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FOnline Development => 3D Development => Topic started by: Haraldx on February 16, 2011, 06:18:44 pm

Title: Critters and stuff related to them
Post by: Haraldx on February 16, 2011, 06:18:44 pm
List of critters that are done or being worked on.

Name - - - - - - - - - - - - - - - - - - - - Status  - - - - - - - - - -  Person who is working on it
Radscorpion (large and small) - - - TEXTURING  - - - - - - -  Haraldx
Brahmin - - - - - - - - - - - - - - - - - - - Missing - - - - - - - - - - Missing
Super mutant and it's armors - - - - Missing - - - - - - - - - - Missing
Ghoul - - - - - - - - - - - - - - - - - - - - -Missing? - - - - - - - - - Jotisz
Molerat - - - - - - - - - - - - - - - - - -- - Missing - - - - - - - - - - Missing
Pigrat - - - - - - - - - - - - - - - - - - - - -Missing - - - - - - - - - - Missing
Gecko and variations - - - - - - - - - -TEXTURING - - - - - - - zamp
Alien - - - - - - - - - - - - - - - - - - - - - Missing - - - - - - - - - - Missing
Centaur - - - - - - - - - - - - - - - - - - - Missing - - - - - - - - - - Missing
Floater - - - - - - - - - - - - - - - - - - - -Missing - - - - - - - - - - Missing
Mantis - - - - - - - - - - - - - - - - - - - -Missing - - - - - - - - - - Missing
Ant - - - - - - - - - - - - - - - - - - - - - Van Buren - - - - - - - - - Van Buren
Rat - - - - - - - - - - - - - - - - - - - - - Van Buren - - - - - - - - - Van Buren
Deathclaw - - - - - - - - - - - - - - - - Van Buren - - - - - - - - - Van Buren
Radtoad - - - - - - - - - - - - - - - - - -Van Buren - - - - - - - - - Van Buren
Centipede - - - - - - - - - - - - - - - - -Van Buren - - - - - - - - - Van Buren
Desert stalker - - - - - - - - - - - - - -Van Buren - - - - - - - - - Van Buren
Robots (?) - - - - - - - - - - - - - - - - -Missing - - - - - - - - - - Missing
Dogs/wolves - - - - - - - - - - - - - - - Missing - - - - - - - - - - Missing

? - Isn't known, if robots are going 3D too.

If you want to reserve a slot or anything, post here or PM me, I will change the table.
Post updates of your models in this topic or make a new one.
Title: Re: Critters and stuff related to them
Post by: Haraldx on February 16, 2011, 06:36:16 pm
This image can be seen on Moddb too, but oh well, here it is:
(http://media.moddb.com/images/members/1/269/268236/I_haz_a_new_tail.jpg)

EDIT: Ignore that little bluesuit down there, it was just some humor I made of some people in the forums.
Title: Re: Critters and stuff related to them
Post by: Eternauta on February 16, 2011, 06:50:50 pm
Like I said in the other thread, I don't think we need 3d critters. 2d critters work perfectly, and the point of 3d models was player character customisation. Making 3d models for player characters makes sense as it allows customisation, but why 3d critters?

Please don't take it personal Haraldx, I respect your work but I can only see it as some piece of fan art instead of seeing it as something that would help the game. I think 3d models for critters is useless and would only mean unecessary work...

I see that most of th existing 3d models are from Van Buren, so I am actually going to do a suggestion: do not make 3d models for critters, unless they are new. Please, let's keep good old Fallout brahmins, geckos, rats, radscorpions... There is simply no point in making them 3d.
Title: Re: Critters and stuff related to them
Post by: Ztormi on February 16, 2011, 06:53:23 pm
I think it looks even more stupid that some are 3d and some 2d.
Either all 2d or all 3d imo.
Title: Re: Critters and stuff related to them
Post by: Haraldx on February 16, 2011, 06:58:08 pm
Yeah, I think it would look quite awkward and there would be some questions from newbies popping up like "Why isn't the brahmin as cool as other critters? Why it's a picture instead of 3D shit" etc. etc.

EDIT: Forgot about dogs, added them to list.
Title: Re: Critters and stuff related to them
Post by: Eternauta on February 16, 2011, 07:14:58 pm
Yeah, I think it would look quite awkward and there would be some questions from newbies popping up like "Why isn't the brahmin as cool as other critters? Why it's a picture instead of 3D shit" etc. etc.

The right answer would be: "original 2d sprites worked perfectly, did not need customisation, and were the original Fallout graphics. New critters/Van Buren critters needed to be made in 3d because of the amount of work that sprites would require. Player Characters use 3d models not because '3d is cool', but because of character customisation".

In fact, that's my point, man:

Quote
"Why isn't the brahmin as cool as other critters?..."

I've read more than once that 3d models were about customisation, and not about "looking awsum". I think we are starting to forget what the real point of making 3d models was.
Title: Re: Critters and stuff related to them
Post by: Haraldx on February 16, 2011, 07:18:45 pm
Hm... wait a second here, I'm gonna find something that Lexx wrote.
If the art style doesn't fit, we don't include it. Was always like this, will always be like this.

