fodev.net

FOnline Development => 3D Development => Topic started by: Karpov on November 30, 2012, 11:06:38 pm

Title: [TUTORIAL] Importing models for Items/Weapons into the game.
Post by: Karpov on November 30, 2012, 11:06:38 pm
Hello. I made this tutorial so that people that are not graphic artists or coders can help as well. As you know, there are lots of items in the game, and a lot of people was willing to model them all. But now that almost all of them are done, we need to import them. But who is going to do such job? don't look at me...

I found this little standalone application which fits perfectly our needs. It will work for static meshes.

Download here: http://www.teamxtcgames.com/files/3D%20Object%20Viewer%20v3.5.zip (http://www.teamxtcgames.com/files/3D%20Object%20Viewer%20v3.5.zip)
 
Lets begin...
We need: 1 model file in 3ds format. 1 texture in any image format.

-Open the application and load the mesh.
(http://img442.imageshack.us/img442/1609/3dviewerscreen0007layer.jpg) (http://img442.imageshack.us/img442/1609/3dviewerscreen0007layer.jpg)

-Once it is loaded, select Texture Object and search for the texture file to check if the mapping works.
(http://imageshack.us/a/img856/8678/3dviewerscreen0006layer.jpg) (http://imageshack.us/a/img856/8678/3dviewerscreen0006layer.jpg)

-After that you will have to reposition the gun so that the handle is right in the center of all three axis'.
To do this select Limb Control from the menu. And move (or type in) the Offset values until the gun is centered. Remember, the center is where the character's hand will be.
Change rotation if needed.
(http://imageshack.us/a/img856/1126/3dviewerscreen0005layer.jpg) (http://imageshack.us/a/img856/1126/3dviewerscreen0005layer.jpg)

-Now export as DirectX mesh, and place that model inside data/critters, and the texture file inside data/textures. Please name the mesh with the prefix "WP_" and the texture with "ITEM_"
(http://imageshack.us/a/img822/191/3dviewerscreen0004layer.jpg) (http://imageshack.us/a/img822/191/3dviewerscreen0004layer.jpg)

-Now open _fohuman.fo3d and locate the "Right Handle" Layer. Below this first line there are a series of "Values". Add the value for the new weapon in a new line, with the item ID number (found in server/data/itemlist.lst).  Then Attach WP_modelfilehere.x Texture 0 Item_texturehere.tga.
 
example
Code: [Select]
Value 394 Attach WP_gausspistol.x  Texture 0 item_gauss_pistol.tga
(http://imageshack.us/a/img6/6978/3dviewerscreen0003layer.jpg) (http://imageshack.us/a/img6/6978/3dviewerscreen0003layer.jpg)

-After that, paste the line from another weapon, from Link to the end. I used 10mm pistol coordinates. These coordinates should work for all pistols in theory. If it's a rifle, copy it from some other rifle, and so...

(http://imageshack.us/a/img534/2360/3dviewerscreen0002layer.jpg) (http://imageshack.us/a/img534/2360/3dviewerscreen0002layer.jpg)

-Test it. In my case it looks bigger than it should. So I have to change this Scale value.
(http://imageshack.us/a/img203/1526/3dviewerscreen0001layer.jpg) (http://imageshack.us/a/img203/1526/3dviewerscreen0001layer.jpg)

That's it.
 (http://imageshack.us/a/img849/8310/3dviewerscreen0000layer.jpg) (http://imageshack.us/a/img849/8310/3dviewerscreen0000layer.jpg)
ps: yeah, it's still big.

The weapons in 3ds are here, but they might be outdated. You might need to check Graf's repository.
http://www.mediafire.com/?afu2uifjqaccc01 (http://www.mediafire.com/?afu2uifjqaccc01)

I'll see if I can find something that converts into 3ds from obj.

Post your exported file along with it's _fohuman line here. I'll download them and add them to the repository
Title: Re: [TUTORIAL] Importing models for Items/Weapons into the game.
Post by: Horatio on November 30, 2012, 11:25:01 pm
Karpov, you're ALIVE!!!  ;D
Title: Re: [TUTORIAL] Importing models for Items/Weapons into the game.
Post by: Graf on December 23, 2012, 03:29:18 pm
I've been following the tutorial, but after all I couldn't get the model in game. Nothing changes, even if I simply replace the existing model with another one. I suppose the problem is in my client-server build, so would like to do a clean install to make sure. So if anyone still have "FOnline_v2_200111.zip" file - I would appreciate it.

Another weird thing - I've got "_FOHuman.fo3d" and "_FOHuman_death.fo3d". Any clue on what's the difference between them? I've been trying to replace one file with another, but still no success with importing models.
Title: Re: [TUTORIAL] Importing models for Items/Weapons into the game.
Post by: Luther Blissett on December 24, 2012, 07:15:51 pm
I've uploaded the old FOnline_v2_200111.zip here : http://www.sendspace.com/file/evk938 (http://www.sendspace.com/file/evk938)

Not sure how long the link will stay up on sendspace, but I can always re-upload if it's needed in future.

[Edit]
Old file has fallen off the internet. By request, reuploaded here:
Google Drive Upload 12/09/2021 (https://drive.google.com/file/d/1dRXi0wZRAG0OZTZI7BDCEl-20BrkpDfD/view)
Title: Re: [TUTORIAL] Importing models for Items/Weapons into the game.
Post by: Luther Blissett on December 25, 2012, 09:10:38 pm
Is this by equipping the weapon, or using a "~param 0 151 x" sort of thing?

If the former, how is the "client_main" in the server/scripts folder? There's a bit near the end which connects the item/model things :

Original default one, which is dependent on the naming of objects etc :

One Karpov altered, which just attached by number and therefore may be easier to add new models to :
Title: Re: [TUTORIAL] Importing models for Items/Weapons into the game.
Post by: Graf on December 27, 2012, 06:00:34 pm
Is this by equipping the weapon, or using a "~param 0 151 x" sort of thing?

This was the point I had missed. Thanks Luther! Here's the result of importing of this model:

(http://s4.hostingkartinok.com/uploads/images/2012/12/8c3c76e5526c3766ef15ee7775b6a80e.png)

The only disappointing thing, is that it's not yet available from the inventory.

P.S. Me and KatzSmile (http://fodev.net/forum/index.php?action=profile;u=8781) (author of this (http://plasmon.rghost.ru/14729911/image.png) precious piece of art, and many other things) will be currently busy with importing of the weapon models. If anyone wants - feel free to do the same with the miscellaneous items, which are available from here (http://db.tt/LibG242H). This file includes all misc. models ever made, even those, which aren't available from my repository.

UPDATE.

Added the M202 Rocket Launcher. Looks pretty cool, in my opinion. It's also really easy to do, just follow the tutorial. More stuff to follow.

(http://s4.hostingkartinok.com/uploads/images/2012/12/0a99aa66415374c6005a4850484eaca8.png)

Title: Re: [TUTORIAL] Importing models for Items/Weapons into the game.
Post by: JovankaB on December 27, 2012, 06:12:07 pm
yeah, it's still big.

I think small weapons can be slightly bigger than in reality, it allows you to see more details on them in 100% zoom.
In Fallout some weapons are a bit big too, e.g. the pistol is about the size of forearm.
Title: Re: [TUTORIAL] Importing models for Items/Weapons into the game.
Post by: Haraldx on December 27, 2012, 06:35:01 pm
In Fallout some weapons are a bit big too
*coughsubmachineguncough* The size of a gun in the post apocalyptic wasteland is impressive... But highly confusing.
Title: Re: [TUTORIAL] Importing models for Items/Weapons into the game.
Post by: Graf on December 29, 2012, 12:13:24 pm
Some new stuff, as promised.

(http://s4.hostingkartinok.com/uploads/images/2012/12/94a55905f3f71277a15d639d10f7bd42.jpg)

Stay tuned for more.

P.S. I'm still waiting for some completed jobs from you, guys.
Title: Re: [TUTORIAL] Importing models for Items/Weapons into the game.
Post by: Mike Crosser on December 29, 2012, 12:17:35 pm
I'm sorry but I have to say that those look amazing.
Title: Re: [TUTORIAL] Importing models for Items/Weapons into the game.
Post by: Jotisz on December 29, 2012, 01:38:05 pm
This really looks good, time to read on this tutorial a bit more.
Title: Re: [TUTORIAL] Importing models for Items/Weapons into the game.
Post by: Graf on December 30, 2012, 06:28:01 pm
A few other models has been done. Been mostly busy making the fohuman file more convenient. Now every weapons got the same number as it has in the SDK. Also now there isn't any unnecessary VB models (I suppose). To install you should replace the existing files in your data folder. Clean install preferable.

Download link (http://sdrv.ms/Vj0j4L)

(http://imagepost.eu/images/6.02/wmYQtwvAA1oG3hVXohuv.jpg)

Also take a look at this:

(http://imagepost.eu/images/6.02/chart.png)

Editable version are available from here - http://goo.gl/cMkcg
Title: Re: [TUTORIAL] Importing models for Items/Weapons into the game.
Post by: Gob on December 30, 2012, 06:31:02 pm
omg i can't wait for this to be finnished !!! keep up the good work !!
Title: Re: [TUTORIAL] Importing models for Items/Weapons into the game.
Post by: Graf on December 31, 2012, 11:22:53 am
Update. Pistols and SMG's subsection has been finished.

(http://s1.hostingkartinok.com/uploads/images/2012/12/afcf06bec407e257c29d7a9309bbf9c7.png)

That's it for today.

