devinpatterson Posted September 10, 2012 Author Share Posted September 10, 2012 Love the whole Wizard of Oz type deal going on, but isn't this fairly reminiscent of our 1G6B idea? Lol the one we have yet to share with anyone xP Cute idea though. (Toto should totally be a deathclaw or something big and B.A. like that, in my opinion :D) Nahh, secret project codename:1G6B doesn't have an oz theme and there's a bunch of brats running around in the oz one.....so I think we're good. Link to comment Share on other sites More sharing options...
Improvman Posted April 14, 2014 Share Posted April 14, 2014 So what needs to be done, from what I've gathered you are taking care of modeling. So is there anything you need textured, should I look begin making head models, or would you rather have me write some lore? Link to comment Share on other sites More sharing options...
devinpatterson Posted April 14, 2014 Author Share Posted April 14, 2014 So what needs to be done, from what I've gathered you are taking care of modeling. So is there anything you need textured, should I look begin making head models, or would you rather have me write some lore? Let me get back to you later today brother. There are some issues related directly to the feet. How we decide to handle that is going to impact heavily on the workload for the models. It will determine if we need all new armors, or if we can make do with vanilla outfits. But I want to check out a few of the anthropomorphic mods first before I lay it out. Link to comment Share on other sites More sharing options...
Improvman Posted April 14, 2014 Share Posted April 14, 2014 Let me get back to you later today brother. There are some issues related directly to the feet. How we decide to handle that is going to impact heavily on the workload for the models. It will determine if we need all new armors, or if we can make do with vanilla outfits. But I want to check out a few of the anthropomorphic mods first before I lay it out. In that case I'll rework the map of the US to account for the burrow and the glow in the mean time. Link to comment Share on other sites More sharing options...
devinpatterson Posted April 15, 2014 Author Share Posted April 15, 2014 OK so this is preliminary, as I never got the time to check out the other anthromorphic mods. So I may not fully understand the situation or may be missing subtle angles of the antro project. Nor am I familiar with anthropomorphic animals outside of "The Burrows" lore. But we know, as a custom race, every antro gets it's own texture (and skin shader, possibly for sub races, or just darker/lighter individuals). And we also know that most of the models use the base meshes. I assume the unique faces/heads are done in faceGen so that we have access to everything any other NPC human would have (as opposed to, say a creatures head). So that leaves at least two issues, the tail and feet. With the tail it's pretty straight forward. We just rig that as an armor without a body slot, so it sticks out of anything the player wears and there are no conflicts. It won't have it's own animations like the Khajiit in the elder scrolls, it'll just tag along on hind quarters. The feet though are a little more complicated and this is what I was alluding to in my previous post. If we want them to show (as opposed to just assuming their feet fit in human shoes), we have a couple of choices, the difficult but correct way vs the easy, sloppy way. The sloppy/lazy way would be to add some "boots" shaped like animal feet that are simply applied over any shoes from any outfit the antro wears. It would be an armor addon, like the tail. Unfortunately I suspect it would be hard to make decent ones that are big enough to cover the shoes from various outfits but not be comically oversized, since most paws are smaller than the boots and other footgear in fallout. The advantage here, if it could work, is that you'd only need on model and the antro could wear any fallout outfit. The much more difficult alternative would be to edit each of fallout's 100's of outfits models and add antro feet to all of them. Then either swap out the special model via script when it's equiped by an antro or require the antro to alter the standard FO version at the workbench into a antro friendly outfit. This, needless to say would be a lot of work. Once I got teh flow down I could probably do several in an hour, but still a lot of time. Link to comment Share on other sites More sharing options...
devinpatterson Posted April 15, 2014 Author Share Posted April 15, 2014 Also base meshes for a custom race could include the tail adn the fake feet "boots". It doesn't change the dynamics of my previous post in any way, just simplifies things a tiny bit by not requiring a armor addon. Link to comment Share on other sites More sharing options...
