fodev.net
FOnline Development => 3D Development => Topic started by: Lexx on February 24, 2011, 02:58:01 pm
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The latest 3d model updates can be found here:
http://svn3.xp-dev.com/svn/FOnline3d
Everyone can download the models, but not everyone is able to commit new changes. New / edited 3d models should be posted in the 3D Development board (http://fodev.net/forum/index.php?board=31.0) and might then later taken over into the 3d repo. Also keeping an eye on the development tracker is useful as well:
- Character models / Clothes (http://fo2238.fodev.net/wiki/3d_armors_development_tracker)
- Weapons (http://fo2238.fodev.net/wiki/3d_graphics_development_tracker)
- Items / Consumables (http://fo2238.fodev.net/wiki/3d_miscellaneous_items_development_tracker)
Copy&paste the files from the repository into your FOnline SDK client folder to see the new 3d models. The FOnline SDK can be downloaded here (http://svn2.xp-dev.com/svn/fonline_sdk).
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Wow. I'll check it :D
Where copy these files? What is the exact path?
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You have to keep the folder structure:
/data/art/critters/
/data/textures/
So copy the art and textures folder into your client /data/ folder.
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Animations don't work.
Anyway it looks perfect :D
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I though i could fix it but I did not find any problem. That's weird. Did you try a female character? she can only run but at least it's one animation.
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I tried play male character but animations like walking, running don't work. My character move but without animations.
Other question, are there only leather jacket, metal armor, combat armor suits?
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Did you used the *strong* bodytype? All others aren't working and will be removed, if not replaced.
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Did you used the *strong* bodytype? All others aren't working and will be removed, if not replaced.
Yes, I did. I have these models but they don't have animations.
Other bug.
(http://img580.imageshack.us/img580/3220/82214648.png) (http://img580.imageshack.us/i/82214648.png/)
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Try downloading manually VbMaleStrong.fo3d and _FOHuman.fo3d and put in critters folder. Only those contain the settings on the animations. And the animation files are male_walk, male_use, male_knife, etc. If you have those it should work. Check it.
There are other armors, but you need to select them by console command. With admin access:
~run debug SetCritParam (critID#) 153 (armor#)
where (critID#) is your ID, usually 1.
153 is the Armor layer.
(armor#) is the armor number. I think there are from 1 to 10. Set it to 0 to reset.
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I downloaded these files and it don't work. Again not animations.
Up. Command doesn't work too.
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Same problem, no animation at all... was able to run "~run debug SetCritParam (critID#) 153 (armor#)" with my player ID, tryed all the armors(models) but still no luck. Have no ideas where to look...
EDIT:
To solve such a prblem change server ip in FOconfig to 88.212.201.245, then run an updater. After the update process all animations will work.
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Same problem, no animation at all... was able to run "~run debug SetCritParam (critID#) 153 (armor#)" with my player ID, tryed all the armors(models) but still no luck. Have no ideas where to look...
EDIT:
To solve such a prblem change server ip in FOconfig to 88.212.201.245, then run an updater. After the update process all animations will work.
Yes but it is only for your server?
I got executing script failure I cant play and register character o my own server. How can I solve it?
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Can't test it, but i believe that its all bout server revision... just need to know what version Karpov has used.
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Any help?
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If you think the problem is the server you can try singleplayer. Just create a shortcut to the FOnline.exe and add Singleplayer at the end of the command line.
If Jlekc made it work running the updater to that server, it might have downloaded a new executable. I downloaded the sdk some time ago, but never updated it. I'll see if I can upload my exe.
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The problem is that Single doesn't work with updated files... tryed to change to another Fonline.exe and that caused "errors" in all menus. Btw, i tryed t connect to official TLA server and there all models and animations were working.
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I see. I just downloaded the exe file from the SDK, and with it the game does not work for me either. So I uploaded mine.
http://www.mediafire.com/?f68m4pk2fesgl76
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Finaly I've found a stable client: http://www.fonline.ru/files/FOnline_v2_200111.zip
Just download it and use both Server and Client with new 3d.
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Very good Jlekc, thank you. I'm changing the female model right now, when I'm done I'll update the files so you can download.
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Finaly it's working.
How can I change model of player? I tried ~run debug SetCritParam 0 153 1 but I don't get other skin.
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~param 0 150 x changes the skin texture, 151 is object in the right hand, 152 is armor, etc.
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probably you need to be an admin:
In server folder open FonlineServer.cfg and add a password to "Access_admin=", then in game type "~getaccess admin YOUR ADMIN PASSWORD"
After that all debugging will work.
P.S. Also check your player ID
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ok it's working. Thanks.
PS. It's awesome and I love it :D I can't wait to see it on 2238.
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Waiting for other models to be added into repository, so we could see how everything is perfect:)
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Waiting for other models to be added into repository, so we could see how everything is perfect:)
Yes. I'm waiting for NCR Ranger armor and Combat Armors :)
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Please keep in mind that I change stuff all the time, not just adding armors. So some things still need corrections, others are just for testing, and they might not work the way they should. Also that this is not a beta release, it's a Work in Progress, it's like a peek into the workshop ;D.
Said this, I will upload the progress tomorrow. Maybe I'll have to explain some things, or write some changelog.
EDIT: Ok, it is now available. I'll try to explain the new stuff.
- I changed the texture mapping for the female model. This will give some problem with the textures, I need to fix those.
- Added the Combat Armor for the girl, and the NCR Ranger Combat Armor. The CA clothing texture for the male model is still missing.
- Now the clothes are managed a different way by the game: there is one layer for the armor, one for the armor's regular clothing, one for the helmets, two for character's upper and lower garments. I'll explain this below
-Some colors for the clothes. However there is no texture for the male, only female.
-Added the Hair for the woman with 4 colours.
You will need to know how to use the console to make this work right. Get administrator access and use this commands:
Assuming that your character ID is 1.
~run debug body 1 292 1 Sets the character's gender to Male
~run debug body 1 295 1 Sets the character's gender to Female
Parameters: First number is the char ID, second the Layer number, last is the Value. Value -1 deactivates the layer, while Value 0 resets it to the character's initial value.
~run debug SetCritParam 1 150 2 Sets the skin tone to number 2, which is the only one available for both genders.
~run debug SetCritParam 1 153 1 Sets the armor. Value ranges from 1 to 14. Not all armors are available for both genders.
~run debug SetCritParam 1 153 1 Sets the helmet. The value matches the armor number.
~run debug SetCritParam 1 155 1 Sets the armor's clothing. The Values match the armor number in the above armor layer. Set them to the same number.
~run debug SetCritParam 1 157 45 Sets Hair. Values from 42 to 47.
~run debug SetCritParam 1 163 1 Sets lower garments in the character.
