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Skree000

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Everything posted by Skree000

  1. haha scrabble :) Yea i do recall one of our elder sound guys either mentioning or working in sonar, im an LD so i cant say with certainty which package they use, but Sonar was the other name i recall being thrown around.. The end result is usually all that matters so whatever tools are needed by staff they are usually provided (dont quote me on that though).
  2. studio supplies sound guys with all the tools and equipment you'd need. we have libraries of stock sounds purchased in huge quantities from stock retailers, but they dont put themselves into the game :) You know Protools im guessing, thats all they use afaik in conjunction with the Evolution engine
  3. sure buddy :) nice to meet you
  4. magnitude in what context? for a particle effect? Physics force?
  5. melee weapons are the easiest thing to port over, that shouldnt be too hard. Grab a copy of Nifskope, Niftools and the latest patched Geck. You might need a copy of Blender or 3dstudio max also, with the latest Niftools plugins/exporter using Nifskope, open up one of their melee weapons of similar function/size, like the bat for example. in another copy of Nifskope open the sword using copy and paste over, replace the mesh data from one file to the other. dont forget to copy over your textures it uses as well to new locations in your Fallout3/data/textures/ folder, and save the new mesh to somewhere within your Fallout3/data/meshes folder. Therse a lot of great tutorials out there that will help with the Nifskope process, its pretty tricky. Hope that gets you started :)
  6. the way i was planning to do mechs was similar to how beth did the lackluster but still neat hovertank for OpAnch. Its basically a mesh swap that replaces your character (who actually gets scaled down really really tiny and pretty much hidden), then when you hop out it resizes you back to normal. The trick is getting the mesh/vehicle/character/mechwarrior to use its movement animations (walk/rotate/etc)
  7. Hey pugles. Do you have any samples at freesound.org? i have an account there, its pretty dope for sharing and showing off sound work, atleast foley and field recordings. Our studio just hired two new audio guys last month, not sure if we are still looking but ill check on monday. If you have an updated resume or website send me a PM and ill forward it to our HR if you are looking for fulltime employment and willing to move to Ontario Canada (2hrs from Detroit across the water). No promises but you never know! Ill give you our studios website addy just drop me a line dude
  8. the title caught my eye, but i was dissapointed not to see screenshots of Beiber getting nuked http://content.paulnixon.org/images/content/this-is-relevant-to-my-interests.jpg
  9. Yo finally back! Glad to see it! :) Nexus was pretty empty w/ o you, it has only totally changed since you were last here lol. They even have CHAT zomg... =./ I hope everything is sorting itself out in your life and you are happy. Are you still interested in design or have had the chance to pursue that at all in spare time or otherwise? :)
  10. just set the critical chance to 100% or more, and set the critical type to 'explosive' i believe, which should make them blow up. (explosive isnt the right name i forget, but its in there)
  11. not as of yet. keep your eyes out here though if it ever does become driveable it will end up mentioned http://www.skreemalicious.blogspot.com/
  12. all item IDs can be found in GECK by clicking the item, then open the preview window the title at the top of the preview window has the Item code you need
  13. as far as i know my uploads are not corrupt. http://www.skreemalicious.blogspot.com/
  14. Great tut! The title should indicate this is a Blender tutorial however.
  15. Raytrace on ragdoll or skeletal actors in most games are done by invisible regions or segments, damagedeformer volumes etc. (think a humanoid made of linked sausages). Not in all games, but in some. It's a lot faster to calc trace hits on capsule collections rather than 'if i shot him in the toe polygon' or not. Each labelled as a bodypart. Afa Fo3 is concerned i recall when making my deformable characters the damage modifier allowed sectioning off the polygons themselves into limb sections, im curious if they use perpoly raytrace on skellies Good excercise would be to grab I think it's the PhysX Visual Debugger (PVD) which can display realtime collision shapes as wireframe while you play. Compatible w/ Havok collision afaik b/c its just analyzing the coll calcs
  16. the characters likely use a bounding box aligned collision capsule instead rather than a bounding box itself. bounding pose (T-pose) for characters is a lot bigger than the idle anim poses, so a bounding box would not be ideal.
  17. lol this post is awesomely worded =)
  18. Collision is usually done on the whole mesh however some entities are a collection of seperate meshes. ie. Windows on a vehicle would be more like attachments (seperate meshes) with mesh raycast and boundingbox volcol. once destroyed the collision is destroyed too trouble is setting that up in nifskope is confusinger than it should be most if not all the cars in Fo3 are Collision Shape VolCol. They mostly use Convexes and Capsules. The naming is the key. As long as your objects fit the criteria for a valid CollisionShape and fit the naming conventions the engine will detect and accept them
  19. There are 2 kinds of collision: Raycast and Volume Collision Raycast: Bullets, tracers, Visibility rays (from npcs), Light rays Volume Collision: Physics Interactions (objects, ragdolls etc) Now, there are several different ways a game object can produce such collision: Graphics Mesh (per polygon, every face is a collidable surface) (EXPENSIVE) Collision Shapes (specially named primitives or simple shapes ie. convexes placed invisibly within or around the mesh) Bounding Box (the outermost points on the model form a large invisible box which encapsulates everything. Usually this is used for large cube shaped objects such as buildings, but also cylinders like telephone poles or tree trunks. Depending on the game engine, you can often mix and match what kind of collision is generated by what game object's attribute. Ie. Raycast is almost always Graphics Mesh by default. When you shoot at stuff the bullet holes usually appear on the polygons. Also AI use vis rays to see around the graphics meshes shapes. Volume Collisions default is (in most engiens) set to Collision Shapes by default. So, when you import a mesh into the editor/engine it will automatically detect pre-named objects in the scene and use those for collision. Some engines such as Evolution engine allow you to cross-wire your collision options, such as using Bounding Box for VolCol but Collision Shapes for Raytrace... etc... (wouldnt usually do that but there are always exceptions)
  20. dude where are you, like really. MIA so long!
  21. Lol Thor :) whats up buddy. long time yup :)
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