Tribal Clothes - Is it possible?

PastaMasta

Mildly Dipped
Even if it is a hard task, with a squad of modders I am sure you could do this pretty well.


Is it possible to make the vault suit a storable inventory item? I have always wanted to run around in tribal clothes.

Also (Depending on if you pick the sex appeal perk) could you make your characters face look like the other tribals?

Just an idea.
 
Yes, Lich already made a inventar image of the vault suit long time ago.

Changing the critter frms to tribal is also no problem, but hell of work to redo all the missing graphics.
 
As Lexx pointed out it can be done with very little work and is quite easy, but Lexx also pointed out the large problem of the art work being missing for the tribal model. You see there are nearly no weapon animations for the tribal model, I think there is the spear plus hand to hand attacks and thats it. So as soon as you try and equip a rifle/bazooka/mingun/laser/cattle-prod/pistol the game will crash. The only real way around this is to make new art.

Which isnt actaully a bad idea. It would be a worthy project to remake the tribal models to have the full set of attacks. Not sure if I'm up to that but maybe between Siren, Contiuum and myself we could model and animate both the male and female models
 
Would be great. :)

Sulik has the SMG animation. So it could be possible to change his head - then we get the normal tribal. If you then also edit the gun, it could become to the pistol. But still... a shitload of work that needs to be done.
 
It's to much work to pixel edit them, unless you could convince a master like Josan12 to do them.

It would be much better to just render up an entirely new model.
 
True, but then again... there is a need for all animations, that needed to be created first.

Someone really should make templates.
 
Yes, the animations, but not just movement - all Animations or at least the most needed.
 
Do you mean animations template created in 3d package? If so,

If someone is going to use Max for it then to open it you must have Max. If someone is going to use XSI then you'll need XSI to open it. Sure, you may try to use FBX plugins to exchange animation data between XSI/Maya/Max/Cinema?, but I'm not sure what result will be... So, forget about Blender (only have an FBX exporter?) or any other freeware program.

Also, you must have a knowledge about 3d crap to use them, otherwise such set of animations will be totally useless for you.
 
Yes, but: If you can create new and good looking critters, I bet, you also could use these templates. Also, not everybody is a world class animator. It is hard to make new animations and it is even harder if it needs to look like all the other Fallout critters.

Of course, the templates wouldn't be usefull for someone who has no experience in 3d modelling but then again, someone who has no experience in 3d modelling will also never create real _fallout like_ critters.
 
Lexx said:
Also, not everybody is a world class animator.
I wonder where you'll find a well skilled character animator who'll make a professional set of animations (with a good, custom rig) for Fallout... :roll:

Lexx said:
It is hard to make new animations and it is even harder if it needs to look like all the other Fallout critters.
It's almost not possible to create animations (and poses) that looking in the same way as originals. Forget about it. But making totally new set isn't so hard. Everything depend from your motivation and free time. The worst part of it are that fucking movement animations. Is rather hard to make good looking (in game) walk/run cycle. And of course death scenes, but I already made a two critters with all death types (burning + electric) without using PS tricks ;) so it's also possible.

Lexx said:
Of course, the templates wouldn't be usefull for someone who has no experience in 3d modelling
Well, you can always borrow models from games like The Fall:

cavecopycy9.gif


Lexx said:
but then again, someone who has no experience in 3d modelling will also never create real _fallout like_ critters.
What do you mean by words "real _fallout like_"?
 
Continuum said:
I wonder where you'll find a well skilled character animator who'll make a professional set of animations (with a good, custom rig) for Fallout... :roll:

At least not every modder needs to make his own animations if someone has done them before and will release them too for public use.

Continuum said:
What do you mean by words "real _fallout like_"?

I mean critters from that your first reaction is "hey! YES, this totaly looks like it is directly from Fallout!" ;)

Is rather hard to make good looking (in game) walk/run cycle. And of course death scenes, but I already made a two critters with all death types (burning + electric) without using PS tricks

So, and when can we see them? :)


True, it is possible with new animations but I always have the feeling "hmm.. this doesn't fit that good" when you see human critters in Fallout that are not at least 80% the same like the original - see the Shi in Frisco/ Fallout 2. I really hate them. Wah. But ok, they also have shitty animations...
 
Lexx said:
At least not every modder needs to make his own animations if someone has done them before and will release them too for public use.
Yes, such thing would be good, but still you need to know how to paint wights on mesh or how to operate on polygons to make cut in half, ripped to pieces, etc. deaths.


Lexx said:
So, and when can we see them? :)
I already posted the screenshot of them, somewhere here at NMA (that sitting slave and whore). First time I used particles and rigid bodies while making them and the effect is quite good:

flamingqt1.gif


noflamesik3.gif


whorebz8.gif


Some things were done quick and they could look better.


Lexx said:
True, it is possible with new animations but I always have the feeling "hmm.. this doesn't fit that good" when you see human critters in Fallout that are not at least 80% the same like the original - see the Shi in Frisco/ Fallout 2. I really hate them. Wah. But ok, they also have shitty animations...
That's true, but new set with good, dynamic animations should fit well. And yeah, new human critters added to Fallout 2 are looking like shit and their animations are really shitty :? With one exception: Tribals, since they're powered by the same animations as Combat Armour, Metal Armour, etc.
 
I was always thinking of making "universal animation sets" in Lightwave as a set of different rigs to which different models could be applied. However, as Cont said, there were some problems, like:

a) it'd be limited to Lightwave, since the conversion of the whole rigs/scenes to another format (max, maya, xsi) doesn't pay off
2) death animations are somewhat tricky and their conversion would be, practically, impossible

BTW, gj with those death animations...

Edit: typos
 
So the real problem is deciding on a default application to use for fallout criiter modeling.

As Continumm pointed out the freeware apps will not be suitable. So either 3dmax or Lightwave are the most likley candaite (hehehe they are if I want Cont or Lisac to help anyway ;) ), the program need to be able to Anti Alias inside of the critter but not AA the outside edge, doing this afterwards is a pain in the butt.

While the different death animations look nice they are not a requirement, if they dont exist the egine will just use the default death type. That being said if possible it would be great to have them.

Also trying to match the animations to the original fallout models wot be possible, some we start from scratch and make something that looks good.
 
If you pulled this off, I would be very suprised. I know nothing about modding but good job with what you are all doing!
 
Continuum said:
I think you meant animating ;)
He surely did.

While the models, respectively their native formats, can be (relative) easily converted into suitable one, the problem with animations/rigs remains.
 
Hehe... I see your famous charm of persuading is still rolling, Mike :)

It's not that we don't have any 3D artists - OK, maybe not the real professionals, but a few "half-pros" like Cont, Sirren or myself are always around - it's more about making things right. I find the problem being putting the things together, organizing a team working together, on the same platform (3D rendering application) with the same goal and most important with clear milestones and a lot of time/work to make those real.

It's hard, but not impossible...
 
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