Imo the YK32 pistol's light in barrel is still looking wrong, maybe set it red ? It looks like a toy =(I agree
10mm Pistol - try to make skin be more "metallic".no idea what to correct with throwing knife. Probably it's too high poly.
Knife - its a bit too long - also skin needs one tweak - it misses line blade compared to original sprite.
Sharpened Spear - handle is too wide - shrink it a bit.
Spear - same as above.
Imo the YK32 pistol's light in barrel is still looking wrong, maybe set it red ? It looks like a toy =(
Yep. Sure I saw a tracker for models, but my opinion is some of them really need to be redone or totally retextured. Oh my, for example why is that H&K CAWS accepted? :\
2Izual:
Yep. Sure I saw a tracker for models, but my opinion is some of them really need to be redone or totally retextured. Oh my, for example why is that H&K CAWS accepted? :\
Well... some of you may think different for sure.
But still I got what you are saying, unarmed are on the way, if only I have the powers to stop the time... :)
I suck at making textures thoughIf you would stand infront of me, i would grab the biggest and heavyest item around and bash you in the face shouting WAKE THE FUCK UP, because the magnum texture just plain great.
I'm posting them, if someone is interested in correcting/making better textures.
And the other one do we need to paint shader texture? :\
Hello.
I've finished the model of 10mm SMG and my brother was so kind to help me and overpaint those neat textures, luckly he's a 2d painter. :)
Fully done 252 triangles and 128x128 texture. Take a look and tell me what you think. :)
I've got a question, why is most of the model textures are larger than 128x128? And the other one do we need to paint shader texture? :\
Here it is:
(http://img188.imageshack.us/img188/7970/10mmsmg1.jpg)
bigger res http://img188.imageshack.us/img188/7970/10mmsmg1.jpg (http://img188.imageshack.us/img188/7970/10mmsmg1.jpg)
nice job being able to make 3d models but it still isnt fallout... im completely against turning Fallout 3d sorry
how are players going to get them? Will there be an option without having to make a new character?
You have to add artificial highlights on the edges and ect. me thinks.
But I wonder will there be any simple ingame shading to add some metallic effects?
Yeah - don't really want to solve the problem *that* way.
Sculptris 1.0 has been released!
Grab it here: www.sculptris.com
As some of you know, vrav, myself, and a few others have been beta testing this app for a while now, and are excited to see it released. The amazing DrPetter has coded the entire app from the ground up in these past few months, and has been so kind as to take a great deal of suggestions from the testers and implement them into the package. If you tried any of the alphas let me just say that the app has evolved tremendously sense them, and aside from the basic UI is hardly recognizable in its feature set.
So now to get us started, here's a some info to get everyone up to speed:
What is Sculptris?
Sculptris is a free 3D sculpting and painting application whos primary strength lies in its ability to dynamically tessellate a mesh while being sculpted on. This means that you can start with a simple shape like a sphere and pull out entire limbs from it, and Sculptris will automatically add geometry as needed.
Is it competitive with what you get in ZBrush/Mudbox/3DCoat?:
Sculptris has many of the same functions you'd find in traditional sculpting packages such as lazy mouse/stead stroke, transpose-like rotation/scale/move, masks, various camera settings including snap-to-axis/trackball/gimbal, full mesh or brush-based decimation, etc.
However it cannot handle the same amount of geometry these other packages can, and as such is recommended as a complementary application as opposed to a replacement.
Can it bake maps from high to lowpoly?:
No, But their are other very competent free apps like xnormal that already handle this.
Can I import/export non-triangulated meshes?:
You can import quad or quad+tri mixed meshes and it will export them as the were on import, so long as when sculpting you do not use dynamic tessellation (which will triangulate the whole mesh).
Any videos of Sculptris in action?:
Yes, here's a few:
http://boards.polycount.net/showthread.php?t=73024
http://vimeo.com/11861113
http://vimeo.com/11861113
And for those of you who have used Sculptris alpha3, what's new?:
Way too much to list, but a general breakdown:
-Paint colors/bump/materials
-multi-object support
-whole mesh reduction/decimation and subdivide
-New camera control system
-Improved detail reduction brush
-Improved Hide and mask functionality
-clay brush
-lazy brush
-Brush alphas
-Material browser
-camera snap-to-axis
-Anti Ailiasing slider
-'Unify tool settings' toggle
-beautify/relax toggle
-FOV slider
-Import/export quad and mixed meshes
-'lock plane' on flatten
Is anyone biting the bullet and trying to do some 3D Character models yet?
Apparently we have them in x format too.
I am. I have both male and female models done, textured and ready to rig. Also made a little experiment with rats and replaced them in the game with my model , it works fine.
here ,I took some pictures
(http://img34.imageshack.us/img34/5756/malevz.png)(http://img231.imageshack.us/img231/8634/femalej.png)
currently I am working on the leather jacket
(http://img6.imageshack.us/img6/2747/jacketa.png)
No way around this, of course not. But what if someone works on a new character model using the VB models as a base? That is, they have the same basic size, animation bones, and placement of parts. That would still work right?
What is wrong with Super cattle prod?My super cattle prod had a rectangular coil, which has now been altered to a more circular coil. I just havn't sent it in yet. I got other models that need new textures but I'm not that good on making textures so they have been halted "a bit" :P
but what about the guys who want to be fatties?
Hey everyone.as samira says :"soon" ;)
Tell me, when we all see the 3D Fallout at least?
I am tired of wainting, and yes i dindn't read this topic
i hope for the simple answer
Oh, sorry i think you didn't understand me
i meant http://www.youtube.com/watch?v=DJV7q5W-JdU
(english subtitles are below)
So if i get it right you devs dont got much experience with 3D modelling?I think i could help.I only need to know what needs to be remade in 3D and i can get to work right away.
So if i get it right you devs dont got much experience with 3D modelling?I think i could help.I only need to know what needs to be remade in 3D and i can get to work right away.
Yes sure cant wait.But if you want clean 3D models it will take time a lot of time.I started learning 3D's max when i was using the Unreal Development Kit.
EDIT:Maybe we could start working from next week.My weekend is going to be a little crowded.You can contact me on skype id is raynor009
We don't need player models. We need armor and weapon models based on the Van Buren player models, which I have posted in here already twice.I have no experience in 3D modeling, so maybe that's the reason why it's quite hard to understand your point of view. So, what's the difference between "Van Buuren player models" and some other (I suppose it's meant to be player-made) models?
The Van Buren models have already 88+ animations. Only a few are missing, to make it 100% complete.Do you have some estimated time (weeks, months), apart for soon.
By the way,(http://ipicture.ru/uploads/100705/XWxl19SVdl.png)BTW, I've finished Combat Armor today
I don't like the shinpads, they look like bonds. But the rest is pretty nice. (Although I think the CA does not have a microphone. (http://fallout.wikia.com/wiki/Combat_Armor))Yes, it is not a microphone. Finally I understand what a crap is this! It is a chin belt!!! Thank you man!
(http://img651.imageshack.us/img651/6827/ca06fullytextured.png) (http://img651.imageshack.us/i/ca06fullytextured.png/)
GIEF MOAAR!???
BTW, I've finished Combat Armor today
Check this out:
(http://img651.imageshack.us/img651/6827/ca06fullytextured.png) (http://img651.imageshack.us/i/ca06fullytextured.png/)
It just means, "give more please" but put in a retard english way ^^GIEF MOAAR!My english is not good enough to understand.
He wants to see more 3d models you made.(http://img822.imageshack.us/img822/8400/apademo01.th.png) (http://img822.imageshack.us/i/apademo01.png/)
... Greener...It can be any color you wish. Just 5 minutes in Photoshop and you have new CA.
The combat armor looks really good! :)It looks more bulky from above, belive me.
I would prefer a bit more bulkier shoulderpads and as Izual said a bit more green in it, but thats just personal opinions. :)
How many items aren't done yet?
It can be any color you wish. Just 5 minutes in Photoshop and you have new CA.
Is that all or just the items you know?It is item names provided by Gray and others on Russian forum as unavailable.
+1It can be any color you wish. Just 5 minutes in Photoshop and you have new CA.It looks more bulky from above, belive me.That's why I love 3D o/
Meaby there should be some trains in the Train Stations?
Awesome job Gray! Do they support Van Buren player models?They are Van Buren player models
And it will never be a steam locomotive.
Why you can run it by burning pretty much anything, wood for instance.
...
We are in the year 2238...
Care to take screen from iso-metric perspective? ;)Sure
How about MFC's or batterys?
and it will stay this way
Now that you mention it, Winston, why didn't anyone modeled AMMO yet?Because there are a lot of more complex objects need to be modelled.
(http://img822.imageshack.us/img822/8400/apademo01.th.png) (http://img822.imageshack.us/i/apademo01.png/)
Incomplete
Wait a minute - FOnline 2238 hasn't got APA nor PA. Good job anyway!Are BoS and Enclave present in FO 2238? Their members can not remain 2D whereas all other critters became 3D.
We don't need player models. We need armor and weapon models based on the Van Buren player models, which I have posted in here already twice.
If said nothing about any player models.O_o
We don't need player models. We need armor and weapon models based on the Van Buren player models, which I have posted in here already twice.
What with weapons status? When we can see them in game or demo video?
When it's done.
First all the players animations and models need to be finished.
Are BoS and Enclave present in FO 2238? Their members can not remain 2D whereas all other critters became 3D.
Are there any news on this? I remember that when the server was down, there were new models coming like every 5 hours and whole list was done in a few weeks. But since then awfully lot guns are "WAITING FOR CORRECTION" and there are no changes what so ever. Are there any active 3d modelers left?
It appears that nobody is doing anything to this game anymore.
That's not true. Don't worry. ;)I agree with elmehdi.
You see, Izual, lack of changelogs is a valid issue, because it indicates that the project is quite dead. It’s the impression that not only I have and it demotivates from any serious contribution. I believe that this might be the main reason why people stopped making 3d models (I know I did).
You are not new here Elemhdi, you know how it works. Every wipe they introduce a huge amount of changes, instead of doing small changes every week as they used to do in the beginning of the project.
But afaik no wipe is coming.Don't forgot "Soon" :)
This is called Domination and exists as a design doc since several weeks already. Testbed for it is supposed to come around in August, and will continue to expand as a part of a larger NPC factions system overhaul.
My guess would be that it's out of 2238's hands. They can have some input, but they're at the mercy of when Cvet decides 3D is ready.
Anyway what is the status with "WAITING FOR CORRECTION" stuff? Is it uploaded somewhere so someone else than original author can correct these models?
In the right direction, with some colour change and with a bi-pod it will be similar to the original one.
Models and animations are not the only thing. There are still bugs here and there (missing shadow or outlines, etc) additionally to the still missing animations and so on.
..or just replace the icon with this one:
(http://trzynasty-schron.net/obrazki/tactics_ekwipunek/ciezk_m60.gif)
which I think is a lot better.
Edit:
I think that not every single death animation needs to be completed in order to implement 3d, just some basic stuff to make it possible to play. People can make more candy later.
You see, Izual, lack of changelogs is a valid issue, because it indicates that the project is quite dead.
ANYWAYS - Back to lowpoly models. Any idea how I can help? You already know something about my abilities (well.. actualy - lack of em) when it comes to 3d modeling.
TommyTheGun, wow! Your model are just great! ;)Its practically a replica.
Well, you can always make gauss pistol and gauss rifle. I tried and failed :-P - maybe you will succeed.
Looks awesome - I really hope devs will use those animations rather than original animations from van buren.And how they "use" them?
For a basis I took Van Buren model. I edited a mesh, has created a new bones, and animated it anew, taking for a basis the animation of the original. Some animations are not finished yet, and they will be changing: for example "run".
I am ready to exchange art with other teams.
Its practically a replica.
Is this only me or the .223 pistol has 2 triggers?Go watch Blade Runner!
Go watch Blade Runner!
(http://www.fo2238.fodev.net/wiki/images/a/ae/Decker.gif) (http://www.fo2238.fodev.net/wiki/images/a/ae/Decker.gif)
you can see 2 triggers.
How many triangles optimal\maximum for the model such as a pistol?
I'll probably go back to 3d modelling and texturing (want to try with handpainting as I saw incredible results in some people works) but first of all I'm going to increase my imagination + software skill in doing high-poly models.
If someone can post what else have to be done it would be great.
Is the project still running ?Somehow i think that FOnline should leave as it looks now.
The development tracker hasn't been updated for ages. It's useless currently.Disagree. It is still showing an actual progress of 3D models development. To make it easier, I have made a list of incompleted/incorrect/missing models (everything is according to that page and my own data):
Somehow i think that FOnline should leave as it looks now.
3d chars that could prone/crouch is a must! everything else could stay 2d :p
I'm pretty sure prone/crouch wont be implemented. The only reason it would be in the game is for rp.ers, becouse if they where to implement prone/crouch they would have to add some kind of cover when ducking at a window (something that doesn't exist now since you are always visible through a window when standing) and they would have to add that to when you hide behind rocks, fences, walls (well im pretty sure those things ain't implemented, think lexxx said something about that sometime).
Fonline ain't Fallout 2 either.It's not, but looks like Fallout/2 more than any other Fallout game.
Once these models are done, the task of creating 3D models could be considered as complete.
Not true, there are some (however very few) missing animations for the characters and there are still missing some armor models (there is no Metal armor, CLJ, robes, Leather armor and all their tier 2 upgrades)Uh, sorry. I meant "the task of creating 3D weapon models".
When 3d models we see in game?Soon (http://developer.valvesoftware.com/wiki/Valve_Time).
Soon (http://developer.valvesoftware.com/wiki/Valve_Time).you mean Soon (http://www.fo2238.fodev.net/wiki/Soon)
once all work are done, I'm planning to send all models which are done by 2238 players to the developers of FOGAnd since players made these models for 2238, not for FOG, you can't do that.
And since players made these models for 2238, not for FOG, you can't do that.Definitely, I could only send those models, which are approved by their creators as available to upload to FOG.
Not if all of them agree to use them in FOG.
Definitely, I could only send those models, which are approved by their creators as available to upload to FOG.Then that's ok.
p.s. you didn't created any model, so you shouldn't worry about that.I'm just saying how the situation is. If you sent all models like you said here
I'm planning to send all modelssome creators could be angry and you would be very worried. It's good that someone warned you ;)
Can we get some info from devs already? Anything? Or this project/idea is already dead? Maybe some guy from GM's team can ask them to give us info about that. Wipe? :PPP
made by GRAY (on russian forum) (http://translate.google.ru/translate?js=n&prev=_t&hl=ru&ie=UTF-8&layout=2&eotf=1&sl=ru&tl=en&u=http%3A%2F%2Fwww.fonline.ru%2Fforum%2Fshowpost.php%3Fp%3D483907%26postcount%3D913)Oh please, anything but the google translator. :-X Don't disgrace me ;)
This projects is dead. Any information about 3 models, maybe don't make it and try make new sprites models for players or others graphics.dead you say, the 3d player model with metal armor says otherwise :D
(http://www.fonline.ru/forum/attachment.php?attachmentid=9021&stc=1&thumb=1&d=1287256902)
Here's unfinished model of MA, made by GRAY (on russian forum) (http://translate.google.ru/translate?js=n&prev=_t&hl=ru&ie=UTF-8&layout=2&eotf=1&sl=ru&tl=en&u=http%3A%2F%2Fwww.fonline.ru%2Fforum%2Fshowpost.php%3Fp%3D483907%26postcount%3D913). Yet, he needs some help with creating of textures for it. If anyone could help, it would be really handsome and would speed up his work.
A bit to big legs in my opinion, i mean the part in the middle of the body, also the torso should be more small down and wide upper parts. Otherwise, everything else looks okey (I dont mean to be harsh, but this is not a beauty contect) :)You should mention, that there is 4 types of models available in the game - fat, strong, normal and wire. This model is seem to be strong one, so others could fit your description.
Did someone make apa enclave model?Made by Gray (http://www.fonline.ru/forum/attachment.php?attachmentid=4952&stc=1&d=1270571404)
(http://www.fonline.ru/forum/attachment.php?attachmentid=4952&stc=1&d=1270571404)Cool, looks way better than the one that was in Fallout 3 in example...
You could start from the most easy armor - Robe (http://fallout.wikia.com/wiki/Robes). There is some pictures which could help you.
here's some useful information for 3D modelling in FO:
Bod - body, Fee - boots, Han - gloves, Hea - helmet, Sho - shoulders. These parts are made as separate objects, and if you will be combining it, you should do it without of bones, otherwise you could mix up something. And when you will be releasing a scene from combined elements, don't forget which element was there at the beginning and which one just for correct combining, or you could lost connection of armor to bones, which would make your work useless.
For creation of armor, you'll need this file - ATR_Hum***_BodPrisonSuit.max (leather armor), ATR_Hum***_BodVaultSuit.max (metal armor, combat armor). where *** - is a gender and constitution. F-female, M-male, Fat-heavy Nor-normal, Str-tendinous, Wir-thin. For example, ATR_HumMStr_BodVaultSuit.max - is a vault suit, for tedious constitution, male. Thus, for each king of armor you should make an 8 variants of armor, though it's not that difficult as it sounds. Main work is to make two normal models for each gender and after that the critter (Fat, Str, Wir) are combined (Import->Merge) with the scene and part of model are joint together, to close bulging parts of a critter (don't forget to delete a critter after the work are finished). After that, the scene are saved with fitting name.
Here's the example of completed armor:
(http://www.fonline.ru/forum/attachment.php?attachmentid=6806&stc=1&d=1278673243)
(http://www.fonline.ru/forum/attachment.php?attachmentid=6829&stc=1&d=1278762612)
All necessary files could be downloaded here (http://www.fonline.ru/vanburen/)
Good luck with it.
Can anybody tell me, what needs to be done?Generally, I am almost finishing all available armor pack, compatible with VB vodels. Only leather and robe needs to be done, but I'll do it in a nearest months (I work better in winter).
They should make a place for all armors on the fonline wiki :P just like there is a weapon section.You could do it yourself actually, since wiki are open now.
heres my first attempt at 3d modlencoyuld you make a texture for that model?
im gonna try my bros way better than me hes gonna help just needed to know if it was good enough or needed work its got 516 polly i figure its to much but i cant get it down more w/o main mans opinionIt's better to make a texure from original sprite, like it's done here:
wow, that one looks awesome,It's high-poly, 1k triangles as minimal. Model is awesome, but not suitable for the game. Optimization needed.
wow, that one looks awesome, don't think I've seen it before :/you definetely didn't seen it before ;) It was made by one guy from russian forum like 3 weeks ago.
It's high-poly, 1k triangles as minimal. Model is awesome, but not suitable for the game. Optimization needed.it is 566 poly's
I found it screen some weeks ago but I don't know who made it. This model APA looks great!
(http://img17.imageshack.us/img17/6863/2105165765415.jpg)
Nice model I want it in my FOnline server and 2238 :)It's just 3D-art made by one fan, it is not compatible with game engine.
it is 566 poly'sIt's too much anyway. Whole man in armor is not more then 2k polys. Additionally, weapons may lay on the ground in a big amount, slowing the performance.
It's too much anyway. Whole man in armor is not more then 2k polys. Additionally, weapons may lay on the ground in a big amount, slowing the performance.
A lowpoly gun in FOnline standards are like 100-150 polys, a high poly would be around 300 polys (and would have to be optimized i think).
Same applies for rifles but the high polycount is increased to around 500-600 (and its polycount would probably have to be lowered).
P.S. is my model worse?nope, but why are dark green, or it is false to my eye ::)
300 polys for a object? Are we suddenly back at the mid '90?On which of the "Polygon" is being said, with the 3 edges? If the 3 edges, then it is normal for this today.
I think it would be okay for some guns to have a high-polycount.Fully agree. Items like spear or 10mm pistol should have not more then 20 polys, but gauss rifle may have about 1k.
I don't know how it is now but when I played I don't think I ever saw anyone with a m60...
So, my guess is that the models that is used most are the ones that need to have a low polycount, still should try and keep the models optimized even if they are rare i guess >_< (just more important with the more used objects in my opinion).
A modern graphic card can render 5-20 millions polygons without braking a sweat.It's just a theoretical raw performance. Additional effects like anisotropic filtering or shading lowers that number dramatically. Besides, some gamers don't have modern graphic cards.
why are dark green, or it is false to my eye ::)It's a draft texture, I haven't better one. If somebody wants to help - just make a texture for APA. UVW map fits VB power armor.
Made by Gray (http://www.fonline.ru/forum/attachment.php?attachmentid=4952&stc=1&d=1270571404)
But it isn't completed yet.
:/ the mask is ugly and suck...
I found it screen some weeks ago but I don't know who made it. This model APA looks great!
(http://img17.imageshack.us/img17/6863/2105165765415.jpg)
It's just a theoretical raw performance. Additional effects like anisotropic filtering or shading lowers that number dramatically. Besides, some gamers don't have modern graphic cards.
Today I've made a small demo, just one mesh, 2 lights. The mesh is a subdivided teapot with ~700 000 triangles. Through the fix function pipeline (lights per vertex) I get 53 FPS, with a shader (per pixel light) 52 FPS.
700k triangles- you could spam 1400 weapons if you want (500 poly).Just to make it clear, you can't spam 1400 models and expect more then 5fps even on a top end PC. You can get away with it if they all share one render state (texture and ligth) then they can be sent to the gpu as one mesh.
FOnline is a MMO, it involves more than one player featured in the game at once.
It's better to make a texure from original sprite, like it's done here:but how to make it fit i tried to but it wont look right guess i gotta mess with it more try and get back to u asap
(http://www.imagepost.eu/images/0/342086725.png)
:/ the mask is ugly and suck...Typical mistake: APA does not have the mask, it is a normal helmet. Back side is just covered by shoulders. It's ugly, because it's still completely untextured.
marcek1989's model look pretty.It lloks pretty, but it's completely wrong (in addition to it's incompatibility), especially the helmet. My only "fail" is wrong colors, it will be fixed on a final texturing stage.
but how to make it fit i tried to but it wont look right guess i gotta mess with it more try and get back to u asapthis is a texture for that model, I hope that it would help you:
Typical mistake: APA does not have the mask, it is a normal helmet. Back side is just covered by shoulders. It's ugly, because it's still completely untextured.It lloks pretty, but it's completely wrong (in addition to it's incompatibility), especially the helmet. My only "fail" is wrong colors, it will be fixed on a final texturing stage.
(http://img716.imageshack.us/img716/8485/apacompare.png) (http://img716.imageshack.us/i/apacompare.png/)
I prefer your model Gray (especially if you change colors) but the position of the model isn't really the same as the original one (as we can see in your iso view on the right). Is it possible to fix it?I don't work with animation, just the model with bones, ready to animate with VB built-in animation pack. I've posed this model manually for the easy compare.
this is a texture for that model, I hope that it would help you:
(http://www.imagepost.eu/images/0/m66.png)
this is a texture for that model, I hope that it would help you:
(http://www.imagepost.eu/images/0/m66.png)
if i had the texture for the guass rifle like that it would be easy to put on do u know where i can get one all i have is a pic from wiki to go by tydunno, I gave you that texture to show an example of a good texture in order to help you. Maybe you could rework it or something...
Speaking about textures (and colors of my APA), anybody can try to help with it's texturing. I'll accept any help (I am a bletcherous texturer).What's wrong with this texture?
Here it is the source texture with body parts marks. Orientation of the text shows the angle.
(http://img251.imageshack.us/img251/3483/bodpowerarmordefaultlg.png)
If anybody want to help - just post textures here or PM me.
PS helmet have no even source texture... it's absolutely free to work on.
What's wrong with this texture?Nothing. It's a Van Buren Power Armor texture. I use the same UVW map to APA.
dunno, I gave you that texture to show an example of a good texture in order to help you. Maybe you could rework it or something...
Well, APA texture should be darker than PA texture, am I wrong ?Just repaint body parts with proper colors and it will be the APA texture. Just to it good looking and that's all.
It feels like that would violate some copyright laws :P
Speaking about textures (and colors of my APA), anybody can try to help with it's texturing. I'll accept any help (I am a bletcherous texturer).How about something like this?
Here it is the source texture with body parts marks. Orientation of the text shows the angle.
(http://img251.imageshack.us/img251/3483/bodpowerarmordefaultlg.png)
If anybody want to help - just post textures here or PM me.
PS helmet have no even source texture... it's absolutely free to work on.
How about something like this?Very nice texture, but it looks like a PA, not APA texture to me.
Typical mistake: APA does not have the mask, it is a normal helmet. Back side is just covered by shoulders. It's ugly, because it's still completely untextured.It lloks pretty, but it's completely wrong (in addition to it's incompatibility), especially the helmet. My only "fail" is wrong colors, it will be fixed on a final texturing stage.Model in center is perfect, is it your work?
(http://img716.imageshack.us/img716/8485/apacompare.png) (http://img716.imageshack.us/i/apacompare.png/)
Uploaded with ImageShack.us (http://imageshack.us)
How about something like this?Awesome Power Armor, but it is not dark enough for APA.
Model in center is perfect, is it your work?Do you see just the colors, not the shape? Should I repaint my model with coal-black and coyote-brown colors to make it "perfect"?
Do you see just the colors, not the shape? Should I repaint my model with coal-black and coyote-brown colors to make it "perfect"?
May I ask you to retexture the rest parts of PA with the same style? As I understand, you have the source textures.Sure, just tell me the names (or pattern of names) of the textures you want me to pimp.
Sure, just tell me the names (or pattern of names) of the textures you want me to pimp.Sure.
Not sure if the tone matches 1:1 but for now it's the best I can do, the helmet will probably need some more love.Awesome.
Damn, that does look good ;D
I can make a small tutorial on how to turn a 'vanilla' texture into something better, it really is easy you just need a good base texture (like metal in this case - google can provide them in any amounts) and some know-how. Someone interested?
Yes please make a tutorial I need to learn how to texture better Thanks+1
The textures are a little dirty, but the mesh is complete.
