Van Buren Resources Exported!

That train station from main menu could be quite interesting. Also, after looking at screenshot of the city you may noticed that ground is done from tiles (or at least looks like) - maybe it could used as FO's tiles?
 
Dude101 said:
WTF!! Guano Machine anyone:

gauno.jpg

I want this. And more of this.
 
I'm sorry but some of you speak of downloading the models. Does that mean they have been uploaded somewhere? or are you speaking about downloading the whole van Buren "technical demo"?

If the models have been uploaded somehwere please share the link I haven't found it :scratch: thanks
 
There's an art set for mines (including that guano machine, cart's track, etc.) - 46 objects...

mines.gif


That Mines sounds somehow familiar... :ugly:

Here's some of the "Tech" objects:

misc.gif


BTW. ALL tech objects are sharing the same 256x256 texture! :D
 
Heh, but it's very low poly here and there. Some more work would be still needed to polish it up a bit.


What character models are ingame, btw? Some humans and the deathclaw we already know or also other monster stuff?
 
CR_AntQ.g3d
CR_Badger.g3d
CR_Bat.g3d
CR_Bear.g3d
CR_Beetle.g3d
CR_Centipede.g3d
CR_Cougar.g3d
CR_Cow.g3d
CR_Deathclaw.g3d
CR_DesertStalker.g3d
CR_Dog.g3d
CR_FloatingEyeBot.g3d
CR_ManTrap.g3d (Sounds interesting. Maybe a pitcher plant?)
CR_Monsta.g3d
CR_RadToad.g3d
CR_Rat.g3d
CR_Sheep.g3d
CR_ThornSlinger.g3d
CR_WaspGiant.g3d
CR_Weedling.g3d
CR_Wolf.g3d

The rest are humans (400 odd). I cannot get the script to load any of these though. I know it works for the deathclaw at least but I cannot replicate the effect. Someone who understands the scripts has a good chance of exporting all of these for FOnline.

Can someone please try and get the critters working? there are some example scripts in the archive. Here are the files:

http://rapidshare.de/files/48540184/Critters.rar.html

I think I will export the weapons into *.max and post them in the FO3 modding section. Nice work Conti. I will start work on the tiles folder later.
 
Are there any animation files too? :) This would be nice for new critter stuff.
 
Lexx said:
Are there any animation files too? :) This would be nice for new critter stuff.

There are *.anim and *.skel files, but I don't think they are compatible with anything.
 
Can someone upload that link to some other hoster too? Downloaded the critters few minutes ago and now I have to wait 40 minutes. Can't make router restart now.
 
Lexx said:
Heh, but it's very low poly here and there. Some more work would be still needed to polish it up a bit.
Yeah, low-poly-ish crap! :ugly:

That "cave" texture will be definitely replaced by new one to fit nicely into existing cave.

Most of objects is very, very similar to the ones from Fallout/Fallout 2. Is there a point of rendering them?

As for the critters/animations thing: IIRC, VB's engine is using Granny 3D for them. Thread with some 1337 Haxor talk.
 
Hmm. I can open the animation files with the Granny Viewer (have this thing still installed because of the Fall modding), but trying to open g3d models gives only a error message about a corrupt file.
 
I forgot about one thing. Meshes got two versions "DS" and "PS" for zooming thing (at least Mr. Dude thinks so). "PS"es got little a bit higher poly count (file's size are bigger). In some cases (like Guano Machine or some Gate for mine) "DS"es are fucked up after importing, but "PS" are working good... Weird thing...

Ohh, and they got different size in the scene. "DS" is much bigger than ""PS"... To get the same size use Scale Transform Type-In and scale DS from 100% to 10% in Offset World (or vice versa).
 
Continuum said:
Most of objects is very, very similar to the ones from Fallout/Fallout 2. Is there a point of rendering them?

Even if there would be a point somewhere, I think it is better to do the unique and "new" stuff first. :)
 
Lexx said:
trying to open g3d models gives only a error message about a corrupt file.
G3d isn't its "native" format. But its .dll may be somehow involved into critters' .g3d, or maybe critters' .g3d got different format... and because of that you're not able to import them into Max... but again, it's some 1337 Haxor talk I totally don't understand :ugly:
 
Continuum said:
There's an art set for mines (including that guano machine, cart's track, etc.) - 46 objects...

mines.gif


That Mines sounds somehow familiar... :ugly:

Here's some of the "Tech" objects:

misc.gif


BTW. ALL tech objects are sharing the same 256x256 texture! :D
Looks like shitz relevant for Burham Springs and Boulder Dome areas. Nothing that would actually support those good old wet "Let's GRAVEDIG and RRREMAKEEE VAN BUREN! ideas, though.

Why on earth this leaked right today? A new VB tidbits has leaked out, or sb. just investigated more than usual? :lalala:

Street shit looks relatively OK ingame, BTW. THX n' BB/CU! :)
 
Continuum said:
Lexx said:
trying to open g3d models gives only a error message about a corrupt file.
G3d isn't its "native" format. But its .dll may be somehow involved into critters' .g3d, or maybe critters' .g3d got different format... and because of that you're not able to import them into Max... but again, it's some 1337 Haxor talk I totally don't understand :ugly:

Here is the max export of the VB deathclaw:

http://yulmax.narod.ru/DeathClaw.max

This script can be used to get the renders, but not the animations. Someone with script knowledge should be able to work out how it was done. The orig version of the script found on page two was used for this, but it wont do anything for me.
 
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