TrooperScooperMKII Posted September 19, 2012 Share Posted September 19, 2012 I've never used blender so I have no idea what a bezier curve analogue would do, let alone how to use it... just for reference, here's the interface/options menu you use: http://imageshack.us/a/img521/1842/edgeoptions.pnghttp://imageshack.us/a/img33/1162/menuoptions.pnghttp://imageshack.us/a/img600/4053/vertexoptions.png Link to comment Share on other sites More sharing options...
Ruadhan2300 Posted September 19, 2012 Share Posted September 19, 2012 As an explanation...A bezier curve is a method of distorting a line based on mathematical principles. Basically you can take a series of points, draw a line from the two end-points and the other points are used to pull the line around.Wikipedia has a fantastic series of .gif animations of bezier curves. http://upload.wikimedia.org/wikipedia/commons/thumb/f/ff/Bezier_3_big.gif/240px-Bezier_3_big.gif At any rate, the practical upshot is that you can describe complex curved shapes using only a few sets of coordinates. very practical, and a lot easier to manipulate if you're a 3D modeller than changing vertex-by-vertex :P Link to comment Share on other sites More sharing options...
devinpatterson Posted September 19, 2012 Author Share Posted September 19, 2012 Hey Ruadhan2300, good to see you brother. I was going to PM when I had a little more of the sunset mod done, but I was curious if you still had a little free time to help out? I went a little different direction with the androids, more akin to protectron Disney(ish) Animatronics. Using the standard human outfits and throwing them in the protectron directory resulted in the bones being re-positioned into some very credible protectron figures. I thought for sure the arms would be a problem since they where the floating ribs would be on a human, but it works great. Just need to change a little vertext group near the back of the neck that is weighted to the head bone. Then add a head mesh. I think it's gonna give a good effect that is much more fallout-ish. The problem with the FO3 ones is they are just way to human (bleed, breath even get cosmetic surgery), based heavily on the bladerunner ones. But it wasn't a total waste of time, I learned how to make mechanical/metal gibs on them, so that was handy because it carried over to the monster costume protectrons. BTW have you seen any tutorials on niviscontroller nodes? I'd really like my bots to be able to take off an put on hats and other attires in game. Link to comment Share on other sites More sharing options...
Ruadhan2300 Posted September 20, 2012 Share Posted September 20, 2012 (edited) I've got the time, sure :P I literally do nothing outside of eat, sleep, work and build mods for Fallout NV :P Not really very familiar with Nifskope's finer details, but you might message Weijiesen, I'm sure if you ask nicely (and maybe mention that I pointed you at him) he'll be happy to help. Dude's a total pro with nifskope. Mostly I've been working on my Vault 105 and Mad Science projects lately, using Trello for organising myself :)You might look into using it yourself, it's great for working out to-do lists and suchlike. Edited September 20, 2012 by Ruadhan2300 Link to comment Share on other sites More sharing options...
TrooperScooperMKII Posted October 17, 2012 Share Posted October 17, 2012 Kind of slow, ain't it partner? Trying to keep things going... http://imageshack.us/a/img812/1406/addedq.png http://imageshack.us/a/img836/7359/bellf.png http://imageshack.us/a/img31/4923/wheelprep.png Aside from re-fitting the blueprint (which inexplicably went all-white a while back) there really isn't much to see... I did some tweaking to the bell (stands out against the other one, but just looking at it wouldn't say much of anything) and did a little tweaking on the tender to bring it closer to the image in shape/size. Also planted a few vertices, which will soon sprout wheel bogies.At this point, there's really not much more to do (nor much that I can do, given time/skill barriers) but after mounting the bell, remounting the cow-catcher and adding the tender's bogies and couplings... it's detail work on the body and the piston system, which I'd rather do in blender (e.g. with animations) or have someone else with more experience do in Blender, given my subsistence skill-set. :P Link to comment Share on other sites More sharing options...
devinpatterson Posted October 17, 2012 Author Share Posted October 17, 2012 Kind of slow, ain't it partner? Yeah sorry about that, I'm kinda slammed on the Marilyn Monroe securitron project. It will be a week or two before I have a chance to do anything else. BTW the train looks really good Link to comment Share on other sites More sharing options...
TrooperScooperMKII Posted October 18, 2012 Share Posted October 18, 2012 Kind of slow, ain't it partner? Yeah sorry about that, I'm kinda slammed on the Marilyn Monroe securitron project. It will be a week or two before I have a chance to do anything else. BTW the train looks really goodKnow what you mean, got two essays on the backburner and class in an hour (ish) though it's really not bad. I'm just really lazy (and pretty smart) so I let things go longer than I probably should. :tongue: I'm kind of concerned about how the wheels will line up, just wanted to know what your thoughts are.Also, I'm kind of stuck in terms of "by the book" when it comes to the bogie wheels, as there aren't any good images of the suspension around teh netz... http://imageshack.us/a/img651/5873/suspensionj.png http://imageshack.us/a/img834/2980/wheelsip.png http://imageshack.us/a/img62/1518/undercarriage.png Link to comment Share on other sites More sharing options...
TrooperScooperMKII Posted October 24, 2012 Share Posted October 24, 2012 Snuck in a couple hours on this. http://imageshack.us/a/img842/7877/pylons.pnghttp://imageshack.us/a/img405/2272/smoothl.png Coming along nicely. Link to comment Share on other sites More sharing options...
JonarusDrakus Posted November 3, 2012 Share Posted November 3, 2012 Heya all! I've just finished a gods-awful amount of time going through this whole thread, and I'm REALLY excited by what I've been reading- FINALLY! a 'fan-dlc' mod that I like! To that effect, I'd like to offer my services as a semi-experienced modder (Not with the G.E.C.K. but with a fair bit with the Oblivion CS. I have one released mod for that ( http://oblivion.nexusmods.com/mods/35409 ), plus I'm a member of the currently stalled TR-spinoff "Hammerfell mod ( http://hammerfell.daryam.com/ - I'm listed on the 'about' page.). Links included so you can get a look at my work if you'd prefer 'examples first'). I'd love to contribute to voice-acting too... But that might be a bit tougher since I'm an Aussie, though I think I can pull off some decent accents (American would be made easier due to the fact that my Dad is from the US, he grew up in Vegas in fact! I also have an Uncle (ex-LVPD) who's girlfriend has actually played musical support for Wayne Newton!). But yeah, exteriors, Interiors, Concept art, voicing... Anything that wont require scripting (or harder tasks - texturing/meshing) basically :P ~ Jonarus "JD" Drakus PS: Is there any room for any new/extra 'unique' "android" characters? I have an idea for an Outlaw with a unusual background based on the character "Lightning Jack" (played by Paul 'Crocodile Dundee' Hogan), from the movie of the same name: Official Trailer for the Movie... If only because of the movie-reference opportunity afforded by a having the player ask one of the parks 'character-bots' about there accent and getting the reply: "I'm not bloddy 'X'! I'm a bloody Australian Mate!" :P Link to comment Share on other sites More sharing options...
devinpatterson Posted November 5, 2012 Author Share Posted November 5, 2012 Sorry, everything is on hold at the moment, while I try to juggle some RL stuff. The only stuff I'm working on is collaborations (because it's not fair to have other mod authors wait on me). I think (hope) I'll be back to a normal schedule in a week or two. But when I start up I would greatly appreciate your help :thumbsup: Link to comment Share on other sites More sharing options...
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