Fallout 3d Models > is it possibile?

Mr.Wolna

Vault Senior Citizen
Grettings MNA,

I have a question on all our 3d artist. Is it possible to build the fallout critters, that looks same as original and have (and i think here is the really problem) the same looking animations. What you think? Cause it will be of a long, very good. Editing frame by frame is a very annoyng thinkk, u know? ^^

So what u think about that idea?
 
Yeah sure it could be done - its been discussed before - as there are few pixels on the scrreen - the modelling doesn't need to be that great.

Just needs someone who can 3d model.
 
so what's the matter? sure it's a piece of work BUT not more than doing all this new stuff frame by frame. If we will have the source (3d models) we could really make a lot of sick thinks, damn it!

I really do not understand why we all hold on the limit fallout/bis has given us.

I know there has been much discussed about this kind of thigs, but my opinion is still that things like a new engine and those 3dmodels will bring us much more than other mods. We have so much capacity and resources, why we don't use them?


In this sense,
Mr.Wolna
 
but my opinion is still that things like a new engine and those 3dmodels will bring us much more than other mods

A new engine is probably beyond our reach - so much damn work.

And as for the reference to mods - are you suggesting making mods isn't worth it?
 
Why making models 'n shit if there are no mods to use them in? :>
 
Chris Parks said:
but my opinion is still that things like a new engine and those 3dmodels will bring us much more than other mods

A new engine is probably beyond our reach - so much damn work.
Much work? YES, but i would not say "out of our reach"


Chris Parks said:
And as for the reference to mods - are you suggesting making mods isn't worth it?

God forbid! Of course not! I am only the opinion that we should concentrate on things that we really need/make fallout a better game. Anyway we need more community work...but this was always a problem of the fallout modding community, as long as I can remember. The point is, in less as one year there a things possible i've never dreamed of, but there are still so much limits and edges. To say it in one sentence:

WE NEED THINGS THAT MAKE FUTURE PROJECTS MUCH EASIER TO REALIZE!
 
Mr.Wolna said:
Is it possible to build the fallout critters, that looks same as original and have (and i think here is the really problem) the same looking animations. What you think?
You don't have a source files for original critters, so exact copy isn't possible. It's only up to you how much do you want to fuck with meshes and animations to get them as close as possible to original ones.

The main problem with animations is: they can't be exported into some .obj/whatever file. To get benefits from team work (like 2-3 people who are animating it) you must have exactly the same piece of software, even version is important, since in most cases there's no backward compatibility - someone with R6 won't be able to open files saved in R10 for example. You may try to use solutions like FBX, but again, newer versions of plugins are not available for older versions of software.


-----------------------------EDIT

I found an old WIPie of movement for female:

nonameee8.gif


I didn't know correct camera angles back then... and because of that I had TONS of problems with "matching" my animation to original one :D But later I created a nice walk cycle which was working really well in-game without any jumping, twisting, sliding, etc.

So yeah, it's possible to create very similar animations to original ones. All you need is to have a lot of patience and motivation... since everything is about goddamn fucking pixels :ugly:
 
The main problem with animations is: they can't be exported into some .obj/whatever file. To get benefits from team work (like 2-3 people who are animating it) you must have exactly the same piece of software, even version is important, since in most cases there's no backward compatibility - someone with R6 won't be able to open files saved in R10 for example. You may try to use solutions like FBX, but again, newer versions of plugins are not available for older versions of software.

I am curious what your opinion is for Blender? If someone were to make a Blender import/export script so you and your team can share animations, would it be useful?

Although I don't want to touch any other language but C++ for now.

If making a game engine is too much work, would it be better if you made your own 3d modeling program for the purpose of making new fallout art?
 
Prosper said:
I am curious what your opinion is for Blender?
Blender is good as any other 3d package, I guess...

Prosper said:
If someone were to make a Blender import/export script so you and your team can share animations, would it be useful?
Well, it's an old work, which ended in nowhere, and all files are gone. And there's no any team.

Prosper said:
If making a game engine is too much work, would it be better if you made your own 3d modeling program for the purpose of making new fallout art?
ALL 3d packages are able to do Fallout art. Not sure what's the point of writing your own...
 
I hate to say it folks, but on top of all the 3D modeling work theres also ...... the dreaded offsets:shock:
In my experience damned offsets signiicantly increase the length of the 'pipeline' (or block it up :crazy:) from concept to polished .FRM

But on a more positive note there is an interesting new 'collaboration tool' called Google wave

Team communication is, IMO, the most important ingredient in team collaboration. Far more than art or programming or whatever...
 
Josan12 said:
I hate to say it folks, but on top of all the 3D modeling work theres also ...... the dreaded offsets:shock:
In my experience damned offsets signiicantly increase the length of the 'pipeline' (or block it up :crazy:) from concept to polished .FRM
Yes, because while editing existing critters you must extract bitmaps from FRMs, and there's "autocutting" on (smallest possible rectangle)! While rendering there's no such thing, so you don't need to care about ANY offsets :D

My old movement animations were working very well. I made them to "move forward" in 3d, just like they're "moving" in engine. And because of that I wasn't forced to make ANY manual adjustments or use ANY scripts for automation, which by the way, were totally useless for me.

Pipeline was quite easy:

- render animation,
- drop bitmaps to Frame Animator,
- create FRM,
- done.

The only additional thing was (in case of movement animations) to clone keys of last animation's frame and move them at the beginning of the "chain" in 3d and render it. In Frame Animator you only needed to remove that first frame to get nice movement animation, without any ugly jumping, or sliding. It's WQ's brilliant idea.
 
For smooth playback, for example, walking animations, it is necessary to set offsets of the first frame correctly. The "Offset wizard" button can help with it. FrameAnimator has been initially intended just for automation of creation of files on the basis of rendering 3-D models, instead of for editing of already existing animation of game.
 
Good one, Dude. And while we're on the subject, thanks for Frameanimator, Jochua. Its become one of my most used and appreciated programs. :clap:
 
Chris Parks said:
but my opinion is still that things like a new engine and those 3dmodels will bring us much more than other mods

A new engine is probably beyond our reach - so much damn work.

And as for the reference to mods - are you suggesting making mods isn't worth it?
why would anyone not use the van buren engine?and mod there?and i think its so useful because it has been 3d isometric view?. i mean i saw it in demonoid.com but it has too many bugs when i play the game.just suggestion though
 
I thinkk one of the big things is we have all the tools for fallout 2 - FSE for scripting etc....

We'd need a toolset to be able to use a new engine properly. Besides, it may have limitations, but its not that hard to mod fallout.
 
The Jefferson Engine is way too buggy to seriously work with it. Also like Chris already wrote... all tools are missing. No mapper (which would be the most important tool, when you want to use Van Buren as mod basis) and nothing else.
 
Available "demo" is in alpha (or pre-alpha stage). And there's no source code (and never will be) to finish it. Faster you'd write your own engine from scratch rather than trying to make VB's engine somehow useable via .exe/.dll hackery, I guess...
 
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