Is it a Metal MK1 ? Because in my opinion it is too clean to be a metal armor MK2 :/
Well, I think it's why he say texture have to be redone ;p(http://www.imagepost.eu/images/0/mas3.png)
Anyway, the MKII is clean, it's the MKI which should be dirty
The model can be used for both armors, just needs retexturing as Gray said.Good idea ;)
According to this, Gray's Metal Armor is definetely MK2.
Can You show us a model already covered on with this skin ?
P.S. Is it able to improve this (http://img6.imageshack.us/gal.php?g=cabody.png)? It's made by Roleplayer from Russian community, not me.
That's a hard one, it's suppose to be a advanced polymer or something like that. I've made 7 versions, but I'm not happy with either one.This one (http://img337.imageshack.us/img337/8640/image03v.jpg) would be well fitting for Combat Armor MK2 if you will make it darker.
Black leather ain' easy.No, the black one is present in VB. I'm talking about green leather.
Dunno whats wrong with the original critters, they are fine and enough
imagination
wezu, your models are great! Maybe you could also help with texturing of Gray's APA?What models would that be? ;D
Come on. You honestly expect that from our general playerbase?
What models would that be? ;D
Anyway, I got the impression I was helping already. If I'll get a base texture or even just a UV layout I can give it a try, I've already started making a mask from a poster:
[Picture]
I can't say if I can make in better then someone else, like the combat armor - the texture I did was worst then the original one.
Nice work on getting that wallpaper look like that, but please dont do such a mirrored APA helmet :( it just looks strange to the well known form of the helmet.Heh, so that's where is the problem with that helmet... I just was thinking why that wezu's enclave helmet looks so weird. Thx.
Are You for real?
You're saying that this:
(http://img508.imageshack.us/img508/8417/clipboard01ph.jpg)
is better then this:
(http://img600.imageshack.us/img600/6474/powerarmormodernized.png)
?
this change to 3d models freaks me out. I feel that the original fallout's graphics is the last link to the original games.Play then original Fallout games, if you like old graphics.
Play then original Fallout games, if you like old graphics.
That's WIP for a texture, it should be flatend so that when it's maped (projected) onto a 3d mesh the deformation is minimal and the UV can be simple-eg. cylindrical or planar maping not a full pelt unwrap. Type 'face texture' into google and see for yourself.
Anyway you can't say if a texture is good or not if you won't see it on a model.
Even when its projected onto a model, it'll look weird. It should have a hose on one side of the face and a filter (or whatever it is) on the other side. Yours has the filter on both sides.WIP=Work In Progress.
@wezu:
good powerarmor texture! But can you make the colour like here:
(http://images1.wikia.nocookie.net/__cb20051106121014/fallout/images/thumb/e/e2/Rhombus.jpg/467px-Rhombus.jpg)
So it would look like the original sprite, maybe you can change it...
I believe devs can implement few colours of Power Armor with that changes. Eg. brotherhood insignia PA's, camouflage PA's, rusty PA's and so on, and so on. It would be lovely to see changes on textures with detoriation. You know - Your armor with 0%will look like brand new, shiny PA while 50% will have many scratches and signs of moisture. 90%detoriated PA will look like fuckin' mess - massive scratches, bullet holes + rust. 3textures for it? Maybe 1-3hours of work on base texture :3Nice idea. Though, someone of devs said that 3D is totally relied on the players. In other words, if you want this to be done - go and make these 3 types of texture.
It can apply to any other armor as well and I believe scripting it will be no problem for rotators:3
Armors will be available in different colors. With 3d models, it is not even 5 minutes of work to change the colors of the texture.
As long as we don't start getting our real life eyes crippled by bubble-gum-pink Combat Armors...
why not ;D just imagine a fat female char with a pink BA in PvP ;D... that will be a lot of fun :D
Yeah.... Not. ::)
well i see u like it better where all chars look like clones from a facility ::)I don't think the prohibition of one color will make everyone look like clones >_>
HELP!I bet that it will be easier to find this answer on google than here.
Who knows, how to launch 3D MAX 2010 without installation? My old work comp has died and I haven't admin pass for the new one, so I can't reinstall 3D MAX.
I bet that it will be easier to find this answer on google than here.Google said me nothing about 3D MAX Portable, but one man from Russian community did it ;) So I can continue my work.
what do you guys think about it? Maybe any advice?That's what the game is actually need. It is recognizable and it's not too high-poly (I guess, about 100). Note, that even with maximum zoom, it will be about 50 pixels long on the game screen.
As Graf wrote, everything not finished at some point will need to be done. And sooner is better than later ;)I guess, that "sooner or later" is already here. To understands what I mean, look here (http://translate.google.ru/translate?js=n&prev=_t&hl=ru&ie=UTF-8&layout=2&eotf=1&sl=ru&tl=en&u=http%3A%2F%2Fwww2.xp-dev.com%2Fsc%2Fbrowse%2F94227%2F).
btw the model has around 250 triangles. Its probably a bit high but its a very "round" gun...:o 250 tris? It's about 500 vertexes! I can't even imagine, where they can hide...
:o 250 tris? It's about 500 vertexes! I can't even imagine, where they can hide...oh.
The round part is just an octagonal tube with 4 segments, it's 40 vertexes. The rest is just some boxes... It seems that you've lost some unoptimized vertexes inside the model.
It is a common weapon, it should be optimized as much as possible without loosing quality.
small test VB models in SDK ^^ http://www.youtube.com/watch?v=wpzC0lctAGE
It's alive!!! Muhahahaha!<3 MONSTER.
(http://img529.imageshack.us/img529/36/3d01.png)
I was just curious but will those 3D moels support Bloody Mess trait? It will be shame if this feature would have to be removed. :)At the moment they do not support Bloody Mess but with work of animators and particle effects they will :)
And that bluesuit seams too much bright. That is definitely one way how to force players to wear armour. ;D
Otherwise, great work indeed.
So this is how they'll look ingame then?Sure. There are some bugs like incorrect shoulderpads color, but they will be fixed. The only important thing - that the models are compatible with game engine.
Daym, that's a stark contrast up there, maybe because of different resolution?It's a multiple screenshots montage.
<vomit>If you don't like it - don't eat it.
It looks pretty good already. Just needs new (idle) animations, adjusted textures and some shader-magick.and you need to add death animations, you got only normal death(even if is rocket death)
and you need to add death animations, you got only normal death(even if is rocket death)It's easier then you think. It's much easier then normal actions' animation.
What do you think? IHMO this model is better than Van Buren. Why? Because it's more Fallout style, position etc.I don't think that 3-feet wide shoulders is a major attribute of Fallout style, it's more a super-hero comics style. As for me, Fallout style consist of typical post-apocalyptical clothes and weapon styles.
What about those bloody animations, where limb are lost etc? Won't that be a problem with a continuous, soft skinned mesh?It's real. There will be no problems with mesh, because it's sliced to limbs
So we need some particle blood effect and animator who will take care of that (and other missing animations like shooting rifles etc.)Gari4eng said that he made some animations (walk, run, shoot, etc.), but I haven't seen it yet.
Gari4eng said that he made some animations (walk, run, shoot, etc.), but I haven't seen it yet.It's probably because prison suit was made only for white inmates - therefore it's not changing with skintones. I'm not sure on that one so can't really tell, but it's quite possible (only IF model is "segmentated")
P.S. Anybody knows how to manage this?
(http://img141.imageshack.us/img141/3517/screen28122010223128.jpg)
Upper arms has base skin instead of current.
Gray! a little ting about the Sacred T-51b Think you could be able to change the Single-Plate Shoulders Van Buren Model with the Standard Dual Layered Shoulder plates?You're right. As for me, I've never mentioned that...
It's probably because prison suit was made only for white inmates - therefore it's not changing with skintones. I'm not sure on that one so can't really tell, but it's quite possible (only IF model is "segmentated")In the Van Buren demo it works correctly. I can't prove it right now, but I sure remember that we are starting thr game wearing the prison suit. Anyone can download that demo and see it.
Gray! a little ting about the Sacred T-51b Think you could be able to change the Single-Plate Shoulders Van Buren Model with the Standard Dual Layered Shoulder plates?They are dual already. I have some plans for the VB PA, but all of them require some time. I can't split. And still I haven't find fully functional 3DS MAX Portable. Without it I lose half of the time.
In the Van Buren demo it works correctly. I can't prove it right now, but I sure remember that we are starting thr game wearing the prison suit. Anyone can download that demo and see it.
Indeed, it's work correctly in VB tech demoYes it is. And not only with default skin, but with all of them:
Tint map, vertex color or seperate textures...It uses multitextured material, separated by UVW map. I've made Metal Armor the same way, and we found this bug during a test. But the Prison Suit is a standard model, it should work correctly without any shaman dances.
It uses multitextured material, separated by UVW map. I've made Metal Armor the same way, and we found this bug during a test. But the Prison Suit is a standard model, it should work correctly without any shaman dances.Needs more cowbell then!
Gray! a little ting about the Sacred T-51b Think you could be able to change the Single-Plate Shoulders Van Buren Model with the Standard Dual Layered Shoulder plates?(http://img143.imageshack.us/img143/6059/panew01.png)
(http://img87.imageshack.us/img87/9963/screen05012011181538.png)I've noticed something, but this isn't just with this model, but it is especially noticeable with this comparison. All of the 3D models seem to be "leaning over" as if they are about to fall over, especially when you see it with original sprite, which is standing upright. Or is it just me? The 3D models just seem to be at an uneven angle with the ground.
well, my guess is that they are photoshopped in atm, so it might be due to that (the weird angle i mean).
well, my guess is that they are photoshopped in atm, so it might be due to that (the weird angle i mean).I doubt that this screen-shot are made in Photoshop, since it's much easier to make in the game.
That wheel thingy makes it apear like its glued in the suitIt's just "painted" on the model (texture) to save polys i guess, won't be an issue when looking from ingame.
Well even on TLA they look leaned-over when you zoom in. It's not a big issue though.That's because Fallout is isometric view, 3d can't be rendered like that so easy.
That's because Fallout is isometric view, 3d can't be rendered like that so easy.
2d appears as it was representing static 3d space, however it's completly flat, just imagine there were models on floor
Workaround would be either to ajdust 2D ( kinda like D2 did ), or change perspective correction for model rendering.
I suppose it's possible to transform those to look correct - in fact currently things look like they all share common viewpoint, which is wrong for Isometric background.
EDIT: Also will you readjust CA?
(http://img52.imageshack.us/img52/6521/ca11.png)
Is quite good model, but texture shouldn't really have any specular term of reflection, and mainly it's supposed to be dark green
Combat armor was designed to sheath the human body as completely as possible in high durability armor. The primary skin of combat armor is composed of complex polymers and ceramics. This hard armor was manufactured as specific plates. The plates were manufactured with a matte-finish olive drab coloring suitable for woodland and/or urban camouflage. These plates are affixed to a flexible body suit interwoven with thermal-dissipative membranes and bulletproof material.Yeah - they shouldn't be reflective at all. It's camouflage, right? Have anyone seen reflective camo?:P It's easy to adjust so I see no problem with that. It can use a little bit of dark green as well to stop looking too "olive".
That's because Fallout is isometric view, 3d can't be rendered like that so easy.I don't think that is true. 3d can be rendered by any hardware in a non-perspective view, and its even a tiny bit faster.
2d appears as it was representing static 3d space, however it's completly flat, just imagine there were models on floor
but i think it can be difficult to create neat 3d scenery objects without having the whole map looking weird.I'm strongly disagree with your points. Check this (http://translate.google.ru/translate?js=n&prev=_t&hl=ru&ie=UTF-8&layout=2&eotf=1&sl=ru&tl=en&u=http%3A%2F%2Ffallout-nevada.ucoz.ru%2F) and you, most probably, will change your opinion.
I strongly disagree with your points. Check this (http://translate.google.ru/translate?js=n&prev=_t&hl=ru&ie=UTF-8&layout=2&eotf=1&sl=ru&tl=en&u=http%3A%2F%2Ffallout-nevada.ucoz.ru%2F) and you, most probably, will change your opinion.
I'm strongly disagree with your points. Check this (http://translate.google.ru/translate?js=n&prev=_t&hl=ru&ie=UTF-8&layout=2&eotf=1&sl=ru&tl=en&u=http%3A%2F%2Ffallout-nevada.ucoz.ru%2F) and you, most probably, will change your opinion.
I doubt Surf Solar's comment was about creating new scenery, but making the characters fit more to the existing scenery.
So basically: A harmonic style of 3d models which blend in good with the original art could look very good. I only think its hard to pull off. Kudos to the hard working modelers
Imho there should be few various colours for some basic clothes while for armors like CA/Leather armor/metal armor - only few varieties. You know - black CA, green CA, camouflage CA. It was military equipment so I don't see any point in making pink CA's.
And for metal armor? Like I said some time ago - rusty Metal Armor, normal, scratched and so on.
Imho there should be few or more various colours for some basic clothes while for armors like CA/Leather armor/metal armor - ONLY few varieties. You know - black CA, green CA, camouflage CA. It was military equipment so I don't see any point in making pink CA's.http://rapidshare.com/files/441556544/CA_MA_Textures.rar (http://rapidshare.com/files/441556544/CA_MA_Textures.rar)
And for metal armor? Like I said some time ago - rusty Metal Armor, normal, scratched and so on.
I doubt Surf Solar's comment was about creating new scenery, but making the characters fit more to the existing scenery.
http://rapidshare.com/files/441556544/CA_MA_Textures.rar (http://rapidshare.com/files/441556544/CA_MA_Textures.rar)
Unleash your imagination, don't limit yourself.
I like that no one even bothered to adjust the 3d models to Fallout tiles and general scenery stuff. While this is the most important thing, yet this thread is about making the coolest Brotherhood Powerarmor and the like.
probably the only thing worth making 3D was the character. but of course if u change the character then u have to modify all the weapons too so it can be adapted to the type of character u have(e.g. bulkier chars would carry the heavier guns more confortably like at the height of their waist and skinnier chars would carry them with a little dificulty)Sure. But who would make animations for them? I'm going to make only basic missing animation if everything will be fine.
When models will be done? Any nformations about progress of models humans, weapons and other?Just check older posts and wiki site about 3d models.
Do you want add new clothes etc?
Someone should totally summarize what is missing(to make "basic" items+animations complete)
Any nformations about progress of models humans, weapons and other?Weapons - 83/99
ArmorsA little correction:
Robe - 5%?
Leather Armor - 0%
Metal Armor - 100%
Tesla Armor - 100% (texture required)
Combat Armor - 100%
Combat Armor MK2 - 100% (texture required)
Brotherhood Armor - 100% (texture required)
Power Armor - 100%
Advanced Power Armor - 100%?
Weapons - 83/99
Brahmin - [missing]
Super Mutant - [missing]
Small Rad Scorpion - [missing]
Large Rad Scorpion - [missing]
Molerat - [missing]
Mutated molerat - [missing]
Gecko - [missing]
Vannamingo (Alien) - [missing]
Centaur - [missing]
Floater - [missing]
Mantis - [missing]
Ant - [Done (VB)]
AntQueen - [Done (VB)]
Bat - [Done (VB)]
Beetle - [Done (VB)]
Centipede - [Done (VB)]
Cougar - [Done (VB)]
Cow - [Done (VB)]
Deathclaw - [Done (VB)]
Desert Stalker - [Done (VB)]
Dog - [Done (VB)]
Gila - [Done (VB)]
Mantrap - [Done (VB)]
Rad Toad - [Done (VB)]
Rat - [Done (VB)]
Thorn Slinger - [Done (VB)]
Wasp Giant - [Done (VB)]
Weedling - [Done (VB)]
Ghoul - [Done]
A little correction:fixed.
Robe - 0% Not started
Leather Armor - 20% draft geometry is almost complete, texture required.
Metal Armor - 80% Unexpectable bugs with multi-textured materials (solvable); Male-Fat, Male-Wire, Female-Fat, Female-Wire and Female-Strong adjustments required.
Advanced Power Armor - 90% Final-quality texture required; probably female model adjustment
and the small deathclaw??Small deathclaw is just a scaled to 0,3 or so model of an adult DeathClaw. There is no need to make another model for it. Though regular DeathClaw model may requre some retexture to completely fit the game.
i think it is just 2d in the game.
fixed.Small deathclaw is just a scaled to 0,3 or so model of an adult DeathClaw.Don't forget to speed up walk animation, otherwise it will "skiing"
fixed.Small deathclaw is just a scaled to 0,3 or so model of an adult DeathClaw. There is no need to make another model for it. Though regular DeathClaw model may requre some retexture to completely fit the game.oh. cause you wrote radscorpion and small radscorpion, so i thought this are 2 different models too
I know that there is no such outfit in FOnline but I'd like have this model. Of course, everything in the atmosphere of Fallout.Fallout has a retro-futuristic universe, so all this outfits mismatches the atmosphere.
Fallout has a retro-futuristic universe, so all this outfits mismatches the atmosphere.This explains simply everything about stalker/SWAT uniform. Also you should take in mind that people will make items they like so it will be better to try making it yourself.
Combat armor is a special forces outfit, analogy of SWAT.
BUT. If you are really want something like this to be included - just make it.
Let's just do what there is allready, and add something else after,ok?Yes, I wrote later do these models if orginaln models will be done.
Cant wait to show my 3D modding skills after this is done.You can show your skills right now and make a robe or leather armor.
my own try of m60:Nice one. Could you try to make some of these?
(http://img684.imageshack.us/img684/4098/m60zi.jpg)
276 tris
Incomplete or missing:
1. Avenger Minigun (Texture for VB model are required)
2. Light Support Weapon
3. Rocket Launcher
4. M3A1 "Grease Gun" SMG
5. Desert Eagle .44
6. Desert Eagle (Exp. Mag.)
7. YK42B Pulse Rifle
8. Gatling Laser
9. M72 Gauss Rifle
10. Combat Shotgun
11. Brass Knuckles
12. Mega Power Fist
13. Power Fist
14. Club
15. Sharpened Spear (Texture for regular spear are required)
16. 10mm pistol
Some knuckles ?
(http://thumbnails6.imagebam.com/11574/a9b964115739033.jpg) (http://www.imagebam.com/image/a9b964115739033)
Yes, way too high for what they are : 400
Also I like how the spear is visible on the back.
Lexx, definitely there is such option, but what's the reason of moving back in time to 14 fps (As I remember old animations has 14 frames per second) with nice new models? You need only a few hours to get used to new models and then you will not want to even look at old models.
most animations have 8 frames iirc ;)That's even worse. So please don't use that "feature" with cutting frames.
Thanks for the support, I might post again if I make any progress.
Graf: The existing models would need to be adapted, that's true, soft parts like clothes that are close to the body and have to deform with it must be extrapolated from this character mesh to avoid overlapping, but rigid parts like shoulderpads and chestplates should be easier to adapt.
bikkebakke: I can easily slow it down, but I am making animations frame by frame from the original sprites, so I rarely have to adjust speed.
avv: Yes, you can tweak the main mesh , if you don't add any polygon then the bone weights and the texture maps will stay the same, but in that case you would need to model all attachments for that kind of body.
Lexx: You are right about that , all armors need to be done , but like you said before, animations are the most important part, we can always add hairstyles and beards later.
Update: New video showing a close up on the character, and some new animations, still in progress. (video is streched :/)
http://www.youtube.com/watch?v=dMkdabWbvaI (http://www.youtube.com/watch?v=dMkdabWbvaI)
That's it for now , I won't be home next week so that may slow down the process.
Lexx: You are right about that , all armors need to be done , but like you said before, animations are the most important part, we can always add hairstyles and beards later.Right :) Do you planned make it for SDK? How can I help with it? Your model is more awesome than VB.
How many animations needed? We have:splattered (death)
- walk
- run
- knockdown
- shot (pistol and rifle)
I'll try to work with hairstyles when everything is ready. Have dozens of ideas for these.Do you want to merge existing hairstyles with models? Cause we have quite nice VB hairstyles already.
Do you want to merge existing hairstyles with models? Cause we have quite nice VB hairstyles already.Yup but we can make other, better hairstyles for new, better models who are likes orginals. We got better model than VB so why don't use it? I prefer Karpov's model. Why? Because position of standing is better, model is better, animations is better.
but we can make other, better hairstyles for new, better models who are likes orginals.
The original game has like 5 hair styles. Bald, short, long, punk and tribal. VB has these too and various more.thats 4 hairstyles >_> unless bald is a hairstyle
The original game has like 5 hair styles. Bald, short, long, punk and tribal. VB has these too and various more.
In case you are asking, I could not use these animations on the VB models , they don't seem to be compatible :-\I sure, I can manage this.
But beside this, I'd love to see a FOnline-ified version of Fallout: New Vegas NCR soldier and ranger clothes.
Nice video Karpov.
This is how new models should look.
Loved also pistol taking off holster and put back.
I modified your mesh a bit into something that should resemble a NCR soldier from NV, Karpov.Did you use Karpov's model?
I added a silly hat and some loopcuts (wasn't much faces added) and splashed a crappy erlkoenig paintjob on its vertici.
710 vertici, 1294 faces, triangulated quads at .obj export.
(http://img137.imageshack.us/img137/2430/crapvertexart.th.jpg) (http://img137.imageshack.us/i/crapvertexart.jpg/)
http://www.megaupload.com/?d=MB59V7VJ
http://www.youtube.com/watch?v=dMkdabWbvaI (http://www.youtube.com/watch?v=dMkdabWbvaI)Whooooaa! Very good model... and these animation are great! Very good work.
Did you use Karpov's model?
I modified your mesh a bit into something that should resemble a NCR soldier from NV, Karpov.
Ah, ye they would be nice, so they could stand out a bit more than atm (brown armor >_>)Yep and this (http://fallout.wikia.com/wiki/NCR_Ranger_combat_armor)
would also be neat if this one existed (or similar so there won't be any copyright issues).
(http://img340.imageshack.us/img340/2043/falloutnewvegasz.jpg)
But... that armor would mostly be eyecandy for me >_>
//the pic above is also ranger but I'm not 100% sure which armors Lexx meant, I thought of the basic ones:
(http://img411.imageshack.us/img411/9922/ncrrangers.png)
But it depends on Karpov vision of that model, how he want to handle it.
512x512 but they should look not much worse in 256x256the purple one shouldn't look that bad anyway, brownish robe might lose some details, but I don't know how detailed the model will be in-game anyway
I think Karpov bought or stole or somewhere get these meshes. When I tried to recreate them - as though I have not tried I did it only one direction, while the other directions looks like shit. Also, these animations have a high framerate, I have a question - how? I thought he re-created them frame by frame... how he increased the number of frames?You know how 3d animation works? Recreating frame by frame makes model go a certain path it follows - that's why you see that "flow" and high framerate. Compare it to original for once more and think. Also take into consideration new things like spear on back et cetera.
Plus, the mesh itself is an absolute copy of the original art... even critters face
So I think he got these meshes and animations in finished form.
You know how 3d animation works? Recreating frame by frame makes model go a certain path it follows - that's why you see that "flow" and high framerate. Compare it to original for once more and think. Also take into consideration new things like spear on back et cetera.+1
He was making GREAT models for weapons before that one. Maybe he stole them too? >.>
(http://images2.memegenerator.net/ImageMacro/4489299/NIGGA-PLEASE.jpg?imageSize=Large&generatorName=XZIBIT)
I think Karpov bought or stole or somewhere get these meshes. When I tried to recreate them - as though I have not tried I did it only one direction, while the other directions looks like shit. Also, these animations have a high framerate, I have a question - how? I thought he re-created them frame by frame... how he increased the number of frames?You're not making much sens.
Plus, the mesh itself is an absolute copy of the original art... even critters face
So I think he got these meshes and animations in finished form.
One thing: when I run with the flamer in hand the guy just holds it like a pistol and it looks kinda weird, so I have to make a "running_with_big_gun" animation, any suggestions? I will see if I can do something about it.
Ok, I think that's all. Bye
(http://img201.imageshack.us/img201/4587/bigguns.jpg)
One thing: when I run with the flamer in hand the guy just holds it like a pistol and it looks kinda weird, so I have to make a "running_with_big_gun" animation, any suggestions? I will see if I can do something about it.I think everytime you want to run somewhere, the guy should holster his weapon, animation will start, that forces you to wait there for some time (0.5sec ?), just like firing animation. Same should apply on arriving to desired hex, animation for unholstering will start. This should concern only really big weapon, so using light, fast weapons such as FN FAL, AK47 will be more viable.
Ok, I think that's all. Bye
Great progress again.
Btw. something I noticed on your flamer a while ago: Your version only has one "gas tank" on top of it. But on the original critters you can see two tanks, if you take a closer look.
This looks way better than the bent over models we can see on TLA.I can make models looks anyway, but I'm restricted by present animations. SDK has only VB animations - my models are looks like VB models.
no running animation yet, maybe tomorrow. ByeWait, base model has running animation... Does it mean, that you are animating each model separately? Don't you use a skeleton animation?
I can make models looks anyway, but I'm restricted by present animations. SDK has only VB animations - my models are looks like VB models.Wait, base model has running animation... Does it mean, that you are animating each model separately? Don't you use a skeleton animation?VB models aren't "falloutish". Models look suck when stayind and running. I think SDK should have Karpov models when it will be done.
Wait, base model has running animation... Does it mean, that you are animating each model separately? Don't you use a skeleton animation?
Question:
What are you going to do with skin tones/hairstyles? Making each model of armor for seperate skin tone might be a long process of texturing. In that case people shouldn't make anything like "NCR ranger suit" right now without having lets say - few different skin tones to work with. Hairstyles might be seperated models but I think few of them should be just textured on players head so we've got next dozen of skins to make. Same applies to beard/moustache. Prove me I'm wrong. I'm not too much into that kind of stuff.
Anyway:
I will try to make few "Naked" bald guy textures(with underwear you dirty cats!:>) in different skintones to be some kind of "base" for future works. Maybe it will be helpful, maybe not. Always some practice.
I think running animations should be according to the holding weapon.
Clubs, knives, spears, pistols, SMGs: The same running animation like if you were unarmed.
Sledgehammers, rifles, shotguns, laser rifles etc.: The character holds his weapon in both hands and has it near his body.
