fodev.net

FOnline Development => 3D Development => Topic started by: NastyKhan on April 08, 2012, 09:58:56 pm

Title: NastyKhan's stuff
Post by: NastyKhan on April 08, 2012, 09:58:56 pm
Greetings 3d Comrades,

I must say that i'm truly impressed of your results as well good cooperation. Well done! So i decided to join you and do my best to help you. I'm at the very very beginning of 3d journey, cos i just started watching blender tutorial. I'm learning fast though, so i thought i might be useful. Anyway, here are my workings:

Welcome to my 3D stuff gallery, where you can see items and weapons made by me.
For armors and clothes, click HERE (http://fodev.net/forum/index.php/topic,23841.0.html).
Enjoy your stay ;)

*(XY) means "this thing have more or less XY triangles"

------------------------------------

(http://www.fo2238.fodev.net/wiki/images/8/8b/Chem_Buffout.png)(http://images4.wikia.nocookie.net/__cb20110515225134/fallout/images/thumb/6/67/FO3_Buffout.png/121px-FO3_Buffout.png)
Buffouts
v. 1.0 (80):
http://screenshooter.net/0805776/ybuhmes
http://screenshooter.net/0805776/aljfquj

v. 1.1 (40):
http://screenshooter.net/0805776/mefwavt
http://screenshooter.net/0805776/mgcqsgs

v. 1.2 (40):
http://screenshooter.net/0805776/awcmgsi

---------------------------------------

(http://www.fo2238.fodev.net/wiki/images/1/19/Annalock.gif)
Heart medalion
v. 1.0 (100):
http://screenshooter.net/0805776/iyqfowl
http://screenshooter.net/0805776/laascvc

v. 1.1 (28)
http://screenshooter.net/0805776/xkcvies
http://screenshooter.net/0805776/dscnqcd

-----------------------------------------

(http://www.fo2238.fodev.net/wiki/images/4/47/Brahmin_skin.gif)
Brahmin hide
v. 1.0 (32):
Note that it's not flat. It's a little convex.
http://screenshooter.net/0805776/twirtsn
http://screenshooter.net/0805776/pxpgmkj

v. 1.1 (32):
http://screenshooter.net/0805776/srvbghp
http://screenshooter.net/0805776/axqatac

v. 1.2 (50):
http://screenshooter.net/0805776/eeniqnf
http://screenshooter.net/0805776/tnlrbgx

--------------------------------------------

(http://www.fo2238.fodev.net/wiki/images/d/d6/UltraStimpak.png)
Ultra stimpak
v. 1.0 (260):
http://screenshooter.net/0805776/jtdwcjr
http://screenshooter.net/0805776/uslkovt

v. 1.1 (160):
http://screenshooter.net/0805776/cfayopa
http://screenshooter.net/0805776/jafjhpn
http://screenshooter.net/0805776/asfedvh

------------------------------------

(http://www.fo2238.fodev.net/wiki/images/a/af/Nozzle.gif)
Improved heaterchamber
v. 1.0 (200):
http://screenshooter.net/0805776/ymbnfyi
http://screenshooter.net/0805776/jtjuobe

v. 1.1 (88):
http://screenshooter.net/0805776/lkumauv
http://screenshooter.net/0805776/tsecplt
http://screenshooter.net/0805776/bclicnm

------------------------------------

(http://www.fo2238.fodev.net/wiki/images/2/2d/Pack2c.gif)
Combat backpack
v. 1.0 (100):
I designed it to be easy to re-texture, so making - i dunno - black version, or camo or hello kitty backpack is not a big deal.
http://screenshooter.net/0805776/dptihhv
http://screenshooter.net/0805776/tumlres
http://screenshooter.net/0805776/djqticv
http://screenshooter.net/0805776/uisbkcu

v. 1.1 (70):
http://screenshooter.net/0805776/ehpsdqi
http://screenshooter.net/0805776/larvxoa
ultra easy to re-texture:
http://screenshooter.net/0805776/eeiakgm
http://screenshooter.net/0805776/sqqvbsi

-------------------------------------------

(http://www.fo2238.fodev.net/wiki/images/5/56/Ranger2.gif)
Rangers map
v. 1.0 (32):
http://screenshooter.net/0805776/mprxfsc
http://screenshooter.net/0805776/ddllthj

v. 1.1 (6)
http://screenshooter.net/0805776/whpojmu
http://screenshooter.net/0805776/igdhtsi


