FallOut: Source

I thinking how to extract meshes + textures from Van Buren tech demo. Everything is placed in packages with .grp extension. Someone did extract music from there, right?

Anyway, I've browsed one of the archives with notepad and it seems like textures are in .dds format. But to use the meshes (3d objects) importer is needed.

Any help would be great :)
 
Lexx said:
I do not want to make your idea bad or discourage you, but...

...I (personally) want pixel-detailed graphic and not 3D detailed-whatsoever. :>

Yeah 3d is GAY! It might as well stand for 3 dicks... and thats, GAY!
 
toContinuum: Textures in VB Tech Demo are mainly in tga (as far I have seen). Confusing .dds extension can be found in smallest grps but they are kinda blank. I dunno O:-).
Extracting 3D meshes would be great. I hope that some talented people will give a try to make extractor (I'm trying to do that for myself but ...)
toLostMetal: You wouldn't probably understand if I tried to explain advantages of 3D. I don't want to argue with you. Keep your finger crossed and wait for 2D Isometric RPG that is Bethesda working on. Or it isn't? Oh too bad (for you).
BTW: I like Fallout more than any present game. And real Fallout 3 should be turn-based isometric RPG from great post-apocalyptic universe BUT that will not force me to say that anything is just GAY or it might stand for 3 dicks. It's too pathetic.
 
It seems that demo is using Granny Animation (granny.dll is present), but I don't know exactly how (animations only or/and meshes, or maybe in other way).

@aVe
Did you extracted stuff from critters.grp? If so, what extesions files have there (except .tga of course)?

BTW
Lost Metal said:
Lexx said:
I do not want to make your idea bad or discourage you, but...

...I (personally) want pixel-detailed graphic and not 3D detailed-whatsoever. :>

Yeah 3d is GAY! It might as well stand for 3 dicks... and thats, GAY!
You don't like teh next-gen graphics? o_O Shame on you! :twisted:
 
I found model format in critters.grp

Code:
G3D File Version 1.1
# Name:  ?
# Created By:  G3Dexp2.dle (G3D exporter for 3D Studio MAX 3.0)
#                       or G3DImpExp.p (G3D exporter for Lightwave 7.0)
# Created:   Thu Jul 31 16:16:18 2003
# Modified:  Thu Jul 31 16:16:18 2003

Version(0)
GlobalScaleFactor(1)
CoordinateScale(1024)
CoordinateSystem(LEFT_HANDED)
TextureSlot(NONE)



Material{ Mtl_ID(BASE_2X) Name("Back MonstaThingy") Ambient(0 0 0) Diffuse(512 512 512) Emissive(0 0 0) Specular(0 0 0) Shininess(0) Alpha(1024) BLEND_STATE(OPAQUE) MATERIAL_TYPE(SILENT) Flags( ) }
<snip>
Code:
Texture{ Name("CR_Monsta_default_LG.tga") File("CR_Monsta_default_LG.tga") Width(256) Height(256) Flags( WRAP_S WRAP_T ) }

Code:
Bone{ Name("R Thigh") Transform{ Translation(34 341 -2) Rotation(0 -730 718 -179.992) } }
<snip>
Code:
Node
  {
  Name("Scene Root")
  Node
    {
    Name("CR_Monsta")
    Mesh
      {
      Vertex{ Coordinate(0 565 36) Normal(0 -264 989) Color(586 80 80 512) TexCoord(156 141) Bone(7 1.000000) }
<snip>
Code:
Material(0 "Back MonstaThingy")
      Texture("CR_Monsta_default_LG.tga")
      OcclusionZones{ Zone("UpperArms") }
      Triangles{Index( 3490 3491 3492 3493 3494 3495 3496 3497 3498 3498 3499 3500 3498 3501 3499 3495 3494 3502 3503 3504 3492 3504 3490 3492 3505 3506 3507 3508 3505 3507 3500 3504 
        3503 3509 3510 3511 3493 3495 3512 3513 3514 3512 3515 3516 3517 3518 3517 3519 3520 3507 3491 3521 3506 3491 3505 3502 3522 3495 3502 3523 3496 3524 3500 3500 
        3511 3525 3517 3526 3527 3508 3528 3529 3529 3530 3508 3531 3532 3533 3534 3535 3536 3537 3538 3539 3538 3540 3541 3538 3541 3542 3535 3543 3536 3544 3532 3545 
        3545 3532 3531 3546 3547 3548 3549 3547 3546 3540 3544 3545 3550 3551 3552 3534 3553 3535 3554 3553 3555 3556 3557 3558 3559 3560 3557 3561 3533 3547 3562 3533 
        3548 3546 3563 3543 3535 3564 3543 3537 3540 3565 3540 3566 3551 3557 3567 3568 3549 3569 3570 3569 3549 3571 ) Edge( 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 
        1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 
        1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 
        1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 
        1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 )}
<snip>
Code:
B3D 1.1

Basically there's whole data needed to write importer in MAXScript, but my abilities to do that are rather poor :?
 
