is the hair stile made from a separate mesh, or you must make it with the head too?Separate mesh. But as for now - someone said that we might use Van Buren hairstyles after making them compatible(positioning and stuff)
Engine, we need to do stuff with the engine not the models.
Like muzzle flash, man. Jesus.1. Low priority
1. Low priority
2. Almost no use
3. Muzzle flashes will be quite small detail (unless someone is actually going to make it huge) and therefore, different muzzle flash isn't necessary.
Doesn't it look funny to anyone else when a 3D model is standing near a 2D NPC? Especially with the Texture differences, the overall dimensions, the lack of shadowing for the 3D model...That's an old screen. ALL human models will be 3D. That screen uses Van Burens' models. The models have shadows - notice that the 3D guy has a table near him which makes the shadow invisible. Your post is invalid and contains problems that are being solved already (missing textures etc.)
In my honest opinion, the 3D models kind of seem like overkill by comparison to NPCs. What will they look like if all the critters are also left in 2D?
(http://i1186.photobucket.com/albums/z367/keepinitwolf/problems.gif)
If you would read back, I was referring to the rockets and laser beams, etc. Things like that. They would look pretty dumb having a 2d rocket with pixelated flame coming out of a 3D rocket launcher with a 3D character doing the shooting, now wouldnt it?Oh... umm... I don't know, ask Lexx ;D
Your post is invalid and contains problems
I have a better idea. Use the FAQ topic, this one is getting too much cluttered.
Yes. Cryptopsy, second warning in three days...
Anyways, I havent seen anywhere where anyone has made a 3D model of any citizens. I havent seen any doctors or townspeople or anything like that; kids... etc.
You're on an Internet powertrip.It is not a coincidence if Gray did warn you in another thread. But maybe we are both in a "fonline powertrip". Now, next time you want to talk directly to me you can send me a PM.
You warned me for not using a search function last time.
Now you warn me for speaking of 3D modeling in a 3D modeling thread? Dude. CHILL OUT. It's a FOnline forum, not the Third Reich.
i can't save with 3Ds Max 2009 in .obj, only in .max and .chr, what to chose?Don't SAVE, use export instead.
Don't SAVE, use export instead.how?
how?Look down under the "save". There is an "export" menu.
When Karpov's model will done? How many animations still needed to be done? When can we play in SDK with it?When it's done.
Possible, with new scenery stuff. But doing this in NCR is like sitting down in Baghdad and waiting for a suicide bomber.
stupid question, but whether the inventory icon will be 3D?No.
Just a word on the muzzle flash.I was thinking about that. It's really a good solution. There is no need for particle effect, but character flash-lighting is still needed.
(http://img442.imageshack.us/img442/5479/flashd.gif)
This is what's called in the industry a billboard effect. One quad always facing the camera, but since the camera is always fixed in one position there is no point in that. It's just a "spirit".
I don't see any need for true particle effects (that is with a physical simulation, collisions, affected by wind etc) just some pre-baked images.
No.I was thinking about that. It's really a good solution. There is no need for particle effect, but character flash-lighting is still needed.
Can't that be made with actual dynamic lights?It should be
how can we make an UV map in 3Ds Max 2009 and 2010?By "Unwrap UVW" modifier.
-can a full screen, post-processing filter be used (bloom, ink, blur)?
I also have some nice explosions that I can give away, are there any plans to remake the original blasts?
Some random questions.
-is there room in the rendering pipeline for shaders(per pixel ligth, shine, glow, normal maps)?
-can a full screen, post-processing filter be used (bloom, ink, blur)?
-is texture compression used? What kind?
-what is the prefered image format(tga, png, dds...)?
-what about alpha? 1 bit (black-white), 4 bit, 8 bit (256 grayscale) or none at all? In what mode is it used? Would two transparent layers be correcty visible?
-how would animated particle-like effects work? One image-one file, all images side by side in one file (atlas), or a gif-like format from fallout?
I also have some nice explosions that I can give away, are there any plans to remake the original blasts?
Sorry for annoying question but how many animations are done? How many are making?
I disabled the Running, using, and picking up with weapon in hand, just like in the original game, for now of course.
