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Thaiauxn

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Everything posted by Thaiauxn

  1. So, Mod DB has this awesome Mod of the Year Award, and I think it's pretty excellent. We have our FotM and Top 100 too, but this one is a little special. [shameless plug We're up there this year too: http://www.moddb.com/events/2013-mod-of-the-year-awards/top100#vote15844 [/shameless plug Also: http://www.moddb.com/mods/enderal http://www.moddb.com/mods/ethas-embrace-of-destiny http://www.moddb.com/mods/wyrmstooth Our mod is the only one up there representing a MASSIVE scene for Fallout 3 and New Vegas. If we take a prize, we'll be the first for Fallout EVER. Falskaar should definitely be up there too, but it isn't. Project Nevada & New Vegas Bounties should have won years ago, but they didn't. (And a Tree, maybe :tongue:.) I think more of the great mods that came out on Nexus this year should be on the Top 100, but because our community tends to stay here almost exclusively we're kinda missing out. We have 1890 Endorsements on the Nexus, but only 93 on Mod DB, which is as easy as clicking a button. Nexus hasn't allowed me to endorse a mod easily in 3 years because it says I haven't downloaded one 20 minutes after telling me to wait 15 minutes every time. That's an 1800% difference in favour of a site that makes it harder to vote! If we could get our Nexus fans over to ModDB, we'd be in the top 5. Falskaar has like, 10,000. Imagine where they would rank. So go vote for one of these excellent mods! You've got another... 3 Days, as of now! Attack!
  2. Sorry? The point was about the hardware for large terrain. The point about my method was, I guess, pointless.
  3. I paint my own worldspace heightmap data in 3dsMax & Mudbox, then export that mesh as a height map to World Machine, then World Machine back to Photoshop, then take the last heightmap into Cryengine or GECK. Mostly Cryengine 3 Pro lately for work. Scored a jr. design position as a remote freelancer. I learned from Wenda's excellent tutorials and just worked on it for the last couple years until it made sense: You have to "cut" your World Machine heightmap into quads for GECK, but I've managed a couple really excellent little world spaces with LOD that way. GECK LOD generation is a huge pain. Freddie Farnsworth on our Project Brazil team built his own dedicated rig specifically to handle it, and gets consistent results that way. Since I like getting down and dirty with my level design, making adjustments manually, it's a tough lesson to learn about that perfect quad thing. Project Brazil's San Berdoo had to be sanded down along every edge to get it to render. Took months to get right. Sadly, I've come WAY further in my skills since Brazil's worldspace, learning to create assets of my own, and I just wish I had the time to perfect F:PB's world with my new techniques. Too late now, gotta focus on programming. I tried to use TESAnwynn back in the day. Didn't really help too much. It's best to get the hardware the way GECK likes it, and use that. Best of luck with your work!
  4. Yes, we're not packing them. The bug it turns out was script related, and is now solved. Still could use some assistance with the control script to prevent repeat plays of the DJ & Music.
  5. Our Mod, Project Bazil, has two radio stations: NCRPR & DETH981 I had them working just fine, and now both of them are fracked. *shakes fist at sky.* The first is due to switching our songs from WAVs to MP3s. NCRPR will just skip a song after about 3 seconds, then loop back to the DJ. We've tried a few things, like adding dummy tracks of all our radio files with lip sync, and making sure that the mp3s are 128 & constant bit-rate. Nothing seems to be fixing the problem. If I don't have the issue solved by the 9th of April, I'll just switch them back to wav files (which are a rather huge 16MBs each of space added to our BSA, versus just 2 or 3MB for an mp3.) DETH981 also has a DJ, which I just went ahead and integrated as songs rather than with voice tracks, because we've been on this thing for 4 years and I'm getting lazy. ;) However, after a recent merger of our plugins to the main esm, the songs now get stuck on repeat, and don't play out of order. Even with random checked, they still loop on one track infinity. There are 5 of us on the team now, and everybody has their assignment for a release this April. I can't spare any of their volunteer hours for this job. Casum was going to drop by, but has vanished. If anyone has a quick fix, let me know.
