S.T.A.L.K.E.R. - The Fallout (Formerly pipboy..) -1 reply

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whatwhere

I want to be like the Admins

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3rd April 2006

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#161 11 years ago

RustIronCrowe;3750128Gol' dangit, Waldo!

Ya come all the way down here and you still hain't brought me mah turkey-pot-pie!! I see how it is...

Oh yeah... Got it down to 4831 polys.

Spoiler: Show
4831.png

oh yeah there we go baby...now all we need is a minigun mwahahaha




Sage_viper

Slightly cooler than a n00b

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31st March 2007

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#162 11 years ago

Haha, yessir. Thankfully I'm almost done with my Oblivion project. After that I should have more time for whatever.




RustIronCrowe

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6th April 2007

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#163 11 years ago
dannyboy01;3750483hope i'm not insinuating anything towards anyone but wouldn't ogf stand for "original game file"? i wouldn't put it past a "budget" new up and coming developer to use something so basic, maybe it's a cover-up for an easy to use mainstream file that no ones thought of trying yet? feel free to ignore me if this sounds stupid ;)

There are no stupid questions, Dannyboy... Only stupid answers.

I had actually for a long time felt that the .OGF file was a simple encryption of a more common format, and as I have a somewhat diverse set of preferred 3D applications on my own computer I have had the opportunity to test this theory with every mesh-related file extension that I am capable of reading (which probably counts to about thirty or so), and none of the results were satisfactory to me.

The real clue here is quite simply the fact that the current beta SDK is capable of converting .LWO and .OBJ data into the .OGF format (as long as everything within the data is completely functional within the xr_3da!), but at the same time it pretends to be completely incapable of reading or importing any .OGF files directly... This (IMO) reeks of a format that is more or less being deliberately obscured while simultaneously corrupted through the archiving or conversion process. Then again, I am absolutely ignorant in the coding processes themselves so might be completely off track here.

I do suspect though that it is not a completely original format, but more likely a hodge-podge mixture of several elements of more common formatting glued together with some open-source code.

... When one really gets down to it, the whole game really reeks of a "Frankenstein's monster" approach to its structure, which reflects quite nicely in the enigmatic .OGF file. It is almost as if the entire package was a product of a clandestine group of hack'n'crackers who had a really awesome concept but couldn't release it unless the source material was sufficiently obscured as to no longer be an infringement on someone else's intellectual property...

...Either way, it worked. I like the game, for all of its many bugs and headaches... And (as an article of stubborn pride, I am sure) I also somewhat intrigued my the fact that the game even works at all and see the maze of incomplete and sloppy coding in the /gamedata/ files to be a very fertile ground for organic development and mutation.

Much like the black earth of the Chernobyl region itself.




waldo913

Ya got mah Cheeze Whiz, Boy?

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7th May 2007

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#164 11 years ago
oh yeah there we go baby...now all we need is a minigun mwahahaha

Little does he know....(Just wait, I think we may have something that will interest you..)

(I'm not sayin'.. I'm just sayin'.. know what I'm sayin'?)

Re - ogf format: I recently had a chance to sit and chat with Ben Mathis, a freelance 3d artist who's worked on some seriously well-known projects (Ghost Recon 2, Blood Rayne 2, Dark age of Camelot, Oblivion, GUN, Titan Quest, Tony Hawk Project 8, etc etc..)Ben Mathis - 3d videogame art (anyone interested in learning or improving modeling should check out his tutorials. The man is incredible.)

And when I brought up the topic of this mod and started talking about the .ogf files, he said "Whoa, whoa, OGF? What the f**k is an OGF?!"

I suspect that Crowe has it pretty square on the nail there. Considering that the rest of this game is stitched together like some horrendous undead abomination over the course of 7 years, why should the primary file format be any different?




whatwhere

I want to be like the Admins

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3rd April 2006

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#165 11 years ago

i know a really good weap you should add in there..have any of you played F.E.A.R? remember that awesome rail gun? i think you should ad that baby in there too..:evilgrin: make it where it gibs enemies in one shot




waldo913

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7th May 2007

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#166 11 years ago

Since this is a mod about Fallout 2, and that gun wasn't in the original, it won't be making an appearance. However, we would like to implement character dismemberment (gibbing) if there's any conceivable way. There will be plenty of weapons with the power to do so.

As to whether or not dismemberment is even remotely possible within the X-Ray engine, remains to be seen.




whatwhere

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3rd April 2006

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#167 11 years ago
waldo913;3756565As to whether or not dismemberment is even remotely possible within the X-Ray engine, remains to be seen.

i'm pretty sure it can do gibbing...i seen some mutant get sucked into those anomolies and it blew the mutant to nothing less...gibs all over the place




NRSabbath

The Internet ends at GF

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28th May 2004

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#168 11 years ago

Gibbing is possible, but what I think he was referring to was blowing off someones arm with a shotgun, and still having the guy try to fight, or at least survive.

Think Soldier of Fortune style dismemberment.




waldo913

Ya got mah Cheeze Whiz, Boy?

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7th May 2007

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#169 11 years ago

Correct, Sab. I was referring to a more "realistic" style of dismemberment. It's pretty rare for the human body to lose all cohesion unless the force applied was pretty incredible. Even in cases of extreme falls, low to mid-grade explosions, full-automatic heavy machine gun fire, etc., the body has a tendency to stay more or less intact.

It's far more common to see extremities severed than to see a body torn to little bread-loaf sized pieces. Quake style 'gibbing' probably doesn't occur except in cases of high-explosives or direct impact from artillery ordnance.

I don't know if the X-Ray engine can handle model deformation in such a specific way. Hopefully we can rig it to do so, though!




RustIronCrowe

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6th April 2007

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#170 11 years ago

A little treat for the 3DSmax'ers out there...

Creating a scene in 3dsmax - Mod Wiki

And yes... They work.

:)