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[WIP] New old weapons


MrLexx2k

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Hi folks,

 

at the moment I am working on recreating some of the "old weapons" from the original Fallout games. My focus is on Fallout 1, because I don't like most of the weapons that are coming with Fallout 2.

 

So... maybe some of you already know my stuff like the City-Killer and the Flambe 450 Vermiter. Besides this, I am working on some other "old school" stuff from Fallout 1 (and 2). The one that seems to be the next weapon, that gets finished, is my try for the Spear from the original games.

 

The next will be the 10mm SMG:

 

http://bildupload.sro.at/a/thumbs/1-Bild6.jpg

http://images1.wikia.nocookie.net/fallout/images/4/4d/10mmsmg.gif

 

With not fitting texture from the Fallout 3 10mm SMG:

http://bildupload.sro.at/a/thumbs/2-Bild6.jpg http://bildupload.sro.at/a/thumbs/3-Bild6.jpg

 

But like you can see at every model... I am too bad in creating new and good looking textures. Heh. That means.. I think only for the spear I can get a more or less good looking texture done.

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Ok, huh. Didn't thought that this is so not interesting to anybody.

 

 

Anyway... I have a question. The 10mm SMG you can see in my post above has approx 2000 polygons. Can somebody tell me why the hell I got more than 8000 polygons, after I imported it into a nif file? Also when I open the file again in Max, save it and import it again, I get even more polygons out of nowhere. Could this be a import/ export problem? I personally have absolutly no clue about this...

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Ok, huh. Didn't thought that this is so not interesting to anybody.

 

 

Anyway... I have a question. The 10mm SMG you can see in my post above has approx 2000 polygons. Can somebody tell me why the hell I got more than 8000 polygons, after I imported it into a nif file? Also when I open the file again in Max, save it and import it again, I get even more polygons out of nowhere. Could this be a import/ export problem? I personally have absolutly no clue about this...

 

Well it's not as much that it is un-interesting, it's just that there's not much to say about it other than "It looks nice". There are other mods that introduces Fallout 2 weapons to Fallout 3 and while it's nice with options in which mods to use, it's not the first of its kind hence, I think, the lack of "I can't wait!" or "Wow, awesome I've always wanted this!" posts.

 

Anyway, regarding the "odd" polycount differences, if your model is mostly in quads, Nifskope will convert the mesh to tris for use in-game as that is the "base" polygon format used. I don't know exactly why it does this, but I figure it's to ease the calculations made by the game engine when it comes to applying shadows based on the world lighting etc. as tris are smaller units than quads, and are less likely to look wonky due to inconsiderate polygon placement/design. So basically any quads you have are cut in two to make it into tris, which will as much as double the polycount if the majority of your polygons are quads.

 

I don't know why your polycount has nearly quadrupled though, unless you've used a lot of polygons with more sides than quads.

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But if NifSkope converts the model (that makes sense), why is it still the same when I export it again? The only difference is, that all polygons are duplicated. Nothing else changed. Now, when I import it again in Nifskope, the polycount goes up again- then I have the polycount from the "clean" model + the polygons from NifSkope before + the new polygons from NifSkope because I import a model that I have exported before. I found out that I can delet some not used polygons in NifSkope, but it isn't very much.

 

I played around a bit more with this yesterday and could get the polycount down to less than 6000. Still, it is higher than I thought.

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