• Fallout 3 Model Ports REQUEST THREAD
    63 replies, posted
[IMG]http://daniopieklak.blog.onet.pl/wp-content/blogs.dir/1294530/files/blog_mv_4806044_7378649_tr_fallout_3_logo_1.jpg[/IMG] I have decided to start taking requests for Fallout 3 models to [B]PORT ONLY[/B]. Some have been released, but there are still plenty of models to be ported. I have all 4 DLCs to port from as well as the main game. [B]UPDATE:[/B] [B]After yesterday's issues I am glad to announce that I am successfully porting the models in .obj format thanks to your guys help[/B] [IMG]http://images2.wikia.nocookie.net/__cb20130331040825/playstationallstarsfanfictionroyale/images/thumb/b/bc/Vault_Boy.png/180px-Vault_Boy.png[/IMG]
Weapons .32 pistol Silenced 10mm Pistol Chinese Pistol Dart Gun Assault Rifle Infiltrator Chinese Assault Rifle Lever-Action Rifle Lincolns Repeater Raileway Rifle Double-Barrel Shotgun Sawed-off Shotgun Drone Cannon Heavy Incinerator Minigun Rock-it Launcher Missile Launcher Alien Blaster Mesmetron Alien Disintegrator Plasma Rifle Tesla Cannon Tri-Beam Laser Rifle All the Mines All the grenades Do you know how to make playermodels? Because my list will change if thats possible. :p
[QUOTE=Halokiller38;41502070]Weapons .32 pistol Silenced 10mm Pistol Chinese Pistol Dart Gun Assault Rifle Infiltrator Chinese Assault Rifle Lever-Action Rifle Lincolns Repeater Raileway Rifle Double-Barrel Shotgun Sawed-off Shotgun Drone Cannon Heavy Incinerator Minigun Rock-it Launcher Missile Launcher Alien Blaster Mesmetron Alien Disintegrator Plasma Rifle Tesla Cannon Tri-Beam Laser Rifle All the Mines All the grenades Do you know how to make playermodels? Because my list will change if thats possible. :p[/QUOTE] I can PORT them but I can't rig them if that's what your asking. The plugin is incompatible because I have 3ds Max 2010 which they didn't make it for. I said PORTS thread for a reason
I know, if you get the nifs, then I will make the weapons. Also, if you use Milkshape 3d you can import .nif and make them .obj or .smd
Weapons now available for download here: [url]https://mega.co.nz/#!WAFljRzR!BgKSkmoog_jC7OLT8EKCVmOV2vlCQc3-2WaxCes_suc[/url] The weapons are in groups, but the folder names are the same for meshes and textures. After looking at the files, there also are separate 1st person textures for most of the weapons for some reason :v: [B]Edit:[/B] Actually, the first person textures are just bigger size. For example, the nukagrenade first person textures is [B]1024x1024[/B] and third person is [B]256x256[/B]
[QUOTE=SimplePlanz69;41502297]Weapons now available for download here: [url]https://mega.co.nz/#!WAFljRzR!BgKSkmoog_jC7OLT8EKCVmOV2vlCQc3-2WaxCes_suc[/url] The weapons are in groups, but the folder names are the same for meshes and textures. After looking at the files, there also are separate 1st person textures for most of the weapons for some reason :v:[/QUOTE] Alright, will work on this. Also, so, if I were to port leather armor, could you rig them so they could be playermodels with the male heads?
[QUOTE=Halokiller38;41502310]Alright, will work on this. Also, so, if I were to port leather armor, could you rig them so they could be playermodels with the male heads?[/QUOTE] I used to have Milkshape, but I also suck balls at rigging. :v:I have failed in so many ways that I can't explain it; but I will port the leather armor. [editline]18th July 2013[/editline] [QUOTE=Halokiller38;41502310]Alright, will work on this. Also, so, if I were to port leather armor, could you rig them so they could be playermodels with the male heads?[/QUOTE] Here is your leather armor: [url]https://mega.co.nz/#!6Y12FZiK!MUkp7y4R_4ouY4Dg4u8oQGYQ5jRQM3LnbXWbcO_9E7g[/url]
[QUOTE=SimplePlanz69;41502345]I used to have Milkshape, but I also suck balls at rigging. :v:I have failed in so many ways that I can't explain it; but I will port the leather armor.[/QUOTE] I just realized, Milkshape doesn't have the correct version, and also, in nifskope you can convert .nif to .obj.
[QUOTE=Halokiller38;41502409]I just realized, Milkshape doesn't have the correct version, and also, in nifskope you can convert .nif to .obj.[/QUOTE] I was actually wondering while you were at it if you could rig this Chinese Armor and Headgear to a citizen or something. [url]https://mega.co.nz/#!TJ1zgR5J!bgLa40zZlHy79B4_WcXizALTfMUS51V9t4dWuUG5jus[/url] It looks awesome in game, but you can never see the cool armor up close! [editline]18th July 2013[/editline] [QUOTE=Halokiller38;41502409]I just realized, Milkshape doesn't have the correct version, and also, in nifskope you can convert .nif to .obj.[/QUOTE] I'm going to bed; so I'll be back tomorrow to port more see ya!:rock:
The .NIF plugin actually does work in 3DS Max 2010 (it also works with 3DS Max 2012). I know someone over at the Nexus who uses 3DS Max 2010 just fine with that plugin. Assuming they haven't been banned yet, I'll see if I can get a hold of them and get their info on how to get it working properly with 3DS Max 2010.