Happy new year!
Title: Re: [TUTORIAL] Importing models for Items/Weapons into the game.
Post by: vedaras on January 01, 2013, 11:10:30 pm
for me personally  i think its even more amazing to watch 3d progress than receive a game devs update :) keep up guys :)
Title: Re: [TUTORIAL] Importing models for Items/Weapons into the game.
Post by: Haraldx on January 02, 2013, 12:10:02 am
Which is the whole reason why I ever worked on 3D for FOnline.
Title: Re: [TUTORIAL] Importing models for Items/Weapons into the game.
Post by: Graf on January 02, 2013, 06:37:15 am
(http://s4.hostingkartinok.com/uploads/images/2013/01/d4ffa44c7af4f8551340afc19cf18081.png)

(http://s4.hostingkartinok.com/uploads/images/2013/01/b2642ecd825071ab691cd51ac8a090a0.png)

Rifles, big guns and shotguns sections has been finished.

P.S. Did anyone started to work on importing the misc. items already? The faster we deal with these things - the closer we are to the release.
Title: Re: [TUTORIAL] Importing models for Items/Weapons into the game.
Post by: Haraldx on January 02, 2013, 12:04:01 pm
Just realized how much the sawed-off I made smells of shit... I wonder if I will ever get the time to recreate the texture...

P.S. Did anyone started to work on importing the misc. items already? The faster we deal with these things - the closer we are to the release.
Sorry man, I still can't seem to get FOnline SDK running properly. I think I'm going to pass this one - it's pretty useless to create anything if the scale is most likely going to be off.
Title: Re: [TUTORIAL] Importing models for Items/Weapons into the game.
Post by: Jotisz on January 02, 2013, 12:32:18 pm
Tried my luck with the misc items but it seems I'm doing something wrongl, especially since the the SDK looks a bit strange on my side no shadows at all and wrong looks for the character.
Code: [Select]
#Misc
 Value 140 Attach WP_AccessCard.x  Texture 0 ITEM_AccessCard.tga Link R_Handle_1  Scale 2.0
RotY -90 RotZ 10 MoveX 4 MoveY 1
(http://img832.imageshack.us/img832/964/screen02012013121303.jpg) (http://imageshack.us/photo/my-images/832/screen02012013121303.jpg/)
Anyway I could go and convert the misc items to x format even though it seems I won't be able to add them in properly for now.
Title: Re: [TUTORIAL] Importing models for Items/Weapons into the game.
Post by: Mike Crosser on January 02, 2013, 02:39:55 pm
(http://s4.hostingkartinok.com/uploads/images/2013/01/d4ffa44c7af4f8551340afc19cf18081.png)

(http://s4.hostingkartinok.com/uploads/images/2013/01/b2642ecd825071ab691cd51ac8a090a0.png)

Rifles, big guns and shotguns sections has been finished.

P.S. Did anyone started to work on importing the misc. items already? The faster we deal with these things - the closer we are to the release.
I don't mean to be picky but the way he hold the LSW is wrong.
Also the assault rifle should be slightly bigger IMO.
Title: Re: [TUTORIAL] Importing models for Items/Weapons into the game.
Post by: Graf on January 02, 2013, 02:52:51 pm
Let me help to both of you. I have prepared an archive, which you simply extract, add master.dat and critter.dat (don't forget to specify the new path to it) and you're good to go. You'll have a completely working Fonline SDK with 3D models enabled. To run the game in singleplayer, you'll need to run the server just as usual, and not to forget to set a path to Fonline.exe in FOnlineSingleplayer.exe properties.

Download link (http://sdrv.ms/RsZYPc)

To check the models you'll need to load the save file and enter following commands:

~getaccess admin admin
~param 0 151 x (x stands for the item name, and could be taken from here (https://docs.google.com/spreadsheet/ccc?key=0AtF1BIffR6aXdEdnOHRQUEE0TGZkUHh4bE5ONW5idUE#gid=0))

Jotisz, it seems to me, that you're trying to access the added models through the inventory, but it's not yet possible (at least, I don't know how). You can only add items and access then through the console command above. How to combine the inventory and 3D is rather a good question, but the only one who knows something about it is Karpov. Maybe Luther knows something about it, I'm not sure though. My own guess, is that it works via fo3d file. One have to create a separate file for each item, which specify which animations to use and so on (I haven't tried this on practice).
Title: Re: [TUTORIAL] Importing models for Items/Weapons into the game.
Post by: Haraldx on January 02, 2013, 03:59:05 pm
I don't mean to be picky but the way he hold the LSW is wrong.
Unfortunately it is true - you hold the LSW by the last handle like all other bullpup weapons (a bullpup is a weapon design where the trigger and handle is located AFTER the magazine, unlike other weapons like the M4 and M16 carbines).

Aaanyway. Testing out the SDK, if everything works alright, I should be able to start working today.

EDIT: Tried out the ripper as an initial test to see if I understood everything correctly. Aside from the wrong rotation and the overly huge size, everything else seems OK. Also, Leather jacket clips through body during the animation.
(http://img850.imageshack.us/img850/6975/screen02012013182827.jpg)

EDIT2: Also, why is the idle animation looping all the time? It's infuriating!!!

EDIT3: Is there any waster way to reload files? Clicking "Exit" and "Load game" all the time isn't very fast.
Title: Re: [TUTORIAL] Importing models for Items/Weapons into the game.
Post by: Karpov on January 02, 2013, 09:08:05 pm
Nice job. There is a file called client_main, inside server/data. I modified it so that the Items in hand call the layer value in the 3d character when they are used, as well as the armors in the armor slot. They go from 1 to 500, I have placed 500 lines at the bottom of that file. If you don't have that file, then the items will not match the 3d item when equipped, and the will use the original setup instead. Same thing for armors. Also, the value for the right hand has to be set to 0, which is neutral. Any other value will lock the item in the character's hand all the time. If you still can't see the item it may be that it is too small. Try to scale it up three times to check.

here's the file I mentioned. Keep the original, of course.
http://www.mediafire.com/?1nyooujn1tp0nsg

The knife animation loops because I made it as the Idle animation. Use the female character instead. I'll correct that one.
Title: Re: [TUTORIAL] Importing models for Items/Weapons into the game.
Post by: Luther Blissett on January 02, 2013, 09:10:47 pm
[edit] Short version = what Karpov said a minute ago :)

You can only add items and access then through the console command above. How to combine the inventory and 3D is rather a good question, but the only one who knows something about it is Karpov. Maybe Luther knows something about it, I'm not sure though.

The bits I mentioned here : http://fodev.net/forum/index.php/topic,26833.msg231777.html#msg231777 (http://fodev.net/forum/index.php/topic,26833.msg231777.html#msg231777) should resolve that. Karpov sorted it out at some point in the past and has covered it in more detail, but as the 3d repo only covers the client folder, it's not included in the 3d svn thing.

The bits that need to link together are values in client_main.fos (in server/scripts), which should correspond to the objects in the fo3d file. If you need them, you should be able to get item names and numbers from itemnames.lst in Server/data, or from looking at the proto files in server/proto/items, but for now it will function by simply linking the numbers as in the file below.

Anyway the client_main.fos should be uploaded here http://www.sendspace.com/file/nxevzl (http://www.sendspace.com/file/nxevzl), which you can drop in your own server/scripts folder and it should work on a basic level.

Note that only the pre-existing weapons/items will work in an "equip object in game>model appears in 3d" sort of way. Anything we've added ourselves (i.e. extra armours, weapons etc) would need adding as items first (with floor icon, inventory icon, short description, long description, stats and values etc).

If you've been looking at different things with ~param 0 151 x, then you'll need to set it to ~param 0 151 -1 to return to the "use linked models" sort of mode.

[edit2] Karpov says above it should be 0 instead of -1, so try that first (~param 0 151 0).
Title: Re: [TUTORIAL] Importing models for Items/Weapons into the game.
Post by: Haraldx on January 02, 2013, 11:13:41 pm
Thanks to everyone for the help! Everything works perfectly, working right now on the misc items.
Title: Re: [TUTORIAL] Importing models for Items/Weapons into the game.
Post by: Jotisz on January 03, 2013, 10:08:22 am
3 item is done well actually 2 since the red and yellow access card uses the same mesh but different texture.
A sidenote I just seen that some textures has bmp format at the misc items it would be better to convert them to png, and another thing for weapons the WP naming is ok but I think that for misc items we should use something else like MI so its easier to find them in _FoHuman.fo3d. Anyway here is what I was able to add in:
(http://imageshack.us/a/img22/2808/daypass.th.png) (http://imageshack.us/photo/my-images/22/daypass.png/)
(http://imageshack.us/a/img542/7609/accesscardrandy.th.png) (http://imageshack.us/photo/my-images/542/accesscardrandy.png/)
Code: [Select]
Value 255 Attach MI_DayPass.x Texture 0 ITEM_DayPass.png Link R_Handle_1  Scale 0.6 MoveX 12
Value 144 Attach MI_AccessCard.x Texture 0 ITEM_AccessCardR.png Link R_Handle_1  Scale 1.6 MoveX 10
#Value 144 Attach MI_AccessCard.x Texture 0 ITEM_AccessCardY.png Link R_Handle_1  Scale 1.6 MoveX 10
I wasn't able to find the other AccessCard so I just made a duplicate of the same item not sure how to add new items for Fonline so I left it as it is. Download items from here:
http://db.tt/f2R1Ah2w
Title: Re: [TUTORIAL] Importing models for Items/Weapons into the game.
Post by: Haraldx on January 03, 2013, 02:14:54 pm
I used MISC_Super_tool_kit.x, works just fine.
Title: Re: [TUTORIAL] Importing models for Items/Weapons into the game.
Post by: Graf on January 03, 2013, 03:01:43 pm
Some new stuff has been done.