That means, if FOnline: 2238 is going 2.5D, then critters that will still be 2D won't fit the art style. Also, since Deathclaw and other Van Buren models have already been implented, it means everything is going to be 3D (except the world map)
Title: Re: Critters and stuff related to them
Post by: Eternauta on February 16, 2011, 07:31:17 pm
Quote
If the art style doesn't fit, we don't include it. Was always like this, will always be like this.

2d sprites fit perfectly, in fact they were created that way :)

Quote
if FOnline: 2238 is going 2.5D, then critters that will still be 2D won't fit the art style.

??? I see a lot of 2d stuff everytime I play and all of it fits perfectly.

Quote
Also, since Deathclaw and other Van Buren models have already been implented, it means everything is going to be 3D

Well, so if a certain ammo caliber is nerfed, then all ammo type is nerfed? if a certain weapon is buffed, all weapons are buffed? I don't understand the way you get to that conclusion.

EDIT:

Lexx's words: "We are adding 3d models for characters with lots of customization possibilities, because the community want's to have their characters not look like clones. And the only real way to archive that is via 3d models. Except if you want to draw thousands of images, wich I guess you don't want to do."

http://fodev.net/forum/index.php?topic=2512.msg22141#msg22141
Title: Re: Critters and stuff related to them
Post by: TheGreenHand on February 16, 2011, 07:55:32 pm
...

+1.  I'm on board with this, I think the few 3D critters we have are good.  But we don't need all 3D critters.  It'd be fine if harold's radscorpion (fixed up somewhat) is implemented somewhere down the line, in addition to current ones.  But I would say right now 3D is 95% about player characters.
Title: Re: Critters and stuff related to them
Post by: Eternauta on February 16, 2011, 07:57:28 pm
But I would say right now 3D is 95% about player characters.

Exactly, Player Characters and new critters.
Title: Re: Critters and stuff related to them
Post by: Haraldx on February 16, 2011, 09:19:33 pm
Then what was the use of adding Van Buren deathclaw and shit?
Title: Re: Critters and stuff related to them
Post by: Lexx on February 16, 2011, 10:59:06 pm
There is no need to battle with players about it. The VB models have been added to show the effect of 3d. Nothing is fixed and done forever. Maybe there will be the time where we revert it, maybe there will be not.
Title: Re: Critters and stuff related to them
Post by: Eternauta on February 16, 2011, 11:09:03 pm
Then what was the use of adding Van Buren deathclaw and shit?

I asked the same thing once, and it seems that some players asked for it. It makes no sense imo. I already explained why I think this.
Title: Re: Critters and stuff related to them
Post by: Sarakin on February 16, 2011, 11:29:36 pm
This was already discussed somewhere else. If PC can and should be customizable, why not critters ? We have 2 modifications of most creatures (like nasty and normal floater), but they look exactly the same. By making them 3d, we can have more than just 2 modifications and players can experience something new even while fighting old enemies. Of course it should be somewhere on the bottom of TODO list.

2d was sufficient for singleplayer Fallout game, but not for a big MMO.
Title: Re: Critters and stuff related to them
Post by: Luther Blissett on February 17, 2011, 12:08:19 am
I'd say it is a lot lower priority than the main character work, but it would be a good feature to include at some point, particularly as and when the PvE side of the game is expanded. I think the main problem would be the rigging and animating the models, as they all move so differently.

Even if it is lower priority, there's no harm in preparing some of the models now, even if they don't make it in game any time soon. I like the fact that it opens up the possibility of modelling variations on the models, for example it'd be nice to own a non-generic dog at some point... or have an armoured "battle brahmin" as a pet :-)
Title: Re: Critters and stuff related to them
Post by: Eternauta on February 17, 2011, 12:26:24 am
If PC can and should be customizable, why not critters ?

Because your PC is the guy you control, nurture and love, while a critter or NPC is just something/someone that can be shot for loot and/or xp.

Maybe "special" NPCs (those who give you quests) could go 3d so they look different.
Title: Re: Critters and stuff related to them
Post by: Beaver98 on February 17, 2011, 08:21:48 am
http://www.youtube.com/watch?v=DJV7q5W-JdU

5:56 theres a cow and some other random critters....how come we dont use those?
Title: Re: Critters and stuff related to them
Post by: Lexx on February 17, 2011, 09:29:03 am
Because we have no use for them right now.
Title: Re: Critters and stuff related to them
Post by: Haraldx on February 17, 2011, 12:52:59 pm
http://www.youtube.com/watch?v=DJV7q5W-JdU

5:56 theres a cow and some other random critters....how come we dont use those?
There are no existing critters who look like that. We don't need to add new ones, and some of them don't look like shown in Fallout 2.
Title: Re: Critters and stuff related to them
Post by: TheGreenHand on February 17, 2011, 01:40:23 pm
There are no existing critters who look like that. We don't need to add new ones, and some of them don't look like shown in Fallout 2.