Continuum said:
Did you extracted stuff from critters.grp? If so, what extesions files have there (except .tga of course)?
Unfortunately no.

I don't understand how GRP format works. Anyway that G3D file reminded me Source SMD's but later I have realized that they are pretty much different. But there's no doubts that someone skilled with creating plugins for 3D modelling programs will not have problem with creating one for this filetype. We'll see.
 
Just because hl2 is first person doesn't mean that a fallout mod for it has to be. All that requires changing is camera angle / viewpoint. You could theoretically make a game looking like titan's quest with the source engine.

To the original poster: you said you would do programming, is there a way with source to implement turn based combat? Some global script that would stop all actors and implement.. well.. turns? what about action points derived from a stats system? can source DO a stats system?

I don't know shit about the source engine but everyone yelling 'no 3d' sounds like retards. I love the old look of fallouts 1&2 but with the right decisions and aesthetics you can do it in 3d fine. I hate the 'plastic-y' look of tes 3 /4 and doom 3, but that's created by bad shaders or parallel maps or some other technical crap I know almost nothing about- not the extra dimension. hah.
 
1. I saw several mods for Half life 2 using isometric view.
For example you can look on images from Empires mod or Iron Grip: The Oppression. Here is tutorial for making third person camera in Source engine.
2. There are some mods with point'n'click controlling. I've heard something about inventory (but I've never seen one already implemented).
3. Also turn based system can be implemented. I don't claim that it is easy but I now that there are several hacks to do that (stopping time, stopping physics or just stopping AI).
4. Implementing stats is not a problem (it's nothing more than math formulas different for each character).
5. It would be great, if there were some free 3D models from Fallout universe we can use.
6. I will start working on small techdemo in future showing capability of Source engine to run game like Fallout.
 
Continuum said:
It seems that demo is using Granny Animation (granny.dll is present), but I don't know exactly how (animations only or/and meshes, or maybe in other way).

Since nobody posted a link. :)

http://www.radgametools.com/granny.html

Edit:
Also. Is there a site or thread that lists what File Specifications are known and unknown? What still needs cracked?

Edit Edit: ;)
B3d is pretty close to the G3d. The B3d is obviously the binary compiled version. There was only that one true G3d file (CR_Monsta.g3d) so that was pure luck.
 
If you are willing to go that far, I think you might as well put some more effort into it and make a totally new game based on the FO series.
 
BlueTooth said:
There was only that one true G3d file (CR_Monsta.g3d) so that was pure luck.

this might indeed proof lucky ...
i should be able to dig into the binary formt using the text version ...

i'll report back ...
8) Andy
 
ok, had a quick look, a few things:

- the binary structure seems to follow the text version.

+ small header
+ material record(s)
+ texture record(s)
+ bone record(s)
+ nodes, including the vertex data and triangle definition

- strings in the binary file seem to use the PASCAL convention, not the C/C++ convention.
meaning, no trailing zero. instead a leading two byte word with the string-length.

8) Andy
 
ok, i hacked together a quick VB app ...

so far, i can read (from binary):

- header
- all defined materials
- all defined textures
- all defined bones
- all defined nodes, including their vertices.

i still have a few bytes that i'm not sure of their meaning.

i'm also still trying to figure out the exact composition of the Material, Texture and OcclusionZones data for each triangle ...

it seems that floating point numbers are stored as fixed-point numbers (yieks) ...
:roll: Andy

PS: anybody got the source for the Van Buren Demo? that would help quite a bit ... :D
 
I am 3D modeler

Damn! you need a 3D modeler for itens, well i can do itens, characters is more difficult, i only do low-polys...
---
Well i can help you making some itens, if you see i have a project to transform some things in fallout in 3D see more in http://yuryeong.deviantart.com/journal/13089153/#comments

i areadly made some itens...
a Flare:
a Laser Pistol:
a Mauser:
a Stimpack:
and a almost done antidote(need texture).
----
I do some digital art, and... Yes i acn do some game 2d works too
----
The problem is:
° The models i just do 3d studio max 9, i don't know how to do in any other format, just .obj and .3ds, i can do even in .gmax1
° The images i provide in .JPG, i am not theee proooffeeessional, but i can do.
-----
I am crazy to help, i just made this acc in NMA 'cause i saw you project.
----
 
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