-----------------------------------------

(http://www.fo2238.fodev.net/wiki/images/d/dd/STLTHBOY.gif)(http://images1.wikia.nocookie.net/__cb20101111023012/fallout/images/thumb/9/95/Stealth_Boy.png/120px-Stealth_Boy.png)
Stealth boy
v. 1.0 (246):
http://screenshooter.net/0805776/tmqwjxp
http://screenshooter.net/0805776/hexuqba
http://screenshooter.net/0805776/utmnjwo
http://screenshooter.net/0805776/guynllf

v. 1.1 (120):
http://screenshooter.net/0805776/iakoqsl
http://screenshooter.net/0805776/sktilho

v. 1.2 (120):
http://screenshooter.net/0805776/kkqyjxu

--------------------------------------------

(http://images1.wikia.nocookie.net/__cb20110211033361/fallout/images/thumb/2/23/RAILWAYRIFLE.png/240px-RAILWAYRIFLE.png)
Bang-Choo-Choo!
Regardless of what you think about F3 - this gun RULES. Face it!
Inventory icon: http://screenshooter.net/0805776/eeaqjgx
Retro (8 bit ) Inventory icon: http://screenshooter.net/0805776/ivboscg

v. 1.0 (370):
Model (1024x1024 textures): http://screenshooter.net/0805776/hahcxkc
Model (128x128 textures): http://screenshooter.net/0805776/hsbmfnm
Skeleton1: http://screenshooter.net/0805776/qnebhom
Skeleton2: http://screenshooter.net/0805776/xkrrdpj

v. 1.1 (240):
128x128: http://screenshooter.net/0805776/fcmlbuu
skeleton: http://screenshooter.net/0805776/ojindvx

Don't forget about sounds! (i modified them a little to fit the game):
Fire: http://www.sendspace.com/file/aytjqt
Reload: http://www.sendspace.com/file/df8g79
It would be awesome to see this thing in Fonline. Let say.. moderate damage, short range, armor piercing and increased critical change. What do you think?

----------------------------------------------

Paper bag (12):
It might be used as "generic item 1" graphic for every tiny items that doesn't have their own model.
http://screenshooter.net/0805776/mtcunlj
http://screenshooter.net/0805776/dyidnyu

----------------------------------------------

Old lunch box (32):
It might be used as "generic item 2" graphic for every tiny items that doesn't have their own model.
http://screenshooter.net/0805776/enrhbia
http://screenshooter.net/0805776/tiptqti

---------------------------------------

Some big thing wrapped in old newspapers (108):
It might be used as "generic item 3" graphic for every bigger items that doesn't have their own model.
http://screenshooter.net/0805776/rfugxdu
http://screenshooter.net/0805776/iygmwep

----------------------------------------

(http://www.fo2238.fodev.net/wiki/images/5/5e/Jewel.gif)
Diamonds
v. 1.0 (16):
http://screenshooter.net/0805776/mcqkapn
http://screenshooter.net/0805776/frigglg

v. 1.1 (56):
http://screenshooter.net/0805776/ixebegd
http://screenshooter.net/0805776/keblngk

-------------------------------------

(http://img403.imageshack.us/img403/6753/nuhi2.jpg)
Sonic shotgun (probably the most awesome gun in the wasteland) (420):
http://screenshooter.net/0805776/nasyean (1024x1024)
http://screenshooter.net/0805776/jrywrjs
http://screenshooter.net/0805776/numblpn
http://screenshooter.net/0805776/xsgckod
http://screenshooter.net/0805776/aemaprg

---------------------------------------

Pickaxe (36):
This item can have two usings: First - it's an armor piercing melee weapon ("hammer" type). Second - it can be equipped by Broken Hills' mutant miners for decoration.
http://screenshooter.net/0805776/yervxwm
http://screenshooter.net/0805776/mrbvfjq

---------------------------------------

(http://img818.imageshack.us/img818/2915/ocuvhdf.jpg)
Bigson Protocaster (316):
In 2077 known as the most prized and precise electric guitar model ever made. In 2238, while impossible to be played on any longer - it still might be turned into a Sonic Shotgun energy weapon.
http://screenshooter.net/0805776/ocuvhdf (1024x1024)
http://screenshooter.net/0805776/wuudcfc (128x128)
http://screenshooter.net/0805776/mdeeycv

