Hello modders, Some time ago you were able to get your hands wet with the Van Buren 3d models. Now that Wasteland 2 is in the making and the game engine is announced I wonder if there is someone out there who would be able to turn the Van Buren assets into a Unity3d (Mac) compatible format. Now, I know that most of it might work right out of the box after those Russians managed to export it to 3DS but sadly the 3DS formats does not seem to work on Mac. Is it possible to export it to another format that preserves animations and textures (not obj that is)? Needless to say I would have tried it if I could but do not possess 3D Studios. Anyone willing to lend a hand? Here's a table of supported formats for Unity3d: [spoiler:64cdf63195] [/spoiler:64cdf63195] There might be a 3ds importer in Blender. Will have to check that one out but I am guessing it's PC only for the same reasons Unity3d's 3ds features are. Cheers! Add: FBX seem to work fine. Here's an ant from Van Buren with animations (Thanks Wooz): http://dl.dropbox.com/u/47422699/vanburen/WebPlayer/WebPlayer.html
I Like the idea alot. If you are going to remake Van Buren in Unity3D I would be glad to help you with programming.
Using the assets of VanBuren - interesting and noble task. These things were created over the years to serve the people. And they deserve to get a more significant role than the one they play in the demo. here is what I did: Male character customization (hair coloring is not included in the list of services) video: http://www.youtube.com/watch?v=oQX4xUSxPms web-build: http://vaultcrawl.ru/xinoxano/odevashka/odevashka.html A trip to the desert on the unstoppable Highwayman video: http://www.youtube.com/watch?v=ehYZAXfUaak web-build: http://vaultcrawl.ru/xinoxano/pokatushka/WebPlayer.html Generating random vault-map with camera and character moving in the style of Fallout 1-2 video: http://www.youtube.com/watch?v=egEpr07jwMc video: http://www.youtube.com/watch?v=BVXhPPfoTZw web-build: http://vaultcrawl.ru/xinoxano/pathfind/WebPlayer.html
I used the free version of http://www.arongranberg.com/unity/a-pathfinding/ in a scene created grid graph, slightly bigger than the estimated size of the map. Grid graph calculated after creating the map. Floor tiles - the basis for the graph, props - in obstacle layer, walls and doorways are ignored.
Anyone have a link to the assets in FBX? I'm also looking into doing this in Unity. I'm already recreating another game and it just so happens to have an open source MMO server that Unity connects to.
The only asset I have is the ant from my demo above, but if someone were to come across and share the other stuff in a Unity compatible format I would be all over it!
Here you can find some of the van buren assets converted into the Blender format: http://www.fallout-generation.com/forums/files/file/49-fallout-van-buren-3d-models-pack/ It should be compatible with Unity3d. Though, I'm not sure the conversion went that well, because most of the time when I load a blend file I got a distorted mesh. But it's worth the try I guess. The webpage is in French, you'll have to click "télécharger" to download the file.
Hello! I packed animated critters in unitypackage format: http://vk.com/doc161737185_293909547 Here you can see through the browser that is in the package: http://vaultcrawl.ru/webplayer/vanCritters.html (moving the mouse while holding the right button: rotates the camera, mouse wheel: zoom in and out) It has everything that had existed within the technical demo, except robo eye and the human characters. Later I possibly update this package, but if someone wants to use these models right now, here is a list of animations:
So wait... Wasteland 2 is being made on Unity? The only Unity game I've played was Slender: The Arrival. I'd love to see a 3D Fallout on Unity if possible!
Indeed , as you say , these models have been converted is not quite correct . Sometimes this results in distortion of the geometry (as for items), sometimes the model is not fully represented (as for maps) . Here are some examples of the same file : flamethrower imported in 3d max using the script g3dimport7 flamethrower from your package map Vault imported in 3d max using the script treimport7 Vault map from your package It seems that a more efficient way of using models of Van Buren in a Blender - import them into 3d max , then export it to OBJ format or 3DS and then import them into a Blender Vault model, which has been converted to 3ds through 3d max and opened in a Blender:
Can't find a moving railway carriage from MainMenu in VB files, found only texture. Has anyone seen the model?
Thanks for the heads-up! That's what I thought when I saw the opening post of the guy who did the export in the blend format. The asset he showed were very distorted. Too bad... I would have liked to play with those models for Mutants Rising. I'm wondering if those assets are available somewhere in the obj format? All the links I have found are dead and I don't have 3dsmax. Anyway, I can't help with the wagon model but your project of exporting the assets in unity3d look great... do you have something in mind or is it just for fun ?
I hate to say it, *knock on wood* but something tells me trying to remake Van Buren is going to get a cease and desist order from Bethesda. If not then great, but...
They had issues when I wanted to use Fallout 2 engine for Van Buren. I told them I'm going to switch to FOnline but that didn't bother them
I do not want to promise anything, but since converting models is a logical part of my plans ... When this is possible, I will be glad to share models with you, if it will help your project. I think my skills will be enough to recreate the technical version of the VB. If I can do it, I will publish the project in the free access and maybe someone will continue and support this initiative. I think it's applicable the doctrine of "fair use"
That would be very nice of you, but don't worry if you can't. I think that all the good stuff has already been extracted and converted into .frm, and it's good practice for me to recreate those lovely fallout models in Blender. Nice, I'll keep track of your project!
Accidentally found the "wagon" in the folder where there were models of objects from the inventory. I'm so happy! http://vaultcrawl.ru/webplayer/streamed/streamed.html By the way, the fourth scene, available in the build - Vault map editor. Here are some screenshots of what you can do it by: Controls is a bit odd, but it's the first thing that came to my mind when I did it. Click "Lock Cursor" to switch to "FPS mode", control your movement using WASD and mouse. When you reach the desired viewpoint, press the Esc key or the middle mouse button. After this, turn the mouse wheel to select the desired item, right-click to rotate the item, and the left button to set the item.
The static models of VanBuren: props, scenery,tiles, items. These models are stored in the fbx format. Format that I checked, opens with a standard blender fbx importer version 2.7