(http://s1.hostingkartinok.com/uploads/images/2013/01/79e14ddf6f03f43897cb6fac536757b1.png)

Download link  (https://portal.bitcasa.com/send/cb117660a90a2942ed6818d6ccdbcfb120c80345af23d74f98bf869d21f3733f/46b221e612bc74568930a6a3bd9680ac245957b8ddcf759392d578cab9c860dc)

Code: [Select]
Value 390 Attach WP_solar_scorcher.x Texture 0 ITEM_solar_scorcher.jpg Link R_Handle_1 Scale 0.1 RotX -90 RotY -15
 Value 393 Attach WP_phazer.x Texture 0 ITEM_phazer.jpg Link R_Handle_1 Scale 0.3 RotX -90 RotY -15
 Value 4 Attach WP_knife.x Texture 0 ITEM_knife.jpg  Link R_Handle_1 Scale 2 RotY -90 MoveZ -5.5 MoveX 2
 Value 236 Attach WP_CombatKnife.x Texture 0 ITEM_combat_knife.jpg Link R_Handle_1 Scale 0.25 RotY -90 MoveZ -5.5 Mov
 Value 21 Attach WP_brassknuckles.x Texture 0 ITEM_brassknuckles.jpg Link R_Handle_1  Scale 0.4

I also had made a table (https://docs.google.com/spreadsheet/ccc?key=0AtF1BIffR6aXdEU2dDBaWnQxbFZTNEM1OXhyM1ZJeFE) where one can easily mark which miscellaneous items has been imported.
Title: Re: [TUTORIAL] Importing models for Items/Weapons into the game.
Post by: Jotisz on January 03, 2013, 04:00:37 pm
Looking nice here I just did the briefcase.
(http://imageshack.us/a/img834/7026/screen03012013114144.th.jpg) (http://imageshack.us/photo/my-images/834/screen03012013114144.jpg/)
Code: [Select]
Value 72 Attach MI_BriefCase.x Texture 0 ITEM_BriefCase.png Link R_Handle_1  Scale 12 MoveX 10 MoveZ -5 RotX -90 RotZ -110 RotY 180Sadly if he keeps the briefcase a bit more down then he keeps hitting his legs with it during walking.
Title: Re: [TUTORIAL] Importing models for Items/Weapons into the game.
Post by: Haraldx on January 03, 2013, 04:15:30 pm
Whatever is the reason, I can't seem to get neither the Field medical kit or the medical supplies bag working.
Code: [Select]
Value 428 Attach MISC_Medical_Supplies.x Texture 0 ITEM_Medical_Supplies.tga Link R_Handle 1
 Value 408 Attach MISC_Field_Medic_Kit.x Texture 0 ITEM_Field_Medic_Kit.jpg Link R_Handle 1
Tried every possible scale, from 0.05 up to 60. Nothing seems to do anything. Tried different values, nothing. Looked around the files in case I might have used wrong file names or extensions - nothing.
On the other hand, other things work.
(http://img40.imageshack.us/img40/3808/screen03012013164249.jpg)

@Jotisz, I feel you. I had to make the super tool kit a little slanted while holding in order to make it not clip through his leg.
Title: Re: [TUTORIAL] Importing models for Items/Weapons into the game.
Post by: Haraldx on January 03, 2013, 05:30:37 pm
Good news, I figured out the problem... Well, almost. I have no idea why did that happen, but I copied the code from a previous item that was working and just rewrote everything that needed changes (like the file names). And now it works! Don't ask why, it just does!

EDIT:
(http://img547.imageshack.us/img547/3228/items1z.jpg)
Code: [Select]
Value 308 Attach MISC_Super_Tool_Kit.x Texture 0 ITEM_Super_Tool_Kit.bmp Link R_Handle_1 Scale 50
 Value 428 Attach MISC_Medical_Supplies.x Texture 0 ITEM_Medical_Supplies.tga Link R_Handle_1 RotY 80 Scale 1.25
 Value 408 Attach MISC_Field_Medic_Kit.x Texture 0 ITEM_Field_Medic_Kit.jpg Link R_Handle_1 RotY 15 MoveZ -1 MoveY -2 MoveX -0.2
 Value 126 Attach MISC_V13_Flask.x Texture 0 ITEM_V13_Flask.png Link R_Handle_1 Scale 0.25 RotY 90 MoveX 1.2
 Value 124 Attach MISC_Beer.x Texture 0 ITEM_Beer.bmp Link R_Handle_1 Scale 2.37
 Value 116 Attach WP_ripper.x Texture 0 ITEM_ripper.bmp Link R_Handle_1 scale 2 RotY -90 MoveZ -0.5 MoveX 1.5

Download (http://www.sendspace.com/file/81algp)
Title: Re: [TUTORIAL] Importing models for Items/Weapons into the game.
Post by: Luther Blissett on January 03, 2013, 07:49:34 pm
Given the amount of larger objects which are clipping through the leg, is it worth adding an extra idle/walk/run with a slightly repositioned arm? Would be very easy to adjust the animation, but I'm not sure how the object>animation bit is linked (i.e. currently a rifle is held differently from a knife, there must be some way for a "large box" holding position to be added).

I'm not sure where it's defined, but I'd imagine it possible to add an "N" set of animations
Code: [Select]
Unarmed,  Knife, [other stuff], Rocket Launcher, Large misc
   A        D       EFGHIJKL          M             N     

I'd imagine you'd add stuff in the fopro files, like knife has "Weapon.Anim1=4" (4 referring to D?) and club has "Weapon.Anim1=5" (5 referring to E?), but first you'd need to define an "N" somewhere (though it looks like "N" is taken by an "aim" animation section that we've not used).

I'd say it's probably low priority at the moment, compared to just sticking things on an angle, but if anyone knows the scripts well enough to find where this stuff goes, would be very useful in future if adding extra weapon classes, or for carrying boxes of ore etc.

Anyway, excellent work you guys :)
Title: Re: [TUTORIAL] Importing models for Items/Weapons into the game.
Post by: Haraldx on January 03, 2013, 09:19:08 pm
Hear ye, hear ye,  ye scurvy landlubbin' roleplayers! Now ye can drink ma' rum! All this fine 'n' dandy 3D technology!

(http://img138.imageshack.us/img138/714/items2l.jpg)
Code: [Select]
Value 125 Attach MISC_Booze.x Texture 0 ITEM_Booze.png Link R_Handle_1 Scale 2.37 MoveX 1 MoveZ 0.55
 Value 310 Attach MISC_Gamma_Gulp.x Texture 0 ITEM_Gamma_Gulp.png Link R_Handle_1 Scale 2.43 MoveX 1.5 MoveZ 0.5 RotY 90
 Value 311 Attach MISC_Roentgen_Rum.x Texture 0 ITEM_Roentgen_Rum.png Link R_Handle_1 Scale 0.6 MoveX 2 MoveZ -0.75
 Value 469 Attach MISC_Rot_Gut.x Texture 0 ITEM_Rot_Gut.png Link R_Handle_1 Scale 2.28 MoveX 1.5 MoveZ 1
 Value 106 Attach MISC_Nuka_Cola.x Texture 0 ITEM_Nuka_Cola.png Link R_Handle_1 Scale 18 MoveX 2 MoveZ 1

Download (http://www.sendspace.com/file/ll61uv)
Title: Re: [TUTORIAL] Importing models for Items/Weapons into the game.
Post by: Cyber Jesus on January 03, 2013, 09:24:05 pm
Keep up the good work, maybe we can get 3D working next session
Title: Re: [TUTORIAL] Importing models for Items/Weapons into the game.
Post by: Karpov on January 04, 2013, 12:18:19 am
Luther: You are right there are in fact more animation sets

# None, Empty, KO/Dead, KO Rise, Knife, Club, Hammer, Spear, Pistol, Uzi, Shootgun, Rifle, Minigun, Rocket Launcher, Aim, None, Sniper, Wakizashi, Rip, Unused
#  _      A       B        C       D     E      F       G      H      I      J        K       L           M           N    O      P         Q       R     ST

There is Aim, which I don't understand. There's None, that seems to be using the letter O somehow. I succesfully used the one for the Wakizashi on the letter Q. There seem to be an extra set for Sniper and another for Ripper. I wonder if S and T can be used as well.

I changed Weapon.Anim1= instead of Weapon.Anim2_0= which gave no result. The first one on 17 worked just fine, but only with 3d characters. Sprites would stay locked in idle position when the item was active. That's the only problem.

Good work with the items Haraldx

PS: if anyone wants to re do or re-texture the leather jacket I'm totally ok with that. It was the first armor I made, and I was not actually trying to make it look like the sprite.
Title: Re: [TUTORIAL] Importing models for Items/Weapons into the game.
Post by: Alvarez on January 04, 2013, 12:05:48 pm
You guys are awesome.

It would be cool to see some animations with these. Karpov, do you want to release your animations?
Title: Re: [TUTORIAL] Importing models for Items/Weapons into the game.
Post by: Haraldx on January 04, 2013, 02:03:21 pm
Also, speaking of retextures, I redid the texture for the sawed off. It still looks like crap, but it isn't that stupidly bright colored anymore.
(http://img402.imageshack.us/img402/2199/screen04012013150134.jpg)

What do you think? Worth uploading the new texture file?