-----------------------------------------

(http://www.fo2238.fodev.net/wiki/images/2/2a/Locket.gif)
Locket (50):
http://screenshooter.net/0805776/alcbuqd
http://screenshooter.net/0805776/wkhtdfa

----------------------------------------

(http://www.fo2238.fodev.net/wiki/images/d/d4/Cards2.gif)
Playing Cards (12):
http://screenshooter.net/0805776/rpxxrkl
http://screenshooter.net/0805776/wuvvfdt

---------------------------------------

Railway spikes (180):
http://screenshooter.net/0805776/ipvgagk
http://screenshooter.net/0805776/fpiyuee

--------------------------------------

Misc items tracker shortcut: http://www.fo2238.fodev.net/wiki/3d_miscellaneous_items_development_tracker (http://www.fo2238.fodev.net/wiki/3d_miscellaneous_items_development_tracker)

I'll add new stuff once i made some.
Feel free to comment.
Title: Re: NastyKhan's stuff
Post by: Haraldx on April 08, 2012, 10:35:18 pm
That's some pretty nice stuff actually! Keep on going like that!
Title: Re: NastyKhan's stuff
Post by: NastyKhan on April 08, 2012, 11:19:34 pm
Thanks :)

Added an Improved heaterchamber (check 1st post) and Combat backpack. Enjoy!

Edit:
..and a rangers map.

Edit:
..and a Stealth boy! Yeah!

Edit:
..and a little Easter Egg - Bang-Choo-Choo AKA Railway Rifle!
Title: Re: NastyKhan's stuff
Post by: Michaelh139 on April 09, 2012, 06:30:46 pm
The railway rifle WOULD have been totally badass if it didn't crash the fucking game every time I used it.

They never did fix that...
Title: Re: NastyKhan's stuff
Post by: Roachor on April 09, 2012, 06:34:54 pm
Few things were as satisfying in f3 as decapitating people with railway spikes.
Title: Re: NastyKhan's stuff
Post by: mrninjamonk on April 10, 2012, 12:01:49 am
Looks really good man, hope you keep it up :) and The railways spikes were pretty satisfying in fo3 :P One of the few saving factors, haha
Title: Re: NastyKhan's stuff
Post by: barter1113 on April 10, 2012, 12:20:59 pm
OMG Buffouts and new gun looking epic. Wow, wow, wow very nice. I wait for more stuff from you  8)
Title: Re: NastyKhan's stuff
Post by: NastyKhan on April 10, 2012, 09:34:41 pm
Thanks :) Although I'm just a simple beginner really.

Anyway - i'll add new stuff once i get some replies from devs/gms.

Please inform me if you notice that any of links doesn't works anymore. "Screenshooter" pics like do die very fast.


Title: Re: NastyKhan's stuff
Post by: Luther Blissett on April 11, 2012, 02:52:08 am
I'm very much liking the look of these. They're good, clear and functional models - though I think you can probably simplify a couple of them and save some polygons. Remember not to worry about making the tiny items perfect, as they're probably barely visible in game. That gun at the bottom is looking very promising, and the FO style inventory icon is looking pretty awesome and pretty accurate as far as I can tell without checking it in game.

For trimming a few bits off the poly count, if you think the bottle of buffout or heart medallion are going to be relative to the size of the character's hands... then that's roughly something like this (little photoshop test) :
(http://s17.postimage.org/8q8zd20nv/itemsizes_copy.png)
http://s17.postimage.org/8q8zd20nv/itemsizes_copy.png (http://s17.postimage.org/8q8zd20nv/itemsizes_copy.png)
that's the medallion on the left, and bottle of buffout on the right... I think.

Not a great pictorial example, and they might end up 2x bigger - but I'm sure you get the idea. You could skip the fine detail of the chain (or perhaps ignore it entirely?), as it's going to be less than a pixel big. We're still likely to be using the original sprites for inventory pictures, and possibly on-the-floor items, so feel free to trim out some details, or simply apply them with the texturing. Armours and weapons, and anything which already appears in game needs to be pretty spot on (i.e. we want metal armour 3D to look like metal armour 2D), but the extra stuff which isn't already represented by an in-game sprite... I think you can be pretty free with those if you want (someone else feel free to correct me if I'm wrong).

You could trim the count on the buffout by using a 8 or even 6 sided bottle, rather than 10 (i.e. the "circle" has fewer segments). Ultimately it's not going to make much difference visually if you drop that a little.

