Power Armor Female Reshape Gray
I don't think female power armor has to be reshaped. It's a big, massive armor after all. Wouldn't make much sense if you could see boobs through it, etc. Same with robe, which was used in the original game as androgyn model as well (though, this one might be debatable).I can agree on that.
Texturing :P
Advanced Power Armor Male Modelling Gray
I don't think female power armor has to be reshaped. It's a big, massive armor after all. Wouldn't make much sense if you could see boobs through it, etc. Same with robe, which was used in the original game as androgyn model as well (though, this one might be debatable).
I think those are not bullets but stitches - on the other hand i dont think you would see much of a difference from iso view[...]
[...]the boots are to.. hmm massive?
Brown stuff looks more like a dirt to me. Can't tell about that green thing. It might be some kind of dirt as well or kind of belt(this one on the chest)
You did very nice job here. Maybe little more dirt on pants and boots as well? :P
It's more a V than ||This
It's more a V than ||
Yes, the power armor is the only armor that works fine using the same model. The difference between the girl in PA and the man in PA is that the girl has a different Idle pose. Which looks strange, but maybe because I am not used to it.
What about the environmental armor? That probably could use the same model.
Gettin kinda picky, aren't we?
If it should look like the original model, yes of course.
We can finally make the ugly mobsters in reno look like normal persons.
+1 With PA/APA since it's a personal tank, but i think that female robe model should be made since you would expect to see the difference between a guy in robe and a chick in robe. Hmm?There are some differences. The major one is... a head when helm is off. Head is a part or model, so it's a minimum needs to be done. I'll try to do something with proportions as well. It's tricky, but possible.
(http://desmond.imageshack.us/Himg25/scaled.php?server=25&filename=powerarmor.jpg&res=gal)
Btw. I think the combat armor still needs it's backpack. Should be done as extra model and later attached to the armor.Backpack may be added by layer, it's not necessary to overload base model.
(http://desmond.imageshack.us/Himg25/scaled.php?server=25&filename=powerarmor.jpg&res=gal)(http://www.fo2238.fodev.net/wiki/images/4/49/Hapowraa_sw.gif)
He looks silly.
Backpack may be added by layer, it's not necessary to overload base model.
I've made final (I hope ::)) reshape of APA. Now I can start texturing it.
Backpack may be added by layer, it's not necessary to overload base model.
Very good! Damn, I wanted to make CLJ myself, but didn't have Karpovs model so... yeah, failed.
One more sleepless night.
*Picture of APA*
2600 tris total.
Not really possible, because it will give problems with the anatomy. The power armor in the original games is wrong in that point-- no human could ever wear it.
Is it possible to make the power armors bigger than other armors? Just like they are little bit bigger in original sprites. Now it looks a bit funny:Yes, that scaling is a pin in ass. Sprites of PA and APA just scaled up to 110% without any structural changes justifying this scale. This is done to emphasize their originality, but the way how it's done (it's just zoomed >:() do not allow me normal way to do it looking good in 3D. I will try anyway.
(http://desmond.imageshack.us/Himg258/scaled.php?server=258&filename=metalarmor.jpg&res=gal) (http://img406.imageshack.us/img406/1107/metalarmor.jpg)(http://desmond.imageshack.us/Himg25/scaled.php?server=25&filename=powerarmor.jpg&res=gal) (http://img25.imageshack.us/img25/7776/powerarmor.jpg)
Sorry, I'd already started on it :-(
What about other clothes/armors that are in original games? For example some gangsters in New Reno have that leather/jeans outfit with some sort of bandana etc. I asume that the new texture could do the trick, on the other hand it might not be enough.AFAIK we're going to model/texture fluffy stuff(Common clothes and other things) as well. That's what customization is for :D
AFAIK we're going to model/texture fluffy stuff(Common clothes and other things) as well. That's what customization is for :D
Lexx - how about new characters? No more Vault Suit for them, ye? With 3d models we can start "naked" or whatever. ]:>
Vault suit should be an unique fluffy item! No moar hordes of bluesuits!
Lexx - how about new characters? No more Vault Suit for them, ye? With 3d models we can start "naked" or whatever. ]:>
You start with pants, yes. I've also planned to add clothes to the game world that have nearly no stats and are just for look-- casual wear, etc. Stuff that the bums in the game wear and so on.
Added the Combat Jacket. Good work Luther Blisset.
http://www.youtube.com/watch?v=jrEI1X5xyq8
Clothing shop and clothes without stats wouldnt pass into Falloutish world it would be another step to gereric MMO to players but from Fallout as we know it, too much customization can ruin the atmosphere.
Even if I think that models are mostly awesome, I still think the walking/running animations are bad. The guy seem to go too fast and/or move are exagerated.I agree, they need more love.
Even if I think that models are mostly awesome, I still think the walking/running animations are bad. The guy seem to go too fast and/or move are exagerated.same thing. as for me, walking animation are alright, but something is wrong with runing.
It's the bigger scalled model? Because I think he looks unnatural big.
Works fine but there is an area in the upper arm that needs to be fixed, separating that lower shoulder plates from the arm might work.Lower shoulders designed as a part of upper arms, just animate them together and it will be fine. The same problem has PA. I've designed lower shoulders as movable, but they are a part of shoulder mesh and not affected by upper arms. Designing the APA, I was trying to avoid that problem and made them as a part of arm, but with the same result :)
It's the bigger scalled model? Because I think he looks unnatural big.I don't think so. Can't be sure until it will be compared with sprite APA. I've made it scaled, maybe it was scaled in the game twice?
Another thing about it, I don't know if this matters as of now but, a Male is in the armor right? Why is he walking like a girl?
Pay close attention at 0:07-0:11, and then when he undos the helmet a male is inside.
I guess thing is what Karpov said: "Works fine but there is an area in the upper arm that needs to be fixed".
If the armor looks too big, simply scale it bit smaller. But IMO, it should be bigger than other armors, as it is in original sprites. This makes the char look more powerful.
Anyway, the armor doesn't need to be much bigger, our eyes will recognize even little change in the size.
It seems that APA doesn't looks much worse after reducing number of polygons by 2.Umm.... I don't even understand what happend to his helmet :/
Umm.... I don't even understand what happend to his helmet :/Helmet and everything else is ok. The only problem is that after reducing number of polygons, texture should be fixed.
If the armor looks too big, simply scale it bit smaller. But IMO, it should be bigger than other armors, as it is in original sprites. This makes the char look more powerful.