EDIT:
Some more stuff. If you are interested in progress check out these 2 tables made by Graf. Table for weapons (https://docs.google.com/spreadsheet/ccc?key=0AtF1BIffR6aXdEdnOHRQUEE0TGZkUHh4bE5ONW5idUE#gid=0) | Table for misc items  (https://docs.google.com/spreadsheet/ccc?key=0AtF1BIffR6aXdEU2dDBaWnQxbFZTNEM1OXhyM1ZJeFE#gid=0)

(http://img252.imageshack.us/img252/9729/items3.jpg)

Code: [Select]
Value 409 Attach MISC_Paramedic_Bag.x Texture 0 ITEM_Paramedic_Bag.jpg Link R_Handle_1 Scale 1.3 RotY 207 MoveZ 0.85 MoveX 2 MoveY -1.75
 Value 91 Attach MISC_Doctor_Bag.x Texture 0 ITEM_Doctor_Bag.jpg Link R_Handle_1 RotY 112 Scale 1.35
 Value 47 Attach MISC_First_Aid_Kit.x Texture 0 ITEM_First_Aid_Kit.jpg Link R_Handle_1 Scale 0.5 RotX 180 RotY -15

Download (http://www.sendspace.com/file/gbkx5e) Includes the redone sawed off shotgun texture, just in case.

I'm done for today, not adding anything new for now. As much as I enjoy (yes, I actually enjoy this what others would call a chore) this thing just eats all my time.
Title: Re: [TUTORIAL] Importing models for Items/Weapons into the game.
Post by: JovankaB on January 04, 2013, 02:59:49 pm
I think the guy could have slightly more hair on the front of head.
I drew example based your screen Haraldx.

(http://i45.tinypic.com/wa3qtz.jpg)
Title: Re: [TUTORIAL] Importing models for Items/Weapons into the game.
Post by: Haraldx on January 04, 2013, 03:05:31 pm
I see your point, Jovanka. I'm not entirely sure, but I think there was a haircut you can select and it gives a bit more hair. I might be wrong. Going to check the files.
Title: Re: [TUTORIAL] Importing models for Items/Weapons into the game.
Post by: JovankaB on January 04, 2013, 03:24:00 pm
Also he doesn't seem to wear any kind of shirt (or anything) under the leather jacket.
Which is slightly weird... and makes me wonder if he doesn't have underpants either...  :P

You wouldn't normally wear a leather jacket on a bare skin.
Title: Re: [TUTORIAL] Importing models for Items/Weapons into the game.
Post by: Graf on January 04, 2013, 04:16:14 pm
Today I've got something special to show you. This is a plasma torch, that doesn't exist in the SDK originally. How to add such item into the game? That's easy:

1. Find a PID in the range of 1 to 500, that isn't occupied with another important (weapon, armor or misc) item. To do this simply enter the "~ais x x" command, and take a look at your inventory. If nothing appeared in there - you're good to go.
2. Open up a "weapon.fopro" file (stored in server/proto/items folder)
3. Find an item, that uses the same animation.
4. Copy-paste it and set path to both - "inventory" and "map" images.
5. Change the PID for this item and voilĂ  - you've got this item in the game available via "~ais x x" command.

You can also change the description and other stuff in "FOOBJ.MSG" but it's not important for us at the moment.

(http://s4.hostingkartinok.com/uploads/images/2013/01/bfa11e287b44bad1a3a6659a329932a0.jpg)

Code: [Select]
Value 399 Attach WP_super_cattle_prod.x Texture 0 ITEM_super_cattle_prod.jpg  Link R_Handle_1 Scale 0.35 RotY 10 RotZ 10
 Value 498 Attach WP_plasma_torch.x Texture 0 ITEM_plasma_torch.jpg  Link R_Handle_1 Scale 0.35 RotY 10 RotZ 10
 Value 6 Attach WP_sledgehammer.x Texture 0 ITEM_sledgehammer.jpg Link L_Handle_1 RotX 90 Scale 3 RotY 6 RotZ -70
 Value 25 Attach WP_GrenadeFrag.x Texture 0 ITEM_GrenadeFrag.jpg Link R_Handle_1 Scale 1.7 MoveX 3 RotY -60
 Value 26 Attach WP_plasma_grenade.x Texture 0 ITEM_plasma_grenade.jpg Link R_Handle_1 Scale 0.2 MoveX 3 RotY -60
 Value 27 Attach WP_pulse_grenade.x Texture 0 ITEM_pulse_grenade.jpg Link R_Handle_1 Scale 1.7 MoveX 3 RotY -60
 Value 421 Attach WP_holy_hand_grenade.x Texture 0 ITEM_holy_hand_grenade.jpg Link R_Handle_1 Scale 0.6 MoveX 3 RotY -60
 Value 159 Attach WP_molotov_cocktail.x Texture 0 ITEM_molotov_cocktail.jpg Link R_Handle_1 Scale 2.5 MoveX 3 RotY -60

Download link (https://portal.bitcasa.com/send/b447393e6f09bc27ea2278463e46502c272f662e9d1068ec14245951d0b9ca56/d7f134486cf973c9e0bc4aa29ba3fc5dbcd0557615d4c33f975b8cfe78b35165)
Title: Re: [TUTORIAL] Importing models for Items/Weapons into the game.
Post by: Haraldx on January 04, 2013, 04:19:24 pm
EDIT: Good job, Graf. Nicely done. :)

It's because I didn't apply any clothing on the skin layer. :-[
Sorry, that was my bad.
Is this better?
(http://img72.imageshack.us/img72/7586/screen04012013171535.jpg)

Also, as it turns out, there indeed is no haircut that is a tad bit longer. I think I found something to occupy myself with...
Title: Re: [TUTORIAL] Importing models for Items/Weapons into the game.
Post by: Karpov on January 04, 2013, 05:43:07 pm
I'm glad you are enjoying this Haraldx. I've uploaded all these items to the repository, and corrected the animation so that he stops playing with the knife.

I was working on the "walking" animation, but I could not achieve what I wanted, and I still can figure out a way to do it. So i might as well focus on something else. If anyone notices a  missing animation please tell me because I don't remember which of them are. 

For those who are working on this, please make a copy your folder before you update, just in case.

I set the coordinates for the sawed off to work as a pistol, and it seems that Graf did the same thing with the light support weapon. To make this work properly edit the file weapons.fopro inside server/proto/items.
 Find the ID 385 (sawed off) and change the value of Weapon.Anim1= from 10 to 9
 Then the ID 355 is the LSW. Change it to 10 to make it work as a rifle. I think both weapons look great that way.
Title: Re: [TUTORIAL] Importing models for Items/Weapons into the game.
Post by: Haraldx on January 04, 2013, 08:46:42 pm
Behold, boys and girls! Arguably the dumbest thing I've ever created! Should have some somekind of nude skin for extra immature laughs.
(https://i.imgur.com/8y8Yb.jpg)

Do we REALLY need this?

EDIT: ImageShack removed my image... Reuploaded to imgur.com. Let's hope they understand 3D art.
Title: Re: [TUTORIAL] Importing models for Items/Weapons into the game.
Post by: Alvarez on January 04, 2013, 09:18:54 pm
Mods on 2238 hate immature jokes, too.
Title: Re: [TUTORIAL] Importing models for Items/Weapons into the game.
Post by: vedaras on January 05, 2013, 12:03:58 am
heh, i aprove this, add it to game :D
Title: Re: [TUTORIAL] Importing models for Items/Weapons into the game.
Post by: Alvarez on January 05, 2013, 12:07:01 pm
Needs crate carrying anims.

Title: Re: [TUTORIAL] Importing models for Items/Weapons into the game.
Post by: Surf on January 05, 2013, 12:23:08 pm
Harald - Luther once created some nude skins for some sort of "cutscene" in my game - I am sure the files are still floating around somewhere. ;)
Title: Re: [TUTORIAL] Importing models for Items/Weapons into the game.
Post by: Haraldx on January 05, 2013, 03:19:17 pm
(https://i.imgur.com/YpIra.jpg)
Code: [Select]
Value 543 Attach MISC_Hatchet.x Texture 0 ITEM_Hatchet.png Link R_Handle_1 Scale 2 MoveX 1 MoveY 2
 Value 127 Attach MISC_Rope.x Texture 0 ITEM_Rope.png Link R_Handle_1 Scale 0.4 RotZ 90 MoveX 7
 Value 508 Attach MISC_Doll.x Texture 0 ITEM_Doll.png Link R_Handle_1 Scale 1.3 RotZ 90 RotX -90 MoveZ 8 MoveY -10
 
Every download gets you your survival hatchet and rope but if you download in the next 30 years you gain a bonus rubber doll.
Download (http://www.2shared.com/file/SWzj3vxD/DollRopeHatchet.html)
Title: Re: [TUTORIAL] Importing models for Items/Weapons into the game.
Post by: Surf on January 05, 2013, 03:50:10 pm
This looks great! :)
Title: Re: [TUTORIAL] Importing models for Items/Weapons into the game.
Post by: Graf on January 05, 2013, 03:53:59 pm
A lot of items has been done today. I was aimed to finish all weapons, but there was some issue with the power fist model, that doesn't work for me and crashes client or doesn't show the model in game. Other than that - the weapons section is almost done.