Improvman Posted April 15, 2014 Share Posted April 15, 2014 If we went the boot route I can see where clipping errors would occur. If it is just removing the shoes from models that should be simple enough for me to do. We could probably Make some footwear separate afterwords. Things like Power Armor and the haz-mat suit would probably hide the feet so I think we can ignore them. If we go the script route, how do we get it to recognize the diffrence between for example, T3 female and T3 anthro?If we go the bench route, guessing people are going to have to remove the suit they give you at the door at Doc's. We are going to need to set the tail as essential or people will have it ripped off upon going to the Madre. Link to comment Share on other sites More sharing options...
Roviakin71 Posted April 15, 2014 Share Posted April 15, 2014 Maybe a deathclaw who is a descendant of Goris the deathclaw companion in Fallout 2 Link to comment Share on other sites More sharing options...
devinpatterson Posted April 16, 2014 Author Share Posted April 16, 2014 If we went the boot route I can see where clipping errors would occur. It would be unlikely to work (big enough to cover footwear, but not oversized) with all the possible shoes in FONV. If it is just removing the shoes from models that should be simple enough for me to do. Are you familiar with blender/3ds Max? Most footwear is not a separate mesh and you won't be able to use nifskope. Sometimes it's very easy (for example a boot under a pants cuff), but sometimes it can be challenging (changing a calf length boot). We could probably Make some footwear separate afterwords. Sorry, could you expand a little on that point? Things like Power Armor and the haz-mat suit would probably hide the feet so I think we can ignore them. Possibly, depending on how big we make the paws. That's essentially why we're batting around the subject, to figure out if 1. we want to go through the extra hassle of the feet themselves and how different they will be. If the differences are very small (say only a slight edit to the feet and maybe some claws instead of human toenails) then we don't have to sweat it at all, but we loose some "realism". If we go the "realistic" route then we may potentially have some real work ahead. If we go the script route, how do we get it to recognize the diffrence between for example, T3 female and T3 anthro? A antro race will have it's own quest script If we go the bench route, guessing people are going to have to remove the suit they give you at the door at Doc's. I wouldn't worry about that, the suit he gives you can be already altered.....he probably recognizes by the tail and fur that your not the typical wastelander :wink: We are going to need to set the tail as essential or people will have it ripped off upon going to the Madre. Don't worry about that, if it's included as a base mesh for the race, it will be rigged like armor but not be an actual inventory item. Maybe a deathclaw who is a descendant of Goris the deathclaw companion in Fallout 2 sorry brother, can you expand on that? I believe the intelligent deathclaws were a enclave experiment, where as the burrows are lab animals created in a pre-war facility. Link to comment Share on other sites More sharing options...
Improvman Posted April 16, 2014 Share Posted April 16, 2014 Are you familiar with blender/3ds Max? Most footwear is not a separate mesh and you won't be able to use nifskope. Sometimes it's very easy (for example a boot under a pants cuff), but sometimes it can be challenging (changing a calf length boot). Sorry, could you expand a little on that point [Footwear]Possibly, depending on how big we make the paws. That's essentially why we're batting around the subject, to figure out if 1. we want to go through the extra hassle of the feet themselves and how different they will be. If the differences are very small (say only a slight edit to the feet and maybe some claws instead of human toenails) then we don't have to sweat it at all, but we loose some "realism". If we go the "realistic" route then we may potentially have some real work ahead. I know how to make things with blender (except still figuring out rigging.) The way I see it:Escaping from the West Tek they relied on themselves and scavenged. So they would have likely crafted something to use as foot protection. I'm sure a few of them could have found shoes and altered them. However it would be more likely that for them it would be a cloth-like wrap made of plant fiber to protect the unpadded parts. Or because it is a forest they may have made rope and carved some armor for the feet.The canidae anthros originate from a high tech facility run by an intelligence connected to the mainframe. With access to synthetic polymers and precision machinery they probably would make boots that form fit and have holes for the claws. For Armor they would probably rivet on some high density plastic or coated fiberglass.If we run into trouble with the Power Armor, one solution is taking a welding torch and burning holes in it. Link to comment Share on other sites More sharing options...
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