Don't worry too much and spend ages clawing away at a model to save a few polygons, but you can probably simplify a lot of these by breaking them down into basic shapes and ignoring the rest. There's some great examples if you look at the drink bottles from Haraldx, Mr Gazo and White Tiger on the Misc items tracker (http://www.fo2238.fodev.net/wiki/3d_miscellaneous_items_development_tracker). There's some clever use of a bit of "painted on the texture" shadows and details, which mean you can pretty much make them into simple shapes.

A few bits which always cost loads of polygons are things like straps or wires - every little bend in it will add another 8 or 12 polygons. If you can find a way to chop them off, then I'd recommend it, as even on a high detail object (i.e. gun or armour) they're only going to be a single pixel line on screen. If they're necessary, try and minimise the curves and drop the "cylinder" of the wire to 3 sides. I will try and explain by the use of chocolate :
Old Smarties tubes were too high-poly, so they changed to a hexagonal tube design (http://image.guardian.co.uk/sys-images/Guardian/Pix/arts/2005/02/18/smarties_372x192.jpg)
However, Toblerone is the ultimate in low-poly chocolate packaging (http://www.winosi.onlinehome.de/Images/Gallery/Models/Toblerone.jpg) :P

If you've got a non-essential round tube, aim for "Toblerone". If it looks too bad, step it up to 4 or 6 sides. Save those extra polygons for a nicely rounded gun barrel.

As said before - don't waste hours trying to trim a few polygons (it'll make little difference), but if you spot a quick way to cut it by half, go for it.

One of the other bits that'll help a lot, in terms of poly count and appearance would be a bit more painting on the textures - for example on the backpack, a bit of "burn tool" could add a little dirtiness to it, and also emphasise the shadow between the upper / lower sections. We do have some engine lighting / shadow working now, but you can get a little extra definition through a bit of painting. View your models zoomed all the way out, so they're about the right size on screen - should give you a bit of an indication of how visible certain elements are.

Anyway, as said before - all looking very promising. Be good if you could upload the models as .obj or .3ds and the textures, so we can have a closer look and make some further suggestions - and if you'd like, tinker with the models a bit and send them back so you can look yourself how some of the changes are done.

Ultimately, it's great to see some new faces volunteering to help out with this "pile of things that need doing". As several people have noted recently, we're not actually that far off something properly testable, and extra people can often give that little push of motivation to get things moving again. Nice one.
Title: Re: NastyKhan's stuff
Post by: NastyKhan on April 11, 2012, 09:41:27 pm
Damn i must say i haven't thought about scaling.. You totally right - small items (at the size of fist) won't be recognizable anyway. The polycount HAVE to be reduced. Me dumb, sori.

About texture shading though i must say that i'm already doing it! Well.. ok. Maybe only in some cases, but i do! ;) Just check the Railway Rifle 1024x1024. Well, yes - of course i know what you're talking about. Will be done. :)


Meanwhile i have two suggestions:
1. How about making ONE textured model for every small object (that will probably never be hold in a hand anyway, like improved heat chamber), which would be.. let say.. a paper bag? Or some kind of box? This might save us a LOTS of work and probably some CPU memory. I can do this.

2. What about creating a brand new location in current Fo2238, which would be in 3d? I mean all current cities will remain untouched, but there would be ONE place where 3d critters would spawn. Why? First - it could be a final testing arena for Devs. Second - other players may see how the things are going without being FORCED to do so. (remember 3d deathclaw problems?). And that's also a one good way to promote the whole project and got some volontaires.


Edit:
Oh yeah - one more thing. Will that models be used as a ground items graphic or not? y/n
Title: Re: NastyKhan's stuff
Post by: Haraldx on April 12, 2012, 02:18:49 pm
1. How about making ONE textured model for every small object (that will probably never be hold in a hand anyway, like improved heat chamber), which would be.. let say.. a paper bag? Or some kind of box? This might save us a LOTS of work and probably some CPU memory. I can do this.
Highly possible. To be honest I'm still confused why we need all these models. o.O
2. What about creating a brand new location in current Fo2238, which would be in 3d? I mean all current cities will remain untouched, but there would be ONE place where 3d critters would spawn. Why? First - it could be a final testing arena for Devs. Second - other players may see how the things are going without being FORCED to do so. (remember 3d deathclaw problems?). And that's also a one good way to promote the whole project and got some volontaires.
A great idea actually. Will prevent bugs section being flooded upon 3D gets final and other stuff.
Will that models be used as a ground items graphic or not? y/n
As far as I know - no. A rather powerful GPU would be required to enter bases without lags in such a case. :P
Title: Re: NastyKhan's stuff
Post by: Luther Blissett on April 12, 2012, 03:29:28 pm
1 - Yes, in a way you're right. Some of them could certainly be simplified into "generic item in hand 1" and "generic item in hand 2" (much like the existing sprites use the little medical bags or cardboard boxes for most things). All the little misc bits are probably much lower priority than sorting weapons, armours and clothing and people etc. However, they're really good bits to practice on (as you've found yourself), and as the 3D stuff is ultimately meant for any Fonline 3D mod - people may want them for other projects. Personally I'd be quite keen to render out a couple of new ground sprites from these.