(http://imagepost.eu/images/6.06/05012013.jpg)

Code: [Select]
Value 425 Attach WP_wakizashi_blade.x Texture 0 ITEM_wakizashi_blade.jpg Link R_Handle_1 Scale 3
Value 233 Attach WP_turbo_plasma_rifle.x Texture 0 ITEM_turbo_plasma_rifle.jpg Link R_Handle_1 Scale 0.23 RotY -90
Value 45 Attach WP_throwing_knife.x Texture 0 ITEM_throwing_knife.jpg Link R_Handle_1  Scale 0.035
Value 234 Attach wp_2knuckles.x Texture 0 ITEM_spiked_knuckes.jpg Link R_Handle_1  Scale 0.35
Value 7 Attach WP_spear.x Texture 0 ITEM_spear.jpg Link R_Handle_1 Scale 50 RotY 180 RotX 6 MoveX 3 MoveY -4
Value 320 Attach WP_pole.x Texture 0 ITEM_sharpened_pole.jpg Link R_Handle_1 Scale 3 RotY 180 RotX 6 MoveX 3 MoveY -4
Value 280 Attach WP_spear.x Texture 0 ITEM_spear2.jpg Link R_Handle_1 Scale 50 RotY 180 RotX 6 MoveX 3 MoveY -4
Value 383 Attach WP_shiv.x Texture 0 ITEM_shiv.jpg Link R_Handle_1 Scale 2
Value 423 Attach WP_Rock.x Texture 0 ITEM_gold_nugget.jpg Link R_Handle_1  Scale 50
Value 397 Attach WP_pulse_rifle.x Texture 0 ITEM_pulse_rifle.jpg Link R_Handle_1 Scale 1 RotY -75 RotZ -10 MoveX 2
Value 85 Attach WP_plastic_explosives.x Texture 0 ITEM_plastic_explosives.jpg Link R_Handle_1  Scale 0.2 RotX 90 RotY 90
Value 365 Attach WP_plant_spike.x Texture 0 ITEM_plant_spike.jpg  Link R_Handle_1  Scale 1.5
Value 28 Attach WP_gattling_laser.x Texture 0 ITEM_gattling_laser.jpg Link R_Handle_1 Scale 1.1
Value 21 Attach WP_brassknuckles.x Texture 0 ITEM_brassknuckles.jpg Link R_Handle_1  Scale 0.35

Download link (https://portal.bitcasa.com/send/14f0a468be18a402874efc7ed96f1449bda91afd469694c6096f31751d091ea1/3274d19692812005e92ee14e9b8b89364acd4abe786d1783a5a9e616d0cfaf3a)
Title: Re: [TUTORIAL] Importing models for Items/Weapons into the game.
Post by: Mike Crosser on January 05, 2013, 03:57:09 pm
Excuse me but that gatling laser is waaaaay to small.
Title: Re: [TUTORIAL] Importing models for Items/Weapons into the game.
Post by: Karpov on January 05, 2013, 10:47:42 pm
This is going fast.
 Graf, I have different models already for the spear and the Gatling laser. I made the first one because that piece of cloth on the spear had to be animated. The Gatling I used was made by LagMaster, and he asked me to texture it. They look like this.

(http://img833.imageshack.us/img833/2930/screenspear.jpg)

Title: Re: [TUTORIAL] Importing models for Items/Weapons into the game.
Post by: jacky. on January 05, 2013, 10:57:50 pm
That is sweet :)
Title: Re: [TUTORIAL] Importing models for Items/Weapons into the game.
Post by: Haraldx on January 06, 2013, 01:31:05 am
Neat...
Title: Re: [TUTORIAL] Importing models for Items/Weapons into the game.
Post by: Graf on January 06, 2013, 08:42:38 am
Graf, I have different models already for the spear and the Gatling laser.

Alright, these models and textures are a lot better than which I have had.

Any idea on what could be wrong with the power fist model? Here (https://portal.bitcasa.com/send/06e7e7cfa114351aad75135df329fcb636f0e07104483b85db4f246f9146b7a8/0370d65ba0e6c1258f64cf4215cb99a175ff26adc9f9a96e1d3ebcb77f46a6a2) are the files, if anyone would like to test it.
Title: Re: [TUTORIAL] Importing models for Items/Weapons into the game.
Post by: Haraldx on January 06, 2013, 12:13:58 pm
Trying out the power fist. Works just fine for me. I can freely select both. Although, I can tell you one for a fact. When I pressed Exit to save the rotation and scale parameters I have added, the client crashed. However, I can't seem to be able to replicate it now. I will post screens when I'm done.
Title: Re: [TUTORIAL] Importing models for Items/Weapons into the game.
Post by: Karpov on January 06, 2013, 03:38:04 pm
You have to attach it to the Root because it is rigged to the hand and fingers. "Root attach wp_powerfist.x" no need to position or scale because it is attached to the right bone from the model file.
Title: Re: [TUTORIAL] Importing models for Items/Weapons into the game.
Post by: Graf on January 06, 2013, 04:09:07 pm
All standard weapons (except the power fist / mega power fist) are tested and available from the inventory.

Download link (https://portal.bitcasa.com/send/8badb34ebc4981ab951c42b9293a522c52f660e2e4a632866031faeac8fd628b/3b154fd38965910ef77ad48a4bcb654da1eff0a31b03059fd58627ba5b0aacec)

No screens today. Too many things has been changed.
Title: Re: [TUTORIAL] Importing models for Items/Weapons into the game.
Post by: Haraldx on January 06, 2013, 05:41:06 pm
You have to attach it to the Root because it is rigged to the hand and fingers. "Root attach wp_powerfist.x" no need to position or scale because it is attached to the right bone from the model file.
Not entirely sure about that. There seems to be that there are 2 power fist models flying around. The first model was the one that I mysteriously found in the folder "Critters" already. This model already has a rig and everything. For whatever reason, the model Graf used is kind of a little more detailed model (it has the spikes for example), however is missing any rig. Why on earth are there two power fist models? Anyways... I did what you instructed me to do, I used the parameter Root and everything works.
(https://i.imgur.com/V8CPh.jpg)

Permission to upload?
Title: Re: [TUTORIAL] Importing models for Items/Weapons into the game.
Post by: Graf on January 06, 2013, 06:21:32 pm
Why on earth are there two power fist models?

My guess, is that one of these (that are more detailed) is the mega power fist, while another one is a regular power fist. At least it makes sense.
Title: Re: [TUTORIAL] Importing models for Items/Weapons into the game.
Post by: Mike Crosser on January 07, 2013, 11:24:33 am
Sorry for nitpicking again but,could you make the power fist just a little bigger?
Title: Re: [TUTORIAL] Importing models for Items/Weapons into the game.
Post by: Graf on January 07, 2013, 11:32:52 am
There's no point to do this. You won't see the difference at 100% zoom anyway, while at 400% it will look weird.
Title: Re: [TUTORIAL] Importing models for Items/Weapons into the game.
Post by: Haraldx on January 07, 2013, 11:14:47 pm
(https://i.imgur.com/ZobMX.jpg)
Download, code and some remaining books will be available tomorrow.
Title: Re: [TUTORIAL] Importing models for Items/Weapons into the game.
Post by: Graf on January 08, 2013, 11:12:50 am
The food subsection has been finished.

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

(http://s4.hostingkartinok.com/uploads/images/2013/01/9bf108e570929b9a6985157595b2f382.jpg)

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

Download link (https://portal.bitcasa.com/send/5b5a5b519e50458711ab876441d7222b72dc549f6ae101536895bbdbcfe870bc/e1f87d5b043f06469ee76ad860862af196f1d41be1ac5be05ab8fa3d2a84d6e5)

P.S. The meal is certainly breaks the basic physics laws, so I'd either make a different model or we'll need a new animation later.
Title: Re: [TUTORIAL] Importing models for Items/Weapons into the game.
Post by: Haraldx on January 08, 2013, 11:13:00 pm
(https://i.imgur.com/qFWxU.jpg)
Code: [Select]
Value 483 Attach MISC_Hintbook.x Texture 0 ITEM_Hintbook.png Link R_Handle_1 Scale 9 RotZ -90 RotY 180 MoveX 7
 Value 225 Attach MISC_Catpaw.x Texture 0 ITEM_Catpaw.png Link R_Handle_1 Scale 8 RotZ -90 RotY 180 MoveX 6.5
 Value 331 Attach MISC_Catpaw5.x Texture 0 ITEM_Catpaw5.jpg Link R_Handle_1 Scale 0.3 RotZ -90 RotY 180 RotX 90 MoveX 4
 Value 86 Attach MISC_Scout_Handbook.x Texture 0 ITEM_Scout_Handbook.png Link R_Handle_1 Scale 8.5 RotZ -90 RotY 180 MoveX 7
 Value 102 Attach MISC_Guns_Bullets.x Texture 0 ITEM_Guns_Bullets.png Link R_Handle_1 Scale 8 RotZ -90 RotY 180 RotX 90 MoveX 6.5
 Value 80 Attach MISC_FAbook.x Texture 0 ITEM_FAbook.png Link R_Handle_1 Scale 8 RotZ -90 RotY 180 MoveX 6.5
 Value 76 Attach MISC_DElectronics.x Texture 0 ITEM_DElectronics.png Link R_Handle_1 Scale 7 RotZ -90 RotY 180 RotX 180 MoveX 7 MoveY -2.5 MoveZ 0.5
 Value 228 Attach MISC_Tech_manual.x Texture 0 ITEM_Tech_manual.png Link R_Handle_1 Scale 50 RotZ -90 MoveX 2
 Value 448 Attach MISC_Account_book.x Texture 0 ITEM_Account_book.jpg Link R_Handle_1 Scale 0.3 RotZ -90 RotX 90 MoveX 4

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

Download (http://www.2shared.com/file/Ovo6MsdP/Stuff.html) includes power fist and all the books I have done in this post and the previous post. I didn't start working on the other books and stuff, don't have much time again. :(
Title: Re: [TUTORIAL] Importing models for Items/Weapons into the game.
Post by: EnclaveSniper on January 09, 2013, 03:27:14 am
I hate to say this but

this is fucking incredible.