~run debug SetCritParam 1 164 1 Sets upper garments.
The last two layers override the armor's clothes. Deactivate both of them with -1 to use armor's clothes again.
It is complicated, I think I'm going to keep it simple and go back to the previous version. Anyway, give it a try.
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All clothes is black?
(http://img43.imageshack.us/img43/7186/clothesr.png) (http://img43.imageshack.us/i/clothesr.png/)
I have it wrong? How to can I make normal pants for armors?
All 163 are black.
Edit: Some helmets don't work too, example CA helmet (~param 0 154 5)
(http://img87.imageshack.us/img87/8254/79695953.png) (http://img87.imageshack.us/i/79695953.png/)
Bug CA?
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Gonna test it tonight... will post the result:)
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Looks to me as if the animations do not work with the latest SDK repository. Leather armor, metal armory, etc. body do work too, but pants and so on aren't working.
Also I saw that the elite ranger armor has the helmet attached to the body. This isn't good, both should be separate objects.
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Yes, male clothes are missing textures. Helmet in the CA and the Combat Ranger are attached to the armor, I'll fix that later, CA helmet works with female. Some other stuff is wrong with the Ranger too.
And, to use armor clothes, you deactivate 163 and 164 layer, setting their values to -1
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(http://img402.imageshack.us/img402/7805/77218776.png) (http://img402.imageshack.us/i/77218776.png/)
Same with other armors, example CA. Previous last update of 3D model all are working okay and perfect, I set enviroment armor I got all skin for it. Same as combat armor.
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I already said that I separated armors from clothing, and I can't link them. It can be done, for sure, because the combat armor does it, but I think it is in the code of the engine, and I can't change that. You need to set it manually.
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I already said that I separated armors from clothing, and I can't link them. It can be done, for sure, because the combat armor does it, but I think it is in the code of the engine, and I can't change that. You need to set it manually.
How can I set it? I use command ~param 0 164 x but I got only black elements.
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noob question. any freeware programm for open 3d models and try use own-maked textures ? like in 3d max but more easy, maybe without edit of model, just put own texture. ? dont ask meh wai i need it
*sory for ask in wrong topic. i may ask it in questions
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You get black textures because that layers (163, 164) are only available for male. You have to disable them using the value -1 (negative one). Once you disabled both of the clothing layers, you need to set the armor clothing layer (155) to the armor number, or whatever you want, you can use clothing from other armors too. Try the female character if you want to see how clothing layers work.
To open 3d models you can use the official tool from Microsoft called DXviewer. With that you open the models in .x format, and it loads the texture automatically if it is in the same directory. However, you have to know the exact name of the default texture.
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When will be new update?
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Wow its awesome. I checked all models and I am very amazed. Good work !
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When will be new update?
I'm almost done with the dodge animations, so I think when I finish those I will update. That would modify all animation files.
One thing I did not say before is that I always set the 3D smooth transition to 0 from the config. Sometimes, switching weapons does not look good with transition.
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I'm almost done with the dodge animations, so I think when I finish those I will update. That would modify all animation files.
One thing I did not say before is that I always set the 3D smooth transition to 0 from the config. Sometimes, switching weapons does not look good with transition.
Good. I'm waiting for new video presentation on youtube ;D
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Added the 4 Combat Armors, and new dodge animations.
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Added the 4 Combat Armors, and new dodge animations.
It seems that 155 14 and 155 15 layers are missing.
(http://www.imagepost.ru/images/739/8Hkc4MS.png)
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They are, use value 5 instead.
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What command is for set combat armor's clothes (all types combat armors) ?
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The command used to change all layers is the same
~run debug SetCritParam x x x
For the armor clothing you use
~run debug SetCritParam 1 155 5
That will set your character's (1) armor clothing layer (155) to standard combat armor clothing (5). You can also any other armor clothes with any armor, because the armor uses a separate layer, number 153, and 154 for the helmets.
Also remember that layer 163 and 164 override the 155, so they have to be deactivated (set to value -1) in order to use armor clothing.
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Hmm... thanks Karpov, but I didn't succeed with it. CA layers are messed up (layer 5 is the same as 16, so I can't set correct layer for normal CA's).
(http://www.imagepost.ru/images/743/12.03.png)
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Hmm... thanks Karpov, but I didn't succeed with it. CA layers are messed up (layer 5 is the same as 16, so I can't set correct layer for normal CA's).
I have this same bug.
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I'm sorry, that was a missing texture. Update again now.
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How do I even use the 3D models in-game? Whenever I watch videos of the 3D models in use and there seems to be a different UI and other changes. Now I've looked around to see if I could find out maybe if I had an old version of the game or something. Please help me.
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Most of the info should be in here :
http://fodev.net/forum/index.php?topic=14217.0 (http://fodev.net/forum/index.php?topic=14217.0)
Note that you can't use the 3D models in the main Fonline2238 game yet - you can only test them if you set up your own personal server with the SDK. If you have further questions, that topic is probably best to ask in.
[edit] Also, read through the whole thread, as there's quite a few questions / problems answered or solved in there already.
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When will be new update?
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When will be new update?
It won't come any faster just by reposting it again and again.
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It won't be a big update :(. Perhaps tomorrow I'll upload.
The changes will be: Female walk animation, female NCR combat ranger armor with dettachable helmet (also for male), little fix for the minigun dodge anim, maybe gas mask and some standard clothes for male, which are currently missing.
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Perhaps tomorrow I'll upload.
Power Armor currently have an old VanBuuren texture, so it needs to be updated as well.
Also, when do you plan to add following armors?
- NCR Trooper Uniform (Male)
- Gunsmith's Outfit (Male)
- Bluesuit (Female and male)
- Purple and desert robe (Male)
- Duster coat (Male)
I'm asking because I need to update the tracker and these armors are currently missing from SDK.
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Ncr Trooper is missing texture.
Gunsmith was added, with the gasmask, separated of course.
Bluesuit? that would be clothing layer only, I think i can add that one.
I don't have male robes.
And I totally forgot about duster coat ;), Sorry.
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I haven't exported / uploaded the duster coat yet actually - sorry. I just posted screenshots. I'll export / upload it in the next hour or so. Also - Karpov, can you send me the female NCR longcoat model you fixed? I'll try to make similar adjustments to female duster coat too.
[edit] Model is here, if anyone needs it / wants to use it as base model or anything :
Male duster
974 tris (includes hat)
882 tris (without hat)
Files (wings, 3ds, obj, and textures)
http://www.megaupload.com/?d=Q2Z4QB20 (http://www.megaupload.com/?d=Q2Z4QB20)
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Is there any way to make the headslot working?
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Is there any way to make the headslot working?
You can see it working in cvet's movie about 3d era
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What is the latest server rev with which the 3d models and animations are working correctly?