The armor is made with 110% scale of normal human.It should be exactly 110% of human size. Not more, not less.
It seems that APA doesn't looks much worse after reducing number of polygons by 2.In static only.
(http://img543.imageshack.us/img543/8092/combatarmor.jpg)Belt pouches blends with pants. I made them green.
There's no sense in optimizing PA/APA further.Ok, boss ;)
I have PC that handles Crysis and whatever easily for example.
That looks really nice! It could be little bit darker though. Great job anyway. :)
Is it possible to make the power armors bigger than other armors? Just like they are little bit bigger in original sprites. Now it looks a bit funny:
(http://desmond.imageshack.us/Himg258/scaled.php?server=258&filename=metalarmor.jpg&res=gal) (http://img406.imageshack.us/img406/1107/metalarmor.jpg)(http://desmond.imageshack.us/Himg25/scaled.php?server=25&filename=powerarmor.jpg&res=gal) (http://img25.imageshack.us/img25/7776/powerarmor.jpg)
I thought armors had to be like the Fo2 sprites
This looks like the APA should (would?) have done if they'd have been able to.
Yes, it is very similar to the talking heads of APA, but I thought armors had to be like the Fo2 sprites, not Fo2 artworks.This problem was discussed many times. It was concluded, that if Gray would make APA look like in the sprites, then it would be contrary to human physiology. In simple - he/she wouldn't be able to move their arms up, hold weapon correctly and so on.
This problem was discussed many times. It was concluded, that if Gray would make APA look like in the sprites, then it would be contrary to human physiology. In simple - he/she wouldn't be able to move their arms up, hold weapon correctly and so on.OK, that's a good reason indeed. Then I have no problems with it (And I'll gladly wear this armor! ;D).
its just me, or the guy in the CA looks a little fat?If it will be done so, the armor will turn into green-colored vault suit. I just made it a little bulky, even not as much as a real armor.
2 suggestions id like to made:
-reduce the abdomen part.
-the armor pectorals would be higher. i think this its only a texture change. (this also for the leather and metal armor)
I think those are not bullets but stitches - on the other hand i dont think you would see much of a difference from iso view.
I think the model looks really good, but in my opinion the boots are to.. hmm massive?
It's only just visible as a vague light-coloured area on "overzoom", and maybe a pixel or two at standard zoom, so I think ultimately we just use our imaginations :-)
Also, female combat leather jacket is currently being checked with Karpov.
On the left one, the legs look too big compared to the upper body. That's the only thing I can nitpick on it for now. Maybe it's just the perspective, though.
I think they're bullets. Especially seeing as it's a COMBAT Leather Jacket.
I on the other hand think iits a sleeve that original leather jacket didn't have. Anyways - as i said before - i dont think it matters, since details are to small to see if these are bullets or stitches.
No, I agree with you. The left and right have different upper body size but same size legs. The only difference on legs is the wider stance (right.)The power-armor is overally more bulkier - that makes it look just massive and unstoppable.
Power Armor...Well, it's an intricate question. On one hand, we are trying to rebuild sprites in 3D, but on the other hand, sometimes sprites goes too far in their grotesque. If regular fallout character has 3 feet shoulders, PA/APA has all 5 feet. I think, it's really too much. We should feel the edge between following the original and blind copying.
There's been a lot of talk about this. If you ask me I like them when they look as a person in a suit. I already said this, but the only way I have to make them like in the sprites is changing the bone structure, it would not just need a Power Armor but a "Power Skeleton" too. That would be an extra work.
On the left one, the legs look too big compared to the upper body. That's the only thing I can nitpick on it for now. Maybe it's just the perspective, though.I've changed nothing since that time:
The power-armor is overally more bulkier - that makes it look just massive and unstoppable.That's not my point. I understand that fact. just talking about the legs
Wait a bit...
(http://img825.imageshack.us/img825/9982/apacmp.png)
Have you changed a head? It's looks bigger then on my model. It may cause some misunderstanding of its' size.
that stance on the right just looks so much tougher and cooler.The one on the left isn't an animation...
the one on the left looks like a fat robot trying to do a jumping jack
Come to think of it, they MAY be stitches afterall. Seeing as the original LJ didnt have a sleeve there and then the CLJ could've been modeled after it and they just sowed a sleeve on. :)
Not that it makes a damn. Just saying.
that stance on the right just looks so much tougher and cooler.Cryptopsy, please, stop flooding. You are everywhere and your posts are useless a bit more then completely.
That looks really nice! It could be little bit darker though. Great job anyway. :)
Is it possible to make the power armors bigger than other armors? Just like they are little bit bigger in original sprites. Now it looks a bit funny:
(http://desmond.imageshack.us/Himg258/scaled.php?server=258&filename=metalarmor.jpg&res=gal) (http://img406.imageshack.us/img406/1107/metalarmor.jpg)(http://desmond.imageshack.us/Himg25/scaled.php?server=25&filename=powerarmor.jpg&res=gal) (http://img25.imageshack.us/img25/7776/powerarmor.jpg)
Just what I said. That's supposed to be like the "Brotherhood" Power Armor, right?how about adding some rust?
Looks like the tin man.
(http://static.tvtropes.org/pmwiki/pub/images/tin_man.jpg)
how about adding some rust?No rust please.
I'm in the process of test-making an outfit, IF it turns out any good I'll post a pic :P (most likely a civilian clothing, just want your opinion).
If it fails I'd want to get my hands on someones armor so I can do some cross-references, see how it's done.
Dont get your hopes up on my stuff >_> close up looks... a bit blocky and chippy :-X
(http://img510.imageshack.us/img510/992/showcaswe.png) (http://img510.imageshack.us/img510/992/showcaswe.png)
Just took some colours that can display the model in a somewhat good way, think that clothing is actually best as either a suit (just a different texture) or as he is now, normal clothes (shirt + jeans/other material).
But he looks kinda ok far away >_> I'm mostly interested in criticism :P
The only way to make the Power armor bigger is to add it as a new critter with a different skeleton, and make the power armor item give you that skin when you wear it, but I am not sure how custom values for skin tones and such would work.
Added the Combat Jacket. Good work Luther Blisset.
http://www.youtube.com/watch?v=jrEI1X5xyq8
(http://img7.imageshack.us/img7/2161/powerskeleton.png)
Dont get your hopes up on my stuff >_> close up looks... a bit blocky and chippy :-Xlooks good, can you send it to me in .max please(if you can) so i can edit it a bit
(http://img510.imageshack.us/img510/992/showcaswe.png) (http://img510.imageshack.us/img510/992/showcaswe.png)
Just took some colours that can display the model in a somewhat good way, think that clothing is actually best as either a suit (just a different texture) or as he is now, normal clothes (shirt + jeans/other material).
