fodev.net
15.08.2009 - 23.06.2013
"Wasteland is harsh"
Home Forum Help Login Register
  • November 23, 2024, 03:30:21 pm
  • Welcome, Guest
Please login or register.

Login with username, password and session length
Play WikiBoy BugTracker Developer's blog
Pages: [1] 2 3

Author Topic: introduction of 3d  (Read 3449 times)

introduction of 3d
« on: August 29, 2012, 11:47:20 pm »

iv been coming back to this game pretty often over the years, love the whole project. but im interested when its gunna be finished or if the brought in more of the 3d. i havent seen any huge changes besides the server change lately.
Logged
Re: introduction of 3d
« Reply #1 on: August 29, 2012, 11:57:26 pm »

3d will come when it's ready it looks like it has made a lot of progress with armors being what needs to be done mostly.  Check the first post here to links of development http://fodev.net/forum/index.php/topic,2407.0.html
Logged
Re: introduction of 3d
« Reply #2 on: August 30, 2012, 12:24:05 am »

For me, it looks stalled at animations. Karpov made a lot of them, Xammurapi found a way to massproduce them and the project stands still.
Logged
Re: introduction of 3d
« Reply #3 on: August 30, 2012, 12:29:50 am »

I studied 3 years of 3D modelling, Is it too late to help?
Logged
We’ve died a million times but we are not the walking dead
Re: introduction of 3d
« Reply #4 on: August 30, 2012, 02:37:06 pm »

I am far from being hurry to see a feature that will likely make want to leave fonline...

Take your time, guys...
Logged

Johnnybravo

  • Hey there!
  • Offline
Re: introduction of 3d
« Reply #5 on: August 30, 2012, 02:59:33 pm »

The idea is to make it replace sprites that are not flexible enough.
It's fair deal considering all those sprites are pre-rendered models anyway.

Trick is that it requires certain degree of quality, but luckily what was plausible for offline rendering back in 90s can now be done real time with low end hardware.
And yeah I can be sure they need any help available as it's still quite big project.

I also think there might be several problems with some features that are not working well or are not documented enough to be used. Eg. some models simply require normalmapping to emulate highpoly surface and have correct lighting (and specular reflection ), but it does not look like the feature is working as documentation says.
Logged
"What is this, I don't even"
"This is your forum."

Haraldx

  • This forum... The memories... The history...
  • Offline
Re: introduction of 3d
« Reply #6 on: August 30, 2012, 08:26:17 pm »

FUCKING NEVER! I can't stand that question! Some guy always pops up and goes like "Is it done yet? Is it done yet? Is it done yet? Oh, it's not? Well, then I'd say it will be done in 4 months" *after 4 months* "OMFG, no 3D, I quit!". And then, I'm like "Don't let the door hit you one the way out". The thing will be ready when it's done!
Logged
I still can be reached over e-mail if you somehow need anything from me. Don't see a reason why you would, but if you do, e-mail remains the safest bet, as I do not visit this forum reliably anymore.
Re: introduction of 3d
« Reply #7 on: August 31, 2012, 07:57:05 am »

I like the 2D ants and deathclaws better.
Logged
I wish there were bags, backpacks, etc. in Fonline.
Re: introduction of 3d
« Reply #8 on: August 31, 2012, 11:11:46 am »

I could only support it to customize player characters, not for any npc, even human npc.

Even then, you can already customize characters with hair.
Logged

Ox-Skull

  • TRH
  • Offline
Re: introduction of 3d
« Reply #9 on: August 31, 2012, 12:04:32 pm »

The idea of being able to distinguish between players, with the amount of custom armors and, things like head gear, will be awesome.

My only gripe is the clash with evrything else, awesome models on old-school backgrounds.
Is it planned to convert wall tiles/sceneray to models with the same perpestive of course?
And with the same dedication to making it look the same but with more detail.

I feel the process of getting these in game will be alot easier since its a static pieace.

Id love to help with this, if its planned of course.

Logged
Ranger of the Wastes. The Wastes still needs civilised people.
Re: introduction of 3d
« Reply #10 on: August 31, 2012, 12:34:49 pm »

The clash will make players stand out- easier to identify.

Also it will remind us of the game's roots.

I think it would be amusing to have a mixture of styles.
Logged
I wish there were bags, backpacks, etc. in Fonline.

Haraldx

  • This forum... The memories... The history...
  • Offline
Re: introduction of 3d
« Reply #11 on: August 31, 2012, 08:55:45 pm »

I like the 2D ants and deathclaws better.
They are there just for the show. They were directly taken from Van Buren and if I recall correctly, Lexx said it was more of a test than an actual that is going to stay the way it is now. Besides, progress has been made, the people from the 3D development forums have developed some cool shaders that make all look cool!
My only gripe is the clash with evrything else, awesome models on old-school backgrounds.
Is it planned to convert wall tiles/sceneray to models with the same perpestive of course?
And with the same dedication to making it look the same but with more detail.
As far as I am aware, nothing like this is planned. I guess you are reffering to the models that don't have a sprite counterpart (Combat Leather jacket for example), because as far as I am aware, there have been quite alot of shader changes that make it look quite similar to the oldies.
Logged
I still can be reached over e-mail if you somehow need anything from me. Don't see a reason why you would, but if you do, e-mail remains the safest bet, as I do not visit this forum reliably anymore.

Johnnybravo

  • Hey there!
  • Offline
Re: introduction of 3d
« Reply #12 on: September 02, 2012, 03:07:47 am »

The clash will make players stand out- easier to identify.

Also it will remind us of the game's roots.

I think it would be amusing to have a mixture of styles.
It should not happen. Sure if you got some zoom it's easy to spot because model will scale unlike sprites (but it can still be rendered into buffer and resized like sprite in hardware), and there probably needs to be an option to run some code to use only indexed colors for result, but outside of that it's only matter of quality of art. It's a bit hard to show stuff like this, because 3D is quite cheap today and few use 2D backgrounds for 3D actors, but it should look quite well.
Like this (and this is not touching any limits)

I think the challenge lies in creating stuff because quality demands are just not as low as in random stylized project, though interplay did it in 90s so it should be possible to recreate today with far more comfortable tools.
Logged
"What is this, I don't even"
"This is your forum."
Re: introduction of 3d
« Reply #13 on: September 02, 2012, 03:39:17 am »

i would welcome 3d, but I am honestly way more interested in new gameplay features / balancing.
Logged

Ox-Skull

  • TRH
  • Offline
Re: introduction of 3d
« Reply #14 on: September 02, 2012, 06:19:30 am »

As far as I am aware, nothing like this is planned. I guess you are reffering to the models that don't have a sprite counterpart (Combat Leather jacket for example), because as far as I am aware, there have been quite alot of shader changes that make it look quite similar to the oldies.

I mean things like car wrecks, trees, buildings, walls, rock piles and the like.
Logged
Ranger of the Wastes. The Wastes still needs civilised people.
Pages: [1] 2 3
 

Page created in 0.106 seconds with 21 queries.