FO2 Graphics Upgrade Patch (FO2GUP)

...heck...

I made the hero attack animations like that and it was a nightmare just doing a few attack types yet alone the whole critter. Thats fantastic!
 
The kid is simple, I think that I cant do it in a month or something, the fat guy... well its a lot more, but if I have the free time I will try to do it. Another thing that I can do is the Power Armor without Helmet, but that will take a lot more time because the hero has a lot of weapons.
For now I will do the girl. I will show some of the work the next week.
 
The girl will be a great place to start, in fact any variation in the FO towns people would be more than welcome.

In regards to the power armour with the helmet off there is the model from FO1 that has his helmet off, but it only has the minigun weapon. If you started from that point you could probably copy and paste his head.

*EDIT*
Here's the newest (Alpha 1.1) version of the FO2GUP. This version includes the childrens patch and the new robot model for skynet (Robobrain MKII)

http://www.filefactory.com/file/862508/

 
Hi Qwerty, are you planning to add some BGE stuff what I sent you in the future? Or you forgot / you are even not satisfied about Ghost´s work. :D

By the way, not long ago we was working on a new "sectarian" pack, because mod needs that.. This picture contains most of concrete objects:

modlitebna.png


So, tell me what do you think about stuff like this chapel.
 
Looks really good, the art pack I looked through looked great as well (some of the best I've seen) but I'm not sure if I can use those particular FRMs at this stage as we are not adding any new items.
 
Continuum said:
Jesterka said:
So, tell me what do you think about stuff like this chapel.
Arroyo Temple v2? ;) Nice piece of work.

Forget it. Some basic elements are similar to Arroyans (Vault legend, holy Vaultsuit and all that jazz), but this place has a quite different fate... :wink:

By the way, we don´t count on with rebuilding any of F1/ places, except the far south (Crater, LA Boneyard, maybe Cathedral).
 
With the Animation... why don't create the new animations for the critter with the original critters "in background"? Don't know, how to describe it... a kind like.. you make a screen from the animation position 01 from the critter xyz. You set your view in the animation programm (3ds max or something like this) like the iso-view in fallout, that you see the figure like you would see it in the game.. then you create the first animation move with the pic 01 from the critter animation...

Aehm... I try to explain it on an other way...

- make a screen of critter xyz in animation pose 1
- put this screen in the background of your animation programm
- load the new 3d model
- adapt your viewpoint -> new 3d model position must be like the model on the screen in the background
- then you create the first step of the animation

after this:
- load a screenshot from critter xyz with the animation pose 2 in the background
- possibly adapt your viewpoint again
- create the next step of the animation

and so on.. so long till you have all animation steps created. Then save or watch, how it looks like.. if the animation is done, you can make screens from the new animated critter - rotate the viewpoint, so you don't need to create the same animation for six player directions.

Once an animation is done, you can use it for other new 3d models too.

Know what I mean?
 
That's the way I was working on the girl critter. Something like that, yes. It's somewhat painful, but results were quite good.
 
By the way, not long ago we was working on a new "sectarian" pack, because mod needs that.. This picture contains most of concrete objects:

Nice work there. I agree it would be nice for arroyo temple.

Is that graphic pack available for anyone to use?
 
Okay here's a comparison between the Robobrain MKI model and the Robobrain MKII model that will be used for Skynet

Idle Animation


Punch Animation


Die Aniamtion
 
There's something about the death animation on the MkII that's bothering me. I think it's the delay between the landing and the bounce.

Other than that little niggle, it's awesome.
 
Hi there folks.
For Unkillable Cat: probably I forgot to get rid of an unnecessary frame. How did you notice?

For Lexx: I think your method can definetely be useful. The bot wasn't made like so, I simply had the original animations in mind.

Keep up with your good job, Azrael-Arkangel.

See you.
 
Yes, the bouncing in the death animation doesn't look too much convincing... Maybe to adjust it a bit or to remove it.
 
@Sirren

Just curious: Did you textured the model (I mean painting in 2d application) or did you use materials from your 3d application?
 
Hi Continuum.
The model is textured, and I mean I used a ready made free metal&rust texture... Probably a free sample from Turbosquid. The rest of th colour are just materials. I tried to skin the model, but I had to revert to ready stuff...
See you.
 
Chris Parks said:
By the way, not long ago we was working on a new "sectarian" pack, because mod needs that.. This picture contains most of concrete objects:

Nice work there. I agree it would be nice for arroyo temple.

Is that graphic pack available for anyone to use?

Perhaps yes, if Wild_qwerty will be interested about it...

But I have to talk about it with Ghost (creator of most of the materials) as the first. Help the others is not just his credo. :D
 
What also really needs to be redone is the enclave power armor, since it has nothing in common with the one you see in cutscenes and renders
 
Nope, it's the *same* model. The point is in isometric "what you get is not what you see", so to speack. The lack of perspective tends to alter shapes in some way. This is something well known by modellers working for isometric.
See you.
 
Back
Top