Thursday, June 3, 2010

Experiments in Constraints

Have been at Constraints which allow me to have much better havok physics in my models for the Fallout 3 game. I started with Ripping the Chain from brahmincorpsetrap1.nif and this worked very nicely as a floppy chain, which was what I was after. I had the idea of making it a weapon as chain weapon would be very nice to have. No Go, chain is hard as rock and while I had nice reach I had no physics in it, no flop. Did a bit of research and found there is a reason there are no chain weapons. When equipped the weapon becomes part of the skeleton and loses all havoc, so it will look great on the ground but total crap when you hold it. I then went to go at constraints for another reason, to add some ragdoll effects to dismembered Supermutant parts I am at. This is also a no go as they explode all over the place. Goreintestines also explodes all over the place no bethsoft also had problems doing this.
I then went and got 2 mesh's and Collisions. The collisions parented to the mesh's and the collision having a constraint added to it and that poining to the other collision object. Set it for the 90 movement and think I am great. No go, mess in nifskope to get them to link and it falls apart. I got at it yet again and this time the two mesh objects explode out and refuse to come closer then the combined collision distance between them.
Got Right sick of it as its holding up my models and stuff I'm supposed to make for a certain well known modder. Yet more research ensued and I have come to the annoying conclusion that the version of my exporter script is not up to the job. In short I cant do it as no way to export what I want rather than the crap that blender exports. Not sure If changing the script will do anything as that means changing blender to the Wide screen user version and I Fucking Hate wide screens, Short fuckers is what they should be called. 27" Wides screens cost an fortune and I need the to get the vertical height I am used to with the 4:3 real screen I have currently.
Not very happy.

Sunday, May 2, 2010

Latest in Supermutant WIP


Latest in Supermutant WIP

This Supermutant is wearing a Lucas Simms hat
Colonel Autems Trenchcoat and Pants.
Has a set of knuckle dusters added to his armour as well. As I understand it they dont work right when used as weapons.
The cigarette is mostly just for show and improving the image.

Sunday, October 4, 2009

Anvil for Fallout 3

Anvil in Fo3

Anvil for Fallout 3

A ingame shot showing the anvil part of a Anvil vise combination based on a 1877 design I came across. Currently the Texture, which is the workbench texture appears to be an ok choice for this.

In this test the collision is too fine being the model data itself rather than a seperate low poly. So it judders a bit, need to increase the mass a fair chunk so it dont move when shot. Then I will add the rest of the model and upload to the nexus.

Friday, October 2, 2009

Fallot 3 post - Gun Rests

GunRest_1 Render GunRest_1 RenderFO3 mockup

The first gun-rest I made for the Fallout 3 game. As you can see I ditched the right Leg and moved the Workbench Vise and Clamp a bit to get more space I also kept the wooden top on top of the Steel one as looks better.

GunRest_2.blend_render

Another gun rest based on a clamping action with wood construction.

Fallout 3 Post- Workshop Clutter

Fallout 3 Post- Clutter Items

Anvil and vice 1877 render Instrument box_1 Render


Combination Vise Anvil & Instrument box panel

Fallout 3 Post- Clutter Items

General Clutter Items
Render of Spinning Wheel Duckpull Toy Render
Spinning Wheel & Duck Pulltoy

Seat Render Pipe Welding Machine 1877 render
Bench Type Chair & Hand Cranked Pipe Welder Machine