Van Buren Resources Exported!

Is VB a Dx9 application?

If 3D Ripper DX is initialized properly, than “Ready to capture” label will be displayed at the top left corner of the screen. If not, than this is not a DirectX9 application – 3D Ripper DX will not work.

Just wondering. In would be pretty cool if it could work with older games too... I have some things in mind.

/Edit: Maybe it works with this "Global monitoring mode" then. But I can't test this in the moment.
 
Hey guys, maybe i'm too late...its little offtopic, but how do you put textures on models, i mean script import only model...could someone help me becouse i'm geting crazy with this stuff. :roll:

p.s. sry for my english
 
Script should import materials (latest version, I think). You'll need to put textures in the same directory where the imported mesh is, or something like that.
 
I see, can someone upload the latest version of this script, please? Link posted earlier by Dude101 are dead...
 
There is no need in fiddleing around with this stuff. We will release all critters with materials and animations in max format soon.
 
No clue. I hope the same, but he wrote the converter, so he might be able to make it work for older versions too. (I am using Max 6)
 
I don't understand what you mean. It's possible to export the VB models with mesh and textures. Just as seen on the last pages of this thread.
 
Lexx said:
No clue. I hope the same, but he wrote the converter, so he might be able to make it work for older versions too. (I am using Max 6)
Why not use FBX or COLLADA then? VB's animations are simple "scenes" without any advanced rigging/animations methods, so nothing will get fucked.

AFAIK 3ds Max 6 isn't supported by FBX. Also, there's a lot of versions of FBX. Latest ones don't support 3ds Max 9 for example, but older do, so if you'll pick the option (while exporting) to export to older version of FBX you should be able to import it to 3ds Max 9.

In this way moar people will have access to them. No point of narrowing to 3ds Max only.

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

I just watched the video once again, since there was some information about file formats, and yeah:
in the future the support of other file formats such as .smd and .md5 is planned
 
Yes, the max converter was an important step towards new file formats. X is just sucky, imo. But X was the only format we could convert first and really... its a shitjob to work with it, as there are a lot exporter, but no importer.
 
So, it's going to work in this way:

FOnline engine format --> converter --> smd/md5 --> 3d package --> smd/md5 --> converter --> FOnline engine format

right?

Or maybe engine will be able to use .smd or .md5?
 
No, the engine will be able to read .smd and / or .md5 format. :)

Just like it now can read frm, jpg, png,...


I don't know about Cvet's future plans in full detail, but that's how it works now.
 
Super cool! At the first shoot I'll rip off VV from Vampire: The Masquerade - Bloodlines :dance: I always wanted to see her in Fallout.
 
imagine Combine troops marching around wasteland... along with striders XD And stroggs with their walkers... Convert some UT3 stuff and you have Necris with darkwalker :P Scale them down a bit lol) And Battlefied 2142... crazy stuff >_<
 
Are there any superstars out there that are willing to convert the new critter animations into FRM’s for the original Fallouts? Or is that prospect seen as foolish…considering that FOline appears to the future as a Fallout engine choice? One test case should be attempted though, to see what the results are like at a realistic scale, proper Fallout color palette, etc.

Does FOline remove the restricted color palette…if it does I can foresee problems arising, though many a modder might complain with some of the color restrictions, it has inversely helped create the visual style (colorless – bleak - gritty) that is Fallout. Tactics demonstrated that opening up the color palette doesn’t necessarily improve the visuals of the game. The pixilation of the artwork in the conversion from thousands of colors to 228 is a unifying feature in the art style of the game. Can the FOline engine switch the smoothing (pixilation) off and on…I hope so, because I personally prefer to keep the visuals as close as possible to the original style…

Are these VB critters FRM’s or actual polygons…if someone wanted to convert Fallout 1 into the FOline engine would they need to build the map from scratch, or does FOline recognize the Fallout maps and convert them over.

Anyway thanks Lexx, and your fine Russian friends again for this new engine.
 
Are there any superstars out there that are willing to convert the new critter animations into FRM’s for the original Fallouts? Or is that prospect seen as foolish…considering that FOline appears to the future as a Fallout engine choice? One test case should be attempted though, to see what the results are like at a realistic scale, proper Fallout color palette, etc.
Yeah, I support that! The big kitty or the radtoad would be my favorite. I have no Idea how to do it, but i suppose it involves a lot of cutting :D ?

Are these VB critters FRM’s or actual polygons…if someone wanted to convert Fallout 1 into the FOline engine would they need to build the map from scratch, or does FOline recognize the Fallout maps and convert them over.
Lexx already implanted the maps from F1 into fonline... :D
Idon't know if it changed but if I remember correctly, the fonline mapper is an evolved model of an old version of dims mapper. You load and save the fallout maps with a specific version of dims mapper, and then you can open it with the fonline mapper. But you can't convert back.
 
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