  6. Everything here looks amazing! All of your custom models are brilliant.
  7. I think this is a brilliant mod, one of the best, and I wish it to relieve support. So i will comment on it so it will look active, in hopes that a programmer with C++ knowledge will see it and lend a hand. I, however, am only good for modelling, audio, dialogue, and an assortment of other visual tasks. But I'm a supporter of the idea, so that counts.
  8. There are 6 of them here: http://newvegas.nexusmods.com/mods/45138 3 male, 3 female. ;) Still scripting, with writing done in word docs, if anyone is up for the challenge of it.
  9. Hey guys! a lot of you are familiar with Fallout: Project Brazil. If not, here is a link to the mod and a brief introduction: http://newvegas.nexusmods.com/mods/45138 I've been working on this monster for a little over 3 years now. Almost 4. It started on Fallout 3, took a year long break, and, pretty much 100% to the credit of RickerHK, we ported it over to New Vegas last January. Since then, Rick has been probably the single best internet friend I have, and together we've made something people will truly enjoy. Fallout: Project Brazil has a devout following on the Nexus, ModDb, and facebook. We even have an Illuminati conspiracy theorist that thinks we rule the world. (Not joking.) Eight, almost 9 months after I returned to work on F:PB (I can hardly remember where the time went,) we have a complete story written as dialogue, in word documents - which need to be copy/pasted into the game & scripted. The first 1/3 of the story is already implemented in the game - several THOUSAND lines worth - and a lot of it is scripted and ready for voice acting. You can read the outline for it here: https://docs.google.com/document/d/1e0LIIUGTHlWCRbzvC4RcEtrFD8cBdNUUVBeajJw5MBk/edit And a VOICED character highlight here: http://www.youtube.com/watch?feature=player_embedded&v=U2FL_gyefXE We're missing a few holes that need filling, but it looks and plays pretty amazing up until we hit the wasteland, where the story & scripts currently stop. I've decided in the past months to cut the story down to bare bones for the sake of getting it done this year, maybe even into february or march. In the process, it's actually become not just feasible, but way more entertaining. As of tonight, the wasteland only needs about 14 locations edited, and navmeshing. Some overall cosmetics that will take a few days before we render LOD not withstanding. :P I only need to finish a couple more interiors. I'm guessing I'll be doing this all by myself, which will take aprox. 3 - 4 more weeks to finish. By the end of September, the entire wasteland can be done. http://newvegas.nexusmods.com/mods/images/45138-1-1345187926.jpg You can see a video run-through of it here: http://www.moddb.com/mods/fallout-3-project-brazil/news/project-brazil-worldspace-video-and-voiced-characters OH! We also have an original soundtrack by Erik & Christana. Now, for what I'm asking for: o Quest Programming - I need someone to help me implement quest dialogue & script the actors. You will have the framework RickerHK came up with to easily follow, and all the dialogue is written for you. Rick is also still working with us, and will be here to assist and reference. The story needs to be copy/pasted into the right windows, with scripted dialogue flags to point to the right topics. This would include quest triggers and variables. It's reasonably difficult for a novice, and even challenging for the experienced. Thankfully, you can expect a ton of interactive support. Again, all of the dialogue is written already, it just needs to be pasted into the game, the actors staged, and triggers drawn. It's a big job, and there are probably only a handful of people left in the community that can do it - those same people probably already have huge projects under their belt or on their plate. ;) This does require lots of experience, and someone capable of working independently from a word document. Usually, this person gets a decent office and a wikid hourly rate at a real industry job. ;) Sometimes even with benefits if they aren't a temp. I'm aware that asking it from a community of fans is a big thing, but it is mostly very rewarding, as the text is engaging and people will undoubtedly enjoy it. However, this is the only job I, personally, can't do. I look at the dialogue interface and my brain freezes. After 4 years, I've become extremely proficient in design and writing. Programming will always stump me. For this, I'm very reliant on my team members. Alone, I am nothing. o Navmeshing - About a million