Well, the Van Buren dog in cvet's video might be cool to add to the mix of current dogs.
Title: Re: Critters and stuff related to them
Post by: Haraldx on February 17, 2011, 01:50:36 pm
Well, the Van Buren dog in cvet's video might be cool to add to the mix of current dogs.
Yeah, but it would require more dogs, as we have wolves and other stuff. Also, I think the dog has no attacking anim.
Title: Re: Critters and stuff related to them
Post by: TheGreenHand on February 17, 2011, 02:16:18 pm
Yeah, but it would require more dogs, as we have wolves and other stuff. Also, I think the dog has no attacking anim.

That's a drag.  But it's ok, like I said before, player characters are most important and they're looking awesome.
Title: Re: Critters and stuff related to them
Post by: LagMaster on February 18, 2011, 04:40:15 pm
i think that after i will make:
some models for ground and hand items for non-guns
the american football armor(for Solar)(i ot some nice ideeas for it)
a few helmet and hairstyle models
i will take some courage and start to make some critters

also i will make a promise: if i can i will save my 3D models in something better and not in .max
Title: Re: Critters and stuff related to them
Post by: Haraldx on February 18, 2011, 05:09:48 pm
Cool stuff, LagMaster! I see you have pretty much work to do  :-\
Title: Re: Critters and stuff related to them
Post by: Cryptopsy on February 18, 2011, 06:02:03 pm
I see that most of th existing 3d models are from Van Buren, so I am actually going to do a suggestion: do not make 3d models for critters, unless they are new. Please, let's keep good old Fallout brahmins, geckos, rats, radscorpions... There is simply no point in making them 3d.

6 out of 13 16 are from Van Buren. How the fuck is that "most"?
Title: Re: Critters and stuff related to them
Post by: Eternauta on February 18, 2011, 06:10:16 pm
Most of the models which are not "missing". What I meant is that, as there isn't much work on critters 3d models, I thought it still makes sense to discuss if we should or should not give 3d models to all critters.
Title: Re: Critters and stuff related to them
Post by: Haraldx on February 18, 2011, 06:12:26 pm
It's still incorrect, as all the models which are currently implented are from Van Buren.
Title: Re: Critters and stuff related to them
Post by: Eternauta on February 18, 2011, 06:13:30 pm
And?
Title: Re: Critters and stuff related to them
Post by: Haraldx on February 18, 2011, 06:17:07 pm
Uh... I'm just saying...
Title: Re: Critters and stuff related to them
Post by: Cryptopsy on February 18, 2011, 06:19:40 pm
So who all thinks critters shouldn't be 3D?
Title: Re: Critters and stuff related to them
Post by: Haraldx on February 18, 2011, 06:22:43 pm
Depends on what are critters. Critters can also be called stuff like Mobster and that kind of stuff, which require a new model/texture, but are basically the same humans.
Title: Re: Critters and stuff related to them
Post by: Cryptopsy on February 18, 2011, 06:27:56 pm
Well, I mean like radscorpions, molerats, dogs, deathclaws, floaters, etc
Title: Re: Critters and stuff related to them
Post by: Eternauta on February 18, 2011, 06:31:58 pm
Well, NPC humans/ghouls/supermutants, imho, should not go 3d, except those who give you quests. All other critters (rats, mantis, plants, etc) should keep their original sprites.
Title: Re: Critters and stuff related to them
Post by: Haraldx on February 18, 2011, 06:33:41 pm
Well, NPC humans/ghouls/supermutants, imho, should not go 3d, except those who give you quests.
I think it would look even more weird and will lead in misunderstandings - is it a ghoul, or it isn't a ghoul...
Title: Re: Critters and stuff related to them
Post by: Cryptopsy on February 18, 2011, 06:40:31 pm
What about when your mouse hovers over and it says "You see a ghoul."

By process of elimination, you figure out that this is what ghouls look like. hahahaha
Title: Re: Critters and stuff related to them
Post by: Haraldx on February 18, 2011, 06:43:50 pm
Well, no matter what, it has to be one of the following:
 * 3D weapons, people, critters whatever. 2D World
OR
 * Everything 2D
Title: Re: Critters and stuff related to them
Post by: Cryptopsy on February 18, 2011, 06:52:48 pm
I agree... 3D weapons, people, critters, cars, etc
Title: Re: Critters and stuff related to them
Post by: Haraldx on February 18, 2011, 07:06:44 pm
You must understand that this includes ALL weapons, ALL critters. No exceptions.
Title: Re: Critters and stuff related to them
Post by: Cryptopsy on February 18, 2011, 07:09:19 pm
Ofcourse. Duh
Title: Re: Critters and stuff related to them
Post by: Luther Blissett on February 18, 2011, 07:16:14 pm
I was under the impression that (a bit of tweaking aside) we were initially aiming for 3D and 2D seamlessly mixed together, with extra 3D conversions done at a later date. At standard zoom, the 3D and 2D characters should be able to stand side-by-side, with neither out of place - hence trying on the whole to make the models as close as possible to accurate as we could. It would be only on overzoom that you'd be able to suddenly see that one "magically" had more pixels than the other. If you look at some of Karpov's recent test videos, it looks pretty close already.
Title: Re: Critters and stuff related to them
Post by: Cryptopsy on February 18, 2011, 07:21:46 pm
At standard zoom, the 3D and 2D characters should be able to stand side-by-side, with neither out of place - hence trying on the whole to make the models as close as possible to accurate as we could.=


Dont mean to make anyone upset by this. This is just a question. But if what you say is fact, then why are we making 3D models in the first place?
Title: Re: Critters and stuff related to them
Post by: Luther Blissett on February 18, 2011, 07:38:24 pm
No worries. Good question. I may be wrong, of course - I'm not anything to do with making such decisions, but as far as I could gather, it's primarily for customisation.