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Fully working revision is 129(20.01.2011). It's the last one I've tryed, not sure about newer revisions.
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I've just checked - the latest server revision (182) is working fine with 3D.
(http://www.imagepost.eu/images/1/29.03.png)
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I've just checked - the latest server revision (182) is working fine with 3D.
(http://www.imagepost.eu/images/1/29.03.png)
Shadow cutted his legs :O
Is that normal with 3d models?
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I can't do update on my SDK with 3D models. (SDK update to new revisions)
(http://img717.imageshack.us/img717/8149/lolblk.jpg) (http://img717.imageshack.us/i/lolblk.jpg/)
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Runboy, maybe it isn't shadow, just black element of shoes.
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Runboy, maybe it isn't shadow, just black element of shoes.
Metal armors (2D) don't have anything black on shoes (It's bit darker, but it still looks grey)
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Metal armors (2D) don't have anything black on shoes (It's bit darker, but it still looks grey)
Stop offop here please. As I know, shadows are added automatically, so there is nothing we can do with it right now.
But still, it needs some Karpov's attention, indeed.
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Skin for NCR Rangers armor is missing.
~param 0 155 13 - black missing texture.
~param 0 153 11 - WTF is it? I got bugged body, I see only head and foot.
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Skin for NCR Rangers armor is missing.
~param 0 155 13 - black missing texture.
~param 0 153 11 - WTF is it? I got bugged body, I see only head and foot.
rename ncr10_body.png to ncr10_male_body.png
11 and 12 are robes, but they are missing for male models.
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can someone make a test server with a client and with some sort of gameplay so we can check all armors?
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can someone make a test server with a client and with some sort of gameplay so we can check all armors?
I can, but not now. Maybe later today, I'll PM you. Btw, you need to have hamachi installed to join server.
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I can, but not now. Maybe later today, I'll PM you. Btw, you need to have hamachi installed to join server.
No, he doesn't. He can use in client localhost and default port.
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No, he doesn't. He can use in client localhost and default port.
If you don't know what to say - better say nothing.
Lag, install this: https://secure.logmein.com/products/hamachi2/download.aspx
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No, he doesn't. He can use in client localhost and default port.
If you want to join the server of someone else that is not open on the internet, you can use Hamachi to connect to his machine. Of course, if you want to run Server and Client local on your machine, you don't need to use Hamachi.
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Tiny update, a few animations converted to female: taking damage, and falling to the ground. It's not difficult, but It takes more time than I thought.
I know I've been away for some time, sorry about that. I'm preparing some standard hair for the male character.
One thing that's weird is that the Idle animations play every time, and not random as they should. At first I did not care about that because I was making idle poses and not idle animations. Check that out to see what I mean, with female character.
Let me know if something is missing, I always forget some file when I have to update.
About the server: you can mount one from your PC, if you open a port correctly, but I don't know how much players you could have with a regular internet connection.
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One thing that's weird is that the Idle animations play every time, and not random as they should
Yes, that's a known engine issue (you can see it on the Van Buren animals as well). We are waiting for stuff to be able to change this.
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If you don't know what to say - better say nothing.
Lag, install this: https://secure.logmein.com/products/hamachi2/download.aspx
i allready got hamachi(i use it to play from time to time FoT and NFS U2) tnx anyway
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I've found a bug - on the female model, while she's moving her head, the radiation sign on APA is moving together with her head, which makes that kind of bug: (check video (http://www.megaupload.com/?d=3YBEGXCC))
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When will be new update which include elegant suit and other clothes which are complete?
Where is Karpov? I don't see him long time.
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The suit and ragged hooded clothes aren't up yet, sorry - still a bit more work for me to do on them first - then they need rigging / animating etc. Been busy at work a bit longer than expected, but should have a bit of free time at the end of the week. It'll be sooner than "soon" anyway :)
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The suit and ragged hooded clothes aren't up yet, sorry - still a bit more work for me to do on them first - then they need rigging / animating etc. Been busy at work a bit longer than expected, but should have a bit of free time at the end of the week. It'll be sooner than "soon" anyway :)
Do you planning make other colors, styles of elegant suits?
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Do you planning make other colors, styles of elegant suits?
probably, but for this we just have to copy paste the texture file, change a few codes, and chanche the main color of the suit
in 2D we needed to make 10000+ frames for every armor
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Colors? I can make some! Just some color level balancing in Gimp and you are good to go! Anyone wants to send me some textures to recolor? ;D
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Anyone wants to send me some textures to recolor? ;D
There's a metal armor, that doesn't have a mk1 version.
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if you can see on the MRK 1 and MRK 2 inv images the MRK 1 is a bit(more)rusted, so you can try to rust the MA2 texture
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There's a metal armor, that doesn't have a mk1 version.
Oh snap ;D Sure, will try to find some good way to make stuff look rusted and scratched.if you can see on the MRK 1 and MRK 2 inv images the MRK 1 is a bit(more)rusted, so you can try to rust the MA2 texture
Ain't gonna work this time. In this case the inventory picture is very low-resolution while the MA MKII texture is about 40 times bigger. I will have to find other rust and scratch textures, however, I'm finding some already! When I will find all the textures I will need, I will just take Gimp and try "stacking" both textures together. Isn't going to be as easy as recoloring, but it can be done.
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Paint it yourself using darken/lighten tool and sponge, it looks much better than random internet crap put together It just takes more time...
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Indeed.
And if you don't want that, atleast use some brushes, not plain and simple textures. There are lots of free rust/grungy brushes around.
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Graf, check the latest PM (or just apply the last LA MKII texture I sent), update the tracker/repository.
Working on MA right now.
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update the tracker/repository.
I'll apply/update both MA and LA once they are done.
Oh, and I don't have an access to the repo. I guess only Lexx and Karpov do have it.
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Oh, and I don't have an access to the repo. I guess only Lexx and Karpov do have it.
Oh, ok.
Googled a bit and found some epic brushes for Gimp :D Sadly, most of them have nothing to do with the 3D development for FOnline ;D
It's also very interesting, how the texture looks scratched and worn already, but when put on the model, it looks so new and shiny :-\
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When does new update available for download?
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When does new update available for download?
When it's done.
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When it's done.
There is anything new for 2-3 months. ::)
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There is anything new for 2-3 months. ::)
Hmm.. i just heard lot of rumours about wipe coming at summer, but yeah it just rumour... or is it :D
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Hmm.. i just heard lot of rumours about wipe coming at summer, but yeah it just rumour... or is it :D
Wipe has nothing to do with the 3D repo.
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If there is anyone to blame for the repository update, that would be me. You may have seen there are lots of stuff finished, just waiting to be uploaded. I apologize for being offline that long.