Heavy guns (flamers, plasma rifles, miniguns, rocketlaunchers etc.): The character tries to pull the weapon up, but due to it's weight, the character holds it low.
video!
VB models aren't "falloutish". Models look suck when stayind and running. I think SDK should have Karpov models when it will be done.
Karpov again great work. Cool.
I will try to make few "Naked" bald guy textures(with underwear you dirty cats!:>) in different skintones to be some kind of "base" for future works. Maybe it will be helpful, maybe not. Always some practice.Why not to use VB textures? They got 18 skin tones and fully unwrapped.
I have some experience in running with various weapons. Pistols and SMG are really light enough to run as usual.I think running animations should be according to the holding weapon.Good Idea, maybe spear too, they are quite heavy, I could make him run like the spearmen in many RTS games.
Clubs, knives, spears, pistols, SMGs: The same running animation like if you were unarmed.
Sledgehammers, rifles, shotguns, laser rifles etc.: The character holds his weapon in both hands and has it near his body.
Heavy guns (flamers, plasma rifles, miniguns, rocketlaunchers etc.): The character tries to pull the weapon up, but due to it's weight, the character holds it low.
Also, pouches added. Karpov, could you upload your base female model, tool? I'll try to work out how UVwrap runs properly, but anyone is welcome to do the textures as well.
Our lovable ninja nurse Pistacja, perhaps? Your robe texture looked pretty good.
Gray, the Combat armor is absolutely beautiful. I worked perfectly. http://www.youtube.com/watch?v=CViY3am8_SAOutstanding.
The combat armor looks good but is a bit too bright and the "shine" is a bit too much, imo.
Gray, the Combat armor is absolutely beautiful. I worked perfectly. http://www.youtube.com/watch?v=CViY3am8_SAIn my opinion it looks to shiny, somehow plastic. And its a bit too fat around stomach, and too tight on the top. But great progress ;)
Here is another video of the big gun animation. http://www.youtube.com/watch?v=AUdYbNPXjlQIn my opinion he looks like sneaking a bit, i think it would be better if he held weapon some other way like you said. I think having it on the side is good idea. This animation could work as sneaking animation with few changes though? :)
Now that i notice it again... Solar, where does your avatar comes from?
I just wanted to say that this stuff is really looking great. It's nice to see that after 30 pages about weapon models, we're getting into player models (that's not a criticism, it's all great work). Anyway, I can't wait to see this stuff in game, it looks like it's getting close-ish to completion...? It's like waiting for Christmas, kind of.
Also, is it possible to use the van buren models and Karpov's models? It'd be a little more customization, you can pick either at character creation. I'm not sure if its possible though.
Can someone texturing other armors, maybe MA, PA, APA from VB to Karpov model?I'm on it.
The animation may seam odd because in some places the foot slides on the ground where it should not.The problem is hiding in animation speed. It's quite difficult to synchronize it with character movement speed. Speed up it too much - the character will slide, slower - it's "skiing".
(http://img138.imageshack.us/img138/2865/walkb.gif)
In my opinion it looks to shiny, somehow plastic.According the background, it's made of plastic and ceramic. Additionally, the texture is included in SDK, it's just a picture. You are free to make the better one. At this moment, this is the best we have, and it's much better then I can do.
And its a bit too fat around stomach, and too tight on the top.It seems so to me too, but I may be sure of it only after seeing the model in the game. I can reshape it, but my work is not the final step of model integration. It depends of Karpov. If it takes a lot of additional work - it's not appropriate to reshape it each time somebody note a flaw.
Before I forget, someone made that cool M60 model I used, I can't credit him/her because I don't know who has.We all have to say thanks to this guy (http://www.fonline.ru/forum/member.php?u=12252) from russian community for that awesome model.
Running with the big guns would look more natural if the char carried the gun sideways close to the body.
Like in this (http://farm2.static.flickr.com/1435/672801498_426e38bff1.jpg?v=0) picture.
Negativ, M249 cannot be considered as a standart for "big gun" (~6-7kg only).I agree with your points, but both m249 and m60 weights about 10 (http://en.wikipedia.org/wiki/M249_light_machine_gun)-10.5 kg (~23 lb) (http://en.wikipedia.org/wiki/M60_machine_gun). Both are machine guns. (http://en.wikipedia.org/wiki/Light_machine_gun), so they definitely could be considered as a big gun.
When you have to run with heavy gun, you need to keep both hand close your body :
- left hand near his shoulder
- right hand just up the belt level.
Real World:
(http://img696.imageshack.us/img696/2992/runbnw1.jpg)
The Fallout style was supposed to be comic-/cartoon-like, so the movements and proportions were exxagerated, to compensate the lack of details in size.
It's another story whether this style should be continued or not.It should be continued. Otherwise, it will be another VanBuren not Fallout 2 models/animations.
You're right. The main character looks like a greek statue, he shoots pistols and smgs carelessly with one hand and rifles always from the hip. It's another story whether this style should be continued or not.
Ofcourse it should be.
I think running should be made to look less odd, even compared to the old models it looks odd I think (maybe I just never paid attention to it :P), but theres no reason that they shouldn't shoot rifles from the hip etc - would be weird to not have that.
But there is another possibility. I might do 6-8 basic ones (Pale, normal, black, tanned etc.) + tatooed one for all of them. From original Fallouts perspective tattoos will be really small so it shouldn't matter whatever they will be. Probably some tribals. I can also try making two versions. Low tatooed guy + heavy tattooed guy for every skintone.Slavers anyone?
Later on I'll send some fruits of my work but first I need some feedback about tattoo idea.
But there is another possibility. I might do 6-8 basic ones (Pale, normal, black, tanned etc.) + tatooed one for all of them. From original Fallouts perspective tattoos will be really small so it shouldn't matter whatever they will be. Probably some tribals. I can also try making two versions. Low tatooed guy + heavy tattooed guy for every skintone.Tribal and jakudza, as minimal.
Slavers anyone?AFAIR, slaver tattoo is a small mark on a face.
But slavers got the tatoo! It would be cool to actually know who is a slaver, by just looking at the guys head! It would also make sense to add the reputation drop to those who shoot slaver players.
Ok, so I've just started working on tatooed skins as well. Pretty funny thing and I'm getting better at photoshop with this :P
Very early version of Yakuza tattoo(just one arm and upper chest). Still base skin tone, so don't look for any changes here. Making all skin tones is 30minutes of work anyway.
I believe most people will have hair so you wouldn't see anything at all :PHm, maybe developers could add a script, that is changing hair-dress to the bald, when player are joining to the slavers? Seems like a reasonable addition to the slavers tattoo for me (Btw, Metzger are bald and almost all slavers over the wasteland are bald as well)
Progress. Say hello to Mr. Wong.AWESOME :o
(http://i52.tinypic.com/28uspwg.jpg)
Little more tweaks and voila. I've already placed him on more "yellow" skin + burned muscles a little to make them more visible from distance. Almost ready. Next in turn - Tribal tattoo. After tribal - skin tones for 'em.
Looks a little like some kind of Hippie blouse :P
If you look at the character sprite holding the minigun you can see the handle coming from the left side of the engine, and maybe you should make that part longer too.
Yes it is posible to use animations in weapons, in fact that is what I was just trying to figure out. I was able to make the weapon eject the empty cases when shooting, I think it is posible to rotate the barrel in the minigun.
Here is a video http://www.youtube.com/watch?v=GfD8k2ehXE4 you have to look closely though.
Cool tattoo SmartCheetah. I think that if the slaver tattoo is just in the forehead maybe it could be attached as geometry.
I think running should be made to look less odd, even compared to the old models it looks odd I think (maybe I just never paid attention to it :P), but theres no reason that they shouldn't shoot rifles from the hip etc - would be weird to not have that.
I think running should be made to look less odd, even compared to the old models it looks odd I think (maybe I just never paid attention to it :P), but theres no reason that they shouldn't shoot rifles from the hip etc - would be weird to not have that.probably if you try to make it the super-mutant FoT version running: it looks more organized and more natural
But slavers got the tatoo! It would be cool to actually know who is a slaver, by just looking at the guys head! It would also make sense to add the reputation drop to those who shoot slaver players.It's too small to see it even with overzoom.
Yakuza tattoos are pretty big, but they are under their leatherjackets. And they wear hachimakis sometimes (headbands)2D jakudzas are wearing leather jackets and we can't change this. 3D allow us to take off the jackets from some of them ;) Here it is the real profit of 3D.
Oh well, was bored anyway, here's a WIP (Work In Progress) I thought you guys might like. Don't ask me about the poly count, Wings3D says so, not me. Avenger will be the same model, just different textures.Something wrong with proportions. The body is too short, it should be at least 40 centimeters long.
Known issues:
1. There is no handle (I don't know where is it connected so I will make it later)
2. No texture (I have textures, but the model isn't finished so I will make those UV maps etc. later)
(http://img198.imageshack.us/img198/948/minigun2.gif)Maybe this will help?Hmmm... not really, as the handle seems to be centered, while the Fallout 2 minigun has it's handle coming from the side. I'm not sure where to put it, I'm absolutely lost!
(http://img.redwolfairsoft.com/upload/product/img/CT-M134-L.jpg)
It's too small to see it even with overzoom.2D jakudzas are wearing leather jackets and we can't change this. 3D allow us to take off the jackets from some of them ;) Here it is the real profit of 3D.OK, thanks for all the info. Just a little more tweaking and that little toy can sing!
Something wrong with proportions. The body is too short, it should be at least 40 centimeters long.
And I'm not sure of the geometry of body. IMO, it's more likely to a tube then to a chamferbox. Bla bla bla bla bla bla bla bla bla.
My own progress:EDIT: AWESOME :o
(http://img211.imageshack.us/img211/6246/karpovma01.png)
http://rapidshare.com/files/446287834/Karpov_MA_male.rar (http://rapidshare.com/files/446287834/Karpov_MA_male.rar)
Please go here, to take a look at my upgraded CZ53! http://www.moddb.com/members/haraldx/images/a-project-for-fonline-22382#imageboxMove the fire control handle to the back position. Like this:
Yeah, I thought about that too, because then the arms would have to be very close each other which definitely doesn't make sense. I'm quite worried I will have to make the round thingy actually flat, or else I can't really put it on the end. Should I make it flat?Put the handle on a bracket like this:
I want to remember everyone that various models are done already.Wakizashi is still missing? I got a katana model made about 10 years ago for another game.
http://www.fo2238.fodev.net/wiki/3d_graphics_development_tracker
Though I don't know who has all the files.
Can't you use the gatling laser model to help you? It look good.Gatling laser - waiting for correction.
My guess is that it doesn't fit with the inventory graphic.Yeah, it has that big box under the firing control handle and some other minor stuff that isn't fitting.
I want to remember everyone that various models are done already.According to Skejwen, models that are marked as "WAITING FOR UPLOAD/CORRECTION" are missing, since they was never sent to him. Moreover, it's almost a year past since the time, when these models were done, so many of them are lost... or just users who made them didn't appeared here for a looong time.
http://www.fo2238.fodev.net/wiki/3d_graphics_development_tracker
Though I don't know who has all the files.
I've made the Grease Gun and Desert Eagle. Quick and dirty, texture is 128x128. It's not perfect, but it should do for now.This is the sample of really good low-poly game model. Such a thorough optimization. Simply excellent.
Haraldx minigun also good improvement. You may want to change the barrels color, looks rusty.Thanks for the feedback, and yeah, nothing is final (well except the model) :P I'm gonna use a darker version of the brown metal for the barrel. Currently it's definitely too bright.
Rust and dirst makes the model more "falloutish". Otherwise .. it looks like a cut from other game.... is that good?
If you'll be capable to apply an inventory icon as texture, it would be much better. Check m60 which was posted by me, to see how it works.Not really possible, as Minigun is full of specular and other lighting effects. Therefore, I can't use the textures found on the inventory icon.
i made some club, is my first tryMake it a little more fat, make the shorter cylinder a little more short and remove that circle above all that stuff. (Go to "Windows" and open outliner to delete that circle)
made it with wings: http://www.megaupload.com/?d=TNLR161L
Wow, I wish I was doing so good as you Gray...What's the problem?
Karpov, great as always. What do you mean by rebel polygon? Tried also what you said, still fricking nothing!Remember about making Hard Edges. It makes a lot of difference on some models with sharp edges.
Cheetah, I wish I could get drunk, that goddamn UV map is getting me mad!
LagMaster, Wings is one of the easiest programs you will get. Use mostly "Extrude", "Scale Axis", "Scale Uniform" and "Move" if you need to make something more round, select an edge and use "Bevel". "Inset is also quite good, but using it frequently makes whole lots of polygons.
EDIT: LagMaster, I made a 3/4 minute tutorial on how to make that club. Uploading it right now on YouTube.
Flipped, you say? I can get it into UV mapping, but when I try to unfold it, the program says "Uknown error: badarith" I'm pretty much ****** in this situation I think. I can cut it into 1000 pieces, but I can't even get one of the pieces UV mapped.You have probably been messing with deleting lines? When I tried decreasing poly count by deleting lines at some point model crashed and same error appeared every time I tried to UV map. Wrong sector was just untexturable. If I Remember good there is "repair" tool in Wings3d (But I'm not sure :P)
Nice Cheetah! Everything looks good, but only the Clear Skin from the black guy is a bit too dark imo.I wanted him to look just like native Africans :D No problem with changing it, so will correct it later.
Hey guys - again awesome projects I saw :) Very good for all :)If you're starting with 3d models I believe Wings 3d will be the best thing to learn basics. After getting some basics you should move to Blender or 3d's MAX. There are plenty of tutorials on youtube and various sites, concerning modelling + texturing.
I'll try make a model but I would know what is it needed? Maybe I make a weapon, item or something like this?
(my level is newbie - I'm learning :))
Hmmm PA looks great but what about APA? Is it texture for APA or not yet?Nope ::)
http://www.youtube.com/watch?v=uTKVL3JrUqIPA is made with 105% scale as normal (it's over 10 cm taller then all others). Scaling it with a console command affects the head too, so it may be noticeable when helmet is off.
The guy was scaled up a bit by console command.
In the old 3D videos from cvet, there were 2 armor slots, one for body and one for head.All helmets are removable, all armor models made with normal heads, so... to use or not to use - that is the question.
Will we have the helmets separate from body armors or will we just still have the one armor slot?
http://www.fo2238.fodev.net/wiki/StrawhatWeight 1555 grams. Lead-covered anti-radiation straw hat ;D
There is a 3d model for it already.so can we invent some new helmets? like metal helmets or others such?
so can we invent some new helmets? like metal helmets or others such?
Of course, but - like in this example - if there is a straw hat already, there is no need for another one that looks kind of the same.There is only motorcycle helmet left :)
We need sunglasses!http://www.megaupload.com/?d=ICDSHY3F
I got a question.I made a sword and i want to texture it how do i do it? i got Autodesk 3D's Max 2010 and i got photoshop to.Open material editor, roll down to maps and load your texture as a diffuse map. After that, apply "unwrap UVW" modifier and press "edit" to tweak texture coordinates.
I wonder, is it possible to make transitions when character turns around? it looks very jumpy (it looked also very jumpy in 2D) when character changes running directions.It's technically impossible, because the game don't provide any time to rotation. So called, "legacy of the original".
I think the leather armor guy in Fallout wears glasses, at least he has two darker pixels in his eyes.Barely
coordinates.It's technically impossible, because the game don't provide any time to rotation. So called, "legacy of the original".Hmm... Maybe this should be worked on? i dont know how hard it is, but, it would not only be a nice balancing feature it would also make the game look a lot better (it was pointless and impossible to do it in 2D, becouse the animations were not 3D, but now if 3D comes then... There is a purpose for it i believe).
A little by-product. Much lower poly count than the one posted in wiki and has a correct texture. Take a look here, on Moddb: http://www.moddb.com/members/haraldx/images/another-project-for-fonline
Hmm... Maybe this should be worked on? i dont know how hard it is, but, it would not only be a nice balancing feature it would also make the game look a lot better (it was pointless and impossible to do it in 2D, becouse the animations were not 3D, but now if 3D comes then... There is a purpose for it i believe).There is no time reserved for changing directions. To time at all. Even if somebody will make an animation, it would be played instantly (in 0 seconds).
Well, that wasn't needed. :p You can barely see it in the game and it's just a few frames.I know people, who is praying on each pixel of this sprites claiming them perfect. And now I see such a bug, not a lone wrong pixel, the whole odd line. I had the similar suspicions about APA sprite, but not about classical ones. I am just astonished.
A little by-product. Much lower poly count than the one posted in wiki and has a correct texture. Take a look here, on Moddb: http://www.moddb.com/members/haraldx/images/another-project-for-fonlineGreat.
There is no time reserved for changing directions. To time at all. Even if somebody will make an animation, it would be played instantly (in 0 seconds).I know people,
Brass and spiked knuckles are more or less done. Can't see any more triangles that I can cut.
(http://img199.imageshack.us/img199/5434/sknuckscr.jpg)
(http://img819.imageshack.us/img819/4769/bknuckscr.jpg)
I'll add a download link later (or tomorrow).
I think you can make the finger holes with 5 edges instead of 6, it will save some polys.Or even replace them by texture with alpha channel. It will save about 100 tris as minimal.
I've found a nice model of Mid-Western Power Armor model and I think it would be nice to see that model ingame... though I'm not discussed copyright with author yet.I'm afraid, it will not be accepted by community, because it's "infidel"
BTW, if I understood correctly, it has about 1500 polys and it could be easily reduced to somewhat about 900. How do you think, maybe we could use this?
BLASPHEMY!
FoT armors me gusta >_>
but I think the environmental armor was really nice.
Yes it was and I doubt someone would go rampage, if we get a similar armor into FOnline.It seems that no one didn't made an environmental armor yet. The only thing I've managed to find is that concept of 3D model.
What's exactly bad on the Midwestern PA, except for badassery and generic look?
Maybe because they look too much like Predators and not knights?
Edit: Wait, shit, i know: they look exactly like Enclave Advanced PAs from the Spawn Of Beth. Midwestern PAs must be their direct predecessors.
But anyway, 10 Solar points for whoever makes real Caesars Legion Armour! (American Football pads and helmets - not the faux roman stuff from FNV)
Well, I see nothing wrong in implementing Fallout Tactics Power Armor as well,
AR is kick. All unarmed animations are under A.
Though we can't use it, due to timeline issues and the worldmap position.
I see no sense in it, as our BoS uses T-51b and players most likely will not get power armor anyway. So even if the model would exists, we would have no use for it. Especially because our worldmap doesn't show the mid-western area as well.
I see no sense in it, as our BoS uses T-51b and players most likely will not get power armor anyway. So even if the model would exists, we would have no use for it. Especially because our worldmap doesn't show the mid-western area as well.
NPCs to show high status
Ok, kick done
(http://img141.imageshack.us/img141/8870/fonline2011020913171129.gif)
I have no idea what that green thing on the floor is.
Because of some inconsistencies with previous Fallout games, Fallout Tactics: Brotherhood of Steel is not considered part of the official Fallout canon except for its pivotal events.
Does anyone else think that character's head is out of proportions and too large, almost like double the size of head of human being.Maybe too wide
Easy to compare with this gif too.
As an old Fallout concept art suggests, tire armor was going to be used by Khans, but they were replaced by leather armor in the actual game
Does anyone else think that character's head is out of proportions and too large, almost like double the size of head of human being.
Easy to compare with this gif too.
I was reading about the football-related armor so I thought I might suggest a new kind of armor which was originally thought for raiders:
(http://images.wikia.com/fallout/images/2/28/FB8_Khan_Tire_Armor_concept_art.png)
http://fallout.wikia.com/wiki/Tire_armor
I don't like the power armor, the metal and much less the leather armor from Tactics, but I think the environmental armor was really nice.
Ok, I made some new anims: knife thurst, throw, and sledgehammer holster and swing. Last one goes for the author of the hammer , TheBob/ahBobSaget/Gorlak I don't know how to call him.
Also a new hairstyle, not very polygon efficient though :). Hope you like it.
http://www.youtube.com/watch?v=QEWZtrijUbs
Bye.
(http://th02.deviantart.net/fs70/PRE/i/2010/225/d/3/Dust_Raider_by_Vonmurder.jpg)
P.S: Karpov you made a really good job! i like your models very much and think this isHis animations are much more precious then any model. There are some good modellers here, but without animations all our models worth less then nothing. Karpov is the only good animator we have.
exactly how fonline should look like.
is this from the same picture as your avatar? Who has drawn these?
They are just awesome!!
You know I am aware of the throwing animation thing, but check this out:
(http://img200.imageshack.us/img200/1039/throwp.png)
Any normal human standing on the planet Earth would fall to the ground due to it's gravitational attraction if he tried this ;D
I think 3d and the 30 fps I am using for animations evidences a lot more this kind of things.
The question is, what is better in some cases, stick to the original or make adjustments?
Gray, you can save a few polygons from that little yellow things, just make them more planar and texture, even at full zoom you wont notice the difference.Yeah, I know, they are 120 polys each. I can replace them by 8-polys cones... but damn, it's a YK42B! ;)
I was thinking, Pistols and SMG animations are mostly the same, aren't they? just need a burst anim and it will be ready.Sure they are.
Sadly I have to give up on the power fist, I'll be gone for some time and won't have a chance to make them. I've spent 3-4 hours on this and have nothing to show. I think the best we can get for the fists is a black bloob for the power fist and a black blob with green bits for the mega power fist.
We have all models, except those which is mentioned here:
1. Avenger Minigun and regular minigun
2. Desert Eagle (Exp. Mag.)
3. Gatling Laser
4. Combat Shotgun
5. Sharpened Spear (http://www.mediafire.com/?38r57jeaya8j74b)(Texture for regular spear are required)
Thanks to Elmehdi, we now again have a models of:Should I texture my Pulse Rifle or the Elmehdi's one will be used? They are equal, except LOD. My one is three times much with all merits and demerits of this.
- LSW
- Gauss pistol
- Gauss Rifle
- Pulse Rifle
- Pulse Pistol
- Bozar
So, I'm updating list of missing weapons
Should I texture my Pulse Rifle or the Elmehdi's one will be used? They are equal, except LOD. My one is three times much with all merits and demerits of this.It's not me, who should deside. But It's always better to have two models, than one or no one.
Should I texture my Pulse Rifle or the Elmehdi's one will be used? They are equal, except LOD. My one is three times much with all merits and demerits of this.
Well, 'waiting for correction' status means that these models weren't accepted, so feel free to remodel them :P.I'm trying not to compete with active modellers with a view of efficiency.
made a spearLook closer at the spear picture. The "metal thing" is a head mount (more precisely it is one part). I've made a crude illustration how it made.
made a spear, press the pic to download the spear for 3ds MaxMetal texture doesn't look very good. The wood stick in one part where it seems black is somehow off - try to make it brown or something. "Metal thing" has wrong texture.
(http://img593.imageshack.us/img593/3596/spearscreen.png) (http://www.megaupload.com/?d=Q0S0F492)
Metal texture doesn't look very good. The wood stick in one part where it seems black is somehow off - try to make it brown or something. "Metal thing" has wrong texture.there is no texture, i asked you to add one
I had a go at the power fist with, I'll admit, not the best of success..... Looks... perfect! 62 triangles? Are you joking me? I hope not! And it doesn't need hollowing - the powerfist model will just be put on top of the hand model. Hollowing will just add un-needed polygons. Way to go!
What I found particularly difficult was :
a) The original image is so difficult to interpret
b) There's no real life equivalent to compare to (like with guns etc)
Anyway, here's my first attempt next to original :
(http://img171.imageshack.us/img171/2435/fistdiagram1.png)
Given its in-game size, I've kept the polys as low as humanly possible - should be about 62 triangles there.
It is of course, blocky, and likely inaccurate in places, but in game might not be so bad, if you look at this approximate diagram :
(http://img834.imageshack.us/img834/9302/fistdiagram2.png)
If it's of any use, the model is uploaded here, as Wings, 3ds, obj & texture :
http://www.megaupload.com/?d=81GA8ZUO (http://www.megaupload.com/?d=81GA8ZUO)
I tested it with Karpov's hand model - it will fit over it, though it'll need rotating and resizing, and possibly hollowing out, depending on how the models are meant to fit together.
Awesome. Thanks :-)that will be awsome, also can you work out a bit on my spear?
If that one's okay then, I'll stick some spikes and some green bits on it and do the mega power fist later today as well.
that will be awsome, also can you work out a bit on my spear?
Nice fist, can you straighten the fingers? it is needed to rig it to the character's hand.
Hi, I have been a little slow with this lately. New animation: Rocket launcher, just holster, walk and shoot. No "weapon on back", sorry, but that is not inside the animation, I can add that later. It takes some time to place it correctly, and I figured it was not actually needed. I changed the kick animation, someone pointed me a thing about it, and he was right, so I modified it. Also I changed the Walking animation, I think it looks better, but please let me know if you see something that can be changed.
In the video I show some textures I had for the character.
http://www.youtube.com/watch?v=nVFOkYLeCyw
Oh, another thing, if someone wants to model the Rocket Launcher go ahead, that model was something I created as a guide for the animation and is not optimized.
Nice fist, can you straighten the fingers? it is needed to rig it to the character's hand.[...]
that will be awsome, also can you work out a bit on my spear?You shouldn't create a new spear actually, you just have to make a new texture to the original model. (http://www.mediafire.com/?38r57jeaya8j74b)
I suspect he was supposed to be Richard Grey, but they used the mutated form in the final game, or maybe I am wrong
(http://img834.imageshack.us/img834/9302/fistdiagram2.png)Inventory do not use 3D models, it have no sense. Just be sure that it's looking good in 400% zoom. And... great job :)
.... Looks... perfect! 62 triangles? Are you joking me?Why not? It's just a hand ;)
I though it was someone from Fallout, how did he end up there? haha. Maybe some kind of joke, just like I made Picard.
Oh you are right Solar, it is Captain Kirk. ;D I though it was someone from Fallout, how did he end up there? haha. Maybe some kind of joke, just like I made Picard.