This isn't porting, This is extracting the .nif from the files. Something anybody, ANYBODY, can do with five seconds in a BSA extractor.
[QUOTE=Drsalvador;41509572]This isn't porting, This is extracting the .nif from the files. Something anybody, ANYBODY, can do with five seconds in a BSA extractor.[/QUOTE] They're still requesting that the models be ported over to GMod. You have to start somewhere, right?
That WWII-like general uniform from New Vegas. It was in NCR camp or something (didn't play the game, but I've seen a picture of guy wearing it).
[QUOTE=Drsalvador;41509572]This isn't porting, This is extracting the .nif from the files. Something anybody, ANYBODY, can do with five seconds in a BSA extractor.[/QUOTE] The true definition of model porting on Facepunch is on the lines of "extracting or ripping models from games [B]without rigging them[/B] Besides, I'm still doing WORK and porting the models aren't I? There's just an extra road block in the form of a different file format [editline]18th July 2013[/editline] [QUOTE=Trek;41510644]That WWII-like general uniform from New Vegas. It was in NCR camp or something (didn't play the game, but I've seen a picture of guy wearing it).[/QUOTE] I don't have NV, but I'll try to find something similar and hopefully soon we will have the NIF Tools ironed out
[QUOTE=SimplePlanz69;41510706]The true definition of model porting on Facepunch is on the lines of "extracting or ripping models from games [B]without rigging them[/B] Besides, I'm still doing WORK and porting the models aren't I? There's just an extra road block in the form of a different file format [editline]18th July 2013[/editline] I don't have NV, but I'll try to find something similar and hopefully soon we will have the NIF Tools ironed out[/QUOTE] actually the definition of porting on Facepunch is - transfering the model from the original game to garrysmod. :)
Porting pose-able only weapons for GMod isn't so extremely hard. But use-able (fire-able?) weapons need rigging but tbh they are useless for people who doesn't play a crappy "FALLOUT 3 ROLEPLAY GM_ATOMIC"...
Battery lamp props, maybe?
How bout porting some of the the buildings from Megaton ?
may I request the human ghouls male and female from the main game and the plague civilians male and female from the pit dlc
[QUOTE=Trek;41511359]Porting pose-able only weapons for GMod isn't so extremely hard. But use-able (fire-able?) weapons need rigging but tbh they are useless for people who doesn't play a crappy "FALLOUT 3 ROLEPLAY GM_ATOMIC"...[/QUOTE] I will disagree with you on so many levels. Your version of Fallout 3 RP on GM_Atomic is stupid. Not every server uses GM_Atomic, or Fallout 3 canon. Not to mention there are about 10 other maps that are suitable for Fallout RP. And also, it isn't hard to make a prop a swep, as seen here. [url]http://facepunch.com/showthread.php?t=1228205&p=38580083[/url]
[QUOTE=Greatdictator;41511600]How bout porting some of the the buildings from Megaton ?[/QUOTE] Nope, the buildings are hard coded into the map, and i checked the files
[QUOTE=SimplePlanz69;41512451]Nope, the buildings are hard coded into the map, and i checked the files[/QUOTE] ALso, can you change the .nif files into .obj using nifskope? It would make it easier to put in 3ds max, Maya, Blender and Milkshape 3d.
[QUOTE=SimplePlanz69;41512451]Nope, the buildings are hard coded into the map, and i checked the files[/QUOTE] Looks like somebody doesn't know anything about Gamebryo! All, ALL, parts of Fallout 3 and NV's gameworld are made out of "snap-fit" models. This is why the collision is so fucking wonky with the world. You're looking in the wrong part of the BSA, probably. Check the GECK to find out what staticprop is used.
I've finally gotten NifSkope and I have successfully exported Rad Away in .obj format :) I will start porting everything else you guys have asked for in .obj format
[QUOTE=SimplePlanz69;41512767]I've finally gotten NifSkope and I have successfully exported Rad Away in .obj format :) I will start porting everything else you guys have asked for in .obj format[/QUOTE] That's good. I will start getting New Vegas stuff turned into .obj as well. BTW, start making requests on Fallout: New Vegas things please! I am working on NV.
[IMG]http://imageshack.us/scaled/thumb/560/0n4z.png[/IMG] Anybody have radiation poisoning?:suicide: [editline]19th July 2013[/editline] [QUOTE=Drsalvador;41512753]Looks like somebody doesn't know anything about Gamebryo! All, ALL, parts of Fallout 3 and NV's gameworld are made out of "snap-fit" models. This is why the collision is so fucking wonky with the world. You're looking in the wrong part of the BSA, probably. Check the GECK to find out what staticprop is used.[/QUOTE] I checked again and it would be hard for you to rig the buildings because each model is a single PANEL of metal.
I'm working on a one of the models but they come without eyes and arms. Ugh. At least the models are in a nice lovely t-pose:dance:[IMG]http://i1333.photobucket.com/albums/w626/legoman6986/03e466b5-d28f-4b2d-98fc-62c2510911c8_zps446b7f26.jpg?t=1374199034[/IMG]
You need to add the eyes and hands to it and then compile it as a .obj. [editline]18th July 2013[/editline] Its under meshes\characters\_male and meshes\characters\head
Wow, every eye is split in half like WTF were they doing?
All of the faces are generated in-game using facegen. The head you have pictured is just the base head mesh that is morphed according to the player's settings. I suggest skipping the heads and hands altogether and just hacking the models with whatever other head/hand models are already converted.
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