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Ok I'm waiting for update. Will be good if update has all weapons and clothes :)
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Well...not all of them, but as I have all of the files It can be a regular update.
Just added 5 of them today. But I think I'll keep on exporting some more this afternoon.
10mm pistol PID# 8
10mmSMG PID# 9
223 pistol PID# 241
44 magnum revolver PID# 313
Alien Blaster PID# 120
And one of the backpacks, the CA style. Layer 165 Value 3
I'm following an alphabetical order so that I don't miss anything, but the numbers correspond to the original IDs of the game.
Note: I said it before, but let me tell you that I am not correcting the coordinates or scales of the weapons. I will create a new page to explain this, and there we will post the corrections.
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Nice to see a new great update - I like backpack.
I got a problem with weapon, did you see it?
http://imageshack.us/photo/my-images/190/bugyba.png/
Pistol 10mm is bugged too.
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Yes, as I said before, I'm not doing the correction work for the position or scale. So they will all be bugged until they get corrected. For more information I created a new thread.
_______________________________________________________
Added:
Assault Rifle PID# 23
Assault Rifle Extended mag. PID# 405
Bozar PID# 350
Brass Knuckles PID# 21
Pancor Jackhammer PID# 354
M72 Gauss Rifle PID# 392
Again, misplaced and wrong sized most of them. Let me know if I missed any texture file or anything
Grey Gangster Suit and hat added. Value 18 for layers 153, 154 and 155
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Noticed some bugs on the armor tracker:
1. Power Armor. Body uses wrong (old VB) texture.
2. Metal Armor mk2. Something wrong with left hand, it's black.
3. Metal Armor mk2. Shoulders texture is wrong (I don't know where it is from)
4. CA. Left hand is black, right hand is normal skin tone.
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Gauss rifle doesn't work. There is wrong model (from hunting rifle) and no texture.
Assault same, doesn't work :(
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I already explained this when I started uploading new weapons. The engine was only prepared for the weapons available from VB, so you have to select the weapon by console, using the layer 151 and the PID of the weapon.
(http://img815.imageshack.us/img815/2631/gauss.jpg)
By the way, it is a very nice model.
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God this looks so cool, the details on the model are amazing.
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I think I added some weapons yesterday.
I am still following the alphabetical order (in a special way :P)
14mm Pistol PID # 22
Avenger Minigun PID # 389
BB Gun PID # 161
BB Gun LE PID # 162
Boxing Gloves PID # 496
Club PID # 5
Combat Shotgun PID # 242
FN FAL PID # 351
FN FAL Night Sight PID # 403
HK CAWS PID # 268
Laser Pistol PID # 16
Laser Rifle PID # 118
Laser Rifle Ext. PID # 401
Vindicator PID # 395
Standard minigun can be still found at value 4, which is selected when you equip the item, but it was also added in the Value 12, which is the right ID number for the minigun item. Value 4 is to be replaced with the knife.
And, again, some of the weapons are not corrected, but as I found that all weapon types can use a similar parameter line, It is not needed for you to correct them, it can be done later.
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Has the repository become password protected? It asks for user / pass now - and I don't think it did so previously.
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Nothing has changed. Download should be without any restrictions.
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It's working totally fine now. No idea what that was all about ;D
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it is not working for me, image says all:
(http://desmond.imageshack.us/Himg703/scaled.php?server=703&filename=swvn.png&res=medium)
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It did that to me a few weeks ago. It magically started working again when I checked it 12 hours later... so maybe try now and see if it works.
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Here's a somewhat older version of repository for those who can't download it with SVN. The site is still broken.
(Weapons, armors)
http://www.megaupload.com/?d=1PXAF7BT
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The site is still broken.
Try cleaning your cache in Tortoise, go to TortoiseSVN->Settings->Saved Data, because I've just checked it out, and it works fine here...
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Stylesheet loading error. an unknown error occured (805303f4) in Firefox.
(http://img593.imageshack.us/img593/1021/unknownerror.jpg) (http://imageshack.us/photo/my-images/593/unknownerror.jpg/)
IE said:
(http://img64.imageshack.us/img64/831/sux2beu.jpg) (http://imageshack.us/photo/my-images/64/sux2beu.jpg/)
>>The XML cannot be displayed when Stylesheet XSL is in use. Correct it, come back later.
Bold text: >>the stylesheet contains no document element. It's possible an empty stylesheet or it's not a well-shaped XML Doc...
Thanks for trying to help though, Mr.Scypior. And forgive me the quote style, the mods warned me about quoting too much.
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The repository works perfectly fine for me, both on the browser variant and the tortoise client.
So it must be an issue on your side.
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Thanks for checking, Surf.
Edit: thanks, Anonymous.
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It works for me only via Tortoise. Cannot access the html interface using the repository url (same error).
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which revision of sdk is good working with 3d models?
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I've been using this one from ages ago :
Finaly I've found a stable client: http://www.fonline.ru/files/FOnline_v2_200111.zip
Just download it and use both Server and Client with new 3d.
It definitely worked for me anyway. I'd had problems with newer ones.
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Please use this to download the SDK with turtoise or to access the host
http://xp-dev.com/svn/fonline_sdk/
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this is fantastic thanks for everyone who work in this project
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this is fantastic thanks for everyone who work in this project
Right I cannot wait for new update include new armors and weapons ;D
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Can't wait to see it ingame, and the gore is going to be amazingly...gory. :P
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Repository Update: Some weapons, and new shading effects.
Download effects.rar at bottom of the post.
Combat Knife ID 236
Crowbar ID 20
Cattle Prod ID 160
Dynamite ID 51
Dynacord ID 600
Flare ID 79
HKG11 ID 352
HKG11e ID 391
Frag Mine ID 544
Frag Grenade ID 25
Shaders for metal armors, value 2 and 3. Combat Armors and their helmets, value 5, 14 to 16. Also character and general shading changed.
You'll need these files. They go under client/data/effects. Replaces original 3d_default, so make a copy if you want to. Make sure to clear effect cache, deleting the files from data/cache.
http://www.mediafire.com/?87p58t8a2lcqzs1
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As an alternative to replacing the original "3D_Default.fx", I think these lines at the bottom of \Server\scripts\_client_defines.fos are where the engine links to the file :
// Effect types and subtypes
#define EFFECT_2D (0) // 2D_Default.fx
#define EFFECT_2D_GENERIC (1)
#define EFFECT_2D_TILE (2)
#define EFFECT_2D_ROOF (4)
#define EFFECT_3D (1) // 3D_Default.fx <------- THIS ONE
#define EFFECT_INTERFACE (2) // Interface_Default.fx
#define EFFECT_FONT (3) // Font_Default.fx
// Subtype for fonts used font type
#define EFFECT_PRIMITIVE (4) // Primitive_Default.fx
So you could change the "#define EFFECT_3D (1) // whatevershaderiscalled.fx", or possibly add an extra one in there. Ultimately, it will make no difference to the end result in game, but might be neater for modders etc. Also note that I've not actually tested it myself - I might be wrong :)
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That's just a comment :<.