About the progress, hmm ok...
here I post my list updated. But these are only animations
(http://img593.imageshack.us/img593/9191/anims.png)
Graf knows about the missing weapon models, he posted a list not long ago.
About armors: I have leather jacket, metal armor, combat armor, and power armor. I will ask pistacja to fix something about the robes.
That leaves leather armor to be done, combat leather jacket, and maybe the Advanced power armor. But that is only for male. I guess when female is ready I will ask the author of these armors to make them fit to the model, so that we don't have to create another one.
And clothing. I use textures for them, I need someone to make a generic, neutral clothing texture, so that It can be colored in different tones, and mix in the game. This is just for customization, and it has a low priority.
PD: the sunglases are high poly. I just added them to test. I will change them.
Havent done much low poly modelling so comments are welcome.
(http://img201.imageshack.us/img201/1260/rocketlaunchersmall.jpg)
(http://img715.imageshack.us/img715/4196/rocketwireframe.jpg)
Click for larger image (http://img24.imageshack.us/f/rocketlauncher.jpg/)
.max, .3ds, .obj + png texture
http://www.sendspace.com/file/xmk64m
Why polycount matters if models aren't gonna be rendered but transformed to sprites?
Why polycount matters if models aren't gonna be rendered but transformed to sprites?Afaik they are used for player models holding the gun.
Why polycount matters if models aren't gonna be rendered but transformed to sprites?Congrats on epic failing... You obviously never encountered: Mature Deathclaw, ants, rats, desert stalker.
Very good model indeed. Some ingame shots.
(http://img717.imageshack.us/img717/7553/rocketh.gif) (http://img708.imageshack.us/img708/1756/rocketz.th.jpg) (http://img708.imageshack.us/i/rocketz.jpg/)
Models are rendered in real time, so we need to make them low poly.
About animation list, the ones in red are essential and need to be done. The ones in grey can be added , but if they are not, then the game uses a similar animation, which is not always good :P.
Congrats on epic failing... You obviously never encountered: Mature Deathclaw, ants, rats, desert stalker.
but does this mean Wipe is coming soon?
"soon" :)
//slightly off-topic, anybody got the link to the "soon" url? You know what I mean.
Uhm, obviously it's rendered on clients side.
No.
If the model is rendered in-game, would it lag the application or does the 3d perfomance depend only on client machine?Can't wait for massive lag events.
Will also the permanent change in character's model balk the performance as well?
What about mass events?
And, will the Fallout community profit from new models as well?
IMHO, those questions were implied.
Pft, pictures?! wheres the youtube video of a Paladin blowing up some poor tribals with it? hehe
Can't wait for massive lag events.http://en.wikipedia.org/wiki/Lag
http://en.wikipedia.org/wiki/Lag
As Karpov said. It MIGHT make an FPS problem for people with slow machines. Nothing to do with lags as 3d changes are not server side but client side.
Fooling around in the game I found this.But wait, i thought that small frame and bruiser suff is about body phisique, not just size.
(http://img69.imageshack.us/img69/2258/la12.th.png) (http://img69.imageshack.us/i/la12.png/)
I changed the scale of the guys, so the ones in the left are shorter and the ones in the right are taller.
Do you think it would be an important feature for customization? I was thinking about, Small Frame and Bruiser
I wonder if we could have high poly models for those who have good computers.
You shouldn't create a new spear actually, you just have to make a new texture to the original model. (http://www.mediafire.com/?38r57jeaya8j74b)[...]
Some variety is always welcome, why not. ;)IMO models are awesome now but it sounds good to see more, more falloutish but not recomended IMO ;)
I maybe asked it before, but is it possible to apply some dithering filter later ingame to make the models a bit more "pixelated" so they don't clash with the scenery so much?
here, tribals are always willing to test http://www.youtube.com/watch?v=iqMtA-Z_FIk
Also, if the model will accept extra (non triangulated) vertices i.e.Speaking the power fist (as a part of character model), It will cause a bug when animated. So such type of optimization should be used very carefully. One triangle economy do not worth possible bugs.
(http://img31.imageshack.us/img31/3458/linkedk.png)
then could save many many more.
If the model is rendered in-game, would it lag the application or does the 3d perfomance depend only on client machine?3D rendering can't affect network speed and lags, it fully depends of client's PC performance.
Will also the permanent change in character's model balk the performance as well?
What about mass events?
And, will the Fallout community profit from new models as well?
(http://img825.imageshack.us/img825/7719/flatfists.png)
Speaking the power fist (as a part of character model), It will cause a bug when animated. So such type of optimization should be used very carefully. One triangle economy do not worth possible bugs.
[...] I think you should add more green lines/dots on mega powerfist, because I doubt difference will be visible at normal scale.
[...][...]Also, there is thumb indeed, so how is it planned to make it fit to right hand/left hand? If it isn't planned, maybe making similar fingers would be good?
Here's what I've been up to. Color schemes can be changed etc if you have better ideas.Did you done it by yourself? That looks awesome!
Did you done it by yourself? That looks awesome!It's based on Karpov's male model. Added just the parts like helmet, shoulder and chest plates, boots and tanks. Then textured the whole body.
Wow. Excellent work guys! That's pretty big step! Ztormi - maybe you should think about makin' Advanced Power Armor as well? :D Someone made one but it wasn't textured or something(?) and you still had to fit it to the new Karpov's model. Great progress. For real.APA isn't in highest priority. Leather Armor is more important now, coz this is the last armor, which wasn't even started.
It's based on Karpov's male model. Added just the parts like helmet, shoulder and chest plates, boots and tanks. Then textured the whole body.
Here it is, worked just fine in the game. I had to add it by console because there is no such armor in the game. Ztormi, I know it is difficult to rig the character, but I have the bone structure prepared so that the automatic rigging stays pretty good, helps a lot. I rigged the hose tip to the head and the rest to the chest, so that rotating the head does not affect the connection.looks just like FoT Envy-armor, cool stuff
http://www.youtube.com/watch?v=9gjUataMPmE
I noticed some flaws in the way I rigged it , but I will fix them.
Here it is, worked just fine in the game. I had to add it by console because there is no such armor in the game. Ztormi, I know it is difficult to rig the character, but I have the bone structure prepared so that the automatic rigging stays pretty good, helps a lot. I rigged the hose tip to the head and the rest to the chest, so that rotating the head does not affect the connection.Wow that's sick. Blends to the world better than I ever expected. Cheers! Great job.
http://www.youtube.com/watch?v=9gjUataMPmE
I noticed some flaws in the way I rigged it , but I will fix them.
Amazing stuff. I guess I better make up some stats for it ;)
So just LA from the common armours left to do? Anyone fancy making tyre armour or Football shoulder pads / helmet? 8)
Robe - completed by Pistacija (100%?)
Leather Armor - 20% draft geometry is almost complete, texture required.
Metal Armor - 80% Unexpectable bugs with multi-textured materials (solvable); Male-Fat, Male-Wire, Female-Fat, Female-Wire and Female-Strong adjustments required.
Tesla Armor - 100% (texture required)
Combat Armor - 100%
Combat Armor MK2 - 100% (texture required)
Brotherhood Armor - 100% (texture required)
Power Armor - 100%
Advanced Power Armor - 90% Final-quality texture required; probably female model adjustment
Armors
@Solar, you whant american footbal helmet?
We didn't conquer 1/4 of the world to then have [...]You only did thanks to opium business (http://armorgames.com/play/10496/high-tea), you british tea-addict.
Armour is the british english word, Armor the american english.Hm, thanks :) Now I'm about to understand Solar's words :)
Some progress on the leather armor.Oh my :) You're fast as a lightning ;)
If it looks ok I'll start texturing it.
I had to adjust the fist to fit the hand, but no major changes have been made.
I presume that the enviromental armour will give the user some stats that will enable them to visit high radiation areas without having to devour 3 tons of rad-x before and 40 packets of rad-away after.
Alright, finished the texture. Let me know if there's anything wrong with it.It's perfect in my opinion.
Personally I'm quite happy with the looks of the chestplate. :)
The shoulder pad area isn't 100% right. Check out this render image with the original leather armor (http://images.wikia.com/fallout/images/1/12/Fallout_GURPS.jpg).Hmm, I can try to make it look more like that. The problem is that the T-pose of the character makes it hard to use pad like that.
(http://www.fo2238.fodev.net/wiki/images/9/95/Hmlthraa_sw.gif)
No they are green.
Alright, finished the texture. Let me know if there's anything wrong with it.I'm glad that you guys haven't stop without me :)
Personally I'm quite happy with the looks of the chestplate. :)
http://img193.imageshack.us/img193/1279/larender.jpg (http://img193.imageshack.us/img193/1279/larender.jpg)
Made a few fixes. Added small green sleeve thingys on the arms and rotated and scaled the pads. Obviously the t-pose render looks pretty dumb now but the pads should rotate with arms.Does your model support different skin tones?
(http://img689.imageshack.us/img689/7204/laisometric.jpg)
Had a go at Combat Shotgun. I think the texture's not quite right, but it depends how accurate it needs to be i.e. whether it's noticeably wrong at game resolution and so on. Probably wouldn't need too much tweaking to make it better.Just one remark: butt end should be flat
Anyways made yet more fixes to leather armor. Further more scaled and edited the shoulder pads. Moved them further from the head. Edited the chestplate texture and structure a bit to make it look more rectangular. Removed the shirt from the arm texture so it supports skin tones.Just great now.
Would it be cool if pants and shirt underneath would use player customized cloth colors? No?Yes, Karpov did it in MA test video. He used base pants texture instead of armor one. Just make some textures and they can be mixed.
Is this the case with metal armor?
P.S. Lexx, please, update the development tracker. We don't know what to do if we don't know what is done.
How about armors?It seems that all male models are done, so we have to wait until Karpov will give us a female model.
My fingers are itching for new job already ;D
After that maybe ghoulsDon't know if this could be considered as complete ghoul model, but something is done already:
Most of the hairstyles are also still missing afaik. But of course we can start without them.Why not to take VB hair models? There is a bunch of nice hair models.
Just one remark: butt end should be flat
:( Critters will go 3d as well? Do we really need that? I mean, I thought 3d was about customisation, not just "lawl me looks awsum!"
Agreed. Why waste time on something which is already perfect? I'd much rather someone makes completely new enemy 3d models (after player models are finished). ;)3D critters is good, when you want to have a different colors for different types of a single creature. For example, Mean Centaur could be a little different from Tough Centaur and so on. This game isn't about PvE but still.
This game isn't about PvE but still.
This game isn't about PvE
For example, Mean Centaur could be a little different from Tough Centaur and so on. This game isn't about PvE but still.
Agreed. Why waste time on something which is already perfect? ;)If I was thinking that way I'd say moving to 3d was a big, big mistake.
how can i download master.dat and critter.dat files? i need help please help me. I want play Fallout Online buti need this files because in client i don't find it Can you help mne?Not a right place for this but buy fallout2.
Weapons - 95/99OK, I got Gatling Laser. Can't show it right now, it's on my home PC.
Incomplete or missing:
1. Minigun and Avenger Minigun
2. Desert Eagle (Exp. Mag.)
3. Gatling Laser
4. Sharpened Spear (Texture for regular spear are required)
P.P.S. Karpov, we are waiting for female base model. Otherwise, the job is half done.
I need you to point me some things about it that I would need to change. Specially in the lenght of the limbs, which would need a change in the bone structure. For start i think arms are longer than the original.
They already have different stats and descriptions. Doesn't make sense that a centaur has another color just because it's "mean". Don't like that "mob reuse with different color and different size".It was just an example, beacuse its the easiest way to make a difference between 2 similar creatures. Creatures from the same family should be easily recognized from each other. Think of more than 2 variations of each creature (mean centaur, nasty centaur, centaur, mutcentaur etc.) and then its really needed.
(http://img18.imageshack.us/img18/851/cshotgun7.png)Looks perfect
(http://img228.imageshack.us/img228/3396/femalewip.png)The forehead is really big :)
It might be nice to have 3d ghouls...and then use it for mercs cuz walking speed makes me cry.
Ghouls ARE slow. That's their downside.+1 to Lexx. All Super Mutants are slow, yes, but not all ghouls.
Bullshit.Care to explain please? And yes, you shouldn't talk this way with people you don't know.
The female model was to be posponed until I finish animations, but maybe I should continue with it now, because It would be good to model the body attachments for her too, but I need your help to do so.Just give me something to work with.
Adjusted combat shotgun. Straightened butt of gun, as suggested. Also have tweaked the texture a little more. Should be pretty close to the original now.Perfectum.
Why waste time on something which is already perfect? I'd much rather someone makes completely new enemy 3d modelsAdding new mob species do not seems to be much better idea then converting present ones into 3D. It's easier and more correctly to expand and customize present mobs then to invent something completely new.
How about armors?
My fingers are itching for new job already ;D
New critters in 3D, if everything needed for player models has been done and there are still skilled people wanting to do more ... why not? Making the game look better is valuable in itself.
OK, changed it a bit: shorter arms, shorter thigh, smaller forehead, fatter legs and upper arms. Anything else?
(http://img204.imageshack.us/img204/3218/femalewip2.png)
Gray, I could give you this model, but I am still changing it as you can see, I need to make sure I send you the final version. I will send you a PM with the file if you want it anyway.
Still taking suggestions. ;)
Must all armors be done again in female version, or will male/female use same armor model?Of course they do. Character-in-armor is a one discrete model. That's why I am demanding the female model.
Gray, I could give you this model, but I am still changing it as you can see, I need to make sure I send you the final version. I will send you a PM with the file if you want it anyway.Well, I can wait until tomorrow ;)
Ok here it is, the Advanced Power Armor untextured. I bet I'm not the first one trying to model that but here's my version of it. Reference images were pain in the arse to find so if this reminds APA even a bit I'm happy.The helmet is completely wrong, either the shoulders. Legs are a bit wrong and hands are wrong too.
(http://img716.imageshack.us/img716/8485/apacompare.png) (http://img716.imageshack.us/i/apacompare.png/)I need just a good texture to finish it.
Uploaded with ImageShack.us (http://imageshack.us)
The helmet is completely wrong, either the shoulders. Legs are a bit wrong and hands are wrong too.
On Russian community we spent about two months to rebuild APA true shape piece by piece. You are right, you are not the first who tried it.I need just a good texture to finish it.
I think the one in the middle looks pretty good. But I personally think the helmet doesn't look just right there. Is it unwrapped?
In my opinion the model on right looks bad. Model on left looks much better. Dunno if it is the texture then.That's just bad textures, you'll see.
Both models also have this weird "circle" going around head. I don't see such thing in the sprite.But the "talking heads" has that "circle". They have a few common with sprites.
Maybe this would be helpful:OMG. I've seen this homemade crap about hundred times. It's suxx.
http://www.sbatl.ru/Fallout3/mod/ClassicAdvancedPowerArmor.jpg
But the "talking heads" has that "circle".
he was holding all the weapon models we made beforeDon't worry, fortunately I have all these models too (except Maddox ones)
Looks like there's no agreement whether there's APA finished or not. If you think I'm doing work for nothing please say so and I'll start working on something else. I really hope I'm not stepping on anyone's toes with this model.Helmet is still just wrong. Try to make it first, all other model is not so difficult.
Running out of ideas soon. Redid the mask completely and I don't think there's much to do without adding more polys.No. Just no. I propose not to waste your time, because I have APA on a higher stage of development.
(http://img819.imageshack.us/img819/2820/apacloseup.jpg)
(http://img834.imageshack.us/img834/284/apawireframe.jpg)
If you want - I'll send it for you. So you can finish it and obtain all glory. I just can't see it any more.Lol
Maybe this would be helpful:
http://www.sbatl.ru/Fallout3/mod/ClassicAdvancedPowerArmor.jpg
My APA is wrong in many details. I wouldn't use it as reference for anything. If at all, the FNV APA can be used. Though, not even this one fits 1:1 with the original.I think the whole APA is a bit controversial. Talking head and game sprite doesn't seem to match at all and the overall design is weird in it's beautiful and fascinating way :)
Hello, I can send you the New Vegas APA model if you want, it is very good, and has pretty textures, I even tested it in game, a shame it is hi poly.I never refuse any model. Even if I'll not manage to use it, it will be a part of my collection.
The APA looks different on every available image. My guess is that it changes a lot during development.That's true. There are no two different images with equal APA on them.
Hello, I can send you the New Vegas APA model if you want, it is very good, and has pretty textures, I even tested it in game, a shame it is hi poly.As always awesome work ;)
(http://img84.imageshack.us/img84/2299/ohgodw.png)
Ok here is the news: I tested the female model with one animation from the Male model, I just had to load the new skeleton and re-export in a new file, it seems to work quite good.
http://www.youtube.com/watch?v=o5bZ_vpjukk
I also made some of the Club/Cattle prod animations. Here I try to fix my car with it:
http://www.youtube.com/watch?v=b5Ag2IjRZF0
PS: I would need a minigun model to create the animations, but I need it to have the handles on the right place, check the original sprite.
Harald (That's me) - Good work on making a small rad scorpion! It's WIP, but looks terrible, so who cares? pictures:you are right, it looks terrible, but it's a start
http://www.moddb.com/members/haraldx/images/something-to-poison-newbies-32#imagebox
http://www.moddb.com/members/haraldx/images/something-to-poison-newbies-31#imagebox
http://www.moddb.com/members/haraldx/images/something-to-poison-newbies-3#imagebox
We aren't fighting we are giving constructive criticism to each other. There's difference. Positive feedback sucks anyway.
Ztormi, Gray - Stop fighting! Work together, make a deal about something already! But don't fight about whose model is better!
UPD. Thanx to Karpov, now we have canonical helmet and high-quality texture for APA ;D
I am on the homestraight.
P.S. Ztormi, according to FNV model, my helmet was incredibly close. But the original is better anyway.
(http://img408.imageshack.us/img408/531/apahelmet.png)
Optimization in progress.
(http://img375.imageshack.us/img375/882/leatherarmorfmrender.png)bumping up this to the new page.
Texture needs a few fixes like the straps on the back. Belt should be a bit higher too?
(http://www.fo2238.fodev.net/wiki/images/4/4f/Hflthraa_sw.gif)
Also, I think subforum for models development would come in handy. This thread is very messy and getting out of hands imo :P
(http://img375.imageshack.us/img375/882/leatherarmorfmrender.png)
Texture needs a few fixes like the straps on the back. Belt should be a bit higher too?
(http://www.fo2238.fodev.net/wiki/images/4/4f/Hflthraa_sw.gif)
Also, I think subforum for models development would come in handy. This thread is very messy and getting out of hands imo :P
(http://th00.deviantart.net/fs43/300W/i/2009/063/1/c/Fallout__Enclave_soldier_by_dywa.jpg)looks like stormtrooper)))
Does anybody have a .max file for an armour, I just want to open up and watch it, see if I can learn anything.
bumping up this to the new page.
Karpov, what have you done? I haven't sleep yet! It's 8 AM and I'm still on a computer.nice job!
But I have a result :)
(http://img37.imageshack.us/img37/8862/karpovapa01.png)
Armor 1602 tris, Helmet 1014.
That's it for now, I'm out.
It is cute Harald! ;D
You can send me your club, I could wreck some more cars with that one, but I am more intersted in the minigun, I need something to create the animation, something the guy could hold on to.Uploading the club. Incase you want, I will also send you the un-finished minigun. Check PM I'm gonna send you any second.
Karpov, what have you done? I haven't sleep yet! It's 8 AM and I'm still on a computer.Awesome but it needs change colors for match with helmet. Helmet is awesome but armor look not great right now.
But I have a result :)
(http://img37.imageshack.us/img37/8862/karpovapa01.png)
Armor 1602 tris, Helmet 1014.
That's it for now, I'm out.
Awesome but it needs change colors for match with helmet. Helmet is awesome but armor look not great right now.
Awesome but it needs change colors for match with helmet. Helmet is awesome but armor look not great right now.coz the body is completely untextured. After posting that, I've just fall asleep :) I've spent all night optimizing the helmet.
In this (http://fodev.net/forum/index.php?topic=13876.0) topic I suggested new clothes - elegant suit XIX 30-40s (New Reno gangsters), what do you think?Nothing impossible. When I have a time... or somebody else ;)
Addict, what polycount is that (tris), looks high but good. And I highly doubt if projectiles like that will be made to 3d.
Define high?
Define high?I think 6-8 sided cylinder is enough
They (/we, I'm just testing armour modeling now) use a body model, otherwise we wouldn't know any measurements/body proportions, or at least that's how I think everyone is doing, don't know how the heck you would make them otherwise :P
But all armours are made from scratch if that is what you meant, of course, if you have made an armor you could technically use it to help you make a new armour, but it's often easier to remake from scratch.
Any program is good, use the one you are most used to, I use 3ds max, some use blender i guess (I dont like blender >_>) etc etc.
Hmm, hard question. I tried blender but didn't like it, I didn't find it very organized and I just found 3ds max much easier, but all this depends really much on you, what I dislike you might like very much. Bad part about 3ds max is that it's a bit expensive (unless... you get it by other means ofc).
Best advice I got is that you try out a program, if you like it you stay with it, if it doesn't feel right or that you find it very hard to do things in it, try another.
Here's the zip file if anyone else wants to take a look at it.
http://www.sendspace.com/file/4e4sx7
I downloaded 3ds max. But like I asked before but where are you getting the body models?
Okay, I have 3ds max up and running also, i imported the male hero.obj. but for some reason, i cant get a frontsie view of him. i only see him laying down, and overhead view. anyone familiar with 3ds max, can you shed some light?
look at some 3ds max tutorials (http://www.youtube.com/watch?v=KwRkkGzA98k) to learn the interface and how to create things, it takes some time.
What you have to do is just rotate the character, first select the character so he is... selected... then select the rotate icon (looks like a arrow going in a circle), then rotate in the X-axel (at the bottom there should be a few boxes - X:[number] Y:[number] Z:[number], just drag the arrows next to the X:[] box, to -90 I think, this should make him stand up. But I think you should look at some tutorials first.
//aww i just ruined some of his homework :(
I'd say, you just rotate him on selected axis to 90 degrees...
And then, open your browser, go on YouTube.com, enter in search field "3ds max basics" and spend some time watching them.
My homework to you: turn the model upward and make it twice its size and explain to me what a vertice, edge and face is.
We gonna make for him a hat later.
Ehh, mods, could you move it to some kind of tutorial and newbie help thread?
come on Alvarez, dont pull the mod card on me.
I'll put a RTFM card on you.
It's super effective. Goodnight.
One just leaves for half a year and when he comes back there is whole revolution going on!
Epic stuff you have here. Especially armor section looks amazing already! Keep up the amazing work guys. I hope to see this done when I check on you next time ;)
I've updated 3d graphics development tracker. Now we need to finish all missing models.Putting texture on a pipe rifle right now. I don't know what is the thingy at the start of the barrel meant to be tho.
hello,Hi, good to see you're back :)
who weapons are available to make? some fields have not been here.
Van Buren grenadeNice, but texture needs to be improved a bit.
Nice, but texture needs to be improved a bit.Yeah, I can't really get the middle thing working out great, must be a problem with my bad UV maps (as always). I will edit the a bit and see if anything useful comes out.
I do realise that this one aint a beauty -> http://img340.imageshack.us/i/sawnoffshottyt.jpg/ (http://img340.imageshack.us/i/sawnoffshottyt.jpg/) but isnt it better then the van buren one anyway? Even if it needs to be rescaled or retextured. I mean - this van buren thing aint a true sawn-off anyway.Quick, upload it! I puke every time I see Van Buren sawn-off.
Yeah, I can't really get the middle thing working out great, must be a problem with my bad UV maps (as always). I will edit the a bit and see if anything useful comes out.
knifeThanks! I've uploaded them and updated wiki.
deagle
isnt it better then the van buren one anyway?In my opinion, any model is better than VB one :) Do you have a file?
Ill send that sawnoff later tommorow or make another, better one.Ok.
Thanks! I've uploaded them and updated wiki.
it is a misunderstanding, correction:I've put it this way, because of regular Desert Eagle model was made by pistacja some time ago. So, I've decided that in that case you've used her model and improved it a bit.
(http://img193.imageshack.us/img193/1100/correction1.th.jpg) (http://img193.imageshack.us/img193/1100/correction1.jpg)
I'm little worried about muzzle flash. No idea how should we make it. Particle effect? If yes - anyone has any idea how to make particle effects? We need them anyway to make bloody-death animations.Engine, we need to do stuff with the engine not the models.
EDIT: I just found this to be wrong...There is no mistake. I just can't put a texture on this model for some reason. Could you please try to do it for me?
There is no mistake. I just can't put a texture on this model for some reason. Could you please try to do it for me?
P.S. @moderators, There is no need to move that message to a different topic. It's ok here.
Concerning Gatling Laser - it's quite similar to minigun, actually. So, someone could modify it. If Haraldx has nothing against it, I'll post it here. (Haraldx, please respond here)I have it untextured, but female armors are the priority. If nobody make it for that time - I'll take it.
Which one, you mean the one I had?I'm talking about Grease Gun made py pistacja (http://www.mediafire.com/?zvdmbx6d4l1q94f). I can't add a texture to it.
i think we need an IRC chanell, so we can comunicate a bit better
if there is one please tell me what is the name
#2238_3D?
Its already set - #3Ddevtnx
Pick-up models might be neat, but i wouldn't expect anyone doing animation sets for holding unusable items.and it will not be a big deal, it will be the normal animations, but with a thing in the hand
Tools, kits or maybe even alcohol on other hand would add something.
Pick-up models might be neat, but i wouldn't expect anyone doing animation sets for holding unusable items.No need for extra animations. AFAIK, all non-weapon items can be held in the idle position.
Tools, kits or maybe even alcohol on other hand would add something.
here are the untextured spears in .objNo need to create a new topic everytime you make some model. Just use this topic (http://fodev.net/forum/index.php?topic=2407.1095).
http://www.megaupload.com/?d=FW8UVJHZ
i hope you like them
also: they are not textured
Hey, guys, the same mistake both. How couldn't you see that?Yeah, just saw it. I don't think it doesn't matter anyway - I can just move the blade on the side and all is done :P
(http://img510.imageshack.us/img510/8991/spearh.png)
Look closer:
(http://www.fo2238.fodev.net/wiki/images/3/3c/Spear2.gif)
Could someone convert following models from .blend to something else please? Also, there is a few models, that needs to set Uv's.I can tomorrow set up UVs, but not today
Download link - http://www.mediafire.com/?4463xa3lsi443ob
I can tomorrow set up UVs, but not todayAwesome nade. Keep it up.