I won't make additional or special death animations yet.
Well when death animations start being worked on, please don't haunt us with a new "hole in torso" animation for a eyeshot death just like in the original games :P
To be honest, I don't even think it's bad. Running with guns and stuff will need a lot more attention to animation and I don't really think it's that much worth to spend time on it right now. Even weapons visible on back - while interesting first - might be better not to be visible. At least that's my opinion on this.Although running with gun is an individual animation, the weapon on the back is just an attached object. It's not even the similar things. Running with gun requires as many animation sets as there are different weapon holding types. Weapon on the back requires almost nothing.
We need a hole in torso, as well as brain explosion.
Hole in torso is ok if you actually get hit in the torso, but not if you suffer a critical shot in your eyes, which is what happened in the original Fallout games.It isn't only happens in original Fallout games. Yesterday, while playing FNV I've mentioned the same thing (shooting torso causes brain explosion etc.). So, I'd prefer to leave it as it is, and consider it a legacy of the original.
while playing FNV I've mentioned the same thing (shooting torso causes brain explosion etc.)
I think you accidentally hit the head then, because else it does not happen in the game.I'm pretty sure I didn't. Coz it was rather a groin shot, than a torso (I mean bottom part of torso). Maybe there's still a small chace to get such effect just like in the original games?
Is it possible get 3D Karpov models with all clothes into SDK? When will it be implement into SDK?It is possible. It will be implemented when it's done, but not 100%sure.
Where do you set your seams for UV usually on human mesh?From what I know the most popular layout is a pelt with cut hands, feet and head. The seams go down the spine on the inside of legs, the arms have the seam on the uper side. The head has a seam on the back if the face will be animated then the lips are cut to have a hole. Hands (and feet) are just planar from top and bottom and joint on the outside (by the little finger) for hi-poly every finger is unwraped.
Will there be some kind of effect / layer or what ever it is called which could pixelate the 3D models in-game? Just to make them look more like 2D sprites.
Is it possible get 3D Karpov models with all clothes into SDK? When will it be implement into SDK?
What is SDK?server development kit or something
serversoftware development kit or something
it basicly gives you all the tools needed to make your own server and game
NEW QUESTION:
In order for these 3D models to become in effect, will a wipe be necessary or just a HUGE update?
Like we will need to recreate our chars (to be able to customize them), I guess there will be a wipe.
Perhaps, if someone knows about Shader language. I hope we can do anything about it sometime, because there are many other useful effects besides postprocessing, like alpha layers, or specularity.It'd look like censor stuff :>
Is anyone working on specular lighting and targeting contours?Do you mean something like that?
Normal and paralax bump mapping...
Stopped reading here. Bump mapping is evil!!! It eats very much of your computer resources, it requires a whole lot of time to code in, it won't be noticabble on such small models, and it would be easier to actually make that small bump in the model itself, as it would require less computer resources and wouldn't take so long. Besides, bump mapping needs other shader features, it cannot work if there is no specual lighting for example. NO, NO and a huge NO again!No it does not. And TBH normals should be made for PA/APA, because they can really make a difference there. Deathclaw and other big critters might have it as well. And it'd definetly be must-have for supermutants if they are in 3D, because of their skin requiring so.
on such small modelsActually, the effect is done for every pixel, so obviously less pixels there are the faster it is.
I was thinking about 3D eviorments...does the engine support this?
Yes, the engine does support this. But we aren't going to add 3d scenery.because it will probably be a hell lot Laggy
because it will probably be a hell lot Laggy
UDK?
IIRC Lagmaster use Udk to make his 3D models.Been with him on Skype, using screen share, never seen him use it, I've seen him using 3DMax tho... Well, I think it was 3DMax...
But I guess that will require a special mapper yes?
The FOnline engine is based on van buren engines yes?
The FOnline engine is based on van buren engines yes?Where in the hell did you get that information? FOnline engine is based on nothing, it's made from scratch.