miles of it. (kidding.) The Wasteland is HUGE! And while this task is easy, it will take forever, and gets tedious. My girlfriend gives -that- face when I'm doing it. I need to spend more time writing, directing voice actors, and less time navmeshing. ;) Parts of it are done, and done thoroughly, and I've taken care of all interiors so far. I'll even pick up where you leave off if you get bored. I'd just like some assistance is all. o Audio Editing & Formatting - There are thousands of lines of spoken text in Project Brazil. Seriously. Thousands. All of that translates to LOTS and lots of audio files. :P I need help from someone with an ear for acting, and the ability to edit audio for levels and noise. I know, this one is a long shot, but it takes hours and hours to do this after a 6+ hour recording session is over. There are good takes and bad, re-takes and misplaced or disordered lines... most of the time we work from an EXCEL file, and we voice act down the list in order, copy/pasting file names into the *save as* window, and saving as both a .wav and a .ogg. Sometimes you have to work from a word doc for the ease of the actor, and that means you must go hunting for which line in an audio file matches which line in Excel. Our NTG-2 Compressor mic and H4N Zoom introduce a little noise (hardly any) and produce beautiful broadcast quality audio - but it needs to be amplified in one pass and then de-noised. Then, the audio must sample rate at 42000, split stereo to mono, and set to PCM-16 bit. Each line needs to be cut and saved as an individual file, twice. The .wav is used to lip-sync, and the .ogg is played in game, so we need both. For every line in the game. Which translates to manually (or by macro) doing this thousands of times. Seriously, it is a job for a small team of well paid people. I've been doing it alone on free or borrowed time. :P I know it's a lot to ask for free from a stranger, but it is a very rewarding experience, and the material is great. If you read all this, I sincerely thank you for your time. If you can't help, or don't have time, words of encouragement are always welcome. :) If you can't help us, please, feel free to suggest someone who may be willing. Cheers
  10. A car or truck in Fallout: Project Brazil, would change my life. We have a highway that's built for cars, not people, and hucking it on foot is the "realistic" feeling I was going for... but it takes a while. Thankfully, there are plot points along the path that make it exciting. :) But the second time you have to walk it, I'd prefer a car.
  11. Well that's frustrating. >_< I wonder why they decided to do that? Failed anti-piracy measure? XD That would be hilarious DRM I could approve of! Hum. Even with the hardcoding, it's getting its textures from "Somewhere ." The textures we made for our vigor tester are unique, but won't really destroy the New Vegas experience if they appear in that game also. It's lore friendly, and just looks like a Vault based machine rather than a random Western-themed thing featuring Vault boy. So we could just replace those textures in the BSA... the question is, is the EXE hardcoded to the BSA files, so they ignore Archive Invalidation?
  12. Hey guys! The Nexus community is usually super helpful for little road-blocks like this, so I decided to ask a quick question. Sorry for adding another topic to the forum, but it should be quick. XD The Project Brazil team has been looking for a way to retexture the menu for the vigor tester, which, as far as we can tell, has no GECK item. We have our textures ready and have tried multiple angles of attack, but can't find it in GECK. Is it simply under a different name? The script calls it a "Love Tester," but there isn't a menu or call for for that which I can see. I've spent two days hunting for variations of vig, vito, vigor, tester, menu, etc... >_ < I tried using achieve invalidation & just placing the textures in the right path, but it has no effect. The mesh in the BSA is meshes\architecture\goodsprings\nv_vitomaticvigortester_activate.nif -- I wouldn't mind just extracting it, and adding it to the F:PB BSA with a new texture set applied, since we want OUR vigor tester SEPARATE from the one in New Vegas. However, I also cant find any of the forms for the actual menu in the vigor testor script, so I can't just redirect the script to our version of the menu. :/ This one is pretty tricky. Let me know what you guys can find. It's one of the last steps before our new starts are ready to show off, so it's really frustrating. XD