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Yes, you are totally right :(
It's just information. Can't find anything else that refers to it, either.
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You can change it from script if you please, there's some call to engine that'll replace effect with particular file. Don't remmember how's it called, but it has limited usefulness anyway.
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What about bloot splatter when you get hit ? Like blood drops on the ground when you get hurt bad.
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Can I ask something, why is it that half of the things on this page (http://www.fo2238.fodev.net/wiki/3d_armors_development_tracker) are "Pending" despite the fact that they are marked as "Finished"? What's up with that? Surely people should be uploading these things as they're finished? Am I missing something here?
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The pending ones are either :
a) not rigged, or not rigged properly
b) not implemented by code into the 3D repository.
In short, "the status of completion" bit refers to the model being finished and textured etc, the "uploaded" bit refers to "rigged and usable in game, and implemented into the main 3D test repo". For some things this is quite straightforward, others are a bit of a nightmare to rig properly (at least at my current skill level). Karpov is far more skilled at the rigging, but his current focus is to try and get the main animations done for the female character and to produce the death animations and blood etc.
I'm trying to learn the rigging stuff to do this myself (look through some of my previous posts, and you should see some 'attempts' with various levels of success). I should be putting a tutorial up about the rigging during the next week or two, when I have some time off work. It won't be the best tutorial in the world, and will need improvement in future, but it will be a starting point. Other people can learn to do it better afterwards.
For example, NCR Ranger Patrol armour is down as "pending". I did a test rig (http://fodev.net/forum/index.php?topic=13877.msg149311#msg149311) of this model, but there were problems with the shoulders and a few other bits. This may need a slight change to the model itself, or simply need rigging by someone with more skill. Duster coat is also in the same position i.e. the model and texture exist (though it's not quite good enough, and will need improvements in future), but the rig needs fixing and then uploading before it's counted as "done".
Basically, about half of the pending ones are my fault :-[
Ones which are just a retexturing (like Leather Armour Mark 2) just need implementing in code, which should be simply a case of putting an extra line in the _FOHuman.fo3d, to say "use the leather armour model, but with this texture instead".
Hope that all makes sense.
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It does. Thank you for clearing this up for me.
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Can you upload all new files include shadaders, armor etc? Guys what is new?
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Tiny Update. Blood on the floor when you die, forward or backwards. Shader on the female leather jacket. Female use animation. Muzzle test for smg burst
No death animations yet.
I believe the software I've been using to upload these files has been updated, so let me know if it works or not, I'm not sure.
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All works fine for me :)
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Where to place models which we created? For example gas mask wasn't good for my wanderer and created new one, and want to share it :)
(http://rudo-brody.pl/uploads/2011-12-21_1910.png)
http://rudo-brody.pl/mask_not_rigged.zip (http://rudo-brody.pl/mask_not_rigged.zip)
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Graf has a 2nd repository for "in progress", "test" and "not implemented yet" stuff. He should be able to add you to it, so you can then add files directly. Must say you're making some great progress here. Very impressed :)
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I think about some open repository with preview and upload for everyone. I will think about setting something like that around christmass.
for example: http://rudo-brody.pl/fonline/ (http://rudo-brody.pl/fonline/) (use new browsers not IE)
we can use git (it's really handy, simple and free for open source projects)
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for example: http://rudo-brody.pl/fonline/ (http://rudo-brody.pl/fonline/) (use new browsers not IE)
Nice, but I think it would be much better without auto-rotating. It's a "cool gimmick" but from practical point it's annoying if you can't stop it and just watch the side you want, plus it puts constant strain on the CPU.
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for example: http://rudo-brody.pl/fonline/ (http://rudo-brody.pl/fonline/)
What? How can I rotate this 3D object in my web browser? This is Witchcraft!
Seriously though, that's pretty awesome.
Also, this is the link to Graf's test repo, though I think you'll need adding to it to be able to upload :
http://xp-dev.com/svn/F3D_stuff/ (http://xp-dev.com/svn/F3D_stuff/)
If possible, it might be good to keep as much of the stuff as we can in a small number of places, so we can each test and experiment with each other's files.
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This link is example only, we may create repository viewer for us, it is pretty handy when You want to see some work or searching something, but... (there is always some but) all files should have preview model in .obj and .mtl (if You want to see texture).
We may create git repository with 3 main branches, like: final, development, test. Users who want to contribute may fork it, place their changes push to forked repo, and send pull request, than developer may be able to see what is pushed, deleted etc ...
Some rules should exists, for example someone who is pushing something need to keep such dir structure:
some_model
|- preview
|- icon.png (like those in inventory)
|- preview.jpg (model in all rotations if exists, zoomed on 400% and 100% and render)
|- model.obj (for 3d preview only)
|- model.mtl (for 3d preview only)
|- texture.gfx (for 3d preview only)
|- description.txt (prefer some formating text like textile or similar)
|- source
|- some 3ds, obj, c4d, or other formats
|- psd and similar
|- rigged (optional)
|- model.fo3d
|- model.x
|- texture.gfx
|- not_rigged (optional)
|- model.x
|- texture.gfx
We may also use some free tracker, where we may be able to create tickets like "we need x model of x", "model y texturing", so people who contribute may be able to take such ticket and push ready solution. Git allows to many nice operations of repo. Browsing may be done via www and You see all info user placed, commit message, icon and preview, when You click 3D button You will see 3D preview. Also we are able to keep in this repo tutorials, documentation and many more, all who want to contribute just need free github account, after pull request any developer may merge it or reject it (or even just ignore).
That's my suggestion, I can prepare it if You want.
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Crafty, crafty.
I say do it, i think everybody's gonna appreciate that.
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Graf has a 2nd repository for "in progress", "test" and "not implemented yet" stuff. He should be able to add you to it, so you can then add files directly.
Actually, there's a little problem with it. For some reason, I cannot add more than one folder at a time, other than creating a new revision for each folder. This is the main reason, why I still have nearly 40 models just sitting there on my hard drive, and waiting till I find out a way out. Maybe you could try to upload these models to the repo instead of me, Luther? Here's (http://www.mediafire.com/?ytql9aragv6n8dw) the link for these files if you want to try to help me out.
Or we could do it another way. Baael, you can just send me your email address (via PM) and I'll send you an invitation to the test repo, so you could upload files there by yourself.
P.S. Your model looks perfect to me.
P.P.S. I'm all for this thing you've suggested.