I get started make frag grenade 3d model:
(http://img809.imageshack.us/img809/1995/grenadefragwip.png)
I get started make frag grenade 3d model:Awesome model, but the polygons number will exceed visible pixels number. Don't forget that it's visible size isn't as big as inventory icon. And there are hundreds of grenades may be scattered all over ground, slowing the performance.
(http://img809.imageshack.us/img809/1995/grenadefragwip.png)
http://www.megaupload.com/?d=UWM4MBEPOk, nice, but texture is still requred. Also, take a closer look at sprite, it should be more similar to orginal sprite from inventory.
gatling laser
sr, i got no time for a screen
http://www.megaupload.com/?d=UWM4MBEPAlready done. Sorry for not reported.
gatling laser
sr, i got no time for a screen
Didn't download the gun, but just take this:
(http://img534.imageshack.us/img534/4189/wutmz.jpg) (http://img534.imageshack.us/i/wutmz.jpg/)
I cut it out from the picture Pistacja posted.
EDIT: Downloaded the model, and Wings3D showed it has no UV map even set...
http://www.youtube.com/watch?v=wCa29j6tlyo (http://www.youtube.com/watch?v=wCa29j6tlyo)When I was watching this, my eyes was like that - :o
My first movie :)
Never say "complete", there is always something that can be made better. :pRight :P
..and the plasma pistol, texture is right from the inventory icon. Is this acceptable?Sure, it's just fine.
I thought maybe as a modellsheet they can be useful.Do you have all these models or this is just an art?
Sorry guys for not posting about it, but I made another spear (which was initially intended to be Sharpened spear). Tell me, which one do you like better? polycount increased by 6.The texture is preferable for this.
(http://img443.imageshack.us/img443/5179/clipboard01gy.jpg) (http://img443.imageshack.us/i/clipboard01gy.jpg/)
Do you have all these models or this is just an art?
I confirm the existence of these models and some animations.Are there any supermutant animations?
Are there any supermutant animations?
Some of models should be useful after some work.
Back again here is a link to the models the rar contains a blend file each critter is located on a different layer also there are an extra female which I forgot to put on the modellsheet and an obj of a ghoul which I created to replace the lenny modell (an easier approach to expand the NPC armor mod at NMA)
http://rapidshare.com/files/449098612/FILES.RAR
About the animating I have tried to create some of the hero's but the ones I saw at Fonline looked better then mine, other then the male hero critter I tried to make some of the midget movements but now I try to come up with a ghoul like moves
(http://img814.imageshack.us/img814/4320/ghoul0.gif) (http://img814.imageshack.us/i/ghoul0.gif/)
About the supermutant it needs a bit of a retopo before someone starts to animate it
Edited Wakizashi. Retextured handle and sharpened edge point.I change little bit it.
I change little bit it.You've lost metal ring on the blade near the tsuba. Edge shape is wrong.
(http://img838.imageshack.us/img838/6913/wakizashi.png)
new UVs and texture, optimize few tris 116 > 93
Hi all !
I made the model of .223 pistol, which was one of my favourite weapons when I played the Fallout 2
it has 265 tris and 256x256 diffuse map
what do you think about adding this model to the Fallout Online: 2238 ?
(http://i.piccy.info/i5/47/86/1138647/223render1_240.jpg) (http://piccy.info/view3/1138647/5049708e1fdd3c5e4939cb0e87e322a3/)
(http://i.piccy.info/i5/85/87/1138785/223render2_240.jpg) (http://piccy.info/view3/1138785/4865172bcd31f15706243f99cc74a763/)
here are the direct links to fullsize renderings:
http://i.piccy.info/i5/47/86/1138647/223render1.jpg
http://i.piccy.info/i5/85/87/1138785/223render2.jpg
You've lost metal ring on the blade near the tsuba. Edge shape is wrong.texture my mistake ;D, but what is wrong with edge shape give example. ???
(http://img594.imageshack.us/img594/6913/wakizashi.png)
Editing somebody's work, don't lose the details.
Guys, don't forget that there is 20 more models without of corrected UV's left. Correcting models, that already finished isn't something that is necessary right now.I bring to forget, some have already started to correct. :)
http://www.mediafire.com/?xvc2tjxrjovnn3a (http://www.mediafire.com/?xvc2tjxrjovnn3a)
Jotisz, you ain't givin up, aren't you?Well I'm quite stubborn...
What's up if it looks better, your models look better than mine and i can't even get the UV seams correctly.
Looks pretty good. I think it's a tad too detailed than really needed, though.264 vs 204 for the high-level weapon :-\ It's not the difference.
Also it was already done, http://www.fo2238.fodev.net/wiki/3d_graphics_development_tracker#Pistols (http://www.fo2238.fodev.net/wiki/images/thumb/3/33/223ptexd.jpg/118px-223ptexd.jpg) (204 polys, by TommyTheGun).It is just incomparable.
Yours is indeed better though :)
(http://img594.imageshack.us/img594/6913/wakizashi.png)In the red circle.
texture my mistake ;D, but what is wrong with edge shape give example. ???
I downloaded that rar with the weapon models with the UVs right now I'm looking at that gauss rifle.IMO, gauss pistol and rifle demands some more then UVW mapping. Both them are wrong (the pistol is less wrong).
264 vs 204 for the high-level weapon :-\ It's not the difference.It is just incomparable.In the red circle.IMO, gauss pistol and rifle demands some more then UVW mapping. Both them are wrong (the pistol is less wrong).Yeah I saw the scope thing which shouldn't be there at least I can't see it in the frm picture anyway I tried to modify the model then I created the uv map and a quick test texture (Sadly I ended up with 500 faces so I think its a failure for a while)
Yeah I saw the scope thing which shouldn't be there at least I can't see it in the frm picture anyway I tried to modify the model then I created the uv map and a quick test texture (Sadly I ended up with 500 faces so I think its a failure for a while)Absolutely awesome.
(http://img41.imageshack.us/img41/8371/teszt.jpg) (http://img41.imageshack.us/i/teszt.jpg/)
Btw would you mind if I look into the hero model that is being used for animation I'm thinking about mixing it with the ones I posted.I haven't a slightest idea what are you talking about, but all my models are for public use. You may do whatever you want.
Gray,Perfect :)
I think that it comes to model edge.
Here is the correction: http://fonline3d.ucoz.net/files/wakizashi-blade-3d-fixed.rar
Absolutely awesome.Ok I checked I'll correct the stock and will try to create a better texture for it too then up it here.
Maybe the stock should be a bit longer (for hands position during animation, not for authenticity).
And 500 tris are good enough for the top weapon, check the tracker.I haven't a slightest idea what are you talking about, but all my models are for public use. You may do whatever you want.
also here are some animals and a robot I'm unsure if they already done or not since I only found the armor and weapon trackerI'm not sure about critters. It's additional animations work with minimal profit.
P.S. starting with LSW...
a few days back, I also started to make LSW 3D model. :-\We already have a nice LSW model, but it requires some correction. Please don't waste your time.
a few days back, I also started to make LSW 3D model. :-\OK, I'll give you a chance ;) But do it well.
We already have a nice LSW model, but it requires some correction.It requires a lot of corrections. As far as optimization, I've managed to delete about 50 odd polygons without any visible changes.
Dirt can be always added lateryou can use this for weakened caracters
(http://img96.imageshack.us/img96/1707/vs2x.jpg) (http://img96.imageshack.us/i/vs2x.jpg/)
...but anyway, looks like it won't be useful after all.
you can use this for weakened caractersCharacters are not going to be in vault suit by default ;] We were forced to play in vault pajamas because tribal sprites doesn't had many of the weapon animations. I believe vault suit will be some kind of unique item.
can you make a male version?
Characters are not going to be in vault suit by default ;] We were forced to play in vault pajamas because tribal sprites doesn't had many of the weapon animations. I believe vault suit will be some kind of unique item.o yeah, sory,
I've made a new texture and a new UV layout for the female mesh, a nude and a vaultsuit(tight fitting) version is ready. If my layout gets approved I'll make more clothing.
(http://img219.imageshack.us/img219/2729/vsiut.jpg) (http://img219.imageshack.us/i/vsiut.jpg/)
Looks like rubbercould be used for the pron industry in new reno: 'the wild adventures of a vault girl' >_>
I've made a new texture and a new UV layout for the female mesh, a nude and a vaultsuit(tight fitting) version is ready. If my layout gets approved I'll make more clothing.
(http://img219.imageshack.us/img219/2729/vsiut.jpg) (http://img219.imageshack.us/i/vsiut.jpg/)
and a vault 69 tight fitting, latex version ^^
my favorite vault >_>
(look it up)
Are you gonna try and do some regular after war clothes? (not complaining about the most recent one, but they are kinda too "new" to fit in :P)
//ofc i didn't read the: consider this fan-art -.-' so just... dont listen to me...
Can't wait for these damn 3D modells so I can finally make nude mod.Also you should make the boobs bigger and maybe more round :P
ATM base female texture is nude, as far as I know :P But I'm almost sure some kind of underwear will be added. Or there will be two versions. One for perverts and second for sub-normal people :P
(http://img225.imageshack.us/img225/452/traper.jpg) (http://img225.imageshack.us/i/traper.jpg/)Umm... looks awesome! But more light brown pants please?
Sugestion for making Miss Kitty (or Bishop lady) image (http://fallout.wikia.com/wiki/Miss_Kitty)
(http://img225.imageshack.us/img225/452/traper.jpg) (http://img225.imageshack.us/i/traper.jpg/)
I was aiming at this (http://www.fo2238.fodev.net/wiki/images/a/a4/Nfpeasaa_sw.gif) but didn't get the tint quite right (it is a greenish brown, but not that green).
Acceptable?
Did you even see how teh nipples are made I mean really...Maybe this will suite you?
In my opinion, it should look more like the critter than the inventory image. If both can be combined, it would be even better.Colour would be very similiar to critter while you will find little more details from inventory icon. I believe it will work fine that way.
Imo the CA now looks really good Cheetah. Could you maybe give an ingame screenshot to have a bit more context how it looks?
Jet inhaling, Stimpak injecting, Beer drinking...We can still use the original "Tickle-the-air" like animation.
What are the prerequisites for the animations, btw, any frame restrictions?
I want to remind, that there is still 12 weapon models without of fixed UV's left.I'll try to fix some but maybe we could do a list and let people say who will fix what, and have a ETA? With just UVs and maybe a new texture it should take less then a day (1-2h) to do one.
If you want to help, you can download them here (http://www.mediafire.com/?hhf9upz9r9siq2q)
I'll try to fix some but maybe we could do a list and let people say who will fix what, and have a ETA? With just UVs and maybe a new texture it should take less then a day (1-2h) to do one.Sounds like a reasonable idea to me. Let's start from you :) Which models do you want to fix, pistacja?
Same with the armors, metal and tesla are missing rigth? Anyone making them?
Sounds like a reasonable idea to me. Let's start from you :) Which models do you want to fix, pistacja?
Concerning armors, there is quite a lot of them, which are only missing textures:
- Tesla armor
- Metal Armor MKII
- Leather Armor MKII
- Power Armor MKII/Hardened Power Armor
- Advanced Power Armor MKII
actually, you can see all that info here: http://www.fo2238.fodev.net/wiki/3d_armors_development_tracker
So the missing UV are for:I'm working on the Bozar. It requires a bit more the UV, but you'll love it.
-Bozar
-Gauss Pistol
-Gauss Rifle(?) - Jotisz version looks more then ok for me, so unless someone says something else I'd say it's done
-Laser Pistol
-LSW
-Magneto Laser Pistol
-Pancor Jackhammer
-Plasma Pistol (ext.cap) (?) - this ain't good? http://img137.imageshack.us/img137/6787/plaspis.jpg there's a download link at page 76
-Pulse Grenade (?) - this ain't good? http://img138.imageshack.us/img138/1064/pulsesrc.jpg again, link at page 75
-Pulse Pistol
-Ripper
-Vindicator
I'll start with the energy guns so Laser Pistol, Magneto Laser Pistol and Pulse Pistol.
-Plasma Pistol (ext.cap) (?) - this ain't good? http://img137.imageshack.us/img137/6787/plaspis.jpg there's a download link at page 76It's fine, but you've probably sent me two copies of the same gun (normal Plasma Pistol), and I've forget to notice you about that... So, if you'll send me just ext.cap version, it would be ok.
It's fine, but you've probably sent me two copies of the same gun (normal Plasma Pistol), and I've forget to notice you about that... So, if you'll send me just ext.cap version, it would be ok.
Or, they just look the same (which isn't true)
Here is the result of the gauss rifle sadly it doesn't look good but maybe someone can give it a better textureGreat model, but I can't open a texture for it. Could you please check if it's ok for you and reupload it?
(http://img42.imageshack.us/img42/8371/teszt.jpg) (http://img42.imageshack.us/i/teszt.jpg/)
Here is a link to the obj and texture
ps. Fatman made my laugh :D Awesome model!Well the awesomeness of the model is thanks to Karpov after all I just modified the body proportions
You are right the material was missing here is a reup now it should be okSorry, but it's still doesn't work... Maybe, it's because of the size? 12mb is a way too much for a texture.
I have textured LSW model tool, but Mr_Gazo want to do it, and I've given him a chance.Thanks for giving me this chance.
Gray,
I think that it comes to model edge.
Here is the correction: http://fonline3d.ucoz.net/files/wakizashi-blade-3d-fixed.rar
Graf, you forget upload in wikiUploaded as a different model, because they are too different. Gray model has a lower polycount and a different texture (maybe you could optimize it a bit?)
Uploaded as a different model, because they are too different. Gray model has a lower polycount and a different texture (maybe you could optimize it a bit?)He did it already ;) it's my model, seems I've mixed up polycount with vertexcount. I never had enough patience to clean up a texture :)
(http://img14.imageshack.us/img14/5192/wakizashifinal.png)
A few days ago, i requested Mr. Karpov for a redhead.
As he seems quite busy, i modified the female "BobBrown" hair texture in red by myself. Here it is - should it be corrected, what do you think?
Edit: changed it to more "carrot" red.
(http://img41.imageshack.us/img41/2747/hairbobred.jpg) (http://img41.imageshack.us/i/hairbobred.jpg/)
OK, the Bozar is almost finished. I've made it looking like a machine gun rather then sniper rifle.Sorry but absolutely non-fallouty... too many gag
Now it's draft-textured by standard VB weapon texture, but UV's are unwrapped already, so it's only a texture to be done. I'll do it if you will approve the mesh.
(http://img834.imageshack.us/img834/9360/bozarpreview01.png)
(http://img64.imageshack.us/img64/39/bozarpreview02.png)
270 polys
Here is the result of the gauss rifle sadly it doesn't look good but maybe someone can give it a better textureAwesome! Very similar to original
(http://img42.imageshack.us/img42/8371/teszt.jpg) (http://img42.imageshack.us/i/teszt.jpg/)
Can someone please check this gauss rifle (http://www.2shared.com/file/olwrIEsO/weapons.html)? I can't make its texture work correctly still... Well, maybe it's just me.I've made one more try on the model recalculated the normals on the pulse pistol and resized both texture to 128x128 hope it works now. Backup folder has the unrisized textures. And as Graf said if someone can check them out would be good.
P.S. 3D armors tracker (http://www.fo2238.fodev.net/wiki/3d_armors_development_tracker) was updated. APA (F&M), CA (F), Desert Robe (F), Robe (F), Environmental Armor (F), Ranger Veteran Armor (F) were added.
I've made one more try on the model recalculated the normals on the pulse pistol and resized both texture to 128x128 hope it works now. Backup folder has the unrisized textures. And as Graf said if someone can check them out would be good.Gauss texture is a 1 MB file of unknown format, I doubt it is a 128x128 bitmap.
http://www.2shared.com/file/BTCCmj1s/weapons_v2.html
I got very important question here.Will there be gore effects like cutting people in half blowing their spleen etc.Click me (http://www.youtube.com/watch?v=G-Lc81Fb_ZU)
The gauss texture is a .psd but with a .png extension (that what InfranView told me), it's 255x255.Finally! Thanks a lot pistacja. Now gauss works well.
Isn't there zoomed preview in character screen?You really gonna stand at the character screen for 2 hours to understand, is it metal or granite?
The gauss texture is a .psd but with a .png extension (that what InfranView told me), it's 255x255.Its a bit irritating that I made such a fault and didn't saw it strange thing that at my computer
Most of these weapons, I see have a side view and that's it. The "walking with weapons" 3d animation is going to look very dumb with no alternate view of the weapon, is it?You have absolutely no idea how 3D works. That pictures you saw with "a side view and that's it" are just an examples. All weapons are completely made in 3D and available to see from any angle of view.
I feel that they way most of these models are facing, if used as is, they will look as if they are meant to be used in a 2d side scrolling platformer.
Just a thought.
You have absolutely no idea how 3D works. That pictures you saw with "a side view and that's it" are just an examples. All weapons are completely made in 3D and available to see from any angle of view.
With all this 3D stuff Awareness will be pretty much pointless unless you don't want to see the mans hp.I think awareness is pretty useful just for watching hp, but yes, a big chunk of its usefulness is chopped off.
I think awareness is pretty useful just for watching hp, but yes, a big chunk of its usefulness is chopped off.
I think awareness is pretty useful just for watching hp, but yes, a big chunk of its usefulness is chopped off.
The video isn't really necessary... but if you want to... anyway, send it to me please.Nah, got Sony Vegas 10.0 pro, want to test out stuff with it. But it doesn't matter, gonna upload the video later anyway :P Sending you the model any second.
I can't belive you manage to do such thing in Wings 3D.I didn't thats for damn sure.Gee, man, that's just newbie work :P I'm still far from being good at modeling. You should take a look at some people trying to do speed modeling and other stuff.
Gee, man, that's just newbie work :P I'm still far from being good at modeling. You should take a look at some people trying to do speed modeling and other stuff.Uv mapping in blender is easier then in in wings 3d but still wings 3d is a pretty cool tool the ripper you made is one of the things that prove this!
EDIT: If you want, I can make a tutorial on how to make that Ripper. I found the texturing harder than modeling in most cases tho. (actually I'm having problems with making UV maps, but that's a part of texturing I guess.)
(http://img225.imageshack.us/img225/452/traper.jpg) (http://img225.imageshack.us/i/traper.jpg/)
I was aiming at this (http://www.fo2238.fodev.net/wiki/images/a/a4/Nfpeasaa_sw.gif) but didn't get the tint quite right (it is a greenish brown, but not that green).
Acceptable?
And yes, most probably, you can use 512x512 at this stage of development. Texture size could be reduced at other stages of development.
Heh, finally someone made a texture, which would make a girl look like a girl, not like a ghoul :)I noticed some extra verts that were unneeded so I will have to retexture the mutant but the good thing that now there are three more bodies actually (2) since the first is the same as the third with some modification that would make it a ghoul.
I can't really see much from the picture with mutie, but from that distance and this angle, it looks quite similar to the original. I personally trust you very much with all the things related to the characters modelling, coz you had shown your skills with your previous models.
And yes, most probably, you can use 512x512 at this stage of development. Texture size could be reduced at other stages of development.
P.S. Don't worry about exporting to .x format. Just export to any other file format, when you're done (though, try to avoid specific file formats, like .blender or .wings)
if someone could check if maya, 3dmax or any other 3d software...3ds max 2010 is working ok with .FBX file for me. Animation works ok.
Guys, sorry for disappearing, but the Bozar will barely be completed in nearest months. I got a divorce and lack of free time.
Additionally, it seems like I'm doing it too long and I got a "Soapy glance" (I don't know if there an English equivalent of this Russian word), I can't notice a flaws in my models no more, so their quality significantly lowers. I have to take a pause, solve my problems and and refresh my sight.
Do the best or do nothing :)
Shall I start texturing?
http://www.youtube.com/watch?v=wHZceI-0LOY
make teh 2 barrles with holes.What Lexx said. I can do these holes with texturing too however.
Looks very good. BTW what's the music in background?Thank you very much!
Btw haraldx your intro is too damn long.I can make you a new better and shorter one.Yup, thought of that xD I just couldn't find any fitting music and stuff. Still learning with video things anyway, so... yeah, I'm just a beginner. This is just a quick prototype I came up with.
PS. Make some brown rust on the barrlesI think it doesn't really need it :/ 0% det gun never repaired with rusty barrels? As far as I know, having rusty barrels can be even extremely dangerous to the one who is shooting the gun...
For estetic purposes.A 100 years old gun must have atleast 1 scratch of rust.And if you look closely to the sprite on the bottom of the barrel you can see some small lines of rust even at the end of the barrel you can see it.Indeed! didn't notice that, however, I'm more worried about, is it worth adding that small patch of rust if the model will be so small in-game?
For estetic purposes.A 100 years old gun must have atleast 1 scratch of rust.Yeah, it indeed is 100 years old, especially if we crafted it on our workbench just a second ago. Applause for him.
Yeah, it indeed is 100 years old, especially if we crafted it on our workbench just a second ago. Applause for him.Enough, the rust will not be added, end of sentence! Better comment the model.
Sent to Graf. LSW and Bozar looks epic- just like the real in-game sprite!They use the icons for the textures, that's why they look alike ;)
A bow is not a "thrown" weapon.
Melee weapon? Its still good sugestion I think.If you use it to hit people with in close combat sure, also it's not a gun so can't apply for small guns. With the current skills, thrown is the best choice I think.
If you use it to hit people with in close combat sure, also it's not a gun so can't apply for small guns. With the current skills, thrown is the best choice I think.
Does anyone have a free model preview software?Sure it is.
I have no idea if this one looks anyhow better:
http://img807.imageshack.us/f/pulserifle2.png/
Does anyone have a free model preview software?Wings3D or any other free modeling soft-ware.
Also, does 3D engine support normal maps? Also, will alpha channel of the texture have impact of the light reflection?
I've tried to rework a pusle rifle texture... I hope it came out ok. What do you think?
(http://www.imagepost.ru/images/886/comparsion.jpg)
<3 it's kinda perfectHehe :D Thanks :)
I'd probably vote for "looking like the original sprite", even if the other version looks better or is factually correct. Can always be changed at a later date if requested (keep all your source files).This.
I'd probably vote for "looking like the original sprite", even if the other version looks better or is factually correct. Can always be changed at a later date if requested (keep all your source files).
And It's dark coloured imho. It's just light on spirte.No, it isn't. It's actually light gray and a shadow on the bottom, NOT a dark metal and light reflections on the top. You can load any gray colored gun in 3D software, set lights an you'll see the result just like on the picture at the top.
(http://i.piccy.info/i5/23/60/1436023/Roentgen_Rum_240.jpg)Excellent. Welcome aboard.
Hello there.
I made 3d model Roentgen Rum with texture 128x128 . whether it is necessary less than polycount?
PS My English is terrible ))))
128
3. What texture dimensions should be per object? 256? 128?
thanks!
PS Who knows for sure: whether the engine is alpha channels in texture?Some time back, I ask about it and answer was NO alpha channel, maybe something has changed now.
PPK12 Gauss Pistol - 50 polyswhether you can write number in tris, it would be good.
whether you can write number in tris, it would be good.I dont know, whot is a tris ::)
Tris = Triangle or sometimes are called Poly faces/Faces but that is not the same as Polys
3dsmax show statistics (http://docs.autodesk.com/3DSMAX/13/ENU/Autodesk%203ds%20Max%202011%20Help/index.html?url=./files/WSf742dab041063133-48601c13112a1cebbd0-7f32.htm,topicNumber=d0e138268)
(http://img24.mediafire.com/7dd251d6858853a24c3eeeaf62fc82518bef13a0cbc36b2c82e978f7bd9aa56b4g.jpg)the bottom of the bottle is to far from the bottle itself, try to make the last circle bigger and closer to the rest, so it will look kinda like a bottle
http://www.mediafire.com/?2cr5ap7houf5qxv
Cookie ;Dwhere did you find 44 tris there?! I've counted only 8, ok lets suppose its doublesidsd - 16 then...
(http://img695.imageshack.us/img695/6862/cookie3d.png)
Tex:32x32 Tris:44 < I will mention only the example of the alpha channel would be only 2 tris.
3dsmax7: https://rapidshare.com/files/459803183/cookie.rar
where did you find 44 tris there?! I've counted only 8, ok lets suppose its doublesidsd - 16 then...
and as I see nobody knows for sure about alpha usage ... thats pity. well, as I see some of White tiger's models were accepted with alpha - I'll do the same :)
Tris = Triangle or sometimes are called Poly faces/Faces but that is not the same as Polys
3dsmax show statistics (http://docs.autodesk.com/3DSMAX/13/ENU/Autodesk%203ds%20Max%202011%20Help/index.html?url=./files/WSf742dab041063133-48601c13112a1cebbd0-7f32.htm,topicNumber=d0e138268)
where did you find 44 tris there?! I've counted only 8, ok lets suppose its doublesidsd - 16 then...
and as I see nobody knows for sure about alpha usage ... thats pity. well, as I see some of White tiger's models were accepted with alpha - I'll do the same :)
Dont forget the sides, unless its a 2d cookie, expect to find a bunch of triangles on the sides since have a 'c' shape.you are right :) but for me they're completely useless - nobody ever will notice its absense :P
//bah sorry for doublepost, forgot i just wrote one >_>
actually a triangle is the same as a polygon: wiki: polygon (http://en.wikipedia.org/wiki/Polygon)triangle are 3 edges but polygon to be more edges.
but its a bit misleading since a polygon doesn't have to be a triangle.ooh.... all polygon consists of a triangles
Right now working on booze, beer, antidote, rot gut and Nuka Cola. stay tuned.
