Techy question to Obsidian devs

Post » Tue Feb 01, 2011 1:21 pm

To the Obsidian devs... Are the NIF model file versions between FO3 and FONV identical? I'd like to know whether or not to expect all the http://niftools.sourceforge.net/wiki/NifTools stuff we modders use to balk at us if we try to open FONV assets, or if FONV will likewise balk at NIFs touched by NIFTools stuff.

Also... Are the NPC skeleton rigs identical between the two?
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Bee Baby
 
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Post » Tue Feb 01, 2011 4:41 pm

I too would very much like to know this.
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Victor Oropeza
 
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Post » Tue Feb 01, 2011 7:44 pm

I'll ask one of the animators to post directly, but I believe the NPC/human/non-feral ghoul skeleton is identical.

I do not believe we modified the .nif format, but I'll ask programming about that.

If you want to create weapons that use iron sights, you must create a node in the weapon that lines up with the sights. Only the position matters; the orientation is always relative to the camera facing. This means the line between the iron sights camera node, rear sights, and front sights must all be parallel to one of the axes (X?) in your 3D modeling program of choice.
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casey macmillan
 
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Post » Wed Feb 02, 2011 2:08 am

I'll ask one of the animators to post directly, but I believe the NPC/human/non-feral ghoul skeleton is identical.

I do not believe we modified the .nif format, but I'll ask programming about that.

If you want to create weapons that use iron sights, you must create a node in the weapon that lines up with the sights. Only the position matters; the orientation is always relative to the camera facing. This means the line between the iron sights camera node, rear sights, and front sights must all be parallel to one of the axes (X?) in your 3D modeling program of choice.


Will a GECK and/or resources be released with the game then?
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Sian Ennis
 
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Post » Tue Feb 01, 2011 2:31 pm

We will be releasing an F:NV GECK, yes.
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leigh stewart
 
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Post » Tue Feb 01, 2011 9:53 pm

Will a GECK and/or resources be released with the game then?


That has been confirmed a long time ago.

Thank you very much Mr. Sawyer :)
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yermom
 
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Post » Tue Feb 01, 2011 10:13 am

We will be releasing an F:NV GECK, yes.


Thanks.
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Emma-Jane Merrin
 
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Post » Tue Feb 01, 2011 4:29 pm

I'll ask one of the animators to post directly, but I believe the NPC/human/non-feral ghoul skeleton is identical.

I do not believe we modified the .nif format, but I'll ask programming about that.

If you want to create weapons that use iron sights, you must create a node in the weapon that lines up with the sights. Only the position matters; the orientation is always relative to the camera facing. This means the line between the iron sights camera node, rear sights, and front sights must all be parallel to one of the axes (X?) in your 3D modeling program of choice.


I imagine the iron sight node lineup would be done in NIFSkope. Nice to know that the iron sights will be considerably easier to implement than it is in FO3, which requires a lot of invasive module overrides.
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Ann Church
 
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Post » Tue Feb 01, 2011 7:20 pm

Another question, have you guys expended on the use of texture sets? For example, creatures and projectiles needed their texture changed by NifSkope, is it possible to use texture sets there also?
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JeSsy ArEllano
 
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Post » Tue Feb 01, 2011 10:24 pm

I do not believe we modified the .nif format, but I'll ask programming about that.


Excellent... my evil plan is one step closer to fruition! :evil:
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TWITTER.COM
 
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Post » Tue Feb 01, 2011 9:01 pm

So, any news from the programmers and modeling/animation department?
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Zualett
 
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Post » Tue Feb 01, 2011 6:49 pm

So, any news from the programmers and modeling/animation department?


Pretty please? :hubbahubba:
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Andrew Lang
 
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Post » Tue Feb 01, 2011 11:07 am

I imagine the iron sight node lineup would be done in NIFSkope. Nice to know that the iron sights will be considerably easier to implement than it is in FO3, which requires a lot of invasive module overrides.



made in 3d program and then lined up in nifskope but the ironsights will just be an extra pain in the ass but worth it... i hope

the nodes that would be
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Logan Greenwood
 
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Post » Tue Feb 01, 2011 6:14 pm

So, any news from the programmers and modeling/animation department?


Most of your NIFs should be fine. We do post-process our NIFs as part of the build process and replace the collision information with data specific to a higher version of Havok, however, the game should support most objects converting at run-time off of fallout 3 collision data.
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Jordan Fletcher
 
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Post » Tue Feb 01, 2011 6:48 pm

Most of your NIFs should be fine. We do post-process our NIFs as part of the build process and replace the collision information with data specific to a higher version of Havok, however, the game should support most objects converting at run-time off of fallout 3 collision data.


Big thanks!