Title: Re: [TUTORIAL] Importing models for Items/Weapons into the game.
Post by: Graf on January 09, 2013, 05:35:00 pm
Not much for today. Got very little time on weekdays.

(http://s4.hostingkartinok.com/uploads/images/2013/01/b23faddf30cec9685b2faec22197385c.png)

Code: [Select]

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

Download link (https://portal.bitcasa.com/send/e417f0c1d613adfea907df68765df43a9024ee73bb6e2af16dcd31153979a091/2d5c8b2283e44c874253c4718cf7670ce83eb7cb3dfee74fa72c62e4b01c5952)

UPDATE.

(http://imagepost.eu/images/6.14/10012013.png)

Code: [Select]

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

Download link (https://portal.bitcasa.com/send/6895565966167b65318222ac4d311ba699d45b17f083778bb730f6c8ba46f36c/e47d0ae801519a01953d7b64437626fe5d5c8e8f130fc22d417937c579379c92)

UPDATE 2.

(http://s2.hostingkartinok.com/uploads/images/2013/01/9af8f53e0dec152a2cd18020319baa33.png)

(http://s2.hostingkartinok.com/uploads/images/2013/01/2fd663a4342113f222a6e18ea52a1d8e.png)
by Skycast

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

Download link (https://portal.bitcasa.com/send/811664313cb09c2c6438d374fd76d47d2df3a7cf14351e88bde3ca1aa9403e56/cc1eb1ba6794fff9872a8c443e37fd427334c78fcd418f1fb63340a03d7d9ce5)
Title: Re: [TUTORIAL] Importing models for Items/Weapons into the game.
Post by: dskpnk on January 15, 2013, 05:23:40 pm
Does that mean we can start using 3d model with fonline 2238 server ?
Title: Re: [TUTORIAL] Importing models for Items/Weapons into the game.
Post by: Jlekc on January 16, 2013, 07:03:10 am
Maybe we should create some kind of 3D test server, where everyone can try new models and then share their opinion?
Title: Re: [TUTORIAL] Importing models for Items/Weapons into the game.
Post by: Gob on January 16, 2013, 11:24:05 am
Maybe mineral and iron ore crates should be held with both hands...
Title: Re: [TUTORIAL] Importing models for Items/Weapons into the game.
Post by: Karpov on January 16, 2013, 04:43:21 pm
Maybe mineral and iron ore crates should be held with both hands...

Maybe it can use the bazooka animation instead.

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

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

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

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

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

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

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

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

There is a section for using items. I just added the command that plays the animation for those. I made a test for changing the parameters from there, and used the cosmetic case to apply the make up layer after using it. It works nicely.
Title: Re: [TUTORIAL] Importing models for Items/Weapons into the game.
Post by: Haraldx on January 25, 2013, 08:24:22 pm
I remember I did this one some time ago but I have gotten quite ill since then and never posted it. I guess it's time to do something about it. Inlcudes all three variants, but I didn't bother to take screens of them, as they all use the same model and very similar textures.
(https://i.imgur.com/dGDgm8e.jpg)

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

Download (http://www.2shared.com/file/Tnulrt2Z/clipboard.html)
Title: Re: [TUTORIAL] Importing models for Items/Weapons into the game.
Post by: Karpov on January 25, 2013, 11:39:27 pm
Ok haraldx, added. The ID was 301 for the first clipboard. By the way, do we have the painting of Elvis? It's a significant part of the game.
Title: Re: [TUTORIAL] Importing models for Items/Weapons into the game.
Post by: Graf on January 26, 2013, 11:34:02 am
(http://s2.hostingkartinok.com/uploads/images/2013/01/c35312f1b491e2d51c1a62ab4579b6de.jpg)

Lazy to make pictures for everything.

Code: [Select]

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

Download link (https://portal.bitcasa.com/send/bfee35591d32ef49dcc6d30a10e96c31c2bab7e8b4241202bd5fe3def37da8a6/4b9feaf7c3de17e261e7e672cc1e52d9f6c7d3db991ff7e39f28e773f25071d2)

UPD

Here's the painting of Elvis thingie.

(http://s4.hostingkartinok.com/uploads/images/2013/01/44ba4fee39b590547e53b6b9b816ddec.png)

Code: [Select]
Value 78 Attach MISC_painting_of_the_king.x Texture 0 MISC_painting_of_the_king.jpg Link R_Handle_1  Scale 2.5
Download link (https://portal.bitcasa.com/send/19b533ed8e8f282c3f45088ce4a75da9a325afc3733e56182ad4f38241aca374/6fcb5212392010ee4913589fadf11c5821c67299ceb472e715f6b648c13658c1)
Title: Re: [TUTORIAL] Importing models for Items/Weapons into the game.
Post by: Karpov on January 26, 2013, 04:17:22 pm
Very good Graf. I made the radio a little bigger so that it looks more like this one. Not that big, of course.
(http://upload.wikimedia.org/wikipedia/commons/thumb/e/e9/Portable_radio_SCR536.png/200px-Portable_radio_SCR536.png)

(http://img811.imageshack.us/img811/9987/radiowq.jpg)
(the second picture is using an animation from the bazooka set)

Also, this is why the painting was so important...

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

Title: Re: [TUTORIAL] Importing models for Items/Weapons into the game.
Post by: Graf on January 26, 2013, 04:59:04 pm
Wow, that's something new to me :) Does it actually changes clothes by clicking on the painting? If so, then why did you used the Elvis painting, not something else? Maybe I had missed something in a popular culture...

P.S. I'll post something else tomorrow.
Title: Re: [TUTORIAL] Importing models for Items/Weapons into the game.
Post by: Karpov on January 26, 2013, 05:49:15 pm
It does. I wanted to add a button somewhere, but I had no idea on how to do that. So  I used an item instead. There are lot of useless items in Fallout, but that's the one that came to my mind. It's just for testing the clothing layers; I guess we could add cloth items in the future or something like that.
 The good thing about this is that it works with armors. I had no armor in the video, so it kept going back to the vault suit, but if you wear an armor, it switches from the armor clothing to the custom clothing (random in this case, not custom at all :) )
Title: Re: [TUTORIAL] Importing models for Items/Weapons into the game.
Post by: Jotisz on January 26, 2013, 09:21:44 pm
Hm I don't seem to be doing this at your speed guys but here is another item from me Oxygen tank.
(http://img835.imageshack.us/img835/4610/60127358.png) (http://imageshack.us/photo/my-images/835/60127358.png/)
Code: [Select]
Value 417 Attach MI_OxygenTank.x Texture 0 ITEM_OxygenTank.png Link R_Handle_1  Scale 4 RotX 180 RotY 60Download link contains previous items too:
http://db.tt/f2R1Ah2w
Also I took the liberty and converted most of the textures to png I think it would be better to have the textures in 1 format instead of 4.
http://db.tt/YcbGfOeJ
Title: Re: [TUTORIAL] Importing models for Items/Weapons into the game.
Post by: Graf on January 27, 2013, 01:46:34 pm
I've experienced some problems today. I was trying to import such items as big ammo boxes, radscorpion tails and other stuff of that kind, but no success. It looks weird when it's carried in one hand. This is why we'll definetely need some extra animation sets for carrying two-handed items. Also, how to change the animation set for the items? I know how to do this for weapons only, but not for misc items.

Anyway, here's the stuff I have managed to import.

Code: [Select]
Value 440 Attach MISC_biogel.x Texture 0 MISC_bio_med_gel.png Link R_Handle_1 Scale 0.05
 Value 377 Attach MISC_electronic_parts.x Texture 0 MISC_electronic_parts.tga Link R_Handle_1 Scale 1.3
 Value 278 Attach MISC_flint.x Texture 0 MISC_flint.png Link R_Handle_1 Scale 0.15
 Value 366 Attach MISC_geck.x Texture 0 MISC_geck.png Link R_Handle_1 Scale 0.7
 Value 535 Attach MISC_gunpowder.x Texture 0 MISC_gunpowder.png Link R_Handle_1 Scale 1.5
 Value 536 Attach MISC_gunpowder.x Texture 0 MISC_gunpowder_advanced.png Link R_Handle_1 Scale 1.5

Download link (https://portal.bitcasa.com/send/a898c9fb31de3a138cb76b6cdd0ae61efa6c84ba35b800328c79e34c03448fad/a2caac2415140934c2354bf5c4453a5cf534c1a280db13b1fefe67705b3ca5f3)
Title: Re: [TUTORIAL] Importing models for Items/Weapons into the game.
Post by: Karpov on January 27, 2013, 05:47:25 pm
The only way I could do it was setting the item as a weapon, so it's not recomended for ammo. I did it for the minerals.
(http://img132.imageshack.us/img132/9497/mineral.jpg)
 In the misc.fopro list , change the value of Type= to 3, which is weapon, and then add the Weapon.Anim1= 
 Useless items won't be a problem, other than "put your weapon away!" when you are holding a water chip, but ammo can't be changed because it's needed to be Ammo type.