But he looks kinda ok far away >_> I'm mostly interested in criticism :P
Well bikkebakke, as a test I would say it is quite good. The most important thing to make clothing work fine on the game is to keep the original model mesh structure, that means selecting the polygons from the character, duplicate them and then slightly separate them from the character.
The pointy tail is a bit odd - I've never seen a coat like this. Otherwise looks great.click me (http://www.google.ru/images?um=1&hl=ru&newwindow=1&tbs=isch%3A1&sa=1&q=tail-coat&aq=f&aqi=&aql=&oq=) ;)
click me (http://www.google.ru/images?um=1&hl=ru&newwindow=1&tbs=isch%3A1&sa=1&q=tail-coat&aq=f&aqi=&aql=&oq=) ;)
bikkebakke, could you try make gangsta suit?
Going by general mmo standard, this must be a 50AC / DT metal armor. :pThis is a completely metal armor. modelling it, I was listening Heavy Metal ;D
First version was right!Are you referring to the "V" addition they made to the back of the leather armor for the female?
(http://img441.imageshack.us/img441/1134/larmor.png)
Do you mean that untextured part below the big shoulder plate? That does not seem to be visible in the game, maybe because the lower plates are rigged 50% to the upper arm, and 50% to the shoulder, so when you turn the arm 90°, the plates turn 45°.Awesome. I always believed in you ;)
Check the picture in the first post.
Awesome. I always believed in you ;)
Can you do the same with MA and PA lower shoulders, please? The design was in it.
Although looking at it, you can't help but wonder why the pre-war world wanted to protect your shins more than your thighs or your groin.
As all the current main armours were either done or being worked on, I've also been working on a couple of "template" models, for long / short coats. Karpov had suggested I use the long coat model to make this NCR Trooper guy, which I've just finished now :I'm not sure of this model. Can you show it in an isometric view?
http://img526.imageshack.us/img526/6520/ncrprscreen4.png (http://img526.imageshack.us/img526/6520/ncrprscreen4.png)
Although looking at it, you can't help but wonder why the pre-war world wanted to protect your shins more than your thighs or your groin.It's to kick those Canadians. No one wanted to get hurt doing that, so they needed the extra protection.
No problem, here you go :Yes, it's more clear. The gas mask is too flat and something wrong with helmet, can't say particularly. I'll try to rip this armor from FNV to have an example.
Approximate isometric views :
(http://img843.imageshack.us/img843/909/isometrics.png)
i made some sort of "start" for Solar's sugeston
is an reinforced american-shoulder-pad, something like the legionire top part of the armor and it has a cape
but it has some problems with triunghiulation(i can resolve them in UDK, but not in 3DsMax) you can see in the vid
http://www.youtube.com/watch?v=ySfG4uwPrbg
PM me if you are interested in modify-ing it
It won't copy straight over, because the internal UV setup is so different.
Karpov has sent me the model and texture extracted from New VegasI hadn't enough patience to reach the Vegas through all these bugs and crashes >:( Deleted the game after 4 hours. My ripper can grab models only from memory.
I want the model too ::) I can make an inventory icon
The UV Set
Yeah, the UV mapping is a mess, that's my fault. But somehow you managed to work with it very good.
I think this one is going to look very nice in the game. ;)
I'd like to use as less FNV content as possible.We are attempting to use this armor already :)
Why not to use the original texture?
P.S. note the eyes shape.
Leather armor MK2Wow, Ztormi! Awesome!
Leather armor MK2Yes, very well, but i think pant should have a different color with armor, maybe green.
(http://img813.imageshack.us/img813/2769/lamk2render.png)
pistacja made some robes for the woman model. I think they blend quite good into the environment.
(http://desmond.imageshack.us/Himg403/scaled.php?server=403&filename=robepurple.jpg&res=crop) (http://img403.imageshack.us/img403/588/robepurple.jpg)
(http://desmond.imageshack.us/Himg64/scaled.php?server=64&filename=robeholy.jpg&res=crop) (http://img64.imageshack.us/img64/816/robeholy.jpg)
The robe looks good. But maybe the face should be covered more? Looks a bit like a nun right now.Yeah, thought about the same thing. Hood should be little more deeper to cover greater part of face.
Gray, I'm sorry, I missed the female combat armor before, I'm downloading it now.My fault. I've relaxed since I've finished it. I've forgot to PM you as usual.
I don't think we should use the original textures. First, they are too detailed and a big part of that would be lost when resizing. Also , we need a texture that can be seen from far, like the Fallout perspective, and the New Vegas textures ar not prepared for that. I used for the NCR trooper a texture from NV, but when the zoom was not active it looked really flat. And, last but not least, just as Lexx said, we would not want some lawyer to come try to screw up our work :P.Oh, I don't know but this model need lots of work with texture. We can refer to the Fallout NV textures and try make something like this or better :) Anyway how many animations are done and when can we use 3D models? :)
But then why bothering with 3D if we wont add any diversity? Just to make everything in 3d so it looks the same anyway?They won't look the same if you change the texture or color. But adding numerous new differently-shaped armors for every NPC will eventually result in us playing a Fallout-like, looking more like Tactics, not an online Fallout. I like 3D and what it makes possible, but I think the sprites inherited from Fallout should be rendered in 3D as they were in 2D. I wanted to highlight that by changing deeply (more than just the color) for example the BoS scribes' robes, then you also cut the link they had with Fallout - and one day n the future, maybe we'd look around and realize that only the sceneries remind you of Fallout, and we are playing characters and talking to characters that we never met, even in a little different version, in none of the first Fallout games.
Yes, thats why its very important to make good models (resambling the ones from the game) and be careful about adding new.
But what you were writing about isnt a reason to stay ONLY with what we already have. I mean - they didnt make that ammount of chars cause that was all what should be in game, more cause they didn't have time, were to lazy etc. I wouldnt really see adding new chars and models as cutting the link. Also - if that was true, devs shouldnt actually add ANYTHING new to fonline, like train station, NCR Military Base etc. They also shouldn't add a hatchet, since it wasnt there in original Fallout.