That's going to be a huge load off my mind as well, I have hundreds of NIFs that I didn't want to have to change in the conversion to FNV - a "Whew!" is in order. :goodjob:

Cheers

Miax
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Shiarra Curtis
 
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Post » Tue Feb 01, 2011 4:28 pm

[removed]
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Jamie Lee
 
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Post » Tue Feb 01, 2011 11:13 pm

Most of your NIFs should be fine. We do post-process our NIFs as part of the build process and replace the collision information with data specific to a higher version of Havok, however, the game should support most objects converting at run-time off of fallout 3 collision data.


If it can at least read the basic Havok shapes (the root geometry objects like bhkConvexVerticesShapes, not the bhkListShape or bhkRigidBody objects), we can probably splice them easily enough into the Havok tree in NIFSkope. NIFSkope is our friend. :D
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Chris Duncan
 
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Post » Wed Feb 02, 2011 2:02 am

Most of the Havok shapes are backwards compatible; they just eat up a bit more memory.

But you're doing this on a PC so who cares?! :disguise:
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R.I.P
 
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Post » Tue Feb 01, 2011 8:13 pm

Most of the Havok shapes are backwards compatible; they just eat up a bit more memory.

But you're doing this on a PC so who cares?! :disguise:



Memory schmemory... I got 4 gigs and an effectively unlimited 64-bit upgrade cap. :hehe:
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Samantha Mitchell
 
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Post » Wed Feb 02, 2011 2:06 am

We will be releasing an F:NV GECK, yes.


Pro question dodging, I must say. A lot of us are wondering if you plan to release a GECK simultaneously with New Vegas or if it will be a delayed release. I personally am hoping for a delayed release because I think it would be a shame for people to start tweaking and altering what you've spent the better part of 2 years I think working on as soon as they install the game. Even if you do a simultaneous GECK release, I plan to play the game through a few times without any mods just so I can see all of your (the Obsidian team's) hard work.
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Amanda Leis
 
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Post » Tue Feb 01, 2011 10:18 pm

I'd prefer this topic stay on the subject of NIF files.

Oh, BTW, I informed the NifTools team about this discussion here, they may drop in with more in-depth techy questions.
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Arnold Wet
 
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Post » Tue Feb 01, 2011 12:29 pm

If you want to create weapons that use iron sights, you must create a node in the weapon that lines up with the sights. Only the position matters; the orientation is always relative to the camera facing. This means the line between the iron sights camera node, rear sights, and front sights must all be parallel to one of the axes (X?) in your 3D modeling program of choice.

Just a bit of clarification, although I'm sure it will be more clear once the game is out. Is the geometry for the sights parented to this node, or are you just using this nodes placement for the camera (and parenting doesn't matter)?

and Noooo! More havok to sift through! I still never got a good handle on F3's blend of some of those constraints!! (unless someone else did? I haven't been around for a while)
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Alexis Acevedo
 
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Post » Wed Feb 02, 2011 1:18 am

The gist I get, TK, is that the base havok mesh is just more efficiently made now, requiring less memory to load.
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Matt Bee
 
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Post » Tue Feb 01, 2011 2:22 pm

Just a bit of clarification, although I'm sure it will be more clear once the game is out. Is the geometry for the sights parented to this node, or are you just using this nodes placement for the camera (and parenting doesn't matter)?

The node is usually parented to anything that doesn't animate (e.g. the stock). It's used purely for positioning the camera correctly relative to the weapon's geometry so you shoot where you expect to shoot. If you want to get a head start, it's called ##sightingnode
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Arnold Wet
 
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Post » Wed Feb 02, 2011 1:02 am

sweet i like to fire up my nifs without needing to go thru them all again... i want to ask thought, will there be a new version of nifscope & will there be a max-plugin. without the latter we still be exporting as fallout 3 files.

---

also want to ask this question & see if anyone else agrees with me... we modders like modding, its fun & enhances our enjoyment aswell as your game. not every company likes or supports modding. fallout on the otherhand are activly supporting it by giveing us the geck to play with & stuff so we all happy :)

now onto the question, idea or whatever way you take it:
new vagas being a new game so we all expect new content & i will presume that obsid have used some assets from f3 ie"models". now i know that beth have said that you arnt allowed to take oblivion items & use them to mod f3. so what will the stand be on ppl takeing assets from f3 that arenot in new vagas & putting them into mods.

i also want to say that ppl will do it anyway & as more support to us modders. aswell as shipping us with a new geck, what are the chances of shipping us with all of the items "buildings, clutter, ect" that havent made it into new vagas being made into an addon for modders to download aswell as the geck.

ps: also presumeing that you "obsidian" prolly had to pay beth for the use of the models or whatever deal yous have going. i want to point out that the s.t.a.l.k.e.r team allow ppl to use there assets in games & its a fantastic attitude towards modders, i say obsidie try & strike a deal up where we can get unused assets as a file from f3 that modders can get along with the geck.

ohh pps: i also shure that along the way you obsidie guys have made some weird & wonderfull models* that yall have decided dont make it into the finished game,,,,, can we has those too ;)
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Elisha KIng
 
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