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SHIT MAN its perfect :D
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Small Update:
-Female animations for: Rifle, Minigun, unarmed, pick up use and knife.
-Male animations for random movements when idling on unarmed and pistol. *
-Female metal armor is now working correctly.
* I found that these where already implemented as a different animation, it was my mistake trying to use them as the idle animation. I will start doing the rest of them. Also, there are two for each, the second can be a new animation.
-----------------------------------------------------------------------------------
Implemented flash for other firearms. WIP
Rifle, pistol, minigun and biggun.
Just attach layer 12 (parameter 162 in game) value 101. ~param 0 162 100
These can be disabled from the weapon value if the weapon is laser or plasma. It can also be disabled and replaced by a different one if needed.
Note that alignment may be off, specially in the female character, and the ejection of the cases may be wrong too.
Download this for the effect, place in data/effects: http://www.mediafire.com/?v3wfsfb1y79o69g (http://www.mediafire.com/?v3wfsfb1y79o69g)
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For some reason, I cannot add more than one folder at a time, other than creating a new revision for each folder. This is the main reason, why I still have nearly 40 models just sitting there on my hard drive, and waiting till I find out a way out. Maybe you could try to upload these models to the repo instead of me, Luther?
Completely missed this (I think I was away visiting family, where the internet doesn't exist yet) - does this still need doing? If so, I'll get on it.
[edit] Response to below - I accidentally deleted the "/" to unquote it, so it made two quotes. This is why we should always use the preview button first :P
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This quote inside of another quote is pretty confusing, but if it was a question, then yes, it's still needs to be done.
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Should all be uploaded now, Graf. Seemed to work as intended via TortoiseSVN.
[edit] No - it's only put half of them up. Half aren't included...
[edit2] I deleted all the Miscellaneous and redownloaded, and they were all present. Some don't contain the "little green tick", but they're there anyway. In short, it has uploaded them all, but some don't have a "version".
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Repository Update.
Added some animations for female, and tesla armor.
Now all items can have their own model -finally!-. Works for weapons and armors.
Download this file and place it in the folder server/scripts (this is outside the client folder).
http://www.mediafire.com/?1nyooujn1tp0nsg (http://www.mediafire.com/?1nyooujn1tp0nsg)
When you start the game you will be able to use the armors and weapons equiping the right items, instead of writing in the command line. You can add yourself the item you want with the command ~ais # q (where # is the item ID and q the quantity)
In spite of this, some models are still missing, but the items in game should now match the model shown. I will be adding the rest of the items from time to time.
Test and point any error you see, missing animations, misplaced items, etc.
Note: before testing anything in the game, consider reseting parameters 151 ,152, 153, 154 and 155 to 0. Parameters 163 and 164 to -1. Param 162 to 101 to turn on muzzleflashes.
After this, just save the game, so you don't have to do it again next time.
Note 2: unarmed fidget (random idle) animations will play over the missing ones from the other weapon sets, I'm aware of that, and it won't happen once I add them.
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I have a problem with revision for 3d. Can you upload your client and server?
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I can't. But you might want to try these older revisions. Not sure which one I'm using at the moment. Try the first one.
FOnline SDK
Revision: 128
Date: 20.01.2011
Size: 106 Mb
Link: http://www.fonline.ru/files/FOnline_v2_200111.zip
Revision: 272
Date: 11.10.2011
Size: 550 Mb
Link: http://www.fonline.ru/files/FOnline_v3_111011.zip
Revision: 338
Date: 05.01.2012
Size: 577 Mb
Link: http://www.fonline.ru/files/FOnline_r338_2012-01.zip
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Oh, well I will download and check. Thank you.
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There's been a small update.
1 New short hairstyle for both male and female, missing spear animations for female, amongst other minor stuff.
About the hair. New female hair go from value 48 to 51 on layer 7 (param 157). But it does not render correctly without Software Skinning 3d on. So I might replace it for something else.
On male it was swapped for the previous one, so you will find it from 45 to 47, or probably already in your character.
New weapons that I can recall are: knife, spear, sledgehammer, gatling laser, plasma pistol, grenades and desert eagle.
By the way, how was that White150? Did that revision work for you?
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Yes it is working but I dont see any models of weapons. http://zapodaj.net/6e56c76c9515.png.html
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Yes it is working but I dont see any models of weapons. http://zapodaj.net/6e56c76c9515.png.html
They seem to appear on the back. Check if parameter 151 is set to 0.
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Download this file and place it in the folder server/scripts (this is outside the client folder).
http://www.mediafire.com/?1nyooujn1tp0nsg (http://www.mediafire.com/?1nyooujn1tp0nsg)
I tested this with the older FOnline_v2_200111 client (which I have used for 3D testing, and is also the one linked in tutorials and stuff) and was getting a server start fail when trying to run the game in singleplayer.
I ran it through Winmerge (http://winmerge.org/) to compare the two, and it looks like there's a couple of slightly different lines near the top.
Anyway, I've merged the two - this one should work by default for anyone using the 201111 client :
http://www.mediafire.com/?vi8e92i0h44f96e (http://www.mediafire.com/?vi8e92i0h44f96e)
All the new Karpov stuff is in there, but there's some "void hit_aim(uint8& aim)" stuff at the top which seemed to be necessary for it to allow the game to start.
Other than that, it's all looking great and now working. Seems to be missing the death model for the "gory deaths" (male_deathmodel.x). There's a handful of other little bits missing according to the FOnline.log, but nothing major.
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That's because I never uploaded that file. However it shouldn't be asking for it. Nevermind.
Thanks for uploading the files Luther.
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I notice that "VbMaleFat.fo3d" calls for the "male_deathmodel.x", so it's likely coming from there I think.
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Critical Death animations. Still in progress, need gore corrected for female.
Run repo update. Download these files and put them into the server folder. One is CritterTypes, goes into server/data, the other 2 are scripts, put them in the script folder of course. Remember to backup.
http://www.mediafire.com/?map5m6jm027s4og
To test this deaths: Load your character and remove any armor. Use "param 0 161 101" to set gore layer (it was changed from 162 to 161).
Set your HPs to 1, "param 0 72 1". Find a npc that will kill you. The script should do the rest. I reccomend you set their critical chance to 100. For that, stand beside the NPC, type "run debug Id 1 1 1" , say the number that appears on their head so you don't forget it, then type "run debug SetCritParam (that number) 14 100"
Other way to check the animations is to load the dead body: "run debug body 0 293 1" (or 296 if female), and then type "run debug anim 0 1 70" or 71,72,75,76.
I hope it works. Please let me know about any problem. I've been making some other tests so I might have missed something.