All Im saying is that we need a little changes and diversity, the important thing is to be 100% sure that our ideas fit to the G'Old Fallout setting and not just stay with what we have. At least i think so.
Karpov's model are great and lots of falloutish. I love it and it must be implement in 2238 server and SDK.
If someone prefer old 2D - he should select other server etc.
About the known NPCs. Well, It's true that you empathise with the characters, of any game, and specially this one, of course, because we all love it. But, if you think about the new NPCs in Fallout 2, you realize it is just a matter of getting used to it. First time play FO2 and you see those ( Mobsters, Vic, San Fransisco people), you think "what? they are ugly!", but after years and years of playing it over and over again they start to blend and you end up not noticing them at all.
Please, stop writing about SDK in every post.I'm really bored play 2D sprites players for ~11 years so I want 3D players. Why you don't like it? huh?
Why you don't like it? huh?He is just old Fallout fan like i do, but i want to see some changes.
I think a huge part of FOnline's awesomeness is in the fact that you recognize some known places, you walk inside Sierra and say: "I've been there!", you walk into Lost Hills bunker and you are amazed by being able to go here, in a multiplayer game, and see NPCs as if you just had left them 10 minutes ago in Fallout 2. I'm not saying nothing should change, but removing current look of NPCs to add a new one would be, in my humble opinion, removing at the same time a little part of FOnline's charm.AFAIK, true-Fallout multiplayer mode is TLA. 2238 is positioned as a Fallout-style MMO. It's only a server admin's choice: to use or not to use 3D critters. As for me, I like to play with some zoom-in (160-200%) and I'm bored to see that pixelized figures.
It just look ugly if only player got 3D model and NPCs got old ones.
And i understand very well that it take too much time to change NPCs/Critters 3D, but.. it would look much better than 2D/3D mix.
I'm really bored play 2D sprites players for ~11 years so I want 3D players. Why you don't like it? huh?
I'll add it to the male version as well. I made it brown, a bit darker, but brown. But yes, maybe black would be more visible.
Hmmm...What about those blue lining on chest. Aren't those supposed to be on the Brotherhood CA only(It should be more teal)?The texture wasn't finished. Honestly, I haven't even care about it. I've need it only for the UVW mapping and preview renders.
Yeah it looks good, I'd only turn the "E" symbol a few degreeds, as it looks perspectivly wrong a bit, imo.Something like this? ;)
Something like this? ;)Wee! Looks way better. How did ye do that? I've found the way to work with whole pallette of colours, but still rotating doesn't work too well :<
(http://www.imagepost.ru/images/684/3265356.png)
Wee! Looks way better. How did ye do that?Copy -> Paste -> Rotate Image :)
or some sneak boosting armors
Red camo
grey camoNo-no-no. IF anyone will start making a camouflaged version of combat armor, then please use this:
(http://www.imagepost.ru/images/684/3265356.png)Looks cool, Graf! However, the red line is somehow... well almost invisible... if somebody could make it more in the contrast or something.
Looks cool, Graf!Well, I've only moved this letter a bit... so you could say thanks to SmartCheetah.
Well, I've only moved this letter a bit... so you could say thanks to SmartCheetah.*looks back in the previous page*
No-no-no. IF anyone will start making a camouflaged version of combat armor, then please use this:ACU PAT was developed after 2000 year. It will barely fit the setting.
(http://usa-army.ru/wp-content/uploads/2010/09/acupat1.png)
1.It's really one of the best types of camouflage for a city/forest fight.
2. Don't make a red camo. It's simply useless.
Maybe something for RANGERS too?http://fodev.net/forum/index.php?topic=13878.msg117285#msg117285 (http://fodev.net/forum/index.php?topic=13878.msg117285#msg117285)
ACU PAT was developed after 2000 year. It will barely fit the setting.It doesn't really matter what kind of camoufage are we talking about, coz I'm sure that there shouldn't be any camouflage with stripes of any kind in fallout.
If you want to make a wasteland camouflage pattern, use dark-gray, dark-brown and coyote-brown colors.
(http://img145.imageshack.us/img145/4703/isometricsv10.png)
TBH I don't like any camo on fallouty armors. :>
Not currently - it depends what's wanted / needed in game I suppose. If those types are needed, then I (or someone else) can / will do them at some point. I'm currently looking at finishing a few other generic long coats, based on this model, then picking my way through a few bits on the "suggestions board" (like your gangster suits suggestion, for example), or reading the "Fallout Bible" to see if there's anything else that could / should exist.
Not currently - it depends what's wanted / needed in game I suppose. If those types are needed, then I (or someone else) can / will do them at some point. I'm currently looking at finishing a few other generic long coats, based on this model, then picking my way through a few bits on the "suggestions board" (like your gangster suits suggestion, for example), or reading the "Fallout Bible" to see if there's anything else that could / should exist.
Hello, last night mister Blissett sent me the NCR Ranger combat armor. I added it to the game. Here's the video.
http://www.youtube.com/watch?v=3y3iBGQpX6s
I made a little experiment with it, and so far it is a success. What I tried to do was to animate the coat along with the character, emulating the clothing movement. It might require some changes, specially running, but I'm glad it works fine anyway.
Hello, last night mister Blissett sent me the NCR Ranger combat armor. I added it to the game. Here's the video.
http://www.youtube.com/watch?v=3y3iBGQpX6s
I made a little experiment with it, and so far it is a success. What I tried to do was to animate the coat along with the character, emulating the clothing movement. It might require some changes, specially running, but I'm glad it works fine anyway.
So with this one beeing kind of done, now NCR ranger patrol armor (http://images3.wikia.nocookie.net/__cb20101110003213/fallout/images/c/ce/RangerPatrolArmor.png) shall be next. :p
With the coat animation, by the way, we could do some neat wild western dusters.
Very good job on that article Graf! Hope to see it filled up soon :)Thanks for positive feedback :)
I see the NCR uniform must be corrected, but what exactly, besides of texture?Oh, sry, this info is outdated a bit. I've fixed it now. Texture is the only thing necessary atm.
If Enclave's CA as the E painted over the torso, could is possible for BoS CA to have the Brotherhood logo (circle with sword) painted too?
(Edit: Impressive pic in Smartcheetah's post!)
(http://i53.tinypic.com/10o3zuw.png)
I personally hate the brown and black collage in the Enclave combat armorI wanted to make it just like on Icon. By brown you mean those "red" lines? We can change them to whatever colour you guys wish. It can have even no colour at all. What'd ya guys think?