Your models look really good, but I also think they are too detailed. The stimpak - as example - is so small, you will never really see the tubes, etc. Instead a flat box that has the tubes as texture with transparency on it, would be enough as well. Or the antidote, where you even modelled something for the bottleneck. It's just impossible to see in the game later.
See the screen with the flamer (http://media.moddb.com/images/games/1/13/12174/fo-metl.png), as example. The only place where you recognize some details is in the character screen. In the game itself, it's even less visible.
can we use bumpmapping or shaders?As far as I know, bumpmapping - no, other shaders - yes.
(http://img215.imageshack.us/img215/8260/nukacola3d2.png)(http://img847.imageshack.us/img847/5967/nukacola3d3.png)
can we use bumpmappingFor such small 3D models, there will be no effect.
(http://img847.imageshack.us/img847/5967/nukacola3d3.png)
I optimize nuka-cola 3d model. Tris: 108 > 44
Was bored, so I made this. Anyone want it? It's meant to be Leather Armor MKII. Please note, I just changed the texture of original Leather Armor.
nice work haraldx!Thank you very much.
It's on the tracker (http://www.fo2238.fodev.net/wiki/3d_armors_development_tracker) as "still to do", so I assume so. Upload it and send it to Graf / Karpov.Well, I guess Graf will see it when he comes online.
Well, I guess Graf will see it when he comes online.Yeah, I've just went back from the vacation :) You did an amazing job here, guys. Keep it up!
Yeah, I've just went back from the vacation :) You did an amazing job here, guys. Keep it up!You updating the wiki? It still has 2 antidotes and is missing Buffout.
You updating the wiki? It still has 2 antidotes and is missing Buffout.Yep. Will do today or tomorrow morning.
(http://img847.imageshack.us/img847/5967/nukacola3d3.png)forgot to add the file, here is: https://rapidshare.com/files/460321430/nuka-cola3d.rar
I optimize nuka-cola 3d model. Tris: 108 > 44
Also, is it just me or the or the texture is high resolution?no it is 128px, for me it is the maximum size texture.
It's meant to be Leather Armor MKIIHere's how it looks in-game:
P.S. Graphics (weapons and stuff ) wiki was updated.Reserve the books for me! ;D
(http://www.imagepost.eu/images/1/away.png)I do preffer this one more :P
I think my textures were better :)
Haraldx, i love your book models, they look old and allmoast unreadeble, perfect job!It's because I'm using a pre-war 3D modelling software ;)
Just noticed the female pants texture is overally brighter :P . What do you say?It's just clean ;)
All book models should be closed, as the player holds them in one hand. An open book would look stiff and unfitting.That means I have to change a bit the Guns 'n' Bullets and the First Aid Book. Nothing hard, just a click here, a click there, some mouse movements...
Alien Blaster (UFO Gun) 217 tris (max2011)Very nice model, but I can't open it with Max 2010 (just as I expected). Could you please upload it in any other file format? (.obj or .3ds would be nice).
Next : Phazer (if you dont mind) ;)
Explosive switch? What is that? I don't know but looks easy enough for me to make :PIt's used to explode dynamite whenever you want it, without of setting a timer. One of the most useful things to use in NCR ;) Though, right now it's a rarity.
Very nice model, but I can't open it with Max 2010 (just as I expected). Could you please upload it in any other file format? (.obj or .3ds would be nice).Here it is - https://rapidshare.com/files/460566996/AlienBlaster_obj_fbx_2010.zip
Phazer would be nice too.
Techical Manual. Tris: 12, Tex: 64px. ;DIt needs some more work on it. Texture size is restricted to be 128x128 px. Also, back side of the book shouldn't be a copy of the front side. Just make it empty or something.
hope you will be able to open at least one of them.Yep. Works well, uploaded to the tracker.
What do you say, Graf?We've discussed it some time ago. But I've changed my mind since then, so yeah, I think it would be good to have an ammo in 3D too (because you can carry it in a hand, just like most of other objects). I'll add it to the tracker today.
Keep in mind, that the waterbag graphics have been changed with one of the last updates.Could you show a new picture for it please?
Could you show a new picture for it please?Yeah, show a picture :P
It needs some more work on it. Texture size is restricted to be 128x128 px. Also, back side of the book shouldn't be a copy of the front side. Just make it empty or something.book rear my mistake, make the 128px and there is no problem, but why should only 128px ???, anyway in game will to lower the 64px (I'm talking about consumables/miscellaneous items/ammo)
Yep. Works well, uploaded to the tracker.
Alpha does work. Desert stalker claws is mostly alpha channel'ed. Lexx said this somewhere.Um, I'm not sure about it.
I am pretty sure that alpha channel is working. Check out the desert stalker models, their claws have transparent parts as well.Lexx aproves :P
Anyway, even if there's alpha, it wouldn't look good if player will hold it in the hand. Though it could work for the stuff which are only supposed to lay on the ground (e.g. scenery, tiles or some items).True anyway :P
something wrong with the shoes texLooks like a flipped polygons to me. It's not a big deal to fix. Anyway, the texture looks... umm... like a rusty MKII, while MKI is more like a crudely made, even somewhat badass version of MKII. So, in my opinion it should look more like a sprite:
but still something wrong with the shoes tex
patronsPatrons? Where do you come from? We use a similar word in Latvia for "Bullets".
(http://img23.mediafire.com/617339b138cd472b981c74397be512292130ff800c8313ce84ccbc7186221fd24g.jpg)
http://www.mediafire.com/?hd445s8g6a86zg0
Patrons? Where do you come from? We use a similar name in Latvia for "Bullets".
Great job on the models,what's the polycount? MFC done by me, SEC done too (haven't made a picture yet), and working on the flamer fuel. Need someone to "review" the MA MKI, if it is fine, uploading all the stuff.
;D ;D ;D google trnslatorYou come from Google translator? Nice, I wish I could live there ;D ;D ;D ;D ;D
I want to see how the player is supposed to hold the big wooden bullet box in their right hand. :> (That's why all of these items should be a normal small-sized box.)
Keep in mind, that the models have to be made for the player holding them in their right hand. This means, it is not needed to make a 1:1 inventory image copy. In fact, like written above, it's not even possible in some cases.
Alright, then please ignore my comment and carry on with the awesome work. Thanks Graf for the answer :)Buffot was contained in flasks in Fallout 3 however. There is extremely many fan-art of it too.
(http://img840.imageshack.us/img840/4442/clipboard03cf.jpg) (http://imageshack.us/photo/my-images/840/clipboard03cf.jpg/)(http://img84.imageshack.us/img84/8608/clipboard04w.jpg) (http://imageshack.us/photo/my-images/84/clipboard04w.jpg/)Comments?
Comments?
MKI is a crudely made, even somewhat badass version of MKII. It should look more like a sprite:
(http://www.fo2238.fodev.net/wiki/images/e/e3/Mtlarmor.gif)
Also, there's something wrong with the model. The spikes on a wrong side.Actually I found a quite a bit of these small mistakes on some models. Not a very big deal :P
Please don't make it just rusty version of MKII. It wasn't laying in the ground for a decades, it's just a metal armor which wasn't processed properly. So, there should be some sews and not that much rust.Aha, I get your point. It's however interesting, how the armor seems to have cracks in some places like in the shoulder. Working on new texture.
These things are quest items from F2, which have no use in Fonline. So it's not necessary to make them. It's best to do something from miscellaneous category for now.Actually the dices are use-able - they do a random roll of 1-6 (or was it 2-12?) and the magic 8-ball can say "yes" or "no" if used. Gold watch can be found in BoS quest, spectacles are just found somewhere I don't really know.
I've tried to make a more difficult item and here's what came out:
(http://www.imagepost.eu/images/1/geck01.png)
Download link (http://www.mediafire.com/?ptwfmvcyl8cnlsl)
P.S. What else I've discovered is that modelling is quite fun :)That's what keeps me rolling and rolling! ;D Altough I mostly make simple stuff lately, I just love the way everything looks like when the product is finished. Keep on trying, you might have some potential in you! After getting the great Gimp brushes I downloaded, I also like making some cool texture variations.
Ahaha, is that Ronald Reagan on the cigarette pack?(http://www.smokernewsworld.com/wp-content/uploads/2011/05/Buy-the-beautiful-Chesterfield-Carton.jpg)
Comments?Looks just dirty. Armor parts blends with each other.
Looks just dirty. Armor parts blends with each other.Yeah, remaking it already.
Mentats (made it by myself)I got it.
(http://www.imagepost.eu/thumbs/1/BdXxH7O.png) (http://www.imagepost.eu/?v=1/BdXxH7O.png)
1st - Actually it is Snap-off not Snapp-off
2nd - You tried to keep the poly count as low as possible? How is that possible if you add so many detail? Remove the side thingies - it will be a texture, make the lock thingy with 5 edges or remove it completely, the handle has those 2 things near it - remove them completely or make them very low poly.
3rd - overally, it's definitely not made for FOnline due to its huge waste of polies, but as a model, it's great! Nah, great is'nt the correct word... the model is much better than "great".
4th - If you don't mind, I can make a low-poly version or I will reserve the model for you. Your call.
EDIT: Making the last model for today, playing Fallout 2 with restoration patch for the rest of the time.
I got it.i allready did the mentants, but ok
(http://img820.imageshack.us/img820/5512/mentats.png)
https://rapidshare.com/files/461150680/Mentats.rar (https://rapidshare.com/files/461150680/Mentats.rar)
P.S. anyone may "age" the texture to make it looks old.
i allready did the mentants, but okMeh, the mentats were done like 3 or 4 times, they aren't that hard.
Need to fix something? A Super Tool could help:sorry, I be in offline and did not see your post.
http://img163.imageshack.us/img163/7203/perspectives.png
EDIT: Misspelling corrected.
Im a bit new to the 3D stuff so some noob mistakes could be in there. I tried to keep the Polys as low as possible and i hope this could be of any use. Also, im not really good in doing the texturing. I saw some really good work in here already and im sure if this model is ok for use, someone with the right skills could texture it in an appropriate way.
Download File (http://www.mediafire.com/?9tb219hp3e2tq5o)
Graf, you shoud make a misc development traker too
i allready did the mentants, but okI've just retextured it with new texture. The old one was just an icon
EDIT: More stuff made by me, includes:
* Flamer fuel (MKI and MKII) (sorry, no picture)
* Micro Fusion Cells
* Small Energy Cells
* Cat's Paw
http://www.2shared.com/file/97YldhGW/More_misc_stuff_by_Harald.html (http://www.2shared.com/file/97YldhGW/More_misc_stuff_by_Harald.html)
The more bored I get, the slower I work :-\Found in internet much better image for texture.
(http://img813.imageshack.us/img813/7152/spaws.jpg) (http://imageshack.us/photo/my-images/813/spaws.jpg/)(http://www.fo2238.fodev.net/wiki/images/4/41/CAT.gif)Yeah, remaking it already.
Metal parts, junk, ores missing in Wiki?
Don't worry guys ;D All miscellaneous items were moved here (http://www.fo2238.fodev.net/wiki/3d_miscellaneous_items_development_tracker) because it's really inconvenient to search something among 200+ items.np,man, today i was full of good ideeas(IRL too)
P.S. LagMaster, thanks for the idea.
The models are really looking great. Im looking forward to wipe!
Crafting items, these items are missing in the wiki:Indeed, I just haven't enough time to add all that stuff yesterday. Updating wiki/adding items right now.
ore, minerals, HQ ore, HQ minerals, metal parts, junk, wood, electronic parts.
Found in internet much better image for texture.Meh, if I had to stuff it in 128x128 and I would do a 400% zoom in in-game, it still would look like crap, I guess :-\ Great find nonetheless :P
(http://img862.imageshack.us/img862/527/spaw.th.jpg) (http://img862.imageshack.us/i/spaw.jpg/)
@Graf, I suppose the SEC isn't accepted due to it's polycount. Still searching for ways to make it more low-poly.Yep. Just try to reduce polycount to 50 or so.
Also, you added quite much stuff from Fallout Tactics, didn't you? ::)Well, not much, maybe 5-8 items, which could be useful in Fonline 2238 and only if they have a nice inventory icons. Btw, we already have quite a lot of items, that only appeared in Tactics, so adding few more wouldn't change anything.
Matel armor mk1 is here again hope its better now there are some that needs a bit more love but overall I think it should be ok.Looks good. Please send me a link once everything is done.
Matel armor mk1 is here again hope its better now there are some that needs a bit more love but overall I think it should be ok.Make the spikes dark, they are almost if not absolutely black in the inventory picture.
(http://img714.imageshack.us/img714/7668/betterone.jpg) (http://imageshack.us/photo/my-images/714/betterone.jpg/)
About the miscellaneous items I have to tip my hat to all who makes them they look pretty good.
i think there is a problem with the resources(metal parts, alloys etc)I see no problem there. Take a look at the pile of wood - that's how it should look like.
now that we got all the weapons(exept phazer) let's focus on the armors so we can have a playeble game, ok?Nah, in my opinion, miscellaneous items should be the next to finish. Concerning armors - almost all of them already completed, they just need some tweaks.
Next : Phazer (if you dont mind) ;)
Phazer is a special encounter weapon from Fallout 2 which is highly based on pop-cultural refernences, do we really need it? Lexx has said he is absolutely against pop-culture references in FOnline.Solar Scorcher, Zip Gun and the Holy Grenade is a special-encounter weapons as well. But it changes nothing. If someone will make, it would be good. If not, well, we wouldn't loose anything.
speaking of armors, does anyone started to make tribal armor male/female?Does tribals have an armor? I thought that they only have a pants, which can be made by applying a simple texture.
tnx Haraldx
speaking of armors, does anyone started to make tribal armor male/female?
Does tribals have an armor? I thought that they only have a pants, which can be made by applying a simple texture.in this case add them to the tracker
May be Refined Uranium Ore put in some sort of special box? (of lead for example)Makes sense, as uranium is radioactive in real life.
(http://img16.mediafire.com/f77086b6782ef756cb2e6e6d157a6857e522ad7f73037ddaed9bfa9cc087190e4g.jpg)
That remind me the tribal PA helmet have to be done ;p
Makes sense, as uranium is radioactive in real life.Irresponsible attitude to a radioactive materials is a main feature of Fallout. Uranium should be kept in solid containers in real life, but in Fallout it may be just scattered all over the ground. Nevertheless, the container will not be odd, it will be useful.
Irresponsible attitude to a radioactive materials is a main feature of Fallout. Uranium should be kept in solid containers in real life, but in Fallout it may be just scattered all over the ground.
It looks really good (the Phazer looks extraordinary too, good job!) - but AFAIK the item must be made so that the player can hold it in one hand, not two.
Version of High Quality Minerals for two handsawesome job man
(http://img29.mediafire.com/cd0349cd09f5f7ddabe230939ed955a5e498fc3ed38a8dc6d09d784bdb3b342d4g.jpg)
http://www.mediafire.com/?00d1y025bsmu0cp
but AFAIK the item must be made so that the player can hold it in one hand, not two.
This.well, in my opinion is a cool ideea, but if it can not be implemented, i will try to make some forms in the near future
We already have problems with finishing the needed animations. But I'd really like to see some extra animation for heavy items, some day in the future.
nice job good work and all i tried but i am just terrible in doing such things
Are cars going to be remodelled as well?It doesn't makes much sense now. If developers will add a feature, the will allow the real map (not the world map) travel, then probably yes, but not now.
EDIT: I'm out of ideas for the Hintbook other side :/ Any ideas?Just make it blue or something like that.
Well, the other side is just gray and something like that with a writing "Fallout 2" over it.it has to be a bit withish, but good job
(http://img84.imageshack.us/img84/9595/hintbook.jpg) (http://imageshack.us/photo/my-images/84/hintbook.jpg/)(http://www.fo2238.fodev.net/wiki/images/a/a5/F2hintbk.gif)
it has to be a bit withish, but good jobI do suppose the hintbook will be given only events anyway...
also we must remember, finishing half the job will not make the other half work itself alone, let's continue all the good work guys!
NOW LET'S DO SOME MODELING!!!!
I do suppose the hintbook will be given only events anyway...the hint book is xp reward from devs/GMs, so nvm that
the hint book is xp reward from devs/GMs, so nvm thatYeah, pretty much like that.
EDIT: I'm out of ideas for the Hintbook other side :/ Any ideas?Maybe you should try to use something from this 3224x2149 disc cover:
Iguana StickAwesome, but a bit too detailed. Try to lower the polycount at least to 70-80. Use 3-sided stick and 6-sided tomatoes/onions. There will not be any visible difference.
Vertex Count: 112
Awesome, but a bit too detailed. Try to lower the polycount at least to 70-80. Use 3-sided stick and 6-sided tomatoes/onions. There will not be any visible difference.
Iguana StickPlease don't save it to the .blender and .x. Both file formats are inapproprite. Use .obj or .3ds instead.
Lockpick Set (normal one):What about the other side?
(http://i56.tinypic.com/2ljhjsj.png) (http://www.fo2238.fodev.net/wiki/images/2/29/Lockpic2.gif)
What about the other side?
Please don't save it to the .blender and .x. Both file formats are inapproprite. Use .obj or .3ds instead.
I didn't copy the same tex to the outside because this wouldn't really make sense since you have an inside (with the lockpicks in it) and a blank outside. If you would fold it together you would only see the leather outside.(http://i.smiles2k.net/aiwan_smiles/good.gif)
I fixed the iguana stick, now it has 87 vertexes. Can't really go any lower unless you make the onions/tomatoes into squares or remove a part of the model87 is good, but I can't open your kebab.3ds because of "Improper file format" error. Fruit opens normally. Is it my personal trouble or the file is damaged?
Extendend Lockpick Set:Nah, it's fine! Great job, it'll be a quite small object, so take it easy. However, if something is wrong I occasionally edit the inventory image using GIMP - sharpening, lighting things up or darkening them.
(http://i52.tinypic.com/2ednzlz.png) (http://www.fo2238.fodev.net/wiki/images/b/bc/Exlockpk.gif)
Download Link (http://www.mediafire.com/?m94gnopjoloj3n7)
Hmm, the texture is a bit ugly due to the big amount of scaling/stretching of the original picture, which is really small. If someone could do better or even does a totally new tex for it maybe this would fit better.
87 is good, but I can't open your kebab.3ds because of "Improper file format" error. Fruit opens normally. Is it my personal trouble or the file is damaged?
Made a box with cookies :) Who knows, maybe someone will use it someday. Tried to keep the style as close to the 1960s as possible.If you set like mirror it's been mirror. Video.
(http://www.imagepost.eu/images/1/cookiebox_textured.png)
Download link (http://www.mediafire.com/?zcbaa4ldf1dj7u1)
The only thing I didn't realize is why the texture acts like a mirror? I wanted to make a texture of the bottom too, but it's just reflected its top.
Lockpick Set (normal one):Looks great, but a little advice do not leave a white background because many times it is seen on the 3D model.
(http://i56.tinypic.com/2ljhjsj.png) (http://www.fo2238.fodev.net/wiki/images/2/29/Lockpic2.gif)
Download Link (http://www.mediafire.com/?5yoagxfzkim1494)
Looks great, but a little advice do not leave a white background because many times it is seen on the 3D model.
Messed around with the motion sensor:Mostly use 6 edged cylinders for medium size stuff, 5 edged cylinders for rather small stuff, and 8 for quite big stuff. Wires can be 3 edges, in this case, make the wires most "straight" - don't make it so curvy and if use curves, make them as big as possible - it seems you curved one wire like 7 times in 1 place, where you could have easily went with only 2 or 3 curves. The side thing can have 6 side edges - the handle can have 6 or 5, most of the stuff will be covered by the characters hand anyway. That's a pretty small review.
(http://i56.tinypic.com/2cz94xt.png) --> (http://i52.tinypic.com/2zf60ef.png)
Problem here is, that "somebody" would have to add the tex still ;) and second is, that the poly/edge-count is still too high at the splines i think. Couldn't reduce them more or at least i don't know how this could be done. Those splines were "sweeped" so that a 3D outline was added to the shape. Maybe somebody knows how to still reduce them more. Otherwise those cables have to be done again from the scratch i guess.
Download Link (http://www.mediafire.com/?4a8z2c186v8y33x)
Messed around with the motion sensor:you have captured it pretty good! but take a look at Geiger counter I've modeled recently, maybe its not perfect, but still shows pretty much how to capture shape with a relatively small polycount.
Problem here is, that "somebody" would have to add the tex still ;) and second is, that the poly/edge-count is still too high at the splines i think. Couldn't reduce them more or at least i don't know how this could be done. Those splines were "sweeped" so that a 3D outline was added to the shape. Maybe somebody knows how to still reduce them more. Otherwise those cables have to be done again from the scratch i guess.
Download Link (http://www.mediafire.com/?4a8z2c186v8y33x)
PS here's a hint how to do wires quickly - do it with splines, then go to "Rendering" rollout of editable spline properties, and check some parametersUnfortunately, splines are not supported by the game engine. They should be made as mesh (remember about optimization) or as a texture with transparency.
Unfortunately, splines are not supported by the game engine. They should be made as mesh (remember about optimization) or as a texture with transparency.yepp, I forgot to mention about splines conversion into mesh after all adjustments :) splines itself are just a way to get wire shapes quickly :)
Messed around with the motion sensor:
Iguana Stick
Vertex Count: 87
We are counting polygons, not vertexes. This model now have almost 150 of them. Please reduce it somehow.
Can't really reduce any more geometry without making it not look like what it is in the inventory icon.
Hmm just thought of the damn tomatoes.. they're fan like, fixing soon
gunpowderMay I ask you to check your models before uploading please? Gunpowder and fruit has screwed UV mapping, and I can't fix it on my own. If you're on the Blender, try to use export into .STL It helps... from time to time.
yepp, I forgot to mention about splines conversion into mesh after all adjustments :) splines itself are just a way to get wire shapes quickly :)Is it just me or the texture is 256x256? We've said this like over 9000 times - items may have only 128x128. Anyways - too much polygons.
upd:
here is my version of Tool
(http://img593.imageshack.us/img593/303/toolshowcase.png) (http://imageshack.us/photo/my-images/593/toolshowcase.png/)
I noticed White Tiger's version just before texturing mine, so I decided to finish it and you guys just choose which one goes to the game :)
https://rapidshare.com/files/461815697/Tool.zip
Cheers!
2100 polys? ??? Dude, are you serious? :P Even APA barely have that many polys... and it's like 20 times bigger than this device.
Please do something to these wires, make a texture and it would be fine.
Is it just me or the texture is 256x256? We've said this like over 9000 times - items may have only 128x128. Anyways - too much polygons.
Is it just me or the texture is 256x256? We've said this like over 9000 times - items may have only 128x128. Anyways - too much polygons.
Is it just me or the texture is 256x256? We've said this like over 9000 times - items may have only 128x128.Texture size is not a problem at all. You can resize it any time with any graphic editor and it will work properly.
The same goes for textures, 256x256 is what? 300kb in video memory?2 Mb exactly. Textures are always loaded in video memory uncompressed.
Is it just me or the texture is 256x256? We've said this like over 9000 times - items may have only 128x128. Anyways - too much polygons.Nope, texture is 128 here. And I've read about tex size, but gave up after reading it 7498 times, sorry ;D
2 Mb exactly. Textures are always loaded in video memory uncompressed.256x256 pixels, 32 bits per pixel, 8 bits per byte, 1024 bytes per kilo byte, 1024 kb per Mb... Thats 2Mb? Well maybe it is, I'm a blond, don't ask me to do math.
256x256 pixels, 32 bits per pixel, 8 bits per byte, 1024 bytes per kilo byte, 1024 kb per Mb... Thats 2Mb? Well maybe it is, I'm a blond, don't ask me to do math.Sorry, You're right. Three night works in a row...
But always uncompressed? No. DDS and they are compressed in video ram, but I've wrote that elsewere already ;)Memory can't be compressed, AFAIK. It's direct calculations... argh... It's hard to explain with my language level.
Sorry, You're right. Three night works in a row...Memory can't be compressed, AFAIK. It's direct calculations... argh... It's hard to explain with my language level.The thing exists since mid '90, I think Rage 3d was the first one to use it, but don't quote me on that. Look up dds, dxt and hardware texture compression on wikipedia.
Maybe something changed since I've study graphics, but I doubt.
The texture is stored compressed and if its used it gets uncompressed on the fly with no noticable slowdown.We are talking about the same thing, but different stages of process :)
Is there a way to make it so that 3D models fade as they go out of your Field of Vision, like normal 2D models?Not as simple, especialy not in one pass, unless you like shitty overlapping polygons.
Motion Sensor (latest Version):
(http://i55.tinypic.com/nzoosl.png)
I wasn't able to attach the original texture on the main cylinder (theres not really much material to work with). Except at the small box, which comes out of the left site of the sensor itself, i made a new tex for this object. If thats bad (imo it may could be done better ;)) just discard it and do a better one please.
Download Link (http://www.mediafire.com/?snps83zl66g8967)
EDIT: Updated the link, one of the textures was missing.
The poly count is at 115 now.
How can it be 115? the little green thing on top of the cylinder looks to have about 30 itself o.Osmart modeling and good texture :P
How can it be 115? the little green thing on top of the cylinder looks to have about 30 itself o.O
Well, just have a look at the model Harald. Max tells me its 115.Wings 3D tells me 196 -_- I checked everything I could check, it said 115 in no possible place!
Wings 3D tells me 196 -_- I checked everything I could check, it said 115 in no possible place!Don't argue guys, it has 204 polys - I just opened .3ds in max.
Motion Sensor (latest Version):
Nice model, but it needs a few tweaks:
1.All objects should be attached (so it should be a single object, not 8 like it's now)
2. Make a single texture (128x128 px), not 3 of them.
Still i wonder why both max users get different counts but i already heared that there are problems in different versions of Max.
Still i wonder why both max users get different counts but i already heared that there are problems in different versions of Max.There's no problems with counting.
Balthasar, four textures to one 3d model it's too much, I set up a quick example of how the texture should look like of course it's not perfect.
There's no problems with counting.
