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11meister

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  1. Awesome news SMB, thanks a million for taking on this project and I hope the progress continues to advance.
  2. Nope. Dead as a doornail currently. Well...on hold anyway. I have pretty crappy health problems at the momment - and It's draining a lot of my time and energy. I can't even bring myself to fiddle with Fallout anymore, its simply too much hassle for my frayed nerves. Hopefully i'll get better and resume work on all my projects but for now - they're all on hold indefinatley.
  3. Hmm...I've been editing player animations - and getting the gun to be held at an angle is easy as pie. As for offsetting the scope - I'm actually in blender right now, meshing one of these. The one on the left, to go on one of Heffy's AK's. It'd be the perfect weapon to test a sight toggle script on - as you can see, the iron apeture is still accessible with the optic mounted. As in real life its a 1x red dot, I'm just doing what I do with all my non magnification scopes - making a tube through the center, and putting a transparent lens at either end, with another in the middle for the cross-hair. But I can see how - if you figured a way of scripting it - you could leave the sightnode behind the ironsights - make the optic use a scope overlay in the GECK and then use your script to toggle between the two in-game (which would be awesome). Sadly though I can animate and model for Fallout - my scripting sucks. So let me know if you want my optic to explore the idea further.
  4. Hope we get to see something like this soon. The neveda wasteland is just so emptya and peaceful compared to DC v_v
  5. Hmm, interesting. I always play at 90 FOV, can't stand much lower, so I've always seen the clipping. Either way its not a high priority right now. Maybe realiging the sightnode will minimize it, we'll see. I'm actually working on the update as we speak. Won't be a massive one, but it'll fix some stuff and add new things, so stay tuned.
  6. Ah it was YOU who PM'd me yesterday! :ohmy: Well no problem, I'll send you a copy of the beta agreement, and you can get the latest build in a jiffy. Always happy to have more people testing it, as long as they actually comment back here on the thread with their findings. :ermm: Quite a few seem to have gone silent. 11
  7. New build coming soon. Most likely over the next two days or so. Stay tuned. 11
  8. ? Thanks for the feedback MBile - would you like to become a beta tester by any chance? :tongue: - I'll give HandGrip1 a look, the hand clipping slightly isn't really that much of an issue at this point though. - Can't move the sighting node forwards - that changes the sight picture. As I said above, I'm working on a replacement for the ironsight animation anyway. - Not using reload A, its a custom one. And the current version is just a placeholder. The clipping has already been addressed. Again thanks for the tips, I hate to sound like some sort of nay-sayer. Its just none of the issues you outlined...are......issues..... :ermm:
  9. There's more than abstergo inffluences hidden away on that thing. More information to come when they quest content gets added. Awesome pics Arekku! That DDD config is something I may have to try out :D - If you make any more at a high res - I'd be happy to use them as the thread title pic :laugh: - The environment map adds a slight reflection, and some blemishes to the polymer body. I've noticed its only really visible if you have an enb running. So I need to figure out a value that will allow it to be visible under default lighting without being completely washed out under enb. The only metal on the gun is the barrel / bolt / coil assembly - the lens has an environment map, but both it and the normal map are refusing to render in-game for some reason. They show up in the geck fine: But not in-game. I suspect it has something to do with the transparency, but I'm yet to crack it. - No you didn't mention the backwards numbering. :ermm: I'll see about flipping the texture at some point, but its fairly low priority to be honest. As much as I'm trying to buck the trend of weapon models in AAA games with obvious flaws/inaccuracies (fire selectors on safe for example, or no rounds in the magazine) - I've got bigger fish to fry for the moment. - Ah and the clipping :sad: - unfortunately I haven't made any ground on this yet. It appears to be caused by the camera flying through the weapon as it snaps to the ironsight node. I'm meant to be working with Xilandro to try and find a workaround for the iron-sight transition animation, which seems to be hard-coded into the game. I have always hated the way the camera instantly snaps to the aimed perspective - and if we manage to find any sort of solution, you can bet it'll be in the beta at some point. EDIT: Lovely composition on the "eye-spy" pic in your photostream.
  10. Yep. Will probably be combined into a single multiplyer soon once I'm done making these impact data sets. It was initially done for testing purposes/convenience. Any other feedback yet Arrkkusu? Are you running the game under an ENB? How does the enviroment mapping on the weapon itself look.
  11. Thats completely intentional. Because its firing shotgun pellets, it has to use regular propellant - instead of the magnetic coils it uses to propel other rounds. That distinctive blue flash is the lubricant burning off from the friction of the round being accelerated to mach 1.5. The cannister rounds are significantly slower, but offer the advantage of a cone of fire. I'm working on seperate muzzleflashes and particle effects for each ammo. They'll be in the next update most likely. I wonder where all my other beta testers are...I hope they didn't get lost on the way to the front desk. I keep telling Micheal is first priority his to be a secretary, not a tour guide. :unsure:
  12. It turns into the wrath of Thor - in Vats - firing depleted fissile fuel - at nearly 700 rounds per minute? Well yeah...that was sort of intended :tongue: I did see your pictures detailing how the projectile trails appear through the weapon though, and I'll see what can be done about it. Unfortunatley I'm not going to be at my computer much today, so It'll likely be tomorrow before I can take a look - but I'm sure you'll be too busy duct-taping skulls today anyhow.
  13. Thanks for the report Fighter :geek: I suspect the missing effects on some of those rounds, and the lack of explosive knockdown / impact data for the explosive ones - is as a result of stripping CASE out of the masterlist. All of those munitions relied on the CASE assets - but thanks for reminding me to go back in and make new effects for them - they might have slipped by my notice otherwise. As for the gun shouldering high in third person - I'm yet to see that myself, but I'll have a poke around and see if I can't turn anything up. I'm using joefoxx's replacers too - but it should be neither here nor there as the mod has its own set of animations that should be overwriting the defaults or any replacers (as long as you're loading it after them of course.) Please be sure to fill out a sectional bystander insurance claim when your done Fighter. We may have enough overhead to pay for your dental, but that stuff dosn't grow on trees! We can't be paying for your friends cranial reconstruction as well. 11
  14. Not a bad idea Arekkus. I might just do that. I had been sticking with single file uploads and links, because each of you gets a unique URL that way, and it prevents people from posting the files elsewhere or giving them to their friends etc. But I'm sure you're a trustworthy bunch, so the folder might be a more elegant solution.
  15. Latest version just uploaded. Should hopefully fix the broken paths.
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