2 - Agree with this, though I think a separate downloadable "test it on your own computer" one needs to be available first, so the majority of bugs can be removed by a committed team of 3D nerds. There's still a couple of major problems which are out of our control - one of which is the "person is hit by bullet before the weapon animation has raised the gun" sort of thing. I think that needs something changing at the engine level - something like an "action frame" to be settable.

3 - To my knowledge, for ground items we'd be using original sprites where available and clear, and rendering new png sprites for the ground items which are added, or were originally just generic images (i.e. brahmin hide and gecko hide want new ground sprites instead of the boxes they currently use). At some point someone will need to set up a "render item on ground" template, then we can process everything pretty quickly.
Title: Re: NastyKhan's stuff
Post by: Graf on April 12, 2012, 06:03:44 pm
I'm pretty impressed with the work you've done here. Keep it up!

P.S. Do you mind to post a download link for all these models? I have to check them, and upload to the trackers.
Title: Re: NastyKhan's stuff
Post by: NastyKhan on April 12, 2012, 08:55:54 pm
Haraldx:
Thanks for support :)

Luther:
Once again i fully agree with you, especially with first paragraph. Yeah, you're right. Doing those tiny things is a GREAT way to improve modeling skills. And probably all those people who was helping wouldn't be happy to see a big "MEH, NVM" sign :)

Graf:
Thanks, of course i'll do. But first i want to make some "upgrades", like reducing polys or improving texturing.


I'll add some new stuff on the weekend. I currently follow misc items tracker, plus thinking about some new weapons maybe. Once done - i'll start doing clothes and armors. (when that happens i gonna need lots of your help though)

EDIT:
Ok i upgraded some items, as Luther suggested:

Buffouts:
- cylinder resolution decreased from 10 to 5 edges
- new texture added, so the label is easier to recognize

Heart medallion:
- some polygons removed
- new texture added with black shape-shading
- quadro "chain" replaced by golden ribbon-chain
- Handy Shape - the medallion should be hold by the ribbon-chain

Brahmin hide:
- Handy Shape (the item has been reshaped, simulating gravity, so it would look more realistic while holding in the hand)

Ultra stimpak:
- quadro-wires replaced by ribbon-wires
- Handy Shape

Improved heaterchamber:
- some polygons removed
- quadro-wires replaced by ribbon-wires
- Handy Shape
- retextured
Title: Re: NastyKhan's stuff
Post by: Luther Blissett on April 13, 2012, 03:44:11 am
Looking forward to seeing what you come up with :)
Title: Re: NastyKhan's stuff
Post by: NastyKhan on April 14, 2012, 03:23:09 pm
Combat backpack upgraded:
- completely new model
- more fitting texture
- less polygons
- even easier to re-texture in the future

Rangers map upgraded:
- new model
- Handy Shaped

Stealthboy upgraded:
- polygon number reduced
- quadro-wires replaced by ribbon-wires
- re-textured
- Handy Shaped (should be worn on wrist)


ok.. time to upgrade the rifle..
Title: Re: NastyKhan's stuff
Post by: Luther Blissett on April 14, 2012, 06:57:18 pm
Excellent. That's some good and quick work. Some really efficient and clever designs there too (the folded up map seems an obvious "in hand" choice when you think about it). Make sure to keep the models from the original ones too though - there's always the chance they might be wanted for rendering still image ground sprites or something suchlike.
Title: Re: NastyKhan's stuff
Post by: NastyKhan on April 14, 2012, 11:58:46 pm
Finally.. Railway rifle upgraded. Took some hours but i think was worth it.

- polygon number reduced
- improved texture quality (still remaining 128x128 though)

Edit:
Paper bag added.