The point is that in Max polygon not always = triangle. You could easily build a 8-triangled polygon, and default polygon counter will show you 1, still it will contain 8 tris, thats why I always switch on Tris counter (it can be switched under menu "Customize -> Viewport configuration -> Statistics tab")
.obj format tries to preserve "quad polys", thats why it still has polys<tris, and .3ds format always strips all polys to tris, so after import back it has equivalent counter.
Do not look at the poly counter and you will be ok! it's simple :)
The point is that in Max polygon not always = triangle. You could easily build a 8-triangled polygon, and default polygon counter will show you 1, still it will contain 8 tris, thats why I always switch on Tris counternow at last on forum have one more man who understands the difference of the polys and between tris :D ;D
The main reason i was using several textures was that i'm still in a learning process about UVW mapping.maybe I later will set up a tutorial as UVW mapping.
Graf is free to chose which one he likesWell, I'm not the last instance who have to choose the best model ;D I always store all versions of the same model, so it would be possible to switch between models when they will be implemented in the game. So, the players will choose which one they like more, after all.
btw, I've been thinking of a setting up of the test server with one or two maps, just to test new 3D features. Not now, I'd rather do it in the early summer.count me in
Nice model, but it needs a few tweaks:
1.All objects should be attached (so it should be a single object, not 8 like it's now)
2. Make a single texture (128x128 px), not 3 of them.
Polycount could be easily reduced by applying "Optimize" modifier (if you're using 3d max), but I can do it by myself, just fix what I've said before.
138 triangles for the strange iguana stick. Still too many?It's just a little over the limit. Try to reduce it to ~100 and it would be good.
It's just a little over the limit. Try to reduce it to ~100 and it would be good.
Please export it correctly next time.
(http://zamp.koode.org/junk/misc/fomodels/iguana_stick.jpg)this is what i call smart modeling, the bound of tomatoes and onions is the ideea of a genius!
Download (http://zamp.koode.org/junk/misc/fomodels/iguana_stick.zip)
this is what i call smart modeling, the bound of tomatoes and onions is the ideea of a genius!
also: use modify next time
Here's my version of the geiger counterIt is not symmetrical. The icon one is.
102 Polygons
(http://zamp.koode.org/junk/misc/fomodels/geiger_counter.jpg)(http://www.fo2238.fodev.net/wiki/images/6/67/GEIGER4.gif)
Download (http://zamp.koode.org/junk/misc/fomodels/geiger_counter.zip)
It is not symmetrical. The icon one is.how do you whant to check the screen if your hand blocks it
how do you whant to check the screen if your hand blocks itHow want you to hold it (it's quite heavy) not by the center of mass. It will screw out your hand.
Here's my version of the geiger counter
Improper file format, once again. Meat Jerky and Lockpick had missing UV maps, but I've fixed them already.
Oh and please stop "fixing" my models.
In my opinion its not symmetricalNot the whole, but mostly. Exelent job.
i whant to restart 3D modeling with some awesome modelsIf you need any help, you can talk to me, I'm on Skype, however, not modeling for now.
(http://img59.imageshack.us/img59/1567/clipboard01rwa.jpg) (http://imageshack.us/photo/my-images/59/clipboard01rwa.jpg/)
Thats a nice gangster suit (for the bouncers in new reno, I guess that was your inspiration?).Actually, I only did the recolor of the original texture. Original texture/model can be found here: http://fodev.net/forum/index.php?topic=13877.495
the toe and the suit, both looks delicious ;>You want to eat it? :>
can someone try to make humans, pleaseI will do some armors soon, Graf is aware about it
any of the new guys? we need armors
can someone try to make humans, pleaseDo you mean human bodies, like those which Jotisz were making? If so, then we should ask if he's able to give them out, since most of them were done a few months ago. I personally have only models of the strong human (male & female) and the fat male, while there was a picture with all bodytypes.
About giving them out sure why not the more who work on them the best chance they will end up looking good.
Is there any chance of making the UV maps for the other body types compatible (or at least very close) with the existing one?Have you ever tried to use RTT baking to have same texture on two models with different mapping? This will help I think.
I mean like, if there is a texture drawn for a shirt and jeans, for example, that the same texture could be used for the junkie / fat man / dwarf etc - either exactly as is, or with minor changes, rather than having to redraw a full set of everything for all body types?
Pile of Wood:
Pile of Wood:
awesome, but we can make only 1 wood for floor+hand, know what i mean?
only 1 wood for floor+hand
maybe just having one piece of wood, at least for when holding it in your hands.
Pile of Wood:
What you think?
Hi, It's been a long time. Sorry for that. I'll go checking out the many pages now.The king is back! Long live the king! ;D
Graf, can you update the armor tracker?
So if I change those, we will have to change the in-hand weapon model by console, because it would not be right.
I will make a thread with the instructions on this, and where we will post the line with the correct coordinates for each item. After that I will merge them into the master file.
UPDATE: Trophy of recognition is doneLooks nice! Good job!
P.S. It would be nice, if you'll write some kind of short manual, how to make an animation and put it into the game, in case someone wish to try their powers in it.Agreed.
But I have one thing to ask. I was thinking about using the same numbers that appear on the ITEM_PID list.
that would be
1 PID_LEATHER_ARMOR
2 PID_METAL_ARMOR
3 PID_POWERED_ARMOR
[...]
it would be very helpful if someone can point at me which 3D models are more required in terms of higher priority/most needed. Are decorative assets most needed? Weapons or clothings? NPC's? which ones?
as Graf said, you can start by creating armors, like the NCR ranger armor
but first we must tell you why we whant 3D:
we like the game in 2D and we think is way better than 3D, but with 3D we will not have to create over 9000 frames for every animation pic, so it will be easy for us to implement new animations with lower requirements
Check out my ver of Medical supplies I've just made.nice job, but it can be lowered a bit, we can make a box(or a pirate tresure chest) like and the texture to have the vizual efects
nice job, but it can be lowered a bit, we can make a box(or a pirate tresure chest) like and the texture to have the vizual efectsdo you mean it can be optimized? yep, sure it can, lets say to ~50-60 tris, but I'm just making models perfectly matching sprites :)
nice job, but it can be lowered a bit
nice job, but it can be lowered a bit, we can make a box(or a pirate tresure chest) like and the texture to have the vizual efectsIt definitely can be lowered, but it is not necessary. All 3dZipp0's models are real masterpieces. Anyway, 100 polys are good enough, optimization is good if you know when to stop.
does the engine support normal information?
Here's some ammo, which I did recently.
http://www.fo2238.fodev.net/wiki/images/2/2c/29.05_1.png
Download link (all together) (http://www.mediafire.com/?a75u6ytyzxwd1od)
I'm still waiting for some models from you guys.
I think if ammunition boxes have logos at all they should be 'old timey' style sort of like this:
FMJ's has green stripe on the original sprite. Why the box is red then? ???
However, I was planning on paint the base model as well, but where can I find the UVs for the separate pieces (legs/arms) to paint the "shirt" of the armor? Are they the same UV's that are all toghether in the base male model?
Could you make a better texture? You can use sprite for it.Haraldx is working on it
Oh god, the texture went out just horrible :-[ I'm ashamed of myself, how did I get something going that badly!practice and patience, my friend, will lead you to perfection! :)
(http://img853.imageshack.us/img853/6310/clipboard01tl.jpg) (http://imageshack.us/photo/my-images/853/clipboard01tl.jpg/)
practice and patience, my friend, will lead you to perfection! :)... force be with you ;D
practice and patience, my friend, will lead you to perfection! :)... The Lag be with you! ;)
Oh god, the texture went out just horrible :-[ I'm ashamed of myself, how did I get something going that badly!
(http://img853.imageshack.us/img853/6310/clipboard01tl.jpg) (http://imageshack.us/photo/my-images/853/clipboard01tl.jpg/)
awesome Zippo, what can we do with the Bug?thanks!
thanks!It's a quest item from F1. Anyway, item is an item, more = better.
I don't know what - perhaps, to listen up somebody's secrets? ;)
It's a quest item from F1. Anyway, item is an item, more = better.do you know what item is needed more than others? cause there are just a bunch of them in the tracker without any priority mark ...
do you know what item is needed more than others? cause there are just a bunch of them in the tracker without any priority mark ...in this case all will be yellow(exept armors witch will be red)
maybe Graf can color-code them such as Red=urgently needed, Yellow - would be great to do, and so on... ?
Forgive me my amateurish question, but what is the last model supposed to be?
All of them look good nonethless, indeed.
Considering in the 80s and shit most complex machines were insanely huge it would be safe to assume the Laser Rifle was a decently large gun so it should probably not be held as "Standard" rifle.Whaaa-? Did you even notice Fallout universe is set in around year 2250? These energy weapons were most likely made in year ~2050 not in the 80s :P
One question: Should the laser rifle be held as a standard rifle?Yes, of course. As well as pulse rifle.
That doesn't look like Fallout 1 concept art. :p
Really disliked the sledgehammer on the wiki, so I made my own.Hey, nice hammer!
Polycount is 76 I think, not sure tho.
Download link: http://www.2shared.com/file/nJQPeh3W/Sledge_Hammer.html
Woah, you are right, it doesn't open the .obj file. 1 second... There! http://www.2shared.com/file/CRKwFvIx/Sledge_Hammer.htmlThanks, now it opens. 84 triangles :)
Also, it might need proper scaling and stuff, maybe even the handle might be too small etc etc.
Also, I think that lower part of the handle is unnecessary - you could save up to 28 tris by removing it :)
Thanks, now it opens. 84 triangles :)I was un-sure because Wings3D shows only face, edge and vert count. As we all know, not always faces are triangular, so the face count is always invalid (becuase I extremely rarely use triangular faces). Vert count is also invalid, because it just seems to be edge count divided by 2. However, I recently found out the edge count is the most accurate, sometimes it is exactly the same as triangular face count, sometimes (like in this case) it's a little innacurate.
Also, I think that lower part of the handle is unnecessary - you could save up to 28 tris by removing it :)
Really disliked the sledgehammer on the wiki, so I made my own.
Also, found out that my LA MKII is still signed as PENDING, What's the matter with that?
Models of all bodytypes: http://www.mediafire.com/?4456s10ogt0tv4ythis includes the super mutant and ghoul models? a ghoul armor for ghoul race will be awesome, same for super mutants
this includes the super mutant and ghoul models? a ghoul armor for ghoul race will be awesome, same for super mutantsAs far as I know ghoul uses the junkie model and a separate ghoul skin.
this includes the super mutant and ghoul models? a ghoul armor for ghoul race will be awesome, same for super mutants
As far as I know ghoul uses the junkie model and a separate ghoul skin.
we shoud make a topic on the forum with the models that we have, probably some sort of format like this
Dwarves cannot use power armors, unless Enclave recruited them for whatever reason (they're only faction capable of building armors).
Link to all body type models seems dead
although i am not entirely sure if this will be the final one, since the seams are quite noticeable in some areas, maybe I will lay down the UV's in a different way
let's see the model with texture
really nice texture!!, but the size shouldn't be 256 x 256?
Uhh... Maybe let's start with making a proper texture? Where is the side and rear texture? Also, polycount is not 6, it's 12. We need triangular polies, not rectangular. Ussually we just uplaod our models and post them in this thread, but if you want it privately send it to Graf.
I am pretty sure, Jimmy Hats is too detailed for it's object size. :>
i made it 262 with some shape change and 298 without change of the shape
Yes, you're absolutely right. This model could have 12 tris, but I've decided to add some more shapes in order to give it some more aesthetics. Moreover, it's a pretty rare object, so I don't think it need a lower polycount. But if you insist, I can make an extremely low-poly model of the Jimmy's.they are not that rare, ask the slavers
Do you think it's possible to align the supermutant UV with the original human UV (like I've started doing on the dwarf guy)? If we can get as many as possible of the models to work from the same base textures, then it will make it much easier to produce armours and clothing for all models (i.e. one texture can easily be tweaked to fit each body type).
I made a small edit on the colors of the super mutant texture. I think it was bit too greenish. However, I have no idea what this really looks like when applied as a texture on the model.
http://imageshack.us/photo/my-images/190/supermutantuvhdcolormod.jpg/
If someone is interested in trying it on the model, here is the .zip file containing the pic above and the .psd file.
http://www.mediafire.com/?lpm88qanil4x388
imo not bad but i think no one is wasteland has color printers and this map looks way too tech.
Dont know what the sprite looked like but id expect more of a pirate map for a raider base, Or just less color like you say.
1 question - Helmets need 128x128 texture or 256x256?Just saying this again. Want to know this.
Bump... and new content
https://www.youtube.com/watch?v=D3AlD2z-Jco
Took me some time to make the texturing, but actually came out pretty well I think.
It's been a long time since I modeled anything actually...
Might need some aligning to fit the human model perfectly.
Click me to download (http://www.2shared.com/file/TzduUbrB/Archlight_Helmet.html)
[...]That's how I imagine which players will be able to wear particular armor. If you have anything to add to it - please declare it.
1) On the hero/normal/weak/fat/various, which ones correspond to which models? I think we're missing a few character models currently
2) From these, are we to skip the F2 style people, and replace them with their F1 equivalents? I know a lot of people weren't exactly keen with the F2 human shape.
3) Ghoul and Supermutant (and maybe fat / dwarf etc) base textures are also a priority, but need doing by someone very skilful.
Hero bluesuit (I don't have this - I couldn't see it in repository)
Female bluesuit (I don't have this - I couldn't see it in repository)
Been a good while since we had some videos! ;)So... you want videos or something? Well, it's good to just have any kind of progress going on.
Been a good while since we had some videos! ;)bumpilibump
I do want to see some videos as well, just want to see... stuff people have done...
[...]Made an NCR Veteran armor icon[...]
Regardless, we do need inventory icons doing for all the new models / clothings etc - I don't know the best way of doing this (maybe importing model into 3D program, print screen, crop bits out with photoshop?), but if you're willing to try with some of the others, I think it would be very useful.
Hmmm... maybe... maybe...
All my images already have alpha and are saved in PNG format.
Gray robe.
(http://img707.imageshack.us/img707/421/grayrobe.png) (http://imageshack.us/photo/my-images/707/grayrobe.png/)
Yeah, i mean...most of the model pictures here are saved as PNG anyway :), thats right. Only difference may be the resolution, the color depth and also the angle at witch they are rendered from. Those things should be taken care of to avoid further editing, in my opionion.Another problem would be the pixelated look. However, I feel it can be done with the "pixelate" filter on GIMP.
@ the weak/junkie thing... Oh snap, damn, you are right... I think!
Made an NCR Veteran armor icon, the picture was found on Google, I just cropped out the background, resized it, turned it a bit and BAM, here we have it. Should I remove the reflections?
(http://img26.imageshack.us/img26/5408/ncrveteranicon.png) (http://imageshack.us/photo/my-images/26/ncrveteranicon.png/)
How are those faces on model done? Every single armor sources it in it's own texture or it uses single file?
I mean somebody mights want to mod it early (because tbh it is not pleasant at all) and editing all the files would be a pain. But then again it wouldn't make sense to waste image space by having empty spots for every single model.
Female brown clothes (2nd from right - I've seen a version of this on the forums somewhere already)so I've remembered that pistacja did that texture. I've asked for it, and here we go:
If anyone wants to look at some 2d penii or other genitalia for quite some time while editing the texture
It's directly taken out of Fallout New Vegas and we can't take it.
Uh, I don't really see any reason, why someone would like to add this into the official version of the 3D project ::) This can be added as a separate mod later (if someone would like to make it), but not as something that would be availabe to everyone.
Not true. This is just an image, nobody will kill anyone for that. But converting 3d models with their textures 1:1 to be usable in FOnline is a quite different thing, which we will not do.
I've remembered that pistacja did that texture. I've asked for it, and here we go:
(http://imagepost.eu/thumbs/2/taper_wip.png) (http://imagepost.eu/?v=2/taper_wip.png)
Uh, I don't really see any reason, why someone would like to add this into the official version of the 3D project ::)
I could actually see a use in a "no underwear" texture, but without genitalia, just "blank area" - when I was doing the test colouring before, the underpants area showed up as a very different colour to the rest of the body - and if you look at screenshots above, you can still see the underpants through the trousers texture, as I couldn't balance the colours quite right. If it was the same skin tone, this would make things easier.
Also, if one with genitalia is needed, for whatever reason (sex? torture? slavery? joke? humiliating the enemy?) in a mod, I don't mind trying to draw this. Drawing one penis in pixels will not turn me gay :P
It's low priority on my list though, so I'll happily let someone else do it if they want to - but if nobody will, and it's needed, I'll do it at some point.
I think the one that has been drawn is excellent - but if we can get the same effect from our own resources, we may as well use them (so it's definitely not a copyright problem).
the upper breast area will cause a problem, as it doesn't match to the texture subsets
I asked if someone wants to make it if (s)he finds the time, not that it "must immediately be made!!111". It was mainly directed to Luther, not you, so you can leave your fancy rolleyes at home.
(http://img718.imageshack.us/img718/2701/frobisher01.png)From what it looks like, it seems lighting parameters are somewhat wrong, and it might be necessary to add not only specular maps, but also normal maps to characters to achieve same look. It is definetly obvious that simple shading won't do the job even if you try to pixelizate or sharpen it.
If I remember correctly, quite long time ago Gray had the same problem with the prisoner suit and it was successfully solved. We have to ask him how he did it, since I can't find that post atm.
From what it looks like, it seems lighting parameters are somewhat wrong[...]
float3 LightDir = {0.0f, 0.0f,-1.0f}; // Light direction
float4 LightDiffuse = {0.6f, 0.6f, 0.6f, 1.0f}; // Light diffuse color
float4 MaterialAmbient : MATERIALAMBIENT = {0.3f, 0.3f, 0.3f, 1.0f}; // Ambient color
float4 MaterialDiffuse : MATERIALDIFFUSE = {0.8f, 0.8f, 0.8f, 1.0f}; // Diffuse color
Here is some update for body types
we can achieve SOME highlighting by "painting it on" in places.
we would probably need a normal, fat and weak female body types as well
we can try to use SDK built-in shaders[...]These effects can be found in Client\data\effects folder of SDK
Are the "weak female" sprites the same model as the "hero female" sprites - i.e. it's the same model, but with a different standing pose? The arm is in a different position, but the rest looks the same to me.
Can I just copy the effects folder over, and it will magically work, or should there be other config files somewhere to refer to them? Alternately, is there a way of making the newer SDK compatible with the repository?
Or we can try to use SDK built-in shaders. Here's how it works:
Before: (http://imagepost.eu/thumbs/2/ffd8a8365331.jpg) (http://imagepost.eu/?v=2/ffd8a8365331.jpg)
After: (http://imagepost.eu/thumbs/2/8596ae683efe.jpg) (http://imagepost.eu/?v=2/8596ae683efe.jpg)
These effects can be found in Client\data\effects folder of SDK
(http://img1.mediafire.com/0379bed7d69fac91f0fe972c7454d4d2d9681bd54ef55a3f5dab6fc319b08a796g.jpg)
all the necessary details there, but unfortunately I do not know how to do animation and skeleton.
I have the models off Jotisz, which I'll remap over the next couple of weeks.
NM NICE equals to the following bodies NM LABB, NM COPP
NM BRLP equals to the following bodies NM DOCC, NM BPEA
NM OLDD and NM MEXI is like NM FATT and NM MYRN they used only for one type of critter.
NA CHLD can be used for both gender of kids
I wonder if it reacts to the material settings from the models, or could be made to react to a specular map? We don't want cloth to shine like metal. Maybe someone wants to do some experiments with these, and see if they can get something that works well. Once we get the lighting right, we'll probably need to adjust all the textures (and possibly materials in the models) to match, so maybe someone wants to volunteer to try and work on this quite soon, while there are still a comparatively small number of textures / materials that would need changing.Bloom effect is dumb, forget it being ever interacting with anything. It's just sort of blur.
We could get a nice shine effect with simple sphere mapping... check google or wikipedia on this.That'd be using same amount of resources on inferior result. It'd look good on glass surfaces, but there are not much of those in Fallout to begin with.
(http://desmond.imageshack.us/Himg263/scaled.php?server=263&filename=specular4.jpg&res=medium)The normal zoomed out picture looks really good (obviously the ones you zoomed in on looks weird due to resolution etc)
I've modified shader a little [...]
1) 50% opacity works (can't think how it'd be useful though)Glass, hair (separate parts of hair), somekind of plastic etc.
It's no problem to skip stuff in HLSL like in C++, but finding out there is not anything might be a problem.
I guess it'll still need some engine mods, because you'd really want to modify power value per material or in fo3d file or whatever.
Alternatively you could just mask everything out (to be honest even stuff like leather and skin should have subtle reflection), but that's not nice solution memory wise.
(http://img8.imageshack.us/img8/3337/spritezoom.png)IMO, this looks horrible. It's better to see 3D model nice detailed than this sprite:( It's not orginal sprite and it's not good.
models and I'll try and do this.
IMO, this looks horrible. It's better to see 3D model nice detailed than this sprite:( It's not orginal sprite and it's not good.
IMO, this looks horrible. It's better to see 3D model nice detailed than this sprite:( It's not orginal sprite and it's not good.
Wasn't it zoomed after screenshot was taken, and not ingame
This is "100% zoom", zoomed in with photoshop - so this is what they look like on a pixel-by-pixel level.
I've packaged and sent that to you.Great thanks! 'gonna check it out when I'll come back home.
Aye, but sometimes it's better to waste memory, than to add some conditional logic (if I understood you correctly). Anyway, are you experimenting a bit with shaders here?The way modelers would like it would be probably if they did not have to bother at all unless they specificaly wanted the stuff.
IMO, this looks horrible. It's better to see 3D model nice detailed than this sprite:( It's not orginal sprite and it's not good.Models are fairly detailed, though for example VB had better detailed heads (might post some comparion), this is fairly enough to look great at 1:1 zoom. It's somewhat unfair to compare low-poly vertex-shaded models to original sprites rendered by at the time slow methods. However since we can afford those methods on fairly arbitary hardware nowdays, it's just matter of time and effort to make it look good enough for everyone.
That's funny, because a character can only have 10 normal ap maximum. Everything else can only be achieved with drugs and stuff.You could just look on the way you stiched people in Tactics :d. However that'd be abit weird for shooting stuff.
Hmm, maybe if the shot will cost 12AP it could shot 2 rockets.
Graf, you might want to add these pictures in the armor tracker.
I never really thought that the new 3D APA looked right anyways. It just doesn't match up in general.It might be because I do believe it was modeled after the talking heads not the character sprite. Let's say this is APA MKII.
It might be because I do believe it was modeled after the talking heads not the character sprite. Let's say this is APA MKII.My guess it'd be some sort of officer model, as you're right so with talking heads (and main menu as well), however sprite uses quite different model (shoulderpads namely) as well as original concept art.
It might be because I do believe it was modeled after the talking heads not the character sprite.Confirmed this. It was made after the talking heads and CD covers. Sprite was just a rough guide.
You need to add that enclave insignia, otherwise you got just black BA
I wonder why the model has that flag on it - it looks rather bad with the model.I told them that "E" insignia fits better to Enclave forces but for some reason they've sticked to flag and more "cop-like" colour. No devs word on that but it's pretty easy to change. ;)
We could cut off stuff like the battery from the super cattle prod, laser sight from the FN FAL (night sight) etc.
I have baked some fresh Bread with iradiated corn flour ^^ . Here it is.
Can we see a picture?
Maybe it's just the angle, but at the moment it looks a bit like a coconut ;) , maybe stretch the model a bit on one axis so it looks less like a "ball"?
All of them looks pretty cool to me.Even the one named "armor_male_suit absolute fail"? I have no idea how did I come up with something like that.
Don't you think that we may need other body types? Like those that can be seen on the encounters near Redding?What do you mean? I checked the table posted by you and according to what is said there, I have made the suit compatible with all human male models. Also, what do you mean with the encounters near Redding?
Don't you think that we may need other body types? Like those that can be seen on the encounters near Redding?Shouldn't armor be race based like in Tactics? Ghoul wearing heavy combat armor isn't right. Ghouls are supposed to be weak, in Tactics they had their own armors. Not to mention the fact it would give them too much protection and it doesn't fit in gameplay wise.
Also, I've completed the Combat Armors too.
(http://imagepost.eu/images/2/CIfBe44.png)
Download link (http://www.mediafire.com/?c2haxymmv97w667)
Deicide, we already have more than 100 weapons and only 10 or so of them are used. So, there's no sense in adding new useless stuff.
Adding a bow would need an extra animation adding to it - though a crossbow could possibly work with existing pistol / rifle animations. Anyway, maybe not much use for 2238, but I'd definitely see potential for other mods wanting such weapons, post 3D era.
do i sense angry sarcazm ? do not troll. and about bow i've suggested it few months ago, that idea was liked.
However, I'm not sure if the "on the floor" will be for ALL objectsI'm pretty sure yes. We would see these objects more on the ground than in player hands.
I'm pretty sure yes. We would see these objects more on the ground than in player hands.
Also, Deicide, Graf didn't give you any sarcastic answer - there ARE 100s of guns and even less than 10 are being used. Luther's answer also wasn't professional - it seem'd he just had the common sense (Common sense is actually better than having some kind of professional skills and not knowing anything about anything else).
Also, I already told you this was suggested and you should use the (http://fodev.net/forum/Themes/FO2238.blackrain/images/english/search.gif) button, while you clearly ignored me. Yes, maybe I'm getting a bit too "touchy", as you say, but please, check your facts before posting untrue statements.
I'm pretty sure yes. We would see these objects more on the ground than in player hands.
@ Deicide http://www.fo2238.fodev.net/wiki/3d_miscellaneous_items_development_tracker (http://www.fo2238.fodev.net/wiki/3d_miscellaneous_items_development_tracker) scroll down a bit there's 3d ammo, which i think will be shown dropped on ground
Thanks. I thought these would just be inventory sprites and not "on floor." still not 100% clear on that. but oh well.What's the use of replacing something with something low quality??? Poly count wouldn't matter then anyway...
As mentioned before I am aware that the making of weapons for 3d is over withAs long as the old guns are imbalanced then yes.
but are more costumes/armor suggestions still open?More costumes/armor can always be added later on. Post your suggestion in the "New armor/clothing suggestions" thread.
