Techincal differences between OB and F03

Post » Sat May 15, 2010 9:59 am

Is there a list of the technical differences (program and engine) between OB and F03? Trying to get an idea of what has been corrected or added between the two.

Wow. Slow board. :(
User avatar
Jonathan Egan
 
Posts: 3432
Joined: Fri Jun 22, 2007 3:27 pm

Post » Sat May 15, 2010 11:03 am

It's a pretty vague question. Some specifics would help.
User avatar
Adriana Lenzo
 
Posts: 3446
Joined: Tue Apr 03, 2007 1:32 am

Post » Sat May 15, 2010 12:37 pm

Yea give us more details, and it is slow when nobody is on. Between like 5-10am MT and 4-8pm MT is when it really gets going usually. (Mountain Time)
User avatar
Lyndsey Bird
 
Posts: 3539
Joined: Sun Oct 22, 2006 2:57 am

Post » Sat May 15, 2010 2:09 pm

Hi Hel Borne! :)

There are a lot of differences, but also a lot that is the same since its the same game engine with refinements made to it.

I know you like to make nifs, so I will make a comment there with what I know. This has been advanced quite a bit, and the two are not compatible with each other. My most favorite feature is that ALL of the textures are defined in the nif, not just the main color texture. That includes the normal map, environment maps, glow maps, material maps, the whole works. And to retexture a nif, you don't have to copy the mesh, you only have to make a new 'Texture Set' in the GECK and apply your new textures to the NIF in the GECK.
User avatar
Stay-C
 
Posts: 3514
Joined: Sun Jul 16, 2006 2:04 am

Post » Sat May 15, 2010 11:26 pm

Hi Hel Borne! :)

There are a lot of differences, but also a lot that is the same since its the same game engine with refinements made to it.

I know you like to make nifs, so I will make a comment there with what I know. This has been advanced quite a bit, and the two are not compatible with each other. My most favorite feature is that ALL of the textures are defined in the nif, not just the main color texture. That includes the normal map, environment maps, glow maps, material maps, the whole works. And to retexture a nif, you don't have to copy the mesh, you only have to make a new 'Texture Set' in the GECK and apply your new textures to the NIF in the GECK.


So you can re-path the textures in the GECK. Thats cool. What about the following:

HDR and Bloom support - Better daytime shaders?
Custom Animations - Conditional dynamic switching?
Rigging (skeleton.nif) - More or fewer bones than OB?
Body slots - Specify different bodies based on race or individual?
Face slots - Ear, hair, head, teeth slots?
Hair - Riggable hair in FaceGen?
Weather - Collidable particles? (ie no rain thru sheds)
Lighting system - Shadow support, lightmaps, bleeding?
User avatar
Terry
 
Posts: 3368
Joined: Mon Jul 09, 2007 1:21 am

Post » Sat May 15, 2010 11:20 pm

Weather - Collidable particles? (ie no rain thru sheds)

Nope :( It still rains no matter what as long as your outside just like Oblivion, under a roof or not. Hopefully NV fixes this.
User avatar
Lizzie
 
Posts: 3476
Joined: Sun Nov 19, 2006 5:51 am

Post » Sat May 15, 2010 9:39 pm

Dynamic anim switching: No, although there's a lot more anim groups and each weapon can have its own attack anim.
Rigging: Fewer, IIRC, but there's dismember partitions to set up, and each body part can have several health levels.
Body slots: More. You can add head parts that don't take up a slot per individual.
Face slots: Yes.
Hair: Don't think so.
Weather: No.
It'd be easiest to just have a nose around in the GECK, really.
User avatar
Alycia Leann grace
 
Posts: 3539
Joined: Tue Jun 26, 2007 10:07 pm

Post » Sat May 15, 2010 5:50 pm

Dynamic anim switching: No, although there's a lot more anim groups and each weapon can have its own attack anim.
Rigging: Fewer, IIRC, but there's dismember partitions to set up, and each body part can have several health levels.
Body slots: More. You can add head parts that don't take up a slot per individual.
Face slots: Yes.
Hair: Don't think so.
Weather: No.
It'd be easiest to just have a nose around in the GECK, really.


Didn't think you could run the GECK without the game installed and I don't own the game. No intention of modding F03. Looking to see what Beth has done with the engine and design updates.

As far as the animation switching. Are weapons defined by type and each type gets its own group or can you create new weapons with unique amins?

Does FaceGen have 'asymmetrical' sliders like the full version?

Can you use more than one body mesh per six?
User avatar
jodie
 
Posts: 3494
Joined: Wed Jun 14, 2006 8:42 pm

Post » Sat May 15, 2010 7:43 pm

There's a preset number of weapon types (about 8) and a preset number of attack anim groups (about 16). Each type has its' own set of attack anims. Few/no weapon types have all attack anims filled, but you can't expand the list or define new groups- which anim (0-15) is just denoted by 5 bits on the field rather than allowing for a full path.