Pants are going to be from character anyway not from armor, right?
What do you mean by "from character"? Armor should also cover pants, as in 2D sprited, shouldn't it?Pants will be painted on the character, or something, I guess. They'll be part of the original outfit the character is wearing, from what I understand.
Also I personnally do like brown pants, maybe they could be darker though.
As you can see pants and "blouse" parts are pure black. That's because they use different texture. I believe it will enable us to make CA wearable on eg. Vault Suit or other stuff.
I just hope you keep your 'clothing' layer upon death. Otherwise we're never going to be rid of bluesuits.
Aren't blue suits going to be now to VC only?
My vision is the following: There will be various "clothe items" available. Equip them and the item disappears, but your character takes over the outfit as default skin.
My vision is the following: There will be various "clothe items" available. Equip them and the item disappears, but your character takes over the outfit as default skin.
That's nothing officially right now, but how I could imagine it to work.
I wanted to make it just like on Icon. By brown you mean those "red" lines? We can change them to whatever colour you guys wish. It can have even no colour at all. What'd ya guys think?
Are you planning make NCR Ranger Armor http://www.fo2238.fodev.net/wiki/NCR_Ranger_Armor
The "NCR Ranger Armor (Desert Combat Armor) " will not be a recolored combat armor later. It was always intended to be this (http://fallout.wikia.com/wiki/NCR_Ranger_patrol_armor). But due to the 2d graphics, it could only be a recolored combat armor.
will never happen to Fonline. Looks like Power Rangers meets Starship Troopers :P
(http://img192.imageshack.us/img192/2804/combattextures.jpg)
No BoS symbol on the BoS CA? :(
Also I dunno why everything connected with Enclave tends to be described as black/bad/evil... AFAIK they are remains of US government right?
The Enclave is a shadowy, militaristic organization, directly descended from the pre-War United States government and military industrial complex that claims authority over the ravaged nation. The Enclave is comprised mostly of descendants of government officials and military officers with ties to powerful corporations who retreated to a Poseidon Energy oil rig when the Great War started. Members generally consider most people born outside the Enclave to be mutants fit only for eradication.They are shadowy isolationists. These guys must be fuckin' skilled commandos who use advantage of surprise attacks and night operations(Remember that their number is highly limited). BIS made them "dark way" and they are not like regular army so I think making Enclave CA black was the best choice we could make. We got heavy armor for them (APA) so their CA might be treated just like Sius said - something like for black ops.
looks more like "Police force" or something
I agree with Sius, since the enclave is representing the goverment, they could at least use the flag of the United States.
I think they tried to make them look evil because they are the ones that you fight against in the game. Here in Fonline 2238 you can join them if you want, and that does not mean you have to be evil.
Anyway, I tried to add the highlights, but it ended up looking like Robocop. ;D
(http://img812.imageshack.us/img812/3529/blackshine.jpg)
PS. if you look closely, he is wearing a backpack, but it is a small one. It was already in the game, from Van Buren items.
"hey they are teh evil, they must wear black, have claws and maybe some glowing eyes" trope too.
Your post has been a full quote-post, that's why it got deleted. Also consider yourself to be warned. The next "dick head" might ban you instead.
The next "dick head" might ban you instead.
what does that even mean, mr big scary developer?
Moderator pulls the modcard and bans the fuckhead, if he drunkposts shit again.
I've got this far with the "generic long coat" model (this variation being a "western-style duster jacket"), but need some hints / tips / thoughts / suggesitons on where to go to from here. The model itself isn't a great deal different from the NCR troop's long coat.
(http://img140.imageshack.us/img140/5967/longcoatisometricscopy.png)
Generic long coat (with optional "Cowboy hat", for those which are into that sort of thing.)
I've got this far with the "generic long coat" model (this variation being a "western-style duster jacket"), but need some hints / tips / thoughts / suggesitons on where to go to from here. The model itself isn't a great deal different from the NCR troop's long coat.Simply put: Love ya' for the cowboy hat mate. I was looking forward to see it :D Will kill for black version! I don't feel that it's totally out of fallout but its implementation will be up to devs. Coat is great as well :>
(http://img140.imageshack.us/img140/5967/longcoatisometricscopy.png)
Generic long coat (with optional "Cowboy hat", for those which are into that sort of thing).
Hat can obviously be separated, but I'm sure you can make him bald in your imagination for this picture :-)
I'd done a couple of tests with colours and alterations, and it should also work in black, grey, light brown, and with minimal changes, an "olive military trenchcoat" as well.
It's noticeable from the little "approximate game size" version in the corner, that the little pockets are probably not going to be visible at game resolution, so will at least need another round of increasing highlight / shadows etc. I've not done much with the shirt / trousers so far, other than a quick recolour and adding a belt. Also not sure if the overall brown colour is too "rich" in tone, and looks too clean / new etc.
Anyway, it doesn't look finished to me, but I could do with some suggestions about what needs doing to it from here. I'm particularly wary of it looking too much "Wild West" and not enough "Fallout".
I agree, the cowboy hat should be taken out due to the WIld West mentality it brings.
Fallout always has been kind of a sci-fi western. Especially towns like Modoc, Redding and Co. are pure western cities.
If Redding at least doesn't give you a watern-vibe, then I don't know. Beside this, lots of areas on the worldmap are typical western locations, such as the mojave area.Lexx, sorry for asking it here, but it's very interesting to me - does a developer team have any plans of expanding a game world to FT or/and FNV areas? There is already a projects that's recreating these games in 2D (if you're interested, I can give a link to them).
If Redding at least doesn't give you a watern-vibe, then I don't know. Beside this, lots of areas on the worldmap are typical western locations, such as the mojave area.
(http://img140.imageshack.us/img140/5967/longcoatisometricscopy.png)Reminds me Yul Brynner in Magnificient Seven so much (because this model is presented with russian face :>).
Generic long coat (with optional "Cowboy hat", for those which are into that sort of thing).
Reminds me Yul Brynner in Magnificient Seven so much (because this model is presented with russian face :>).
It would be really nice if Redding militia used those.
Anyway, any idea how would this thing look with some additional assets like gas mask on neck ?
But anyways, in my opinion, I am just saying that a cowboy hat may be a little farfetched.
Cowboy hat isn't only for cowboys. Cowboys just wore it because of reasons related to lots of sunlight and heat, which also exists in wasteland.
