Graphics

Mr.Wolna said:
oh bro you have really no idea. and i don't have the time to explain it, cause i edit critters. :P


look, you have to edit EACH FRAME

So just a simple calculation

AA (Idle) animtion has 8 Frames, And now multiply it by 5 (For each derection) 8 * 5 = 40 Frames to edit. Now think yourselfe, how frames have to edit,

To get ALL ANIMATION FOR ALL ARMORS -.-

So belive me when i say critter editing is the most annoying work in hole fallout modding.

YEah I get that there's alot of frames to do. But I don't understand why they need to be done for each armor.
Can't you just make one series for say the leather armor, then take the animations/frames/pictures for the head part, cause that's the only one you're changing, and copy it over?
 
If you make one or two animations every day, you could have done a new critter in one months without doing too much on one day. :>

Editing critters always needs time. It doesn't matter how or how fast you work, you can not edit all animations of a critter in one or two days. Even just recoloring of one critter needs approx one week, so there is no need to hurry up like if someone with a chainsaw is behind you.

With this I don't want to say that it is good now to work on a critter one whole year... no. I want to say that it needs a lot time anyway, so one doesn't need to try to get done all animations in a very very short time. Yeh.
 
yes so be patient, it will be done! :wink:


long hair dude, bald head dude, black dude.

:clap:

the fo modding future will be nice!


edit:

a blond hair dude is an idea to think, too ;)

and the copy paste and erase method thati am using is not a Allheilmittel (plz lexx or some german translate this word ^^)
 
UnidentifiedFlyingTard said:
Yes, but it will still take a lot of time to do.

I think a new critter could be done in day(s). All you need to know how to do is 3d model it and then render the animation with the proper camera. There is a blender template already for the proper camera.
 
Camera is the smallest problem here. Also, 3d model. You can even model some shitty shit, no one will noticed that, because of few pixels on the screen (advantage of low-res 2d engine :ugly: ). The biggest challenge is to create good looking animations. Not to mention that you must know how to make death animations inside your 3d scene(s).

Most custom critters for Fallout, which are done in 3d are robots or mutated monsters. Is hardly to find any humans (only girl critter comes to my mind). I wonder why... :D
 
Here is a simple animation.
prosper.gif


It would probably look better if I did the texturing in Blender instead of in Gimp.
 
Prosper don't talk, jus make a 3d vaultsuit critter, with the original animations. :wink:


during this is not done, we have to edit frame by frame. So help or


22162-Royalty-Free-Clipart-Illustration-Of-Yellow-Emoticon-Face-With-Big-Black-Eyes-And-Bandages-Over-His-Mouth.jpg
... and have a nice day!
 
Continuum said:
The biggest challenge is to create good looking animations. Not to mention that you must know how to make death animations inside your 3d scene(s).
Seconded. It's monstrously hard to make some fancy animations for humanoids (robots are somewhat easier). Also, work in 3D is just the half way to your goal - aligning the frames, optimizing your animations, fixing small glitches and all of that in 2D... Too much for John Doe.
Continuum said:
Most custom critters for Fallout, which are done in 3d are robots or mutated monsters. Is hardly to find any humans (only girl critter comes to my mind). I wonder why... :D
Because your new 3D packages on steroids can't compare to the old school champ - Lightwave 3D :P

Jokes aside, some animations are really hard to do. I admit I had to use some 2D tricks to make the "plasma-melting" death type for the girl critter. It's not that it was impossible to do it in 3D, it just was much faster in 2D.
 
btw. the girl is really an amazing critter. I do not really like this robots of you BUT the girls is really really really really GOOD! :clap:

edit: hey is the critter alredy in RP? Like in Den on the map.
 
i would like to release it as a stand alone pack. with the work of long hair dude and the black dude. And this pack then will be also in RP 1.4 as an extra option, i hope.
 
UnidentifiedFlyingTard said:
Yes, but it will still take a lot of time to do.

It takes like 5 minutes to copy them over to the new armor....
I mean don't get me wrong, I understand ALOT of work goes into making humans look good in a game like Fallout.

But when you're done with an animation it should take a few minutes to copy it over to a new armor. That's why I'm confused over different armors progressing differently.
 
Username said:
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But when you're done with an animation it should take a few minutes to copy it over to a new armor. That's why I'm confused over different armors progressing differently.

You don't really look at the bald dude thread, do you? :roll:


dont' understand me false. But i said alredy to an other user. don't talk just MAKE. When all the peple i sow will be work and do not just talk, we had at last a new engine and 3d models. :wink:

as i said do not understnad something wrong. but sometimes it pissed me on to read some like this. Belive me critter editing is really time investing. So help or :X
 
any plans to make some variation to the super mutants? I guess the leu. mutant could be used as well.
 
GlowHound said:
I feel silly, but I have to ask, being the new inexperienced guy, this look about right?
http://i608.photobucket.com/albums/tt161/HatchetHound/Eh.jpg

Looks great, Glowhound. The most important thing is keeping consistency in your placement of the head in all frames in the animation. You'll know if it's no good as when you cycle through the frames the head will 'jiggle' around.

Also - i notice you've got anti-aliasing on, and you'll always want anti-aliasing off when dealing with Fallout graphics.

Good work - now just rinse and repeat ... ;)
 
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