When I say neither should look out of place, this doesn't mean "recreate only the original sprites", but to try and replicate the art style very closely whilst allowing players to be black skinned, or blond haired, or wear many types of armour / clothing which are not currently in the game, without having to manually edit 10,000 odd still frames by hand - and to do this so closely that they could stand next to a 2D Brahmin or shopkeeper and it would still look completely normal.

Recently, longhaired man and bald man were added, but these must have been manually adjusted frame by frame, for every action and every type of weapon. Currently, some NPCs can't use some weapons, and the Merchant Party leader will always run with his arms in the air like a scared child etc. If these were all 3D models, these things could be adjusted / fixed by applying new textures or animations to the models - cutting such a change down from weeks and weeks of work into days of work.

As I said, I may be wrong, but that's my interpretation of it.
Title: Re: Critters and stuff related to them
Post by: Karpov on February 18, 2011, 07:40:08 pm
Dont mean to make anyone upset by this. This is just a question. But if what you say is fact, then why are we making 3D models in the first place?

(http://img263.imageshack.us/img263/5981/facepalmh.png)

We do it to have different appearances between characters. Also because it is much easier to add more stuff. And because it is fun.
Title: Re: Critters and stuff related to them
Post by: Cryptopsy on February 18, 2011, 07:50:17 pm
...

I could've sworn i said beforehand that that wasnt intended to be offensive
Title: Re: Critters and stuff related to them
Post by: Haraldx on February 18, 2011, 07:52:06 pm
@ Luther - That is one of the reason why 3D is going to be implented. Some animations are wrong and if you want to make a new character (this includes also if just want to edit the hair, color or anything else) you will need to make VERY MUCH frames. Think about it. Walking, running, use (item, doors etc.), all minigun animations, all Rocket launcher animations, all other BG/EW animations, all pistol animations, all rifle animations, hurt animations, death animations... but wait! there is even more work to do - now draw all these frames again in proper angle! Fallout has 6 directions, that means all those previously mentioned animations will have to be redrawn 6 times! In 3D everything is as simple as this - make a model, texture it, add it to the game. But wait! Maybe we want a new EW that isn't found in any Fallout game, we just make a model, texture it, add it to the game. In 2D... I can repeat the whole process about making 2D animations...
Title: Re: Critters and stuff related to them
Post by: Cryptopsy on February 18, 2011, 07:54:23 pm
Hmmm I had no idea it was THAT complicated. You would think 3D would have ben implicated long ago then, huh?
Title: Re: Critters and stuff related to them
Post by: Lexx on February 18, 2011, 07:58:48 pm
Well, we are the first ones doing the 3d stuff.
Title: Re: Critters and stuff related to them
Post by: Haraldx on February 18, 2011, 08:06:05 pm
Hmmm I had no idea it was THAT complicated. You would think 3D would have ben implicated long ago then, huh?
I think I forgot some animations anyway, also a note is every animation needs 4/5 frames. Also, there is idle animation for each weapon too, that's additional frames. I give you this formula, and real life usage. Formula: Frame amount (for single anim) * character directions (FOnline uses 6 dirrections). In real life, it looks like this: 4x6=24 frames for a single animation!!!

EDIT: I just remembered, that you maybe want your new character you just made to be able to use armor! This makes EVERYTHING to go from the start. We make a single frame, where he has an armor. Then we again make all the anims needed for weapons! Now we again do ALL the directions. Usually, this ends up in over 200 9000 frames for a single character.
Title: Re: Critters and stuff related to them
Post by: Eternauta on February 18, 2011, 08:30:52 pm
Once again, sorry I insist, but I think that 3d and 2d can coexist perfectly, and it would be the best choice, as we would be able to customise our dude (this is, I insist, the only part in which 3d makes sense in the first place), and keep 2d sprites for NPCs/enemies/whatever which don't need customisation and look good enough already, and look just like in the original games.

I respect all the work which is being done, but I certainly do not want FOnline to become the same as in Fallout 3: lots of mods for Hello Kitty power armor, naked girls, WWII military outfits, anime-like hairdos... I am obviously exaggerating but I do believe we would have that same "idea" behind it all if we overdose FOnline with 3d models we don't need.
Title: Re: Critters and stuff related to them
Post by: Haraldx on February 18, 2011, 08:39:09 pm
Different skins for citizens of Hub/NCR/VC? No clone mobs? You really want to say you like it to have encounter Homesteaders, which basically consists of about 2 clone guys and 3 clone girls? I'm not trying to persuade you to agree me on the change for 3D, but think about it. If these are your final thoughts, fine, I won't bargain anymore!
Title: Re: Critters and stuff related to them
Post by: Lexx on February 18, 2011, 08:45:00 pm
Quote
but I certainly do not want FOnline to become the same as in Fallout 3: lots of mods for Hello Kitty power armor, naked girls, WWII military outfits, anime-like hairdos...