However,  this is just for testing. I guess there must be a better way to do it.
Title: Re: [TUTORIAL] Importing models for Items/Weapons into the game.
Post by: Alvarez on January 28, 2013, 07:59:22 pm
If you guys want to start a test server, i'll throw in some money. Some quality work you're doing there.
Title: Re: [TUTORIAL] Importing models for Items/Weapons into the game.
Post by: Lexx on January 28, 2013, 08:19:37 pm
If a good amount of stuff is already done, I'll guess we could slowly start adding it to 2238.
Title: Re: [TUTORIAL] Importing models for Items/Weapons into the game.
Post by: Karpov on January 28, 2013, 08:55:55 pm
I'm running a private server next weekend, from my pc, so I can't have many players connected to it. Then share some ideas, spot bugs and such.
  Before we do a larger test, or add anything to 2238, I'll have to update the files to the newest SDK, which is not totally compatible with the older version I use. Then we'll see...
Title: Re: [TUTORIAL] Importing models for Items/Weapons into the game.
Post by: Alvarez on January 28, 2013, 09:41:08 pm
Karpov, YOU are doing us a favor by this. ;)
Title: Re: [TUTORIAL] Importing models for Items/Weapons into the game.
Post by: Luther Blissett on January 28, 2013, 10:19:48 pm
I had a mess about with the 3D models in a newer SDK a while back - it was discussed here : Need help getting Karpov era 3D models to work with newer SDK revisions (http://fodev.net/forum/index.php/topic,20735.0.html). Didn't really come to any conclusions, but might be useful to read through some bits that were messed with.
Title: Re: [TUTORIAL] Importing models for Items/Weapons into the game.
Post by: Jlekc on January 29, 2013, 06:07:32 am
I'm running a private server next weekend, from my pc, so I can't have many players connected to it. Then share some ideas, spot bugs and such.
  Before we do a larger test, or add anything to 2238, I'll have to update the files to the newest SDK, which is not totally compatible with the older version I use. Then we'll see...

What is your system and bandwidth specs? I'm curious, cause if needed I can provide one temp platform for test.
Title: Re: [TUTORIAL] Importing models for Items/Weapons into the game.
Post by: Karpov on January 29, 2013, 08:56:31 pm
What is your system and bandwidth specs? I'm curious, cause if needed I can provide one temp platform for test.

Poor. I guess I can hold up to 6-7 players.

Thanks ,I appreciate your offer.
  If this goes ok, I'm planning on porting all the stuff to the last version of the SDK. Then we'll see if we can mount a bigger server.
Title: Re: [TUTORIAL] Importing models for Items/Weapons into the game.
Post by: Jlekc on January 30, 2013, 06:14:54 am
Ok, so I' keep watching all this 3d magic you all guys doing:)
Title: Re: [TUTORIAL] Importing models for Items/Weapons into the game.
Post by: sHoW. on January 31, 2013, 10:08:13 am
Great job this 3D. It look amazing and i hope it will show ingame soon :)
Title: Re: [TUTORIAL] Importing models for Items/Weapons into the game.
Post by: Graf on February 05, 2013, 05:18:35 pm
Code: [Select]
Value 478 Attach MISC_holotape.x Texture 0 MISC_holotape.jpg Link R_Handle_1 Scale 0.05
 Value 253 Attach MISC_fuel_cell_controller.x Texture 0 MISC_fuel_cell_controller.jpg Link R_Handle_1 Scale 0.4
 Value 254 Attach MISC_fuel_cell_regulator.x Texture 0 MISC_fuel_cell_regulator.jpg Link R_Handle_1 Scale 1
 Value 454 Attach MISC_explosive_switch.x Texture 0 MISC_explosive_switch.jpg Link R_Handle_1 Scale 0.065
 Value 411 Attach MISC_electronic_lockpick_mk2.x Texture 0 MISC_electronic_lockpick_mk2.jpg Link R_Handle_1 Scale 1.5
 Value 207 Attach MISC_geiger_counter.x Texture 0 MISC_geiger_counter.tga Link R_Handle_1 Scale 0.25
 Value 59 Attach MISC_motion_sensor.x Texture 0 MISC_motion_sensor.tga Link R_Handle_1 Scale 1.5

Download link (https://portal.bitcasa.com/send/e2dc666ab79857495b40c009f521bd3b17601ae974fd5b187a14ab6f7c566d3b/871cb4b0bc39d044393f892e721bebd34e93dd644b839d02db842aa8f748ad24)
Title: Re: [TUTORIAL] Importing models for Items/Weapons into the game.
Post by: Jotisz on February 14, 2013, 05:06:42 pm
Pile of wood and single piece of it.
Code: [Select]
Value 286 Attach MI_PileOfWood.x Texture 0 ITEM_PileOfWood.png Link R_Handle_1  Scale 0.7 MoveX 5 MoveZ -5 RotX -90 RotZ -110
Value ? Attach MI_SingleWood.x Texture 0 ITEM_PileOfWood.png Link R_Handle_1  Scale 0.7 MoveX 3 MoveZ 1 RotX -90 RotZ -110 RotY 180
Title: Re: [TUTORIAL] Importing models for Items/Weapons into the game.
Post by: Graf on February 16, 2013, 05:09:33 pm
Jotisz, it looks like you forgot to put a download link in there.

Anyway, here's some stuff I did lately.

Code: [Select]
Value 519 Attach MISC_bottle_caps.x Texture 0 MISC_bottle_caps.tga Link R_Handle_1 Scale 0.8
 Value 41 Attach MISC_bottle_caps.x Texture 0 MISC_gold_money.tga Link R_Handle_1 Scale 0.8
 Value 538 Attach MISC_metal_tube.x Texture 0 MISC_metal_tube.tga Link R_Handle_1 Scale 0.18
 Value 420 Attach MISC_kokoweef_mine_creep.x Texture 0 MISC_kokoweef_mine_creep.tga Link R_Handle_1 Scale 0.5
 Value 431 Attach MISC_geck.x Texture 0 MISC_metal_case.png Link R_Handle_1 Scale 0.7
 Value 460 Attach MISC_bucket.x Texture 0 MISC_bucket.tga Link R_Handle_1 Scale 0.23
 Value 461 Attach MISC_bucket.x Texture 0 MISC_alloys.tga Link R_Handle_1 Scale 0.23
 Value 462 Attach MISC_super_burn_mix.x Texture 0 MISC_super_burn_mix.tga Link R_Handle_1 Scale 0.23
 Value 318 Attach MISC_poison_hypo.x Texture 0 MISC_empty_hypo.tga Link R_Handle_1  Scale 0.18
 Value 257 Attach MISC_gold_watch.x Texture 0 MISC_gold_watch.tga Link R_Handle_1  Scale 0.15
 Value 363 Attach AMMO_762mm.x Texture 0 AMMO_762mm.tga Link R_Handle_1  Scale 0.7
 Value 121 Attach AMMO_9mm.x Texture 0 AMMO_9mm.tga Link R_Handle_1  Scale 0.17
 Value 95 Attach AMMO_12ga.x Texture 0 AMMO_12ga.tga Link R_Handle_1 Scale 0.7
 Value 33 Attach AMMO_14mm.x Texture 0 AMMO_14mm.tga Link R_Handle_1 Scale 0.3
 Value 31 Attach AMMO_44mm.x Texture 0 AMMO_44jhp.tga Link R_Handle_1 Scale 0.25
 Value 111 Attach AMMO_44mm.x Texture 0 AMMO_44fmj.tga Link R_Handle_1 Scale 0.25
 Value 357 Attach AMMO_45mm.x Texture 0 AMMO_45mm.tga Link R_Handle_1 Scale 0.8
 Value 34 Attach AMMO_223.x Texture 0 AMMO_223.tga  Link R_Handle_1 Scale 5
 Value 358 Attach AMMO_gauss.x Texture 0 AMMO_gauss.tga  Link R_Handle_1 Scale 7
 Value 361 Attach AMMO_needler.x Texture 0 AMMO_needler.tga Link R_Handle_1 Scale 0.2
 Value 362 Attach AMMO_needler.x Texture 0 AMMO_needlerap.tga Link R_Handle_1 Scale 0.2
 Value 32 Attach AMMO_flamer_fuel.x Texture 0 MISC_flamer_fuel.tga Link R_Handle_1 Scale 11
 Value 382 Attach AMMO_flamer_fuel.x Texture 0 MISC_flamer_fuel_mk2.tga Link R_Handle_1 Scale 11
 Value 38 Attach AMMO_small_energy_cell.x Texture 0 AMMO_small_energy_cell.tga Link R_Handle_1 Scale 0.3
 Value 39 Attach AMMO_micro_fusion_cell.x Texture 0 AMMO_micro_fusion_cell.tga Link R_Handle_1 Scale 3.5
 Value 163 Attach AMMO_bbs.x Texture 0 AMMO_bbs.tga Link R_Handle_1 Scale 6
 Value 14 Attach AMMO_rocket.x Texture 0 AMMO_rocket_xpl.tga Link R_Handle_1 Scale 0.12
 Value 37 Attach AMMO_rocket_ap.x Texture 0 AMMO_rocket_ap.tga Link R_Handle_1 Scale 0.12

Download link (https://portal.bitcasa.com/send/3688e4a5ed8b276f5b6613eccdf0f8eb4ceac6cdb2f986dbbaa229da7af179a6/2feff16ad026268b00fad1b906e3611c31b42b36c0f5deed00edc93c84b0ffd0)

I was going to make all ammo, but it suddenly appeared that I have no model nor texture for the 4.7mm Caseless, just some pictures. If someone have it still - please send me a copy.