Been with him on Skype, using screen share, never seen him use it, I've seen him using 3DMax tho... Well, I think it was 3DMax...cuz i do not have it on my laptop, but i made a small level with UDK to learn the basics
Actually if we are talking about stuff like full3D world - 360 camera, zooming, camera pitching and such like stuff, then yes, we would need a little upgrade to the engine/mapper.Where in the hell did you get that information? FOnline engine is based on nothing, it's made from scratch.
I can work on female skintones+tattoos later this month when I'll have more spare time. The second thing I need, except free time, is pretty much done basic skin for females.Here you go, the original and my abandoned WIP rendered into the default UV layout.
Cheers.
The game will be made fully 3D.But not anytime sooner.
Oh please Lexx.....Let's just can it for now.
(http://t1.gstatic.com/images?q=tbn:ANd9GcQN_wqV7s4PNtSfw2gZZT5jOPfAx0FpSx5NoqNIFPcrQe0tXWOd)
A small question. 3D is not in the Fallout 1 and 2 games. Why are we adding it? It's going to start feeling not at all like the good old classic games.
In classic fallouts the characters and animations are ... I think some sort of really detailed clay figures
it's because not all models in the classic fallouts were finished. But we could not possibly finish it with such little manpower and resources in such a form, therefore we have to change everything to 3D which is 10x easier/faster afaik. I have no experience in this so I'm just going off from what I've heard.
In classic fallouts the characters and animations are ... I think some sort of really detailed clay figures, pic by pic taken and put in as your classic animations/models. Thus you have your Vault dweller model/animations, punk raiders, etc.
They WERE finished. They are just old, and are crappy in our standards. Doesn't mean we have to get rid of old school fallout. If you want 3D fallout, go play the Bethesda ones (Bethesda rules, not saying they suck.)
To make this post an actual question and not just me being a ranting noob, don't you think there should be an option to switch between the old graphics and the new? You can in Runescape.
If they can do it, we can too! Lol. It'd appeal to nostalgia freaks like me.
If you don't want 3D make your own server there is the SDK and the tutorials on how to make it.
They WERE finished. They are just old, and are crappy in our standards. Doesn't mean we have to get rid of old school fallout. If you want 3D fallout, go play (...)
one day we will have new 3D engine with 360 option, fans' models and maybe new world in 3D but it might be IN THE FUTURE
Not in 2238, as was said already a few times.
They WERE finished. They are just old, and are crappy in our standards. Doesn't mean we have to get rid of old school fallout. If you want 3D fallout, go play the Bethesda ones (Bethesda rules, not saying they suck.)Can a punk raider girl wield a minigun? Can a red haired vault dweller woman wield a SMG? Or even wear armor?
A small question. 3D is not in the Fallout 1 and 2 games. Why are we adding it? It's going to start feeling not at all like the good old classic games.A small answer. Because 3D is much easy to customize. Original fallout engine is not suitable for MMORPG, it is completely exhausted already. Adding new critters is a hell long laborious process. Adding new animations for all critters is nearly impossible.
P.S. and a little correction: you do not adding 3D, we do it.
it's because not all models in the classic fallouts were finished.False
But we could not possibly finish it with such little manpower and resources in such a form, therefore we have to change everything to 3D which is 10x easier/faster afaik. I have no experience in this so I'm just going off from what I've heard.In this case, the one who told you this information must correct himself. False information, see Lexx's post for the true reason.
In classic fallouts the characters and animations are ... I think some sort of really detailed clay figures, pic by pic taken and put in as your classic animations/models. Thus you have your Vault dweller model/animations, punk raiders, etc.False again... Clay figures were used for the talking heads only, which were later scanned with a laser thus the laser makes an EXACT copy of the clay model on your computer in full 3D. Then, the 3D "clay" model got a texture, later getting all the animations. Once all the animations were done (they were quite stiff by the way) they took screenshots and then put these screens together making a 2D animation play. Player/other NPC was made in 3D only, no clay models for it, and again, the texture, the stiff animation then being converted into 2D sprites. Yes, there are also some 3D cutscenes, it is unknown for me how that was made tho.
I'm trying to use Ranger Armor but as you can see... Something is going wrong... Any idea ?