I agree, if anything, some of the more isolated locations ought to have more of your rustic, 50's and earlier styled clothing. When we get easy clothing going, I really think some of the NPC's ought to look folksy, if it's possible. An even mix of hillbillish, and Farmer Brown from the Midwest, essentially.
Cowboy hat isn't only for cowboys. Cowboys just wore it because of reasons related to lots of sunlight and heat, which also exists in wasteland.
After this will the PA and APA be available for players?
Availability of PA does not depend on if there is a model of it or not. If it is ever available it will be for members of BoS/Enclave who are suitably high ranked and inside Faction specific things.
OK.Thanks for answering.But still a lesser version of a Power Armor should be made available for players.Atleast in my opinion.
So I tried to do something on my own. The idea was to create an outfit that came to my mind while creating one of my chars. (Since I'm not a fan of powerbuilds and rather fancy RP, I always try to imagine how my character would look). It's supposed to be a gunsmith/gunslinger - a fastshooter using revolvers. Something like this.
I decided to try my luck with remaking the model of Luther (CLJ) and on a base of it, create mine.
Luther was kind enough to let me do it, throw me a thousands of very useful advices, keep telling me what needs to be redone etc. Both when it comes to model and texture I wouldnt be able to finish the work if not for his help.
I mean - I know the model isn't the most amazing thing you've seen - but I've never try to create model like this so i guess its not bad for my first run. Anyway:
It looks something like this:
(http://img228.imageshack.us/img228/4531/heoutscreen2.jpg)
(http://img3.imageshack.us/img3/574/heoutscreen1.jpg)
comparing to the fallout char:
(http://img6.imageshack.us/img6/2650/heoutscreen3.jpg)
Sorry for bad quality - first of all imageshack seems to change the quality of pics, second thing is that im not sure how to render or print screen the model so it looks like in fonline.
Anyway - if someone is gonna be interested in adding the model to the game, if you guys have any suggestions (i was thinking about adding a gun to the holster for example) or want to share your opinion about the model, please don't hesitate :)
OH. And why add something like this? Lets say - an outfit you can choose after some quest or after you get small guns gunsmith proffesion on 3rd level, you can get it or you are able to craft it. I donno.
Wat. :o I commented it, I find it nice and it's very good. I personally don't see a reason why we shouldn't use it.
I was thinking about the gas mask.
(http://www.imagepost.ru/images/752/253246457.jpg)
EDIT: Also, I've always wondered. What is that on Mordino's Men's head? A power helmet with rep optics? Or a mask or what?
Cryptopsy, it's not necessary to quote the whole post with a picture.
Concerning the fourth row, suggest a better fitting model, if you can. Otherwise, move forward.
It fits the fifth row better, imo.Ok.
Are missing in these pictures: Redhead trapper girl. Redhead bluesuit girl. Lynette. Black bluesuit man. Black metal armor man. All PA/APA. Punk leather-jacket woman. Child boy and child girl. Bare-torso Metzger. Hero-male tribal.
Not very important but worth mentioning (there are the four robe colors there, so I thought it got to be fully filled with game's skins :p)
As I was just looking at the clothing colours / styles / shapes, I'd deliberately cut out any images which were duplicates of the clothing, and just differed with skin / hair. Could re-extract them and add the rest if it'd be useful though - they were mostly all *AA_024 or *AA_036.
From your list, the only one I specifically remember not seeing was the child girl sprite - the child boy sprite is down as "NPC androgynous" rather than "NPC male", so I'm not sure what I'd be looking for.
[edit] Couldn't find bare torso Cassidy / Metzger either.
Right now im not able to make ingame screenshot/video, I'm sorry :/
I will change the saturation, you are right, but its not a prolem at all since theres a PSD file :)
I'll also try to add the tube. But im not sure if i understand correctly - you guys wan't me to add the small tube/filter to the "main can"?
Also - i actually really like sigmundu's picture. I used to have the very same model of mask, but I agree, it doesnt fit the fallout climate that much. On the other hand, if all goes well - there's no problem to create to models of gasmask - for diversity :)
Out of interest - could you make "fucked up one" out of this? A coat barely hanging together, with dirt stains, patches and a hood etc?
Sorry for bad rendering, have no idea how to render it properly, so it looks as "in-game" simmilar as possible.
Also - Graf - sorry, I didnt see your previous question. If you think the models are okay and they fit the FOnline setting, please, add them to the development tracker. I'm sorry, but the screens i already made are all i can give.I will add it to the tracker, but I need 6 in-game screenshots first. I personally can't add it to my SDK, so we should wait until Karpov will add it to the 3D models repository.
Are missing in these pictures: Child boy and child girl.Ummm... what do you think that is in the bottom right corner?
(http://img812.imageshack.us/img812/4688/humanoidsprites.png)
Ummm... what do you think that is in the bottom right corner?Well, actually just child girl. The other one is the midget.
Well, actually just child girl.
Badger - The warmer one (after quick check) looks better indeed, I dont like those eyes so blue though. It needs just a few tweaks and it will look way better than my original one anyway. So thanks for that suggestion.
Sigmundus - Sorry, I can't see the texture when I import your file.
I will add it to the tracker, but I need 6 in-game screenshots first. I personally can't add it to my SDK, so we should wait until Karpov will add it to the 3D models repository.
For now, I can only add it as finished male model.
Moreover, all human clothes should have both male and female versions, so you have to reshape it somehow and send it to Karpov once it finished.
P.S. Do you have any propositions about the name of this armor?
Just a small update to say "I'm still working on things", though I've been busy with "real life work" for a couple of weeks.
These are what I'm working on :
1) Provisional version of Hooded, damaged coat (http://fodev.net/forum/index.php?topic=13877.msg121678#msg121678)
also, do we need inventory images for armors?
or is not a priority?
New armors / clothes will need new inventory images.in this case i can try to make some, but when i will have time, is ok?(i feel useless now cuz i do not have time to make critters)
(http://img708.imageshack.us/img708/7599/aprexamplesm.png)Melee gangster ftw :D
#2 approximately in-game size of the same
(http://img858.imageshack.us/img858/3144/longcoatexamplescopy.png)Do you think you can make some like this?
Just a small update to say "I'm still working on things", though I've been busy with "real life work" for a couple of weeks.
These are what I'm working on :
1) Provisional version of Hooded, damaged coat (http://fodev.net/forum/index.php?topic=13877.msg121678#msg121678)
2) Provisional version of Gangster Suits (http://fodev.net/forum/index.php?topic=13876.msg114527#msg114527)
3) Any corrections / suggestions to the above
4) Female versions of these (and duster)
5) Lots of things that need doing from the armour and weapons trackers (i.e. texturing of armours and UV mapping of weapons).