And why do you think this will happen? Because 3d is evil?

Beside this, the devs are the end-line to decide what model will be in the game and what not and we don't want anime hair and whatnot.
Title: Re: Critters and stuff related to them
Post by: Haraldx on February 18, 2011, 08:54:10 pm
we don't want anime hair and whatnot.
Actually he is referring to the mods made for Fallout 3. People will just have to edit the texture file instead of draw frames (bla bla bla, see posts up). Everyone will be able to make their own mod and the mod/interface section of the forum might just be cluttered with such kind of "mods".
Title: Re: Critters and stuff related to them
Post by: Lexx on February 18, 2011, 08:59:53 pm
Well, then these people should be able to do it. I don't care, because I don't have and would never use it.
Title: Re: Critters and stuff related to them
Post by: LagMaster on February 18, 2011, 09:04:27 pm
exactly, mods are mods and game is game

wanna play the game purely, ok! whant to mod it, you chose
Title: Re: Critters and stuff related to them
Post by: Haraldx on February 18, 2011, 09:06:19 pm
Exactly! I really don't understand what that guy is so nervous about.
Title: Re: Critters and stuff related to them
Post by: Eternauta on February 18, 2011, 09:14:50 pm
And why do you think this will happen? Because 3d is evil?

Beside this, the devs are the end-line to decide what model will be in the game and what not and we don't want anime hair and whatnot.

heheh, of course I don't think 3d is evil. I just think it should be there for Player Character customisation only, while the rest keeps its good old Fallout 1/2 original graphics.

Actually he is referring to the mods made for Fallout 3. People will just have to edit the texture file instead of draw frames (bla bla bla, see posts up). Everyone will be able to make their own mod and the mod/interface section of the forum might just be cluttered with such kind of "mods".

You actually misunderstood me a bit. I wasn't saying that people would eventually post such mods. What I am saying is that, if we replace all sprites with 3d skins, the idea behind such work will be "let's make this look awesome!" instead of "let's allow players to customise their characters".

Original Fallout 1/2 2d sprites are quite cool imo, and I think we should keep most of them so we never forget it's still supposed to be Fallout, not a new post apocalyptic game.

Say, I was once talking to Surf Solar about his music, and I told him some of his tracks were so cool, they could replace some of the original tracks for certain locations. And he said no! we should not do that, we should respect some of the original Fallout content. He was right, and I think the same applies here.

Exactly! I really don't understand what that guy is so nervous about.

Heh. Well just call me "nostalgic" if you want. Even though I am just 20 and would have never played any Fallout game if my older brother had not played them before. And yeah, I guess you can just ignore what I say, I obviosuly understand that devs have the final answer, and that's how it should be. What's more, I will continue playing 2238 even if everything that moves goes 3d, as it is truly an awesome game :)

Alright I won't annoy you anymore. After all, the work you are doing seems to be a good one.
Title: Re: Critters and stuff related to them
Post by: LagMaster on February 18, 2011, 09:24:19 pm
but i do not whant to make Eternauta an enemye, but i am with the replace of the criters, including human criters
Title: Re: Critters and stuff related to them
Post by: TheGreenHand on February 19, 2011, 02:19:16 am
Sometime in the distant future, I imagine everything will be 3D with a 2D background. 
However, I'm with Eternauta.  I'd like to see both 2D NPCs and 3D NPCs in game.  May as well have both, they look fine together.
I think it'd be great, though, if the first stage (Player Characters) was 100% complete before going on to the other stuff.  It'd be great if we didn't have to wait for a 3D Boxer or Robobrain to be made before we can have 3D, customizable player characters.
Make all that extra stuff Stage 2 and onward.
Title: Re: Critters and stuff related to them
Post by: SmartCheetah on February 19, 2011, 12:41:48 pm
You guys are looking far away into future. I think we should stop thinking 'bout critters and npc's for now on. Time will tell what will happen to them. Working on it right now is pretty much pointless as we can make 3d playable by concentrating on Player Character and it's customization.
Now we've got some other serious shit to do. Particle effects for weapons and bloody animations, missing items and animations, adapting hair meshes from Van Buren to our model, polishing stuff to look as much original as it is possible.
Next in turn we should work on few custom armors, headwear and basic "non-stat" clothes (Vault suit, rags, tribal pants and so on) - which isn't really easy thing as we need to create inventory icon and fit them for both genders.