Edit:
Lunchbox added.

Edit:
Diamonds added.

Edit:
Big thing added.

Edit:
Sonic shotgun added. You HAVE TO check it out!

Edit:
Pickaxe added.

Edit:
Locket added.
Title: Re: NastyKhan's stuff
Post by: Haraldx on April 16, 2012, 02:20:05 pm
The sonic shotgun seems to be out of place to be honest... I like the texturing on your models tho! :)
Title: Re: NastyKhan's stuff
Post by: Bego on April 16, 2012, 03:14:43 pm
(http://img403.imageshack.us/img403/6753/nuhi2.jpg)
Sonic shotgun (probably the most awesome gun in the wasteland) (420):
http://screenshooter.net/0805776/nasyean (1024x1024)
http://screenshooter.net/0805776/jrywrjs
http://screenshooter.net/0805776/numblpn
http://screenshooter.net/0805776/xsgckod
http://screenshooter.net/0805776/aemaprg

Not only that it has a rosewood fingerboard and a capodaster, it seems to be a freakin' Telecaster! I love you man!  ;D
Title: Re: NastyKhan's stuff
Post by: NastyKhan on April 16, 2012, 08:46:45 pm
The sonic shotgun seems to be out of place to be honest

Why? :)

Energy weapon?
- Plasma rifle - YES
- Laser rifle - YES
- Pulse rifle - YES
- Sonic shotgun - YES

Easy to hold as two-handed heavy weapon?
- Plasma rifle - YES
- Laser rifle - YES
- Pulse rifle - YES
- Sonic shotgun - YES

Uses weird 1950s parts? (like vacuum tubes)
- Plasma rifle - YES
- Laser rifle - YES
- Pulse rifle - YES
- Sonic shotgun - YES

Can be build from retro-futuristic, post-apocalyptic junk and electronic pieces?
- Plasma rifle - YES
- Laser rifle - YES
- Pulse rifle - YES
- Sonic shotgun - YES

Is overpowered (including speed, power, costs, mass, ammo usage etc.)?
- Plasma rifle - NO
- Laser rifle - NO
- Pulse rifle - NO
- Sonic shotgun - NO

So what's wrong?
Title: Re: NastyKhan's stuff
Post by: Haraldx on April 16, 2012, 09:18:10 pm
It's... it's just way too much home-made. :-/
I can't find a single clue of how something like that could operate. Your previously mentioned weapons are rather futuristic and I highly doubt use 1950 parts (unless you mean the actual in-game crafting which always confused me). Look at the other Fallout/Fallout 2 weapons that atleast look-like home-made. They look somewhat functional atleast or something.
Title: Re: NastyKhan's stuff
Post by: NastyKhan on April 16, 2012, 10:55:13 pm
Hmm.. Well sonic weapons aren't more "fantastic" than plasma, lasers or pulse weapons. All of those are just "1950s nerd SCI-FI" things. Sonic technology fits the fallout universe very well. Just look:

(http://www.thepeoplehistory.com/1959images/spaceraygun.jpg)
Doesn't looks falloutish enough?

How does it works? Hell knows. Probably some kind of mega amplifier that increase (or decrease?) volume or frequency of sound, so it can hurt people. This is how a friend of mine from Warsaw University of Technology explains functioning of guitar-based sonic weapon:
Quote
Hitting strings at the certain power-chord (capodaster!), induces impulses of high frequency current, which are strengthen by amplifier and generate powerful, modulated (phaser) soundwaves, which couses bones of creatures to resonate and fall apart.
In fact I don't know how fallout plasma, laser and pulse weapons work too but.. i don't give a damn, really ;) They look cool and kill people. All i want to know.

(http://www.bergintoys.com/sp_guns/2004-Feb/details/Super%20Sonic%20Gun%20w%20bx%201.jpg)

(http://diervek.com/3d/sonic/gun1.jpg)


And about hand made? Well - in world of fallout everything is possible. Super duper amplifier - possible. Street speaker - possible. Old guitar - possible. Junk and wires - possible. I see no big problem, really ;)

(http://www.dominocs.com/Gibson/gen/LesPaul_1952_Ad-Big.jpg)
(http://www.vintageguitaramplifiers.net/wp-content/uploads/2010/07/-78732506606365011.jpg)
(http://nest-expressed.com/wp-content/uploads/2011/10/Propaganda-Speakers.jpg)

I'm also trying to say that the guitar itself its NOT "magic" and is in fact the least important part of the construction.
Title: Re: NastyKhan's stuff
Post by: Luther Blissett on April 17, 2012, 12:01:53 am
It's a difficult one. The examples are right and logically it seems like it would fit in terms of style and technical detail, but it's perhaps a little too "unique" for general use. I can imagine some crazed old pre-war musician, now a 200 year old ghoul, living in a little camp, inventing one of these to defend himself, but I can't see it being a common weapon which the hundreds of online players in 2238 would have access to.