Then after all those are done,
6) If still available (i.e. nobody else has started working on them), the desert robes here (http://fodev.net/forum/index.php?topic=13876.msg119879#msg119879) and here (http://fodev.net/forum/index.php?topic=13876.msg119912#msg119912).
7) Other things from the suggestions page
Umm... might be a little off-topic here, but just want to fill in the gaps.Sure. Here they are. I've also uploaded leather armor, in case anyone wish to edit it and make LA MK2.
Can anyone please send me the Metal armor and CA MKII in a .obj or .wings or .3ds? Any format will do, I just want the mesh and texture, will give a little shot on editing them.
I was unable to import that model in 3DS2010, Tommy, idk why. It says "improper file format".
(http://img708.imageshack.us/img708/7599/aprexamplesm.png)
Man, I was just looking over the Red Dead Redemption outfits for inspiration - does anyone else wish the NCR army looked like this (http://images.wikia.com/reddeadredemption/images/3/3c/RDR_unlocksUSArmyOutfit.jpg) instead of this (http://4.bp.blogspot.com/_PIX6a5JVeVw/TMWzOeAvVoI/AAAAAAAAABY/OpcANnaatug/s320/NCR+Trooper.png)?
The FNV generic ranger clothes look similar to this. And it would be a bit unwise for the army grunts to run around like this, because it offers no realy protection. It's just a shirt, after all.
Goddamn, I really liked those generic ranger clothes. Shame it was near impossible to get a set yourself.
Oh, and by the way, for some reason, the texture is not applied as I import the model, is it normal and I have to apply it manually or it's something wrong?I wouldn't say for everyone, but for me the texture is applied automatically only on .max file format. Other than that I should apply it manually. (I'm using 3Ds max 2010)
I wouldn't say for everyone, but for me the texture is applied automatically only on .max file format. Other than that I should apply it manually. (I'm using 3Ds max 2010)
(http://img820.imageshack.us/img820/6402/aprexample.png)
#1 Draft versions of : Ragged, hooded coat; Gangster Suit; Gangster Suit underclothes
EDIT: So, I don't get it - should Ranger combat armor be like a normal CA but with different texture or the model needs alterations too?
Mobster with blue suit, white shirt, red tie, white hat and black shoes. Make me proud, and try to make it still look a bit like the original.
It's written here (http://fodev.net/forum/index.php?topic=13877.msg117918#msg117918).Oh god, even more Fallout 3/Fallout NV stuff...
Off to make MA and LA variations then.Why? We still need these textures for MA and others.
Why? We still need these textures for MA and others.Uhh... that was exactly what I mean by "variations"
Awesome gangster suits. Are you going to make other colors/more variations of suits?
Mobster with blue suit, white shirt, red tie, white hat and black shoes. Make me proud, and try to make it still look a bit like the original.
Let's hope not too much like the original. I'd suggest that all attire ingame has a slightly worn and weathered look (note the crappy stitching and the right shoulder) (http://images.wikia.com/fallout/images/a/a0/Gizmo.jpg). The F2 mobsters and even the suits that Luther did, great as they are, look very clean fresh out of the 1950s.
We can finally make the ugly mobsters in reno look like normal persons.
All clothes that are build for NPCs will be usable for players as well.
All clothes that are build for NPCs will be usable for players as well.Mobster all the way. 8)
All clothes that are build for NPCs will be usable for players as well.
All clothes that are build for NPCs will be usable for players as well.
Will be usable or will be used?will be useble means that we can chose what skin we will have with no armor
will be useble means that we can chose what skin we will have with no armor
GMs will not give any skins anymore (in fact, they shouldn't already now...).
How we will give clothes to players isn't determined yet and I don't see a reason to think about it already, as it's still a long way to go until the stuff is in the game.
Make clothes shop like the barber for example.Why? Every type of clothes and armors (except the rare ones, like PA and APA) could be bought from the normal trader. It's just an unnecessary work, while dev's have a lot of more important things to do.
Why? Every type of clothes and armors (except the rare ones, like PA and APA) could be bought from the normal trader. It's just an unnecessary work, while dev's have a lot of more important things to do.and make them consumeble, like if you use a certan cloth you will use it all the time when you are unarmored till you take other one(including if you die you will remain with that suit)
You found it on your computer or you found it in Fallout: New Vegas? :>Actually it was in a 3D repository folder, so I think Karpov added it there :) Probably he got it from NV, but who knows.
Actually it was in a 3D repository folder, so I think Karpov added it there :) Probably he got it from NV, but who knows.
I've found a nice texture for the NCR trooper armor (http://www.mediafire.com/?6d2lm53o7wvv2a6) on my PC, but I'm not very good at texturing (unwrapping). So, maybe anyone want to try it?
(http://www.imagepost.eu/images/1/trouperclothes.png)
Does anyone know how the skeleton / animating / getting it in game bits work?
Luther, you need to rig the model to the skeleton and the export it into a .x file. I'm not sure if you can import the bone structure from the exported files.
I'll check those new garments. Another thing, the long coats need animations to play along with the base model ones, so I think they will stay stiff until I finish other important things.
After adding some details the tire armor will look like like this (this one will be used to create texture for a low poly copy).Good, but a lower torso part seems to be too massive. My armor wearing experience says that it definitively will be uncomfortable to wear.
(http://img263.imageshack.us/img263/3776/armorgain.png) (http://imageshack.us/photo/my-images/263/armorgain.png/)
The main thing that disturbs me is that other armors that have been made are one object with a modified human body mesh well at least the one I saw so far.
Made a huge update of the armors and misc. items trackers. Added almost all quest items and all clothes and bodytypes respectively.
A small attempt to make a tribal Power Armor helmet. Model is a slightly modified one from the VanBuuren.
The tribal patterns are way too dark on this one. Make 'em a bit smaller or raise the textures opacity.
[...]1) Provisional version of Hooded, damaged coat2) Provisional version of Gangster Suits3) Any corrections / suggestions to the above4) Female versions of these (and duster)
(http://img847.imageshack.us/img847/2120/femsuitscreeniecopy.png) (http://img703.imageshack.us/img703/6043/femaledusterfront.png)
(http://img607.imageshack.us/img607/7826/femscreeniecopy.png)5) Lots of things that need doing from the armour and weapons trackers (i.e. texturing of armours and UV mapping of weapons).(other people have done this)
Then after all those are done,
6) If still available (i.e. nobody else has started working on them), the desert robes here (http://fodev.net/forum/index.php?topic=13876.msg119879#msg119879) and here (http://fodev.net/forum/index.php?topic=13876.msg119912#msg119912).