# Body
Layer 3
Value 6 Root Attach armor_male_combatranger.fo3d
# Head
Layer 6
Value 25 Root Attach Armor_male_combatrangerhelmet.x
case PID_HARDENED_POWER_ARMOR:
bodyAtr = 6;
headAtr = 25;
break;
You don't need to modify anything in it to make it work properly. All armors mentioned here (http://www.fo2238.fodev.net/wiki/3d_armors_development_tracker) as uploaded will be working on the SDK if you just paste it to the client/data/art folder.The last one sir. Also I'm not using those models with internal commands like ~run debug blablabla I'm trying to attach them to items. Maybe I'm doing something wrong since I'm not using _FOHuman.fo3d.
Also, which SDK revision do you use?
You have to use _FOHuman.fo3d, because that's the main character mesh.
Forget about the VBHuman! It's not used! Use the FOHuman only!VBHuman is used defaulty by SDK. Also i don't know if client launch fo3d files automatically, that's why I asked if replacing VBHuman content by FOHuman's one was required.
The visual quality of the critters never was the reason for us to go for 3d models. It's solely the customization aspect and nothing else. Especially because we want to try to make the 3d models look like the original 2d critters, the above logic (old graphic = sux, nobody wants it) is invalid.
Not in 2238, as was said already a few times.
since the original models of fallout where made initially in 3D and then renderized (like many other games) there is a posibility to renderize (yes i know it dont writes like that) the new 3D models, in a faster and not manually way, for keep the look of the old ones?Inasmuch as sprites were rendered from 3D models, it is possible to make 3D models unrecognizable similar to sprites unless they are static. In dynamic they in any case will look better because of smooth 3D animation and fixed 2D framerate (10 frames/sec, speaking about Fallout sprites).
Humans should get some bonus while using Melee/Unarmed (can use any type of weapon)
I don't see any new Karpov's movie about animations. Does it complete?
If you want to know my opinion - SM shouldn't be able to use small guns, same goes to ghouls, which shouldn't be able to pick up a big gun or energy weapon. Like in many MMO, in Fonline humans should be something universal, a gold middle between other "races". Though, when 3D will be implemented, I believe that it's a pretty good idea to give humans some disadvantages according to others:
For example:
Super mutants should get some bonus while using BigGuns/Energy (can't use anything except BG/EW)
Ghouls should get some bonus while using SmallGuns (can't use anything except SG)
Humans should get some bonus while using Melee/Unarmed (can use any type of weapon)
is it possible that models will look more detail in 100% normal look in game?Both are possible, but not simultaneously. Shaders could be used to make 3D character look pixelated, so it would fit the game better in general, but in that case it would look awful at a close distance (just like it is right now without of 3D).
Second, is that possible make models more similar to 2D enviroment?
but in that case it would look awful at a close distance (just like it is right now without of 3D).
Such a shader will be used later (if someone finds the time to do it :P ).
I honestly hope, that no one will find a single minute for it. These models look great as they are now.
I like the pixelated look.Just switch off anti-aliasing.
Both are possible, but not simultaneously. Shaders could be used to make 3D character look pixelated, so it would fit the game better in general, but in that case it would look awful at a close distance (just like it is right now without of 3D).
Check this topic (http://fodev.net/forum/index.php?topic=13902.0) for more info. Also, this (http://lmgtfy.com/?q=3D+modelling+tutorial) should help.
Not this. I want use fonline options foconfig.cfg or something for make 3D fitter to enviroment.Answered before on this page. It's isn't implemented, thus not possible now.
A) Their characters will be able to cuztimise and pass to 3d?
B) Will stay in 2d in a way to show old players?
C) There will be a wipe?
Also i would like to know, cause neither the developers video and the van buren show "gore" deaths, i wanna know if there will be Blood mess death style in 3d
P.S. Please next time use this topic if you have any questions about 3D development, instead of creating a separate one.yes, also have fun in 2D
I had a few questions about 3D in Fonline: 2238:1. When everything will be done.
1: When it should be implemented?
2: What programs are used to make the models, ect? (i personally dont have any experience, but might have some friends with)
3: To make things simplier, you coulndt just rip off half of the models from Fallout 3 Tech Demo? (for fallout 3 i mean Van Buren, not bethesda crap)
i think it's everything for now.