Special quest object, yes. Common weapon that all players would have, not so much - though there's certainly weirder stuff in Fallout 2 already (I've not played Fallout 3, so can't comment on the hand-held nuclear thingy).

Anyway, I like the imagination in it and thinking behind it, and the model's come out really nicely. Of the 3D stuff that's made, there's only a certain amount going to end up in 2238 (I'd imagine it to be "existing stuff" plus a few extras) - and this probably wouldn't be one of them, unless there was a full quest for it, but we must remember that this 3D stuff is ultimately intended for any future Fonline-based project - and if I ever make a single player Fonline game in future, I'd want one of those in it, with the ghoul as I described above :)
Title: Re: NastyKhan's stuff
Post by: NastyKhan on April 17, 2012, 12:06:48 am
Why musician?
Title: Re: NastyKhan's stuff
Post by: Luther Blissett on April 17, 2012, 12:44:06 am
Simply by the nature of "building something out of what is around you, and what you know and understand".
Title: Re: NastyKhan's stuff
Post by: Roachor on April 17, 2012, 12:47:44 am
Sonic weapons fit well with the fallout theme, be interesting as disabling weapon to give ew some new gameplay styles.
Title: Re: NastyKhan's stuff
Post by: Surf on April 17, 2012, 01:44:01 am
I could easily see some kind of sonic based weapons/items in the fallout universe - much better than the "omg I made a 7 barrel minigun shooting rockets" most people like to suggest ;) . Maybe not this particular one as I don't really dig how it looks, but you're on the right track NastyKhan.

While it could be used for lots of trolling I fear, I like Roachors Idea to temporarily disable other weapon devices too.
Title: Re: NastyKhan's stuff
Post by: Gob on April 17, 2012, 07:06:15 pm
Maybe could serve as an EMP weapon and then we could have some Robots encounters near SAD or something..
Title: Re: NastyKhan's stuff
Post by: Johnnybravo on April 17, 2012, 07:28:25 pm
I could easily see some kind of sonic based weapons/items in the fallout universe.
But there are no lobstermen :<.
Title: Re: NastyKhan's stuff
Post by: Lizard on April 17, 2012, 07:44:21 pm
Lobstermen would use this weapon, btw.

http://www.youtube.com/watch?v=gMhjqbESIeY&feature=fvst

Title: Re: NastyKhan's stuff
Post by: NastyKhan on April 17, 2012, 10:03:29 pm
How bout implementing this weapon into the game as a rare weapon? Let say.. for example player would have to first find an old guitar body, somewhere in New Reno. Maybe it should spawn from time to time in one of shops or be a reward from some kind of quest. Then he would have to go to Adytum and talk to Smithy about creating a weapon (for a serious amount of caps).

In short - I'd like to know is there any chance that the sonic shotgun will appear in 2238 as rare weapon? y/n


Btw Johnny:
(http://www.ufopaedia.org/images/8/81/Lobsterman.png)
The first sonic weapon user i ever ever seen. Lobsterman from X-com 2.
Title: Re: NastyKhan's stuff
Post by: mrninjamonk on April 18, 2012, 10:26:26 pm
I see no problem with it being a rare weapon in the game :) I rather like it myself. It would have to have a good story to explain it, but that can be done no problem. In fact I think someone had one previously in this thread... I am however too lazy to quote it :P
Title: Re: NastyKhan's stuff
Post by: NastyKhan on April 19, 2012, 08:52:02 pm
Thx ninja.

The same question to others.


And how about other items of mine? Are they ok? I think my job is done here for now. I skipped some items from the list but i gave you 3 "generic item" models instead. What do you think about that?