7) Other things from the suggestions page[...]
Leather Armor.
(http://imagepost.eu/images/2/LA_all_tex.jpg)
You'd do better to take screens with antialiasing, because this is aliased to extreme :d
How to enabled AA?
Can you do more screens of edited models, Luther?
According to the in-game definition it is made from brahmin hide, but in fact it's a football armor obviously. So it's not just you, who think so.
[...]It requires animating the coat along with the character, that means, almost all of the animations :-\
But it's worth it.
why? can't just we make it conected with there own bones and give them inertia?
Okay, here's the new stuff - Leutenaunt armor (aka mutant metal armor), made by this guy (http://fonline.ru/forum/member.php?u=9865) from russian community.
(http://imagepost.eu/images/2/sm_l.png)
Might be worth making the bra section as a model, rather than just texture (just extract the vertices from the bra area by a tiny amount), which would allow us to switch the skin colour underneath, else we can end up with a woman with black face and hands, but with a white body. I'm not certain, but we may have to do this on any of the female models which show a bit of skin on the body section, unless we change the base female model to include an extra subset(s) for a "low neckline".
I'd maybe check with Karpov / Graf / some of the other 3D folks, as they may have found a good alternative or compromise to this. I know the "v neck" thing was mentioned previously (possibly in the back of the female leather armour?). The stuff about the subsets and layers etc should be correct though - just my suggested "solutions" might not be the best ones.
You are right though, writing up a few sticky / tutorial type things would be a very good idea - just need to make sure all the info is correct first - and maybe draw them in a slightly less confusing and messy manner :)
So I'm wondering now - I'f I were to reshape the knee so that the original edge that marked the start of subset 3 ends up being lower than it started off (while keeping the UV relatively intact), that would cause problems right?
But if my design encompassed all three leg subsets then perhaps there wouldn't be an issue since they all fit together and don't need to be interchanged with other meshes/textures.
I got no idea why are you all into that V on female Leather Armor, when its clearly \_/
Randomly thrown in: I see lots of valuable information in here. It would be good if someone could write that down in the wiki, so it can be found and re-linked to faster. It would be bad to let it go under in forum threads.
Good point. Much easier to write something up once and properly and link to it, than to rewrite it all next time someone asks same things. Are there any volunteers with wiki access willing to do this, or should I look at getting access and doing it myself at some point?
Are there any volunteers with wiki access willing to do this, or should I look at getting access and doing it myself at some point?
Create an account on the wiki and we can give the needed editing rights.
Woah, my welding mask looks even better than I thought it would look!
[...]and the 3D is just disgusting, and u will never match the sprites 3d with 2d it's just illogical. Most of people just don't want 3d because the game will loose the climate and many others[...]
Wow, that really looks good already. It took quite a moment to see the actual 3d model of the leather girl in the bar. Nice! Can't wait for that dither/pixelisation filter. ;DWell I think it's still quite obvious due to missing details. It seems like there is not much to do left, though painting on normal maps will be incredible feet. Converting height maps might be a little easier for artists, good thing there are tons of filters for commonly used software (like photoshop).
Not sure whether such things are better done with normal / specular maps (letting the engine shadow / highlight deal with it) or whether they should be painted onto the texture.Later will look good from one angle only.
Also Luther, it is not possible to add additional layers to model texture? It looks kinda wrong when you model this kind of details? If not such system should be designed and added :d. It'd just save everyone tons of work, and to be honest some of the MMORPG games build skins like that.
Anyway I think the biggest challenge would be to correct bad meshes and textures. For example the hobo rags looks much better than the previously mentioned coat, because it has much better painted texture. Where the coat is just blurred something.
Later will look good from one angle only.
In what sense to do you mean? There's currently a "base skin" layer, and a layer for clothing, which can be assigned to as many subsets as needed. On top of those, there are the model layers (currently for armour, hair, helmet, backpack - though there are also layers for beard and moustache that we've not tried using yet). It seems that it'd be fairly easy to add extra layers if needed though. Can you clarify what you mean? If it's something that'll make things easier, then I'd definitely like to hear it :)
(http://img847.imageshack.us/img847/6479/textureplay201109194.png)You can see how the 3D model has a longer face and a more prominent chin than the tribals, and I guess the tribals are supposed to look more primitive in that sense. But it looks really good! Maybe slightly more texture on the tribal's muscles.
tribals are supposed to look more primitive in that sense.
He means texture layers. Putting a texture over a texture, etc. Can be used for stuff like tattoos, scars, etc [...]
Lady in black dress
(http://www.imagepost.eu/images/2/3yUro.JPG)
Football Helmet. 320 tris.
http://www.2shared.com/file/Kx1IuXYu/FootballHelmet.html (http://www.2shared.com/file/Kx1IuXYu/FootballHelmet.html)
Slave you say? ;D
(http://img685.imageshack.us/img685/3950/dfdfcb.jpg)
Whores are not vault dwellers :o They need rags because they're cheap hookers that need money for jet
Not saying this is a bad model or bad work, but do we really need this? :-\
Lizard, get me the UVs and i'll see what i can copypaste on it. And please, get the truck replacement for Highwayman made.
(https://i.imgur.com/iM2qV.jpg)This guy too should be a little bit darker.
(https://i.imgur.com/54WiF.jpg)
Well, for plain, snug clothes a texture will be enough, i think.Looks like a male barbie doll.
I have a question to Karpov: with which brush did you make this awesome hair texture? I used the female hairbob texture for this haircut.
(https://i.imgur.com/e2PNa.jpg)
download (http://www.sendspace.com/file/zw4byk)
OK, here I will Post a list of armors and the Stage of development.
(http://www.fo2238.fodev.net/wiki/images/e/e2/Spreadsheet.png)
Orange - applicable to this body type, but missing
Blue - not applicable to this body type
Green - done
If something is wrong, let me know. Note that an armor being in a stage does not mean the author is actually working on it, but what the armor model needs.
You can post your progress in armors in this topic.
« Last Edit: July 07, 2011, 05:40:06 pm by Graf »
Not at all. Naming will be done when it's added to the game.Glad you understand my point. :)
chart