AFTER that we'll see what happen. Don't get overexcited and stick to things we're into now.
Title: Re: Critters and stuff related to them
Post by: Jotisz on March 04, 2011, 11:40:22 am
Personally I think that for the female npc's the heroine model can be used perfectly there are only two critter that has a different body shape one is Lynette's and the other is the one that miss Kitty has, so I think the other ones can be done without too much effort.
Also for the man critters they could be made with the modification of the finished hero model (in blender I've tried to sculpt a rigged model and it worked out pretty good).
Title: Re: Critters and stuff related to them
Post by: Michaelh139 on March 05, 2011, 12:07:23 am
I have yet to see a good death animation for 3D critters that have been made.  That is my major concern, and why I think 2D should still exist with 3D...  Besides the fact that 3D looks kinda ugly with the landscape anyways.
Title: Re: Critters and stuff related to them
Post by: Jotisz on March 07, 2011, 07:20:13 am
Recreating the death anim is possible and they look quite ok

From the character animation threads
Quote from: Karpov
I was a bit worried about special death animations, after spending so much time thinking how to achieve these , and test over and over, I came to this:
http://www.youtube.com/watch?v=G-Lc81Fb_ZU
Title: Re: Critters and stuff related to them
Post by: Michaelh139 on March 10, 2011, 03:49:02 am
...
I guess they're "ok"  But you can't even see the animation in action without damn slow-mo.  The speed is way to fast to be enjoyed...
Title: Re: Critters and stuff related to them
Post by: Karpov on March 10, 2011, 04:01:48 am
That is a major concern for me as well, Michael. I made those animations as a test, so they are quite bad. But they use an alternative model, a model which is previously dismembered, cut in half, or whatever you need. This is not good, because you also need an alternative armor model, which is perforated or whatever is needed. I can't think of any other way to do it, so It could require a lot of work.
  About the 3D and the environment, I think they fit very good, at normal zoom, they seem to blend nice with the 2d critters.
Title: Re: Critters and stuff related to them
Post by: Gray on March 10, 2011, 08:30:41 am
That is a major concern for me as well, Michael. I made those animations as a test, so they are quite bad.
Speaking about death animations, you can try to insert a little delay (0,5-0,7 second) into the start of animation to give projectile some time to reach the target.
And a little suggestion. The "laser slice" animation would be more spectacular if the upper piece of body will slide slowly instead of jumping.

And of course, all animations will look incomplete without blood. Particle effects still needed.
Title: Re: Critters and stuff related to them
Post by: Cryptopsy on March 11, 2011, 02:44:23 pm
I have yet to see a good death animation for 3D critters that have been made.  That is my major concern, and why I think 2D should still exist with 3D...  Besides the fact that 3D looks kinda ugly with the landscape anyways.

What about animals? Radscorpions and all? If they are going to have 3D models, then are they going to have alternate animations, too?

It would be a shame to see them all still just kinda flicker and slump down perfectly in the sleeping position.
Title: Re: Critters and stuff related to them
Post by: Graf on March 11, 2011, 04:31:11 pm
Animal critters models and animations are postponed for later stage of development, but if anyone wish to do it, it would be appreciated.
Title: Re: Critters and stuff related to them
Post by: Haraldx on March 11, 2011, 10:55:57 pm
...
Mostly, animations are a huge problem, as we have many modelers, but animators are low on numbers (actually - only one). If somebody could give me some tutorials and stuff, I would give it a shot to make some animations, however, I can't promise anything.

EDIT: Saw one video today featuring Van Buren models and animations. It turns out, the dog actually has attacking animations! Wait, actually it has all the animations! Most likely the problem is - it doesn't look anywhere near the original dog from Fallout 2.
Title: Re: Critters and stuff related to them
Post by: SIGISMUND on March 25, 2011, 05:55:33 pm
They can get a reskin and look good as new.But you are right the Van Burren dog is a bit skinny.....but still we can try to make  a new texture for it.
Title: Re: Critters and stuff related to them
Post by: Haraldx on March 25, 2011, 09:01:05 pm
Oh well, for those who haven't seen this video featuring some Van Buren models and animations.

http://www.youtube.com/watch?v=Ez8BVFT77ro&feature=feedlik
Title: Re: Critters and stuff related to them
Post by: Aniketos on March 28, 2011, 04:40:04 am
That is a major concern for me as well, Michael. I made those animations as a test, so they are quite bad. But they use an alternative model, a model which is previously dismembered, cut in half, or whatever you need. This is not good, because you also need an alternative armor model, which is perforated or whatever is needed. I can't think of any other way to do it, so It could require a lot of work.
  About the 3D and the environment, I think they fit very good, at normal zoom, they seem to blend nice with the 2d critters.

Hmm just wondering how are the armors done on the model, I hope they work as attachments (skinned on same skeleton without main mesh) and not separate models (character model + armor as a whole). Because if its the last one its going to take way to much work (and I truly hope its not the last because thats just terribly inneficient on the resource manager). However if its the first its theoretically possible, you could at the moment of death swap the original mesh with the one that is all cut up and just use same skeleton attachments to render the armor during the animation stage. Thats how i'm doing gibs in my game I just view the main character mesh as an attachment aswel.

