Van Buren Resources Exported!

"Town" stuff...

town.gif
 
Except for that big stage and the black board somehow too low poly, to be really usefull. Or some objects are too big, don't know. Btw. maybe you should render that pult on the stage as a own object, like it has been done in the original games.

Better do that mine stuff! :P
 
Lexx said:
Except for that big stage and the black board somehow too low poly, to be really usefull.
Or maybe retro-futuristic humans like things which aren't round? :ugly:

Besides, it doesn't look tragically bad, is acceptable, I've seen worst shits added to game! :D

Besides 2, maybe it's time for 2d painters to come in and start painting details, making tweaks, etc. Just like in original art... Am I right? Or not? :ugly:

Lexx said:
maybe you should render that pult on the stage as a own object, like it has been done in the original games.
Later. I want to import everything to know what's there and post/show/whatever most stuff in in-game view... Besides, I doubt someone will use it since there's original one...

Lexx said:
Better do that mine stuff! :P
I'm going slowly through all files... What's left...

- bos (2 items),
- carjunk (only some fucking glass! WTF?! NO JUNK?! Why?! OHH WHY!!),
- city (glass + some doors which can't be imported),
- cryoset (weird thing - not for any use),
- junktown (another glass + doors only),
- mesacity (shitload of scaffolds/ladders/etc. - not for any use),
- mine,
- tech (I'm missing some "PS"es there, since some of the "DS"es are fucked up + three errors),
- tribal (didn't look at it),
- vault (didn't look at it),
- vehicles.

Now, where to hell is train from main menu? Where's that burning car? Also, I got some textures with plants, but I see no meshes... Are there any?
 
I am not sure where the train is. I had a look for it. Maybe the car is amongst the tiles, who knows maybe the train to. I have made a couple of hundred tile scripts so far, but it is going to take me a while to make 3000 lol.

The Vault stuff probably will not not work BTW. I tried to open the doors yesterday without success. Hopefully Senpay will come and say hello, and help with critters and problem props.
 
Dude101 said:
I am not sure where the train is. I had a look for it. Maybe the car is amongst the tiles, who knows maybe the train to.
File size for the train should be large, I guess... Stuff from main menu has 2 x 512x512 textures! :D The train scene is quite nice, just take a look at screenshot.
 
Continuum said:
Dude101 said:
I am not sure where the train is. I had a look for it. Maybe the car is amongst the tiles, who knows maybe the train to.
File size for the train should be large, I guess... Stuff from main menu has 2 x 512x512 textures! :D The train scene is quite nice, just take a look at screenshot.
Speaking of which, there might be buried in a Bloomfield Airforce Base's space shuttle scenery as well. Reservation entrance we already remade for BGE. Crashed orbit. Very, veeery cheerful.

Great vulture work, love it... Big fan...
crazy.gif
 
Jesterka said:
Big fan...
crazy.gif
You should be! Where else will you find such large number of ready-to-use more or less cool shitez? Not to mention that they're signed by BIS! True gold! :ugly:

But yeah, it's a goddamn fucking dirty work... but it's nothing new, I guess...

---------------------------EDIT

I forgot! there are also some fucking textures with posters! :D
 
That train stuff, yeah, this could even bring me to the point where I say, "Fuck yeah, I add one more location to sd2!"
 
I'm not good at English, so I apologize in advance.

As to the script. It still not completed. As in the impossibility of importing certain models, and in the field of materials (currently only the first pair of texture coordinates). Also there is a problem with animated models (still need to study some features of the format in terms of binding to bones). Once the public really interested in this job, I will move in this way.

About the train in main menu and junked cars. As I understand it, these models are merged into a single mesh, and saved in .tre file. To get them out is not possible (well, besides how to explore .tre format ). Basicaly map - is a solid model presented in the form of octree and covered with lightmaps.

In the next few days will try to solve the problem with animated models.
 
Hi Senpay, thanks for stopping by. We are very interested in seeing this script developed further. The critter files will be very useful as we have people here who are able to animate them for use in Fonline and FO2.
 
Senpay said:
About the train in main menu and junked cars. As I understand it, these models are merged into a single mesh, and saved in .tre file.
Too bad they're stored there... That main menu stuff was the most promising... and thanks for the script!

Anyway, let's continue our Vulture's Quest for finding something useful! More or less larger (and interesting?) tile pieces Dude sent to me...

Spider Lair (.g3d has 2.87MB!):

vanburen.gif


Vault Entrance:

vanburen02.gif


The rest are walls (and some ground?) and such crap...
 
How big is the spider lair? Do you think it is possible to get parts of it ingame and make it looking good?
 
More or less like this:



But I have no idea what textures are used there...

As for getting it to Fallout/Fallout 2. Dunno, probably yes, but someone would be need really, really, really crazy to render/split/etc. it :P

---------------------------EDIT

Ohh, and such type of mesh could be easily Sub-D'ed to remove low poly count.
 
Heh, maybe it is too big and there isn't really any use for it right now. Better concentrate on other stuff first. :>
 
Yeah, but that machine definitive needs some more love on the left side. :P It would be also cool if we get separate objects of that assembly belt, so you can build unique lines.

But with the green goo on it now and all the wood, I have to say, I have no clue what it is or what it is doing.
 
Lexx said:
Yeah, but that machine definitive needs some more love on the left side. :P
Yeah, I'll pimp the pipes. But it's a real pain in da ass to tweak such low-poly models, because of AWFUL topology. Faster I'd create my own from scratch...

Lexx said:
It would be also cool if we get separate objects of that assembly belt, so you can build unique lines.
This thingy was placed on some hilly ground. Far away from main machine - higher they're. This will need to be fixed.

Lexx said:
But with the green goo on it now and all the wood, I have to say, I have no clue what it is or what it is doing.
Maybe some other texture was used there? Dunno. But it's not a problem to change the color of goo, or simply remove it.

I'll render it in three parts:

- left machinery,
- center,
- assembly belt(s).

-----------------------------EDIT

MOAR stuff from mine:

vanburencopy.gif
 
Wow, the mine stuff are really impressive, and could be reused pretty quickly!

As for the wood container stuff, it look like a little bucket that has been magically made bigger, (and the pump look a huge radio...)
Can you even imagine the size of the tree needed to make that kind of plank? Not even speaking of giving it the right form for it, even for wine, you dont make barrel as big as this...

Anyway, very eager tu put my hand on those new files...
Maybe it's time to make a new mapper with all the free of right stuff?
 
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