I had a few questions about 3D in Fonline: 2238:The first 2 questions: Use search.
1: When it should be implemented?
2: What programs are used to make the models, ect? (i personally dont have any experience, but might have some friends with)
3: To make things simplier, you coulndt just rip off half of the models from Fallout 3 Tech Demo? (for fallout 3 i mean Van Buren, not bethesda crap)
i think it's everything for now.
Why dont you add already finished contenent?
However, another one: Why dont you add already finished contenent? Like the male PC (from Van Buren, maybe with modifies to use F2 guns)Those models have missing animations and missing armor models (for example the metal armor and Advanced Power Armor).
Those models have missing animations and missing armor models (for example the metal armor and Advanced Power Armor).Actually, only robe and leather armor are missing for them. I've made all other armors before Karpov appears with his awesome but incompatible animations. I has to adapt that models.
Actually, only robe and leather armor are missing for them. I've made all other armors before Karpov appears with his awesome but incompatible animations. I has to adapt that models.Damn, missed out that one >.<
Is there any way I can get a model in .obj?
just out of curiosity: how are you planning on tackling the gore deaths? If the engine uses the 3D models in real time (which I suppose it does, since otherwise the polycount would be pointless), it will be quite difficult to animate a destruction of the armor/body without going crazy with the polycount.OK. Gore deaths:
oh no problem at all!!, i was just curious if model substitution was possible :PEvery armor change is a model substitution ;)
great news
and what about rendering a sprite for the final frame of the animation? and then using that sprite to maintain the dead body (in order to remove the 3D model?It is possible, but it is a step back and an odd work. Models and animation should be prepared for the rendering anyway, so why not to use them for real-time 3D rendering?
Is it possible? Would it save memory cost?, my guess is that it would, so there would be fewer polygons to render on screen, but I am no coder :P
4. Plasma melt. Keep 2d Animation. What? It looks the same for all armors!
But it doesn't :(Maybe I'm glitching, but I remember another more simple animation.
(http://www.patmax.eu/I3/110529112203.gif)
Unless I misunderstood you?
(http://www.patmax.eu/I3/110529112203.gif)
Some of them looks so professional, but there are some graphics, that i would replace with oryginal.No problem. If you will provide us the original 3D models of that items - we shall replace them.
Sorry for that, but they look like plastic toys for lego and should be reworked.You have forgotten about the in-game zoom. With proper zoom they will looks just as good as all others.
The next thing is animations. I hope that they will not look like sims 1, meybe try to cut fps to look them more "falloutish".I'm not certain... you want us to decrease animation quality just to make it looks like jerky 10-frames/sec original sprites? Smooth animation is too good for you?
Any plans about muties, ghouls and long haired wastelander?Try to search along the forum.
[Text, links, pictures and other stuff here]Go make some yourself :P However, I can agree about the sledge, it looks like it has no texture at all :P
You have forgotten about the in-game zoom. With proper zoom they will looks just as good as all others.They will not, that's why textures deserve some love.
They will not, that's why textures deserve some love.(http://img3.imageshack.us/img3/1628/sniperriflefake.png)(http://img151.imageshack.us/img151/7654/plasmariflefake.png)
No problem. If you will provide us the original 3D models of that items - we shall replace them.You have forgotten about the in-game zoom. With proper zoom they will looks just as good as all others.I'm not certain... you want us to decrease animation quality just to make it looks like jerky 10-frames/sec original sprites? Smooth animation is too good for you?Try to search along the forum.
Yea, this "jerky 10-frames/sec" IS FALLOUTISH
I'd prefer the old wonky running animation as well. New one looks too smooth.I'm glad that fallout was at least in SVGA mode.
(http://img3.imageshack.us/img3/1628/sniperriflefake.png)(http://img151.imageshack.us/img151/7654/plasmariflefake.png)You've just posted guns I said were ok :> (missing specular, which is more obvious when object is moving or rotating). And note how far from original PA 'textures' are. Try sledgehammer thing.
Screens made in photoshop (I haven't neither 3D client nor time to make real ones), but it will lookls the same.