Btw I could probably make some creatures and animations. However I'll need to see how feasible it is what your trying to do. I don't want to waste time on something that never will be implemented.
Title: Re: Critters and stuff related to them
Post by: SmartCheetah on March 28, 2011, 03:38:00 pm
AFAIK Armors are diferent meshes which uses same skeleton(Just like you hope). They are 100% not seperate models sticked to each other(It's totally ineffiecient)
And about death anims - Yeah, I had the same idea. Modelling another mesh with eg. hole in his body,and then - swapping it with normal mesh in moment of death. Add bloody texture and particle effect and voila.
Title: Re: Critters and stuff related to them
Post by: Gray on March 30, 2011, 03:16:50 pm
A human-in-armor is a discrete mesh. Shoulderpads, braces, boots, helmet and backpack are the attachments.
Title: Re: Critters and stuff related to them
Post by: LagMaster on April 13, 2011, 06:05:57 pm
how about something like this:
Quote
17. Anyway in the fallout bible chat you asked if we were wondering about spefic animals and extincatioon, and I know this might sound odd, but I was basing it on a storyline for a fot campaign set in africa I was making, So I was wondering what is the status in the fallout world of hippo's, elphants and penguins?

Penguins are dead, elephants and hippos are unknown, and there's no documentation on whether they are alive and kicking or not. Feel free to play around with FEV and species survival to suit the story. Mutated hippos would be interesting. Mutated penguins probably wouldn't be.

BTW, I suppose I shouldn't be hyping other games, but if you're interested in checking out some cool things you can do with hippos check out VR1's Lost Continents:

http://lostcontinents.vr1.com/images/newsletter/hippo_big.jpg

For anyone doing fan fiction or campaign stuff for Fallout, my recommendation would always be to do whatever makes the story or campaign better - strict adherence to the Fallout genre might kill some good ideas for a story or (in role-playing games) lessen a cool playing experience for your players.
?
Title: Re: Critters and stuff related to them
Post by: Haraldx on April 13, 2011, 06:47:57 pm
I just don't get what are you trying to say... Are you suggesting us to implent hippos and penguins which are mutated? Umm...
Title: Re: Critters and stuff related to them
Post by: Luther Blissett on April 13, 2011, 07:30:56 pm
I read it more like just "consider other animals which may be alive and could add to the gameplay".

Particularly noting the last sentence :

For anyone doing fan fiction or campaign stuff for Fallout, my recommendation would always be to do whatever makes the story or campaign better - strict adherence to the Fallout genre might kill some good ideas for a story or (in role-playing games) lessen a cool playing experience for your players.

Not that I can really think of any myself right now, but it's quite a good point.
Title: Re: Critters and stuff related to them
Post by: zamp on May 15, 2011, 06:57:25 am
Just making a note here: Molerat and Pigrat can use the same model. Latter is just a scaled down version with a pink fleshy skin. So whoever is making one of them should do both since its just a skinning thing to make both.
Title: Re: Critters and stuff related to them
Post by: LagMaster on May 15, 2011, 11:30:06 am
well we will later need to retexture them
Title: Re: Critters and stuff related to them
Post by: zamp on May 16, 2011, 05:17:01 am
Rawrrr! Gecko! (Taking cover from fire or something)
(http://zamp.koode.org/junk/misc/gecko.jpg)

The model has been armatured but still needs a texture and animations.
Never done a moving model before so it might take me a while to get animations done.
640ish polygons

Here's another pic, now showing few angles
(http://zamp.koode.org/junk/misc/gecko_angles.jpg)

Edit: Animations aren't hard to make but I have no idea how to export them so the game can use them.
Here's a test idle animation for the gecko
(http://juvo.se/w843.gif)
Title: Re: Critters and stuff related to them
Post by: Graf on May 16, 2011, 08:57:37 am
Gecko animation looks very nice :D As far as I know, all animations and models are stored in .X files (you need this plugin (http://fonline.ru/vanburen/tools/kwxport.dle) to export it from 3Ds max), but each have a separate file. This means, that there's a file with model and a file with each animation separately. And also you should set a mob animations in _VBMob.fo3d (in SDK, ofc)

If you're using blender, you probably have another way to export it, but also you can do it this way - export from blender to .FBX, import it in 3Ds max 2010, export it to .X from there. All animations should work after it (in theory).
Title: Re: Critters and stuff related to them
Post by: Haraldx on May 16, 2011, 03:10:29 pm
Yay, gecko! Looks great :) Do you have any texture in mind or anything?
Title: Re: Critters and stuff related to them
Post by: Akiko on May 16, 2011, 03:14:54 pm
my suggestion about gecko animation - make tail moving ;)
Title: Re: Critters and stuff related to them
Post by: zamp on May 16, 2011, 05:55:45 pm
If you're using blender, you probably have another way to export it, but also you can do it this way - export from blender to .FBX, import it in 3Ds max 2010, export it to .X from there. All animations should work after it (in theory).

I can export to .x directly from blender.

Yay, gecko! Looks great :) Do you have any texture in mind or anything?