Remaining ammo models would probably require a 2-handed carry animation (or maybe I'll try to make corrections for it later).

P.S. Waiting for your works, guys.
Title: Re: [TUTORIAL] Importing models for Items/Weapons into the game.
Post by: Jotisz on February 16, 2013, 07:46:46 pm
Quote
Jotisz, it looks like you forgot to put a download link in there.
Sorry about that here is the link.
http://db.tt/f2R1Ah2w

I should really get this sped up a bit will try to make a few other items tomorrow.
Title: Re: [TUTORIAL] Importing models for Items/Weapons into the game.
Post by: Graf on February 17, 2013, 10:16:13 am
A few more things has been done.

Code: [Select]
Value 258 Attach MISC_hydroelectric_part.x Texture 0 MISC_hydroelectric_part.tga Link R_Handle_1 Scale 0.3
 Value 464 Attach MISC_bug.x Texture 0 MISC_bug.tga Link R_Handle_1 Scale 0.1
 Value 419 Attach MISC_air_purifier.x Texture 0 MISC_air_purifier.tga Link R_Handle_1 Scale 40
 Value 307 Attach MISC_plasma_transformer.x Texture 0 MISC_plasma_transformer.tga Link R_Handle_1 Scale 0.15
 Value 229 Attach MISC_small_piece_of_machinery.x Texture 0 MISC_small_piece_of_machinery.tga  Link R_Handle_1 Scale 0.15
 Value 356 Attach MISC_computer_voice_module.x Texture 0 MISC_computer_voice_module.tga Link R_Handle_1 Scale 0.15
 Value 422 Attach MISC_excavator_chip.x Texture 0 MISC_excavator_chip.tga Link R_Handle_1 Scale 0.15
 Value 479 Attach MISC_navcomp_parts.x Texture 0 MISC_navcomp_parts.tga Link R_Handle_1 Scale 2
 Value 467 Attach MISC_magnetic_field_targeting_system.x Texture 0 MISC_magnetic_field_targeting_system.tga Link R_Handle_1 Scale 60
 Value 472 Attach MISC_improved_capaciator_battery.x Texture 0 MISC_improved_capaciator_battery.tga Link R_Handle_1 Scale 0.07
 Value 477 Attach MISC_upgraded_power_servos.x Texture 0 MISC_upgraded_power_servos.tga Link R_Handle_1 Scale 4
 Value 490 Attach MISC_laser_pointer.x Texture 0 MISC_laser_pointer.tga Link R_Handle_1 Scale 0.2
 Value 493 Attach MISC_turbo_plasma_capaciator.x Texture 0 MISC_turbo_plasma_capaciator.tga Link R_Handle_1 Scale 3.5
 Value 302 Attach MISC_sniper_scope.x Texture 0 MISC_sniper_scope.tga Link R_Handle_1 Scale 0.25
 Value 164 Attach MISC_laser_extended_battery.x Texture 0 MISC_laser_extended_battery.tga Link R_Handle_1 Scale 3
 Value 165 Attach MISC_fibers.x Texture 0 MISC_fibers.tga Link R_Handle_1 Scale 0.4
 Value 166 Attach MISC_tobacco.x Texture 0 MISC_tobacco.tga Link R_Handle_1 Scale 0.4
 Value 449 Attach MISC_brahmin_hide.x Texture 0 MISC_brahmin_hide.tga Link R_Handle_1 Scale 0.35

Download link (https://portal.bitcasa.com/send/0d2f04289ed301bf83260b0b2b93ef7403279711b502e403e31f9ab3b23297f7/7b297318f08c98bbadb5eacd9d35f715f9a19e4383198bc4428f8ab017a6504b)

Out of curiosity - how much time it takes for you to import a model? For me it's about 5-10 minutes per model. How about your results? (this is to everyone, who were importing things into the game).
Title: Re: [TUTORIAL] Importing models for Items/Weapons into the game.
Post by: Jotisz on February 17, 2013, 03:49:10 pm
Its usually varies for me with that wood I had quite a lot of trouble it always hit the legs a bit just like the briefcase before but unlike that the model had no handler to grab so it was quite a pain till I copied the position of another item and simply moved the model a bit, the single wood was piece of cake compared to the pile, I think I spent a bit more then a hour on those two. I have added these 3 items now had some trouble with them ticket model I couldn't see the textures ingame in the end I had to remake it. Others were ok I made the two books face toward the body cause else the hand hid the cover I think its look better this way.
Quote

Value 471 Attach MI_Levander.x Texture 0 ITEM_Levander.png Link R_Handle_1 RotY 90 RotZ 90 Scale 0.2 MoveX 6 MoveZ -1
Value ? Attach MI_Zen.x Texture 0 ITEM_Zen.png Link R_Handle_1 RotY 90 RotX 90 Scale 0.2 MoveX 4 MoveZ -1
Value ? Attach MI_Ticket.x Texture 0 ITEM_Ticket.png Link R_Handle_1 RotY 90 RotX -90 Scale 0.5 MoveX 4

Download link is the same as above

I was able now to add here a few screens too
(https://i.imgur.com/yXrMZxV.jpg)       (https://i.imgur.com/Lx1dwJX.jpg)


Btw I saw that the Electronic lockpick was marked for remake I opened the 3ds and obj files the 3ds indeed had quite a lot of extra vertexes but I think the obj version is ok although I would have made the object from 1 single mesh, anyway I can go and make one if the obj version ain't good either.
Title: Re: [TUTORIAL] Importing models for Items/Weapons into the game.
Post by: Graf on February 17, 2013, 04:56:14 pm
Btw I saw that the Electronic lockpick was marked for remake I opened the 3ds and obj files the 3ds indeed had quite a lot of extra vertexes but I think the obj version is ok although I would have made the object from 1 single mesh, anyway I can go and make one if the obj version ain't good either.

There was 2 versions of this model - one was made by me, another by foad. My version wasn't any good, but this is the only one I have in my archives. If you have a foad's model - then we can import it. If not - then it needs to be done from scratch. Also improved heat-chamber, extended magazine and a speed loader is also missing, because of my system crash, after which I couldn't restore everything.
Title: Re: [TUTORIAL] Importing models for Items/Weapons into the game.
Post by: Jotisz on February 17, 2013, 05:26:15 pm
I see I think its yours. Okay I will try to quickly remake them.
Title: Re: [TUTORIAL] Importing models for Items/Weapons into the game.
Post by: Graf on February 23, 2013, 11:29:55 am
Code: [Select]
Value 167 Attach MISC_chemical_components.x Texture 0 MISC_chemical_components.tga Link R_Handle_1 Scale 2.7
 Value 56 Attach MISC_dogtag.x Texture 0 MISC_dogtag.tga Link R_Handle_1 Scale 0.05
 Value 141 Attach MISC_children_of_cathedral_badge.x Texture 0 MISC_CoC_badge_black.tga Link R_Handle_1 Scale 0.3
 Value 142 Attach MISC_children_of_cathedral_badge.x Texture 0 MISC_CoC_badge_red.tga Link R_Handle_1 Scale 0.3
 Value 413 Attach MISC_stables_badge.x Texture 0 MISC_stables_badge.tga Link R_Handle_1 Scale 0.3
 Value 341 Attach MISC_ncr_sheriff_badge.x Texture 0 MISC_ncr_sheriff_badge.tga Link R_Handle_1 Scale 0.2
 Value 342 Attach MISC_ncr_ranger_pin.x Texture 0 MISC_ncr_ranger_pin.tga Link R_Handle_1 Scale 0.15
 Value 445 Attach MISC_sheriff_badge.x Texture 0 MISC_sheriff_badge.tga Link R_Handle_1 Scale 0.03
 Value 105 Attach MISC_special_key.x Texture 0 MISC_special_key.tga Link R_Handle_1 Scale 0.25
 Value 438 Attach MISC_tribal_key.x Texture 0 MISC_tribal_key.tga Link R_Handle_1 Scale 0.15
 Value 83 Attach MISC_multiple_keys_ring.x Texture 0 MISC_multiple_keys_ring.tga Link R_Handle_1 Scale 0.1
 Value 414 Attach MISC_key.x Texture 0 MISC_key_copper.tga Link R_Handle_1 Scale 0.5
 Value 456 Attach MISC_key.x Texture 0 MISC_multiple_keys_ring.tga Link R_Handle_1 Scale 0.5
 Value 495 Attach MISC_presidental_key.x Texture 0 MISC_presidental_key.tga Link R_Handle_1 Scale 0.3
 Value 492 Attach MISC_tanker_fob_key.x Texture 0 MISC_tanker_fob_key.tga Link R_Handle_1 Scale 0.1
 Value 96 Attach MISC_pass_key.x Texture 0 MISC_pass_key_red.tga Link R_Handle_1 Scale 0.15
 Value 97 Attach MISC_pass_key.x Texture 0 MISC_pass_key_blue.tga Link R_Handle_1 Scale 0.15
 Value 223 Attach MISC_pass_key.x Texture 0 MISC_pass_key_yellow.tga Link R_Handle_1 Scale 0.15
 Value 444 Attach MISC_raiders_map.x Texture 0 MISC_raiders_map.tga Link R_Handle_1 Scale 1
 Value 256 Attach MISC_false_citizenship.x Texture 0 MISC_false_citizenship.tga Link R_Handle_1 Scale 1
 Value 263 Attach MISC_slag_message.x Texture 0 MISC_slag_message.tga Link R_Handle_1 Scale 0.4

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