I'd prefer the old wonky running animation as well. New one looks too smooth.Reminds me how I had a pause, and was wondering why the game is so choppy, somewhat later I realised it's not fault of my config...
3. Yea, this "jerky 10-frames/sec" IS FALLOUTISHSo Fallout intro is not "FALLOUTISH", okay...
Question:MB environmental armor?
Will some armors include helmet without posbility to replace it?
The helmet is part of the oxygen system, removing it would imply to take off the tanks on the back, and that would ruin the main purpose of the environmental armor. The rest of the helmets are in a separate layer and can be removed.The same would be for power armors :<.
I don't like the idea of separating headgear from items which already had it on their sprites (robes, CA, PA), esp. as it will result in tutti frutti where people wear CA helmets to leather jacket or any other ridiculous combination.
You won't see that. For the same reason that you don't see someone with a BA and a mauser : if you go for high gear, it's totally or it's a waste. Also, this is ugly, so nobody will wear those together if it doesn't look good.
So let's say I'd make a custom 2048x2048 texture for a model I like (or a model with 10k polygons). It's far too big for some people with a bad gpu, but my machine can handle that, it has 0.0% chances of getting into the official release. If files are checked I could not use my custom texture. You can have a custom interface so why not a custom model/texture? The advantage of having a red-coloured ba guy is (at least for me) insignificant. Besides, if anyone can colour the textures as they please, nobody has a real advantage.it can chek size or codes inside file... but i think programm can check image. and its very easy to make image with same size and color quantiny (256 or etc). and problem is - edit file and make it really look-like-same is not a big problem too.
Anyone know of a good directx (.x) model viewer?
What is progress about models, animations and other stuff 3D?
When the 3D will be released,we will start a new game?
Could we have a spit of date of the 3D's release?
Question: Will sitting, laying, crawling and other animations of that kind will be added?
Answer: Yes, they are on to-do list
How many armors and all do we have made so far?Check Graf's 3D armor tracker.
Is there a thread with a count or list on how many are done as of yet?
Is there any way to "refresh" textures in the SDK, without having to quit and restart? Would help a lot with the "check texture in game, adjust texture, save texture, check texture in game" sort of thing.
Noticed it on my old computer too.I've heard about FPS issues with highlights as well. Not that I've encountered them myself though.
2D critters only: 60fps
3D critters and or no 2D critters: 50fps
3D critters only after pressing A: 25 fps
3D critters with 2D critters: 20 fps
What is multisampling anyway?
As far as character customization goes in the new 3d engine, will it be like tactics, where you can choose hair color, etc?Yes, it is just like having the same hair model and just apply it a different colored texture.
Yes, it is just like having the same hair model and just apply it a different colored texture.
Anyway, I do hope we can have a beard option.
yeah, and if you are a ghoul your str and ch will be limited, but you can go over 10 with PE,Int, no?Source? Devs have said there will be playable races when 3D era comes, but they didn't mention anything about stat changes or anything.
or SM have bonus to DR/DT but have limited CH/Int
and why not racial traints(for all, including dwarf and junkys
Source? Devs have said there will be playable races when 3D era comes, but they didn't mention anything about stat changes or anything.Isn't it obvious that ghouls have different abilities? Solar said numerous times different races will be available along 3D era.
Access_admin=password
~getaccess admin password
What is the progress of work on models?Graf or someone else made few very nice summaries, and I believe we'll get one in next few weeks after more things will come to an end.
When will update revision?
How can I help? My suggestions are unlikely to be taken into the game so how can I help?
What the hell are shaders? Can someone explain me what models ook like when shaders will be completed?
Ah, yes it does make more sense to me now. However I tried '~param 0 153 9' and '~run debug SetCritParam 0 153 9' both of which just made my character naked... I even re-downloaded the SDK and it didn't work, I think that I'll just get to know the current build for now. Thank you all for your help.
P.S. - Does the line 'Value 9 Root DisableSubset 0-1-2-3-4-5-6-7-8 Attach Armor_APA.x' have anything to do with why it may not be working? Because the Power Armour didn't work either and it has the same subsets disabled.