Don't have a texture yet. Going to make it though.

my suggestion about gecko animation - make tail moving ;)

I'll try to make the animations as close as what they are now. The animation you see there is just a test.
I still need references so if someone has a sprite sheet I'll gladly take it ;)

Damnit.. just noticed that I forgot ears altogether :D
Title: Re: Critters and stuff related to them
Post by: spears on June 04, 2011, 06:58:45 pm
Whats an acceptable triangle count for critters?
i made this as a first attempt
(http://i35.photobucket.com/albums/d153/stonedoncalpol/mantisblend.png)
But i think i may need to go back and remove the smoothing to cut it down a touch.
Title: Re: Critters and stuff related to them
Post by: Graf on June 04, 2011, 07:15:25 pm
Very good, spears. How much tris does it have? It shouldn't be over 1000-1500. If it is below this value - you can start texturing it.
Title: Re: Critters and stuff related to them
Post by: spears on June 04, 2011, 09:23:34 pm
That one was something like 1k Fa which i think is about 2k triangles.
I reduced the faces on the eyes, removed the joints from the limbs and cutout most of the underside and some of the front. Got it down to 766 Fa. I think it still ooks okay as long as you view it from a slightly elevated position which as they are so small shouldnt be a problem.
(http://i35.photobucket.com/albums/d153/stonedoncalpol/mantis766.png)
Title: Re: Critters and stuff related to them
Post by: Bones on June 04, 2011, 09:48:15 pm
maybe you could merge polygons in areas in which there wouldn't be any flexing, and in which more polygons don't add to the silhouette

From what I can see from that image, is that there are areas in which there could be 'larger polygons' with less edge loops. This could reduce the polycount a bit


Either way, the mantis look great  8)
Title: Re: Critters and stuff related to them
Post by: zamp on June 05, 2011, 02:58:34 am
Mantis looks very good. Btw if you want to know how many triangles the mesh has, select the whole mesh in edit mode and hit CTRL+T, this will make all quads into tris
Title: Re: Critters and stuff related to them
Post by: spears on June 06, 2011, 12:27:29 pm
Thanks for the help, i think once i have fixed the animations so that the limbs dont distort i'l probably do the whole thing again. Should be much quicker now i dont need to google every button.
Title: Re: Critters and stuff related to them
Post by: BlindMaster on June 12, 2011, 12:53:57 pm
I made the ant
Photo:http://imageshack.us/photo/my-images/204/antd.jpg/ (http://imageshack.us/photo/my-images/204/antd.jpg/)
And download
http://uploading.com/files/7da9141d/ANT.rar/


PS:312 faces
Title: Re: Critters and stuff related to them
Post by: LagMaster on June 12, 2011, 05:54:43 pm
so cute... too cute
Title: Re: Critters and stuff related to them
Post by: Haraldx on June 13, 2011, 10:52:33 am
To be honest I like the Van buren 1 better :-\
Title: Re: Critters and stuff related to them
Post by: Gray on June 13, 2011, 06:54:10 pm
I made the ant
Photo:http://imageshack.us/photo/my-images/204/antd.jpg/ (http://imageshack.us/photo/my-images/204/antd.jpg/)
And download
http://uploading.com/files/7da9141d/ANT.rar/


PS:312 faces
You need more practice, young padawan. Patience and practice. And may the Force be with you.
Title: Re: Critters and stuff related to them
Post by: Jotisz on June 13, 2011, 07:15:45 pm
I think I soon will be done with a little model sheet maybe it would be a bit help in future models. It will be a simple png file that will have the animals and creatures in the 6 view that fallout use and a camera setup in blender so the models could be matched with the reference. (the first bodies I made were done like this too).
Btw the model looked cute but the vanburen one looks better but don't get disappointed try again an easier creature check these ones they are way too low poly also forget about the gecko Zamp's model is better but look at the other ones with a bit more work they could end up as an acceptable model.
(http://img714.imageshack.us/img714/3488/critters.png) (http://imageshack.us/photo/my-images/714/critters.png/)
Try to keep things as simple as you can then later you can upgrade the whole thing.
Title: Re: Critters and stuff related to them
Post by: Surf on June 13, 2011, 07:19:47 pm
First thought the beast in the middle was a bighorn, eh. ;) They look really good! Again, good job all you 3d people've done yet, can't repeat it enough. :)
Title: Re: Critters and stuff related to them
Post by: Jotisz on June 21, 2011, 07:42:32 am
Little kids are almost made
(http://img863.imageshack.us/img863/8371/teszt.jpg) (http://imageshack.us/photo/my-images/863/teszt.jpg/)
Also I dropped together a little picture with some critters that can be used for reference if someone want to give a try.
(http://img232.imageshack.us/img232/6229/reference.th.png) (http://imageshack.us/photo/my-images/232/reference.png/)
Some info about the scene setup for 3ds max
http://falloutmods.wikia.com/wiki/How_to_translate_FO's_2d_environment_into_3d
A camera setting for blender from FIFE that can be used too (uses the same perspective as Fallout the one I use is based on this)
http://members.fifengine.de/chewie/div/tpl/fo_almost_correct_isocam_zero_lightsetup.blend
And anyone can download the body types with the additional blend file that has the modified scene setting
http://www.2shared.com/file/8MIDjdeY/body_types.html
(this one is at the 3d development thread too but I think it doesn't hurt if I put the link here too)
Title: Re: Critters and stuff related to them
Post by: White150 on June 24, 2011, 12:50:43 pm
Awesome! It is very interesting to change 2d enviroment into 3d. I can't wait for that stuff :D