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Discussion in 'Fallout General Modding' started by Dude101, Oct 15, 2009.
Some progress with .tre format:
Nice work There are some very cool piccys on your picasa:
Seeing this stuff saddens me.
Super cool, indeed.
When we'll see all this stuff in past-gen shitty engine?
It could be ported to the Gamebryo Engine and used in Fallout 3.
Wait! Don't burn me plz... :p
(That was a joke, btw. Not that someone really gets the idea to do this...)
VB's HUGE resolution textures may crash Gamebryo engine!
This .tre stuff is pretty cool: ready-to-use maps/scenes/buildings/whatever, just import and hit "Render" button!
And everything is created out of tiles.
One has to write a engine that supports these 3d tiles. Then you could build new maps with it. The FOnline Engine should be able to load and show 3d models even as tiles, walls, etc... But as it's just a 2.5d engine, it wouldn't be possible to rotate the perspective or get that "really special 3d feeling".
I can’t see why someone doesn’t apply the textures to the models, render at the correct angle, touchup in Photoshop, and create new wall + tile sets. The fundamentals have already been made; it just requires some time and effort. This could be a huge leap forward in the world of Fallout Modding, I hope it happens.
Sounds like a new, glorious job for you!
Hey Dude101! Can you forward .tre files of that six buildings (+ associated textures) to me?
Anyway, past-gen shit camera:
Yep, sewers thingy is there (render is scaled).
Some .tre files can't be imported (error about some array stuff). Others are imported, but are broken. I can't import other buildings. Maybe new version of the script is floating somewhere?
Materials aren't imported (pick material from object doesn't work too). Trying to manually figure out what texture(s) is assigned to object could be pretty retarded task... ~550 .tgas...
Looks like each textures set got similar name as .tre file and they're looking like some kind of RTT, in opposite to textures I've seen while rendering VB's scenery crap.
I’m excited…. this will make excellent new Fallout assets…if only the textures could be applied.
The sewers would certainly be useful!
Wouldn't it be possible adding "textures" bye hand via photoshop on them?
These textures are pretty much low-res and rather useless anyway:
One of the buildings I posted above is "covered" by 5 such textures. Or at least files names indicate this.
What do I think is to simply cover meshes by procedurally generated materials (to avoid fucking with UV Mapping and texture painting) and then pimp them is PS. Even better - you'll preserve painting like style
Indeed, sewers are super cool.
I meant creating the textures bye yourself from scratch in photoshop. As these tiles are static in the game anyway.. For example one could take the colour style of some of the adobe huts in shady sands and paint the buildings similiar like them..
Well, if you paint your own textures on them via image editing.... shitjob. I wouldn't do that.
Adding textures to the 3d model and paint over it later, is what Continuum means. It's the way to go and also the way how the original stuff has been done.
This stuff is very do-able. The textures can be made to suit, especially if we can see some Van Buren examples.
Conti can you save one model as an Object file and send it to me. I can mess around in Lightwave and see what I can up with, even if it means building new textures and applying them to the model.
Message has been sent...
Anyway, I think the best way is to pick up stuff from here:
UVWs are intact + materials are imported + you're importing single piece/tile, which are much more easier to work with it, rather than whole buildings. But I think not all pieces/tiles are present there - I don't remember sewers... and there's a tons of them... shitload of clicking to check them all...
If you look closely at cave render you'll notice some scenery pieces - they're not present as single objects/meshes/whatever in tiles/scenery folder (or whatever that shit was). You can only find them in .tre files - looks like tech demo is stripped from some of the resources... or they were never meant to be shipped in this way... Dunno...
Question to me is, why the tiles and pieces are in there anyway, if the whole map is later baked into a single *.tri file.