Woman in blue dress (http://img1.mediafire.com/0decbd9d7d2290f01e7b1210b6dd9c9c679d18d5c947ffdbd50daf9fd4915b826g.jpg)
Very nice work.
Indeed, but it doesn't look "postapocalyptic" at all , rather medieval.
Indeed, but it doesn't look "postapocalyptic" at all , rather medieval.
Well, that looks pretty cool already.
One thing that I didn't understood, is why it is more difficult to texture it, than the male model? They have almost the same UV and they and in general they look alike.
No idea if it looks better really, but I think more "neutral". You won't see much difference from distance anyway.
It indeed looks good, but it's way too small to be recognizable as "tattoos" in the standard zoom - there it looks as if that particular person just have bruises or didn't wash for quite some time. All details should be optimized so that they look recognizable on the standard 100% zoom.
I discovered something interesting on the web, what could eventually ease animating the models a lot.and I'm sure it's really cheap :)
http://www.youtube.com/watch?v=PwsTo4LQoGg&feature=player_embedded
I think the blured look is only there thanks to the picture format I think in png or some better format the tattoos would be visible though I could be wrong hope not cause they look good.
If I'll make it look better from the distance, it will be pixelated in 200% zoom.
Why is there a picture of Duke Nukem on this thingy? Atleast I don't remember it from FO1/2.Easter egg? ;D
Other than that, good job. :)
EffDef Floats MyValues 1.4-0.05-6-7.7
EffDef Floats AnotherValue 59.51243
[...]So basicly I'll soon finish those shaders so they're ready for specularity and normal mapping ( as well as optional vertex light for some models without normal mapping and without need to get detailed lighting model, like pickup items ) and explain how things should work.[...]
Ok painfully read all that docs for it (why russian damnit :<), and found quick solution:Code: [Select]EffDef Floats MyValues 1.4-0.05-6-7.7
EffDef Floats AnotherValue 59.51243
So basicly I'll soon finish those shaders so they're ready for specularity and normal mapping ( as well as optional vertex light for some models without normal mapping and without need to get detailed lighting model, like pickup items ) and explain how things should work.
Additionaly performance options should be easy to do in script as it allows interchanging effects - so by providing effects without specular and also with vertex lighting it should be easy to add game interface to switch them.
Also, Jotisz, we would probably need a "strong" (or "weak", I'm not sure about it) version of the female character, so can you make it as well? It seems to be the last necessary model we need so far.Strong one I think. Probably giving a bit muscular arms and wider body to the default female would be perfect for it. Also I will look up that thing on the fat girl legs.
Well, it's nearly impossible to see, whos face it drawn on the original sprite:
So I've decided to make it a kind of easter egg :) Precisely as it was guessed by barter1113.
Hmm.. that 2d/3d combination looks kind odd (Because of very bad quality background and HD quality character)
But i always think that old Fallout need some upgrades so it's not bad thing :)
It's not about HD models on "bad looking background". It's about developing a render which makes these HD models look like the background, aka. Fallout-like and not stand out. Your statement was kinda odd.Well.. i can be wrong too, because i'm not very good with these things (Like modelling or they terms etc..)
Well.. i can be wrong too, because i'm not very good with these things (Like modelling or they terms etc..)
Maybe i should leave talking to who really understand about them ;)
Also any date when these modells are going to be ready? And when is wipe coming? Lots of questions and no answers :)
One question: Should the laser rifle be held as a standard rifle?
(http://img28.imageshack.us/img28/5980/laserrifle.jpg)
Bad thing is that the sniper rifle is pretty much the same from long distance
Imho it looks more like tattoos now, so she won't look like wounded girl, next to male tattooed toon.
That looks really nice! but imo it looks more japanese than tribal, maybe its a yakuza tat? Looks great!It actually is Japanese, lol. Irezumi. My tribals look way different and I made them only for males. Don't have screenshots tho'. I posted them somewhere in here.
@Surf, I only learned how do do this stuff a few weeks ago, you should give it a shot!
EDIT: wait, did actually some bright mind manage to apply specular maps to the models? :oOh god, Karpov is back! Oh wait... I'm back too... double win?
Hello, my name is Karpov, I'm an amateur digital artist, and I would like to contribute with this project...
[...]I'll try to check the posts, but I could miss some important stuff, so if anyone can tell me what's been going on, it would be great.
And a few words regarding our project in general - I'm really frustrated because of how it goes at the moment. I'm actually expecting those who contributed something already to come back again and finish up missing stuff, because it's very unlikely that we'll be able to handle everything by ourselves.
And a few words regarding our project in general - I'm really frustrated because of how it goes at the moment. I'm actually expecting those who contributed something already to come back again and finish up missing stuff, because it's very unlikely that we'll be able to handle everything by ourselves.I got a good excuse :P It's initiation... time... for the new students at my school and it's like 500 gazillion tons of work for me to do ^^ ... which actually is not that fun...
I'm really frustrated because of how it goes at the moment. I'm actually expecting those who contributed something already to come back again and finish up missing stuff, because it's very unlikely that we'll be able to handle everything by ourselves.
Yellow - e4d478 45% w/o luminosity
Tanned - cb983e 50% w/o luminosity
brown - 805202 95% w/o luminosity
arabic - 786b54 70% w/o luminosity
pale - 0c0802 65% W luminosity
black - 0c0802 95% w/o luminosity
d.Tanned - ab6c09 65% w/o luminosity
Also I'm going to have to apply some censorship, there are children in the wasteland you know ;).
In my opinion, that's not the best idea. I think, that at least while our project isn't released, we can keep such things. And even after release some people may wish to keep it, because this game isn't for children, you know. Fallout 1 and 2 originally had R(18+) rating, so that's ok to have a partial nudity in Fonline.
I meant underwear, the textures SmartCheetah uploaded are totally naked. Of course is not for "censorship" ;) , it's just that the models are meant to be dressed, that's how they were modelled, male has underwear, if he had genitals then it would be impossible to paint some pants over him. Same thing for the woman, painting clothes over her bare breasts would look like some kind of body painting, so to avoid that I modelled as if she was dressed.
They aren't rated M in germany. Fo1 and 2 are both rated with the age of 16.
Also, I'd like to note that there was little to no news lately, so it may be a right time to gather here and finish up the missing stuff. I particularly mean reshaping of the existing armors, rigging and other stuff like that. There's not that much left undone, so let's not abandon this project!
Do you have any thoughts on what I should focus on?Technically, I would say the main priority is armours and critters.
Do you have any thoughts on what I should focus on?
Я знаю, что анимации для лука вряд ли когда-либо будут сделаны.
I could do a lot of what remains in the Misc items, though I vehemently dislike texturing.
Imrinfected, everything is just fine, but as you maybe noticed, we are trying to make ammo as low poly as possible, that's why almost all types of ammo have 12 tris in total. I advise you to make it less detailed. For example, these notches on the magazine could be replaced with a pure texture, so the total polycount will be 24 for the whole model.
Remind me again why the poly budget for ammo is so low?
The initial thought was that since ammunition is very common, and it also very often laying all over the map in huge numbers, it may clutter the map and lower the performance. But back then we didn't decided, whether we want to make every object on the ground in 3D or we may go with a simple 2D sprite and use 3D for items in hands only. Combining 2D and 3D would definitely be good for performance. Still, I think we need to discuss it.
It's simple, polygon count would be higher than visible pixels even on really high resolutions, so it's useless to create anything complex.That does make quite a bit of sense actually, I wasn't thinking about that.
lol... pople please give proper number of tris, not just "polys" (remember that simple cube is build from 12 tris)...Are you capable doing basic math?
Human ear white - 2tri. | 128x128px (uses alpha channel)
Human ear brown - 2tri. | 128x128px (uses alpha channel)
(http://img40.imageshack.us/img40/5259/earssm.jpg)
Download (http://www.mediafire.com/?o2q42f4u4t3ynqh)
The first version I made was consisting of one triangle but then I came to the conclusion that it may cause trouble in implementation and use in game as there was left quite a lot of unused surface. Now the shape fits better to the texture but still I am not sure if it is ok as it's just a 2d picture in the 3d space. Well at least it won't burn any GPU ;)
@Jotis Thanks. I've made a little changes and here's the newer version:
Human brain - 60tri. | 128x128px
(http://img812.imageshack.us/img812/604/brainpicture.jpg)
Download (http://www.mediafire.com/?unconiufrfwlfz2)
i love players that do 3DI was told that it was. It would make sense for it to be, seeing as the game uses sprites. Without transparency, that wouldn't exactly work. It's relatively standard anyway, so I'll just operate under the assumption that it will work.
they do so good quality and so inspired art
but 1 problem with Alpha, the engine is not compatible to it(or it is?)
Imrinfected, I... love... your.... models...I'm glad that you like what I can do. Although I have a bit of experience with just about everything involving game design, I am -for the most part- quite the amateur at all of it, and that includes modeling and texturing. I do, however, happen to have just enough information to get (most of) everything done, even if it isn't particularly high-quality - and with low-poly models and relatively small textures, my skill (or lack there-of) doesn't show through quite so much.
Default 3D shader multiply fragment color with texture map color, alpha included. So resulting fragment color will be transparent.Is the glowing done through a glow map, or something else?
However I have no idea if engine is doing any depth sorting (ideally all the triangles in scene should be sorted by applied textures and depth, so you don't switch textures often - expensive, and have correct transparency), if not transparent surfaces will not display all the polygons behind them.
Not a big deal, because of how the game uses 3D, but still something to keep in mind.
Additionally it's possible to do more than just transparency - for example make parts of model glow (be always bright).
As far as I can tell, alpha stuff works fine. I did a few fairly primitive tests here (http://fodev.net/forum/index.php?topic=2407.msg144736#msg144736). However, I'm not sure how it affects things such as "outline highlights" or shadows. Someone else may have further info on that, but I think it should be fine for what we need here.I'll investigate this.
Regarding scale of models etc, there's not (to my knowledge) an existing standard size for anything - especially as people are using many different modelling programs. I'd imagine resizing objects can be done at the basic rigging stage, as we have done with armours etc.
A small note regarding textures - I've not inspected any of your new models yet, but the bit you're saying about white lines etc - this might not be the same thing, and might not be relevant, but I had this happen to me when the texture edges were too close to the model edges on the UV map, and when things were zoomed or resized, it ended up slightly past the edge. It happened far more often on diagonal lines in the texture. Running the textured bit an extra 4 pixels past the edge (or shrinking the UV map a little) seemed to work okay to sort this.
I think I wouldn't worry too much about that. Models and textures can be re-attached with text in the fo3d. Also, if they're going to be rigged for hands, they can simply have the texture reattached at that stage instead. As long as it's got the UV map data, shouldn't be a problem (I think).Excellent, then.
Is the glowing done through a glow map, or something else?
I've modded games which use glow maps - namely ES3 and ES4. If it's the same thing, or the same idea behind it, that might be interesting to use for a few things.
I'll investigate this.
- alpha-channel shouldn't be used in the texture;
Supermutie.
I'm not sure about his neck. IMHO it will be better to smelt it with shoulders a-la bodybuilder.
Guys, did someone rigged the dorf yet?)))
(http://img6.imagebanana.com/img/k4ckr697/thumb/gnum.jpg) (http://www.imagebanana.com/view/k4ckr697/gnum.jpg)
:o who is he?
Jep, noted. But i thought that wouldn't be fair to alter Jotisz' model, so i just made the texture.Actually the problem would have been that the model has some flaws beside the neck I'm trying to correct.
So the envelope I made was not good ?
I will see what can I do about the beer bottle
Here's a question how will items appear in the inventory ? as a 3d model or as an image ?
I can make it as a boxes it will increase slightly in poly if that what you want ?
looks preety good, but the left arm comes in a bit too fast
swiping one
how about when we loot a body we stay in some sort of crouch pozition and ever take/put action will be a small hand movement like in FoTHmm... indeed, good idea.
for standing loots like bookshelves we put a foot in front of it and a hand on it
Have you managed to / tried testing any of these in-game yet, Lizard?
(http://img4.imageshack.us/img4/2168/screen03082011172233.jpg) (http://imageshack.us/photo/my-images/4/screen03082011172233.jpg/)
Everything seems to work as excpected (I used some random filter to create specular map, so that's why it looks like crap), however it seems that it'll be required to have custom fo3d file for specular mapped skins, as it seems there's no way to apply effect only to layer.
I'll do normal mapped version and stealthboy effect the next and meanwhile create some thread with downloads and directions.
I don't know, if anybody else thought on that matter, but I guess I've just discovered a way to increase the performance significantly by decreasing the polycount without of quality loss at all. Well, in fact its not me, who discovered it, but I haven't seen anyone here mentioning that method.
What I mean, is why do we need to have a base model under the armor? It surely doesn't serve any real purpose, except that it loads the client's memory some more. We could simply use the method, that is used to hide the hair, while the character wears a hat. Basically this means, that the character in the armor won't have anything under the part of his body, that is covered by the armor (this could be easily achieved by the use of subsets). This will decrease the polycount by 50-90% and what's even more important - you'll never see the imperfections in the models caused by its resizing, which makes it easier to resize all existing models for various body types.
Well, I hope this idea is clear enough. And yeah, guys, it seems like the time to finish up the project has come. So let's give the Fonline 3D another chance to release!
Hey, I read through the last 148 pages and like where things are at. Is there a progress chart that includes everything that needs to get done? I would love to help out but it seems that people keep doubling up on the same item, gun, or armor. Once I can see what is still unfinished I can start. Also, is there a timeline for switching over to the 3d from the current sprites?
Is there a progress chart that includes everything that needs to get done?Sadly - no. We have something similar like the armor/item/weapon tracker found in the wiki (and in Graf's signature) but if I recall correctly it wasn't updated for a time (not entirely sure about this). You might want to contact someone like Graf.
I would love to help out but it seems that people keep doubling up on the same item, gun, or armor. Once I can see what is still unfinished I can start.Mostly we need animations and armors at the moment. Weapons are 99% done, items are not as high priority.
Also, is there a timeline for switching over to the 3d from the current sprites?No, as Jlekc stated, it's done when it's done. We have a pretty free-form way of work - we tell people what we work on, work on it, show it to the public if it is good, scrap it if isn't. None of us are "hired" or something so that means anyone of us can magically disapear any moment (sadly) and the progress would be even slower.
Hey, I read through the last 148 pages and like where things are at. Is there a progress chart that includes everything that needs to get done? I would love to help out but it seems that people keep doubling up on the same item, gun, or armor. Once I can see what is still unfinished I can start. Also, is there a timeline for switching over to the 3d from the current sprites?
3. The devs could just swat it away, or think, i would expect something in return - gentle decline.
It's good to know you're doing well, guys.
You know, as Andr3aZ somewhere noted, i often have strange ideas coming to my head and i just had a beer.
One was to take a role as investor and pay a 3d designer/animator from outside to make some stuff and see 3d finally coming faster, but then decided against it, because:
1. It could turn out really expensive for a such comparable small task.
2. Since someone earned money on a non-profit project, it could wake Bethounds. Unless it was a donation.
3. The devs could just swat it away, or think, i would expect something in return - gentle decline.
4. The progress status is vague - but why should a artist make something what's been done?
5. This wouldn't count as a community project anymore.
6. And who would own all the stuff?
So... Well, i desire to contribute, but i'm really not sure if this were a right way to do it. I have right now not very much time and have other project running. Thoughts?
Great idea, I'm a bit afraid of the 3D performance.
Will events with like 100 critters be possible without a very good graphics card? :/
I wouldn't worry too much yet. All my playing and testing has been done with a graphics card with 128MB RAM. 128MB. I had to check again myself because I didn't believe it. No real problems so far - though I've not tested with large numbers of separate models moving at once.What card is it (exact model)? I remember my brother had some problems running FOnline on a 128mb RAM internal video card just by standing in NCR.
switch(some_int)
{
case 1: handle=1; break;
case 2: handle=2; break;
//and so on...
case 999: handle=999; break;
default: handle=-1;
}
Then the proper thing to do would behandle=some_int;
switch(some_int)
{
case 1: handle=1; break;
case 2: handle=2; break;
//and so on...
case 999: handle=999; break;
default: handle=-1;
}
..as this code...if(some_int==1) handle=1;
else if(some_int==2) handle=2;
else if(some_int==3) handle=3;
//and so on...
else if(some_int==999) handle=999;
else handle=-1;
..and this code//optional check
if(some_int!=Null)
handle=some_int;
else
handle=-1;
I really like the sparkle effect of Tesla Armor, lookslike christmas tree ;D
(..)
case 241: handle = 241; break;
So now, I add myself a 223 pistol in the game with the command ~ais 241 1 , equip it, and a beautiful 223pistol appears in the hand of the character. I could not believe it, but it works. :D
Now, for the rest, I was thinking of a Microsoft Excel sheet with those two columns numerated automatically, because Fallout has like 500 items. I don't know if it can be done, and I don't have Excel either.
default: handle = pid; break;
This is something you are looking for. Also if you don't like everything doing this (because generic items might just be invisible or other stuff might be wrong), you can just as well do something like this (for all of the items) case PID_MINIGUN:
case PID_AVENGER_MINIGUN:
case PID_VINDICATOR_MINIGUN: handle = pid; break;
Are you guys using blender? Maybe i`ll try make some model..As who. I'm using Wings3D (no animation), I heard Karpov is using 3D max, and some others are using Blender
It's sad but I have to upgrade my pc to play fonline when it goes 3d, i went into a cave with centipedes and my netbook almost caught fire.
Lol :), but I guess you don't have an excellent performance with 2d either, do you?
It's sad but I have to upgrade my pc to play fonline when it goes 3d, i went into a cave with centipedes and my netbook almost caught fire.Just lift up your netbook from the blanket ;) Used 3D models are not complex enough to cause the performance troubles you described. It seems about ventilation ;)
Just lift up your netbook from the blanket ;) Used 3D models are not complex enough to cause the performance troubles you described. It seems about ventilation ;)
P.S. hello everyone, I'm not back, I'm still busy. I finally got my divorce, but now I 'm going to marry again %)
Maybe in autumn...
6mb onboard video cardHow? How can you even run the internet?
Talk all you want but people have been saying for months now that 3d will never come.Which is pretty much what I said in my previous post. -_- Also, who are these "people" who say that? On a more serious note.
Why never come? It is almost finished only need few death animations and finish missed items.Pretty much yes. Most stuff has been done. We do not have some armors tho, which is a rather major concern, but I'm pretty sure it's possible to leave some (most) critters 2D. After all - CA, LJ, LA, CLJ and their variations are done (except for Tesla). Those are pretty much all the armors used by players and I'm pretty sure for early testing purpose we can easily leave helmets alone. Still, the movement towards 3D has a huge gap - server stuff. The whole game server may need to be "remade" to function like it is supposed to.
[a picture of an enclave hat]
Look I know you are all busy in your own way but can anyone update the trackers?It may also mean these things on the forums are not uploaded (for example Nasty Khan's stuff as far as I know). :P
Because I've seen a ton of stuff on the forum that is not on the tracker.
...
That's awesome. Is that the same sort of technique (projection painting sprite on from various angles)? If this does work for base sprites of course, we have to try and work out how to get a similar look in the new added content. I do think a lot of it is choosing the base colour from a fairly restricted palette (so a brown jacket is a recognisable "Fallout brown" etc), then using a bit of interpretation to try and get a "true" version of the garbled pixel mess.
Allright I get it. Perspective and shading is irreversible so one can't perfectly reverse-engineer fallout sprites (or at least not without overkill approach).
(http://i39.tinypic.com/34r7hw9.jpg)
My shot at the Shinese.
(https://i.imgur.com/Pl0jp.jpg)
http://www.sendspace.com/file/wv14vg
Oddly but I think these types of textures are better looking in game then the realistic more detailed once. And unlike the previous painted texture they don't look distorted.
I don't want to be a dick but are those VD textures made in MS Paint ?
[...]glitches in the newest mutant model's face.
Regarding specular stuff, I was initially thinking the metal armours were potentially a nightmare, but to be honest it doesn't look too frightening to me.Well, Karpov already had something very nice for metal, problem is that there is apparently quite a lot of this on leather, fabric and skin in fallout - just like you can see on that metal armor. Finding correct intensity and masking correct parts of models, that's going to be really tricky. Not impossible though. And with all due respect, some guys already made plenty of mistakes when they were making skins for certain armors, so that they already contain most of shading and even reflections. Those will be perhaps useful for creating specular masks, but the skins themself are not going to appear correctly if they are not redone without shading (outside of details not present in model, for that is normal map that is not yet used).
@NastyKhan
The repair on the face seems nice. The extra vertex were there probably due to the export importings. NastyKhan you are making serious progresses here.
Your suggestion sounds a pretty good idea to keep track of things in progress though, but I'd suggest using 2 or 3 letters per person.That's really important when you make textures to note which model it's compatible with. Form of naming doesn't really matter for me though. I just want something shorter and more clear than "the least Jotisz's model with NastyKhan's face corrections". ;) "Supermutant Jot3" sounds good to me - let's wait for Jotisz's respond however.
@codeOr google translate:
CalculateTangentSpace [2]
@endcode
Включение расчета касательного пространства, тангента и бинормали, которые можно использовать в эффектах, см. файл IOStructures.inc.
@ codeAccording to documentation [2] means it's used only once, but that's pretty obvious.
CalculateTangentSpace [2]
@ endcode
The inclusion of the tangent space calculation, PTT, and binormal, which can be used in the effects, see the file IOStructures.inc.
Model Box.3ds
CalculateTangentSpace
Subset 0 Texture 0 DED.tga
Subset 0 Texture 1 DEN.tga
Subset 1 Texture 0 DrD.tga
Subset 1 Texture 1 DIntrN.tga
Subset -1 Effect 3D_NormalMapping.fx
(http://oi49.tinypic.com/kvrk6.jpg)Wow looks great nice job dude!
Hahaha :) If it's the one I think you mean, other than the base texture I'm testing things with, I don't think there's any new models on there - though it is quite a nice set of the existing hats / armours and bits we've got.it looks like a improvement over old. and normally i don't like new stuff over the old f2
This one?
(http://oi49.tinypic.com/kvrk6.jpg)
Hahaha :) If it's the one I think you mean, other than the base texture I'm testing things with, I don't think there's any new models on there - though it is quite a nice set of the existing hats / armours and bits we've got.i like it .... alot :D
This one?
(http://oi49.tinypic.com/kvrk6.jpg)
[...]Effect 3D_NormalMapping.fx
CalculateTangentSpace
Effect 3D_SpecularMapping.fx
EffDef Floats Specular_Power 5.0[...]
Value 77 Root Texture 0 diffuse.png Texture 1 normal.png Texture 2 specular.png Effect 3D_NormalMapping.fx
A small report on the progress of Muties. Textures and extra models are done by Nasty Khan they look real good in motion too.
This goes here instead of animation cause it just shows they got rigged still fiddling around with getting them blown to pieces.
(http://img268.imageshack.us/img268/4619/showoffw.png) (http://img832.imageshack.us/img832/9427/showoff2.png) (http://imageshack.us/photo/my-images/832/showoff2.png/)(http://img855.imageshack.us/img855/9837/showoff3.png) (http://imageshack.us/photo/my-images/855/showoff3.png/)
Damn I cant stop staring at this it looks so cool o_O
(http://oi49.tinypic.com/kvrk6.jpg)
How about perfomance hits? IdTech 3 (Quake 3 engine) had problems when rendering alpha. Occasionally, maps with alot of foliage had worse frame rates than maps with alot of geometry.?!
?!
On pre-Geforce graphics or what? When you are using alpha, and not running ray-tracing engine ( ::)) all you really have to care about is to minimize the invisible surface, because it still needs to be processed. But seriously there won't be screen filled with 3D anyway, because only actors are going to use it.
On pre-Geforce graphics or what?On current GeForce 7k to 9k series (Can't remember how it went with my old 6k series, so can't tell you anything about that). Maps with foliage were third party anyway if I remember correctly. There are enough mods for IdTech 3 now and most of them use some kind of alpha channel. Wherever it shows up for quite some time it's possible to get sometimes an even very noticeable framerate hit. But as you stated already, I guess you won't be able to see alot of alpha that overlaps.
So when will these 3D models be ready? It's been like 2 years almost if I'm not wrong.
(for example, Horatio and others make a load of new models, none are implemented yet, Horatio stops working on models - when someone comes and does all of these, it would probably start again).
BTW what is the deal with that, do they still need help?
I can make 3d models in truespace, do they have to be made in a certain program?
what do they need left to make?
Alright! Karpov's back on board! I understand you aren't really a leader, but I'm a laborer type of person - give me a job and I will see what I can do. So, anything specific that needs to be done?
I don't know Horatio, but I think that creating the original NPCs clothing in 3d is almost useless; you could use the sprites instead. It would be good to have some new concepts for NPCs though.
Thanks vedaras.
I wanted to tell you about something I'm working on. I've been thinking about how to improve the walk/run animations, and I found a good way to do it. This is what I did: I recorded a video and played it frame by frame, and I found out how the light that comes from the character at night, still moves from hex to hex instead of going forward in a linear way, like the 3d character does. That helped me determine how many seconds it takes to move the character 1 hex forward, and use it in the animation. The problem now is that I don't know how long are the hexes. So I exported an Hexagon in 3d and replaced it for the character, then resized it until it reached the lenght of the hex. However, this is not exact yet. Once I get the right size of the hexes, I will be able to make these animations much natural, because now I have the same measures the game uses and, I don't have to export and test every time I modify it.
It's going to be cool. I'll post something later.
I've got an answer to this. It wasn't deleted, it was moved to a different page, which I will reveal later this week. This new page will include "milestones", which is a list of work, that needs to be done, before moving to another task. This is to let people know, what's really needs to be done at the moment. Once the milestone has been reached - all the content is moved to a regular armors/misc/everything else tracker.
Glad to see that you didn't give up and still working. It seems to be a Great Comebacks era.
Would be happy to help, but I am a complete dilettante in animations. But if there are any meshes need to be done - just tell me.