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Not tested it yet, but had a good look through the files - I like the rearrangement and renaming of the fo3d files - much clearer. Interesting that you can "nest" layer commands in a sub-fo3d from the main one (like you've done with the hair commands).
Now you're beginning to add things to the scripts area, would it make sense to reorganise the whole repo, so trunk\data goes into trunk\client\data, and also add a trunk\server section for the further config files?
Also, I've done a lot of messing about with my own test repo - particularly with the character registration screen options and loading of models and things - I think some of this stuff would be useful (particularly bits like making the death model one of the non-selectable character screen options, and re-linking and re-naming the existing body/skin/hair options etc). What's the best way to deal with this stuff? Send you the loose files, just list the changes or type up some documentation of what does what in which file (or even write up a small tutorial for it)?
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Not tested it yet, but had a good look through the files - I like the rearrangement and renaming of the fo3d files - much clearer. Interesting that you can "nest" layer commands in a sub-fo3d from the main one (like you've done with the hair commands).
Now you're beginning to add things to the scripts area, would it make sense to reorganise the whole repo, so trunk\data goes into trunk\client\data, and also add a trunk\server section for the further config files?
Also, I've done a lot of messing about with my own test repo - particularly with the character registration screen options and loading of models and things - I think some of this stuff would be useful (particularly bits like making the death model one of the non-selectable character screen options, and re-linking and re-naming the existing body/skin/hair options etc). What's the best way to deal with this stuff? Send you the loose files, just list the changes or type up some documentation of what does what in which file (or even write up a small tutorial for it)?
Just send me a PM with listing the stuff you changed, along with the parameters , if it's just text, there won't be any problem.
The layer thing is very useful. Not only for layers, but also works on animations.
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I converted to .OBJ all models in repository, which were previously available only in 3DS and MAX.
https://rapidshare.com/files/4052228089/export.rar
Will be probably handy for those guys working in Blender and Wings3D.
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There will be no 3D why are you still posting in this topic?
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Who told you that? Santa Claus? He's an evil man.
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If devs won't even fix the trollbacks how can then somebody except them to implement 3D
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If devs won't even fix the trollbacks how can then somebody except them to implement 3D
Other projects, servers...
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There will be no 3D why are you still posting in this topic?
Because i contribute. You're just whining around.
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There will be no 3D why are you still posting in this topic?
As a few have said, the 3D stuff (once a little more finished) is for any/all FOnline servers that want it. Hopefully something will end up in 2238, but even if not, this stuff is all available for other projects. I'm using it in a few other things I'm tinkering with, (one of which should hopefully have a demo ready in a couple of months).
Also it'd be useful if you could leave the "complaining about things" in either complaining / suggesting something actually related to 3D (http://fodev.net/forum/index.php/topic,18835.0.html) or one of those complaining about the server/devs/it's dead (http://fodev.net/forum/index.php/topic,23999.0.html) sort of threads, so we can keep this for finding files and bits for updates in the repository.
Also, cheers for the converting files there, Horatio. I'll have a look at these when I've next got a bit of time off work :)
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There will be no 3D why are you still posting in this topic?
You are probably right. But remember: modeling, conquering, and drinking beer is about "doing" not "finishing".
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NastyKhan, i disagree about discontinuing of 3D with CJ.
You see, if we suddenly come to conclusion, that all work we done since the start of the project, was for a naught (just because our playing experience ATM has been worsened by trollbacks on the currently only MMOG project using 3D), the people like Karpov, LutherBlissett, Johnny Bravo, Graf, who are actively contributing in form of models, animations, SDK studies, coding, tutorials, translations, ideas, will probably put the next update on "later than soon" list because of lack of motivation. And, it's not a team which is working on 3D, but a loose bunch of creative people and it is already difficult to push the project forward because of this, IMHO.
I wish, there was a server which could serve a purpose as a beta for the 3d, as a demo version, which could excite the players with customisation and gameplay possibilities and give the 3D developers a boost of motivation. I think, technically it will be possible with both sets of male/female animations by Karpov and a easy customisation interface.
But crippling their selfesteem by saying "there will be no 3D" is contraproductive and preposterous.
Thanks to LutherBlissett for motivation! :)
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Well actually Horatio that's what i meant. ;) Even if we never be able to finish the project, we can still have lots of fun just by continuing working endlessly. Besides SOME things are actually finished, like weapons models. Those "parts" might be someday imported into further chapters of Fonline.
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Well weapons are all done,and so are misc items i think so all that is left now is the armors and critters.
Armors as far as Ive seen are mostly done, but some critters seem to be unfinished.
So I expect 3d by the end of the year,I hope.
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Well, don't forget the animations, which also need to be done. And after that comes the tweaking. Tweaking armors, weapons, items, animations, etc. Just because the models are done, it doesn't mean they are ready to use.
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So I expect 3d by the end of the year,I hope.
Your expectations sound well on paper. Reality isn't paper. Therefore your expectations are corrupt.
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Well, at least, he hopes. And hope is good.
Personally, i'd do something that can be tweaked later, it's not Duke Nukem we do.
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Your expectations sound well on paper. Reality isn't paper. Therefore your expectations are corrupt.
Paper is a mysterious thing that goes see through when you rub grease on it.
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(http://svalko.org/data/2012_09_24_21_59_24_media_tumblr_com_tumblr_ma6x96Jqdj1qcb7k0o1_500.gif)
Saw this posted by Gonzo on fonline.ru forums, he referred it as a new critter on 2238.
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Most likely a joke, as we currently don't have any plans for pigeons. In fact, I don't even know if they exist in so cal.
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(http://svalko.org/data/2012_09_24_21_59_24_media_tumblr_com_tumblr_ma6x96Jqdj1qcb7k0o1_500.gif)
Saw this posted by Gonzo on fonline.ru forums, he referred it as a new critter on 2238.
give it 2 heads,claws,a hand for laser rifle and it might be considered canon.
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Just leave it like it is and make sure you leave the scale the way it is as shown in the .gif. :P
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LOL yes there are pigeons on socall, I live 100 mile south of the bone yard ^_^
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100 mile south of the bone yard ^_^
You dwell in the sea? :o
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No, he probably figured out how to use GM .msk file, he's like Jesus now.
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You know you could make Pigeon special encounter and they shit on players head and get +1 to luck permanently.
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The repositories url's seem to be broken.
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Repo works for me, maybe you meant the "development tracker"? Links to the tracker are broken, because it was just a few tables stored on FOnline: 2238 Wiki and now the wiki is somewhere else (http://fo2238.fodev.net/wiki/Main_Page) (archived / locked). Here are working links:
http://fo2238.fodev.net/wiki/Fonline3D_progress_tracker
http://fo2238.fodev.net/wiki/3d_graphics_development_tracker
http://fo2238.fodev.net/wiki/3d_armors_development_tracker
http://fo2238.fodev.net/wiki/3d_miscellaneous_items_development_tracker
It looks like most "standard" (F2) models were done.