Title: Re: NastyKhan's stuff
Post by: Lizard on April 19, 2012, 09:50:59 pm
Well, for me, i lke that big thing packed up in newspapers. With a different texture, it could also serve as a sports bag, full of stuff.
Title: Re: NastyKhan's stuff
Post by: Luther Blissett on April 19, 2012, 10:34:58 pm
Yes - generic items are definitely a good one. From a technical perspective, it means there's an easy to use placeholder graphic for anything not otherwise covered.
Title: Re: NastyKhan's stuff
Post by: NastyKhan on April 20, 2012, 07:10:53 pm
Good to hear it. So.. is there anything else (from items/weapons) to make or fix? Or is my job done and i can send models to Graf?
Title: Re: NastyKhan's stuff
Post by: Graf on April 20, 2012, 07:47:08 pm
Well, since you're done with the miscellaneous items, you may continue with armor parts, e.g. helmets.

Meanwhile, you can send the finished stuff to me and/or Luther (he's much more active on what related to the 3D development stuff lately, which is really great to see), so it could be uploaded to both - trackers and repository.
Title: Re: NastyKhan's stuff
Post by: Lizard on April 20, 2012, 07:50:30 pm
Hey, NastyKhan, could you help me out with textures for the leather helmets?
Title: Re: NastyKhan's stuff
Post by: NastyKhan on April 20, 2012, 07:58:43 pm
Graf:
On it, sir.

Lizard:
Of course. As soon as i learn it by myself though.

EDIT:
Models and textures sent to Luther and Graf. Enjoy ;)
Title: Re: NastyKhan's stuff
Post by: Graf on April 22, 2012, 11:43:41 am
Title: Re: NastyKhan's stuff
Post by: NastyKhan on April 22, 2012, 04:28:23 pm
I'm glad to hear that :)

There is no locket and improved heater chamber no your list. I see the locket has been added too tracker, but what about imp.h.ch? Can't see it.
Title: Re: NastyKhan's stuff
Post by: Mike Crosser on April 22, 2012, 04:47:00 pm
The railway rifle is awesome however i am not sure how the ammo would be aquierd (Maybe bringing a sledgehammer to one of those railroad encounters?)
Title: Re: NastyKhan's stuff
Post by: NastyKhan on April 22, 2012, 05:22:37 pm
Sounds good to me, Mike. I'll make ammo model as soon as possible too.

Meanwhile:
Buffout retextured (v.1.2).
Title: Re: NastyKhan's stuff
Post by: Graf on April 22, 2012, 05:41:03 pm
but what about imp.h.ch? Can't see it.

It doesn't work for me (just as with the Stealth Boy). Try to save it to some other file format.

Also, and when you compress files (to ZiP, RAR, whatever) - don't use the maximum compression rate (it may damage the file), the "store" compression rate would be the best choice in this case.
Title: Re: NastyKhan's stuff
Post by: NastyKhan on April 22, 2012, 05:49:50 pm
Ok.

Meanwhile:
Brahmin hide updated.


Edit:
PM sent. Any hints with heart medallion, jewels and ranger maps?

Edit:
Jewels updated.

Edit:
Bigson Protocaster electric guitar added. Could be used to craft sonic shotgun.
Title: Re: NastyKhan's stuff
Post by: Karpov on April 26, 2012, 07:00:10 pm
Good! A Pikeaxe! you know how hard is to get iron ore with a sledgehammer?
I'll take it, and the backpack, how much?  ;)
Very nice.

PS:I don't care about the sonic shotgun itself, but if you managed to find a pre-war Telecaster in the wasteland and turn it into a weapon, I would go and kill you myself for doing that!  ;D
Title: Re: NastyKhan's stuff
Post by: Jotisz on April 26, 2012, 07:29:29 pm
The new things looks good. Each version you upload is better.
Title: Re: NastyKhan's stuff
Post by: NastyKhan on April 26, 2012, 09:01:22 pm
Thanks Jotisz. More comments - better quality ;)


Karpov:
It's not Telecaster but Bigson Protocaster ;) A fusion of strato and les paul. You can check the original one i my first post. And about pickaxe - you're right. However i designed it be at first - armor piercing melee weapon, and at second - a decoration item for Broken Hills muties. The usage as a tool wasn't actually considered at all ;)

Edit:
Playing cards added

Edit:
Railway spikes added
Title: Re: NastyKhan's stuff
Post by: Mike Crosser on May 02, 2012, 10:56:51 pm
Nice job on the spikes
Title: Re: NastyKhan's stuff
Post by: NastyKhan on May 03, 2012, 12:25:52 am
Thanks. I'm opened to further suggestions. Just for fun and practice :)