Body meshes are still just the one per six.
Haven't tried facegen.

Even if you don't plan on modding it, FO3 is fun to play :P.
User avatar
Trista Jim
 
Posts: 3308
Joined: Sat Aug 25, 2007 10:39 pm

Post » Sat May 15, 2010 10:06 am

There's a preset number of weapon types (about 8) and a preset number of attack anim groups (about 16). Each type has its' own set of attack anims. Few/no weapon types have all attack anims filled, but you can't expand the list or define new groups- which anim (0-15) is just denoted by 5 bits on the field rather than allowing for a full path.

Body meshes are still just the one per six.
Haven't tried facegen.

Even if you don't plan on modding it, FO3 is fun to play :P.


My kid has it on the PS3. I've watched him play was wasn't sure how it was put together. Looks like they are using some baked textures cause the world 'seems' to have more shadows/depth.
User avatar
Cedric Pearson
 
Posts: 3487
Joined: Fri Sep 28, 2007 9:39 pm

Post » Sat May 15, 2010 1:29 pm

Does FaceGen have 'asymmetrical' sliders like the full version?

Oblivion and Fallout 3 both have asymmetrical sliders, they're just not exposed in the games' UI. But they are in the CS and GECK when creating a race or NPC, and the game does read the values.
User avatar
liz barnes
 
Posts: 3387
Joined: Tue Oct 31, 2006 4:10 am

Post » Sat May 15, 2010 12:40 pm

Oblivion and Fallout 3 both have asymmetrical sliders, they're just not exposed in the games' UI. But they are in the CS and GECK when creating a race or NPC, and the game does read the values.


Never seen an asymmetrical face on any NPC in any mod and I wonder why they disabled those controls during player setup.

Any other innovations or fixes added to F03?
User avatar
Cool Man Sam
 
Posts: 3392
Joined: Thu May 10, 2007 1:19 pm

Post » Sat May 15, 2010 3:28 pm

Body meshes are still just the one per six.


You can assign one male body mesh, one female body mesh per race in GECK. So you can use BABE for Asian female, Exnem for Caucasus female, and so on. However, clothing still matters.
User avatar
Marcia Renton
 
Posts: 3563
Joined: Fri Jan 26, 2007 5:15 am

Post » Sat May 15, 2010 9:21 pm

Any other innovations or fixes added to F03?

hm, on the graphics side of things, here's some off the top of my head:

Image Space modifiers; we have excellent control over screen tone, blur, color cast, etc.
Dismemberment.
Easy configuration and control over the various shaders/materials for meshes.
More IK stuff going on with skeletons.

And awesome load times.
User avatar
Susan
 
Posts: 3536
Joined: Sun Jun 25, 2006 2:46 am

Post » Sat May 15, 2010 9:30 pm

There are more bones in the skeleton not less. It is exactly the same(bone lengths are different though) but with the addition of 2 pauldron bones.

support for custom environment cube maps. and the ability to add a mask texture that controlls the level or to completely mask off areas being affected by the env map.

Flip controllers are out. I actually tried as well. it just hangs the geck.

the terrain LOD algorithm is improved.

normal mapping is zillion times better on vannila assets.

the whole invisible hair/ears while equiping a helmet is somewhat solved. ears are no longer a separte nif, and are part of the head mesh. there is a separate hair piece that gets swapped in when equiping headgear. there is facial hair :)

nifs use a string listing.

yep, the texture baking is more complete than was in oblivion. and also slightly more exaggerated.

alpha sorting works better imo.

form lists and texture sets.
User avatar
Rachael Williams
 
Posts: 3373
Joined: Tue Aug 01, 2006 6:43 pm

Post » Sat May 15, 2010 3:21 pm

support for custom environment cube maps. and the ability to add a mask texture that controlls the level or to completely mask off areas being affected by the env map.


'True' cube maps? As in you can make a functional mirror?
User avatar
Matthew Warren
 
Posts: 3463
Joined: Fri Oct 19, 2007 11:37 pm

Post » Sat May 15, 2010 10:43 am

They're just regular cube maps, the game doesn't support 'true' reflection of the scene, if that's what you're thinking.
User avatar
Nichola Haynes
 
Posts: 3457
Joined: Tue Aug 01, 2006 4:54 pm

Post » Sat May 15, 2010 11:46 pm

they aren't zone specific either. 1 map per shape. regardless of location. which kinda svcks. but its a step up from oblivion, which was ugly as hell.
User avatar
Chloe :)
 
Posts: 3386
Joined: Tue Jun 13, 2006 10:00 am

Post » Sat May 15, 2010 12:18 pm

they aren't zone specific either. 1 map per shape. regardless of location. which kinda svcks. but its a step up from oblivion, which was ugly as hell.


You didn't like the stand of pine trees and the blue sky?
User avatar
MISS KEEP UR
 
Posts: 3384
Joined: Sat Aug 26, 2006 6:26 am


Return to Fallout 3