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Thanks. So much work done there. I'm wondering what can be done about it.
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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
(https://i.imgur.com/zK0xgKw.gif)
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.
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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.
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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 (http://fodev.net/forum/index.php/topic,20735.0.html) - the character is "sliding" over the ground, animations doesn't seem to work. Hope to get some helpful advises from you.
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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.
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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
(https://i.imgur.com/zK0xgKw.gif)
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.
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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can the screenshots be saved in BMP, or is it hardcoded?
There's reserved client function filename_screenshot( string& filename ) which allows to change name of the file on the fly. If you change extension of filename, used format will be different too. Recognized formats/extensions are "jpg", "png", "tga" - anything else will use BMP format as fallback.
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There's reserved client function filename_screenshot( string& filename ) which allows to change name of the file on the fly. If you change extension of filename, used format will be different too. Recognized formats/extensions are "jpg", "png", "tga" - anything else will use BMP format as fallback.
Noobish question: where can this function be found? And is there a possibility to disable the alpha of bright blue colour?
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You will find it if you open Notepad++ and make use of "Find in files" option.
Nobody remembers where every single function is, using search is the whole secret of getting to this stuff.
It's a reserved function so you can also check in which module it is in scripts.cfg.
About 2nd thing, I dunno, but I doubt it's possible.
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Could you please provide a link to a instruction how to set up the 3D repository on SDK?
Or, at least, give me a working link of this?
http://fodev.net/forum/index.php?topic=14217.msg120580#msg120580
All internal links in forum archive are dead.
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The current repository works on an old sdk
http://www.mediafire.com/download/albsfuzhsyxs0s5/FO3dClient_v2.200111.rar (http://www.mediafire.com/download/albsfuzhsyxs0s5/FO3dClient_v2.200111.rar)
Then just change the critter you want to replace in the Crittertypes.cfg to FoMaleStrong.
I'll work on making things work on the new SDK releases. I'll PM you on how to set it up when I am done
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Wipe, Jovanka, Karpov, thank you. :)
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Hello, I need to know if there is a way I can get my hands on the .3ds or .obj source files for these models?
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Hello, I need to know if there is a way I can get my hands on the .3ds or .obj source files for these models?
Sorry for the late reply, I visit this place like twice per year now.
Back in the day I was given access to this (https://xp-dev.com/svn/F3D_stuff/) repository which contains probably all of the source files. I have no idea how up to date they are, some are probably a little outdated, but the majority should be there.
https://xp-dev.com/svn/F3D_stuff/
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Awesome!
I message Karpov and he sent me the original files with armour and animation. I have done anything with them unfortunately but scheduled to do so in late 2015.
The repository link is certainly very appreciated and welcomed!
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So guys do you still work on 3d models? How much is progress?
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Unless there has been some progress outside of my vision, the project has been pretty much abandoned since FO2238 went under. There has been some work outside of the regular group that you used to see on this forum, but from what I've heard nothing much was done, really. Personally, I did some stuff for one project with someone from the forum you might know, soonly after 2238 closed down, but I was rather quickly limited in my work by time constraints of studies and have left the scene since.
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Yeah. Problem is that nobody other than 2238 wanted to use this stuff, and therefore work didn't continue. Which I find hilariously stupid. The things that were done looked awesome, and yet many folks were like "bla bla 2D is so much better"... With models and animations done, making it look like 2D sprites would have been the smallest problem, really. And we could have used so many different visual combinations with new clothes, visible items, different color schemes... and you wouldn't need to spend 100000 hours of manpower on creating new sprites, neither would you need to download many gigabytes of new graphics. Seeing this work going to waste really kind of hurts me.
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van buren will use
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We'll see when and if that happens.
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Yeah. Problem is that nobody other than 2238 wanted to use this stuff, and therefore work didn't continue. Which I find hilariously stupid. The things that were done looked awesome, and yet many folks were like "bla bla 2D is so much better"... With models and animations done, making it look like 2D sprites would have been the smallest problem, really. And we could have used so many different visual combinations with new clothes, visible items, different color schemes... and you wouldn't need to spend 100000 hours of manpower on creating new sprites, neither would you need to download many gigabytes of new graphics. Seeing this work going to waste really kind of hurts me.
Unless some serious singleplayer project will adopt this awesome work (yeah, like van buren) Isometric games still popular this days, especially ones that promise many hours of quality gameplay. A 2,5D remake of original F1 and F2 can be nice too. Still a ton of work though.
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2015 and still nobody uses 3d models :'(
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2015 and still nobody uses 3d models :'(
And people still using nearly 20 years old Fallout2 engine for their awesome projects, like Olympus 2207 or Fallout of Nevada.
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Olympus used new 3d models as well. If everyone would have worked together, we could have a free open source library of 3d assets for new critters by now. But nope, everyone has to do their own shit for internet fame or whatever.
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Lexx are right, that would be really good to see huge fallout and fonline community. Every fonline project should be open source, at least some works could be given.
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I can only agree with you, guys. However, either 2238 3D project, or arcanum reborn 3d project (if it still exist) and Olympus 3d models and animations, plus 3D assets that was used for Fallout of Nevada inventory item renders, all this stuff still need refining and adaptation. And this will require a team. Ideally - a team outside any server projects.
2238 models need specific revision, and can use some corrections too. Olympus models made with god knows what polycount. And there is another developers with new 3D content who faded into silence.
And there is something wrong with revision 133. Is it for different fOnline build or something?
Also trying to make a 3D reaver
(https://i.imgur.com/B9CIiHS.jpg)(https://i.imgur.com/6ecFgrN.jpg)(https://i.imgur.com/owvZDqJ.jpg)
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That Reaver armor is off to a good start. Of course with that hair and without the helmet the character looks like some kind of feudal knight as much as a Reaver. If you want constructive criticism it looks a little too neat. The hands seems uncovered, yellow brown chemical gloves would add some detail. Not sure if you can represent straps well at that detail, they seem implied on the leg in the last shot but only then and there. If you can represent straps and bands more that really conveys the feel. If not maybe make the texture a bit less symmetrical and add some dirt.
Would it possible to get a copy when you are done?
I am looking to get a FOnline project going and two of the primary things I want to do is expand the Fallout 1/2 content with stuff from the other games and use 3d models to allow better character customization... so I am very interested in that model.
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There is a helmet already, but i have encountered animation sequence timing and some shader problems by that time, because i want to use a latest engine build. Yet time passes, and inspiration not came back yet. Textures also aren't good enough, i need to improve my drawing skills. Also i must do a female version.
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anyone still has the files? links are dead or lead nowhere