karpov:

--- Quote from: Gob on January 16, 2013, 11:24:05 am ---Maybe mineral and iron ore crates should be held with both hands...

--- End quote ---

Maybe it can use the bazooka animation instead.


--- Quote from: Jlekc 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?

--- End quote ---

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.


--- Quote from: dskpnk on January 15, 2013, 05:23:40 pm ---Does that mean we can start using 3d model with fonline 2238 server ?

--- End quote ---

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.
 https://www.youtube.com/watch?v=lIKA6VV8axw

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.

Haraldx:
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: --- 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
--- End code ---

Download

Karpov:
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.

Graf:


Lazy to make pictures for everything.


--- Code: ---
 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

--- End code ---

Download link

UPD

Here's the painting of Elvis thingie.




--- Code: --- Value 78 Attach MISC_painting_of_the_king.x Texture 0 MISC_painting_of_the_king.jpg Link R_Handle_1  Scale 2.5
--- End code ---

Download link

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