We esteem every author's opinion and generally following the creative commons licence (http://en.wikipedia.org/wiki/Creative_Commons_licenses). So, once everything is done, all work will be made public, unless some author forbids the use of their work somewhere except 2238 server. But I doubt that this will happen, so most likely you'll be able to use all work, by not forgetting to follow simple rules.
there is Sculptris also - free alternative for Zbrush from same companyHigh-poly stuff. Not really what we need now.
[...]When I've got a bit more time (a week or two), I might upload "my working copy" of the SDK somewhere, i.e. whole client / server / FO3D SDK / my additions / alterations etc. That should help a bit with testing, for you and other people.
I have 3D model in 3D studio max how me it to convert in .х without skeleton loss?
How open base human in wings?Open wings, under "file" there should be import, select the extension the model uses (usually .obj or .3ds), find the model where you saved it and it should pop up. Wings can't open .x files (but can export those though ;D ) since Wings doesn't support armature, animations and stuff.
I got message when I try opening " Read failed: no such file or directory". I got Wings 1.4.1
Not open again this same error.Check if the model is not corrupt or your Wings has installed fully (re-install may help).
Check if the model is not corrupt or your Wings has installed fully (re-install may help).
Probably a dumb question but.How long,after all of the models have been uploaded,will it take to actually implement 3d into the game?O O, I know the answer!!!!
Probably a dumb question but.How long,after all of the models have been uploaded,will it take to actually implement 3d into the game?Depends. If it is a piece of armor or anything else you can wear, then it requires rigging to the human model itself and you can pretty much kick it into the game. But if you mean when will all the scripts show up to allow us to get these things like clothes in the game without using admin commands and other nonesense of which I understand absolutely nothing, then nobody really knows.
O O, I know the answer!!!!Please cut this bullshit... It's not even relevant to the question and blatantly bombarding every post with a question that includes "When" or "How long" with the answer SOON(tm) is old and by that I can easily tell you are very easily affected by crowd, therefore, you dream for an iPhone/iPad or any other Apple product (if you don't have one already) and you generally become extremely stereotypical which ofcourse then leads to you and other million people that are inhabitants of this planet (presuming you do live on Earth) are comparable to retards.
No I meant after all of the armors/guns/critters are complete how long will it take to actually implement them all into the game?They must be animated, the ingame render with effects should be done, they must be scripted so the correct model distribution will work... The most easy answer is "a while".
No I meant after all of the armors/guns/critters are complete how long will it take to actually implement them all into the game?Which pretty much refers to -
If you mean when will all the scripts show up to allow us to get these things like clothes in the game without using admin commands and other nonesense of which I understand absolutely nothing, then nobody really knows.And yet again concludes us to -
Nobody really knows.
The animation timing thing is a problem which we don't know how to solve yet.But it has been like that since the start of FOnline...
Sooo, a week? A month?
Is there other projects than 2238 that use 3d?
Is there other projects than 2238 that use 3d?
Is anyone doing anything related to 3d atm?I'd also like to get an answer for this question.
There's also quite a bit of missing knowledge in places, for example :
- Getting normal maps working.
- How the gory death animations would work with armour (I believe we may have to make a "broken up" version of every armour item, that separates in the same way as the "death body").
- Bit of confusion about the models not quite working in newer revisions of the SDK.
-Stuff to do with linking all the models up to actual in-game objects.(I'm sort of looking at this part at the moment)
- The problem with the "action" occurring at the start of the animation, so the enemy is shot before the gun is fully raised to fire.
In a sense, those are all things that we either need someone to look at, or a lot of people to help with. At the moment, they're beyond my abilities and beyond my available free time. It's not as much fun as designing and making models, but it's needed to make it all work.
Will there be graphics stress tests as mass-PvP-events? Because it would be a good opportunity to gather feedback from many people using different hardware setups.This must be done.Game lags a lot during pvp events (for me at least)with 3d it will probably be pretty bad.
This looks promising, Mr.Karpov, but you should also check the FPS with that crowd dancing or playing any other animation.
Is it dead or no? :'(What? The whole 3D project? No, not dead. As long as repository exist and being updated, it's alive and well.