  13. Finally got in touch with Wyll and got your team confirmed. :) Can you send me your email address? I'm about to send a team update? ^^
  14. lol wut? Well, at the moment, we found that replacing the missing meshes is really easy! We just have to do it again, to get Black Bear Mountain right. :)
  15. Thanks for the comment on the Brazil page. It was awesome! XD
  16. Hello! I took a year off, but I recently started up work on Brazil again. To everyone that was watching & following the mod before, thank you for your comments, contributions and help! We have a bunch of handy new images and organization structures to work with now. RickerHK recently helped us port our .esp over to New Vegas, and we are looking to expand our team to help resolve the conflicts and missing meshes & textures. We've already taken care of most of these serious issues and got it running in GECK version 1.6. I made this topic on the Nexus to see if anyone is willing to help as a short term Contributor or as a Team Member. It is quite a lot of work, most of it involving fixing or replacing missing mesh & texture paths, which is the first order of business. You can view a lot about the mod here: http://www.moddb.com/mods/fallout-3-project-brazil I will be uploading a package shortly containing everything needed to run in New Vegas. You can view our long term plans here: https://docs.google.com/document/d/1e0LIIUGTHlWCRbzvC4RcEtrFD8cBdNUUVBeajJw5MBk/edit Here is a quote from Ricker HK on what needs to be done:
  17. For anyone that was previously interested, we successfully ported Brazil to New Vegas. I'm still in need of quite a lot of help, and already bugged a few of you to see if you're interested in helping us in the short or long term. ^^ You can still view a lot about the mod here: http://www.moddb.com/mods/fallout-3-project-brazil And view our long term plans here: https://docs.google.com/document/d/1e0LIIUGTHlWCRbzvC4RcEtrFD8cBdNUUVBeajJw5MBk/edit Here is a quote from Ricker HK on what needs to be done now that it is fully ported: This thread can now be locked.
  18. My mod, Project Brazil, has been on the shelf since November 2010, and I'd like to bring it to New Vegas. ProjectBrazil.esm currently contains upwards of 30 cells and two world spaces. It has many custom (unique) .nifs and custom textures. It uses lots of vanilla resources, as well as those in the FO3 DLC, not many of which were cut from NV.bsm. Those that were cut, I don't care about, I'll just replace them with New Vegas resources. You can see Project Brazil here, if you aren't familiar with it: http://www.moddb.com/mods/fallout-3-project-brazil I started it September 9th, 2009... I want it to be done this year in 2012. I skipped all of 2011 getting my personal life in order, and I am now healthy & wealthy enough to devote time to this again. I talked to the owner of this mod, who ported his worldspace & interior cells to Vegas: http://www.ravenmodding.terminal47.net/?p=978 Last year, he showed me how he moved Claw Peak to New Vegas, and it is possible to port a whole custom worldspace, but it was kindof painful. The method he used was to edit every FormID - literally one at a time - so that it was modified to reference the .esp as a new resource. Then he deleted the dependance on fallout3.esm, moved the .esp to New Vegas directory, and added the dependance to falloutNV.esm. Then the .esp would just update the references to the NV.bsm rather than the fallout.bsm... That was the jist of it, anyway. I spent probably about 5 straight days of no sleep trying to make it work. I edited EVERY FormID for every resource that ProjectBrazil.esm had used. The " * " symbol became something I saw in my nightmares. I had dreams about editing FormIDs for weeks. Ultimately, it failed. ProjectBrazil.esp (i switches it from an esm to esp for this) would crash New Vegas geck. Maybe it was because the .esp is WAY too big, and I need to cut it in half. Maybe I need to just cut the interiors (all of them) and JUST include the world space, which I'm not opposed to. After I finished that, I left my computer behind, because I got a job on Man Vs Wild, helping shoot Season 6. It was a dream job, and i worked my ass off to get it. However, it kinda ate my life for a few months, and after I finished that, I went onto work on a dozen other reality tv shows... thankfully, a year later, I'm between projects, dusting off this old computer, and I want to FINISH Brazil. Scale back the scope and get it done in New Vegas. I'm not opposed to putting in a lot of work getting Brazil to function again, but at the end of the day, while I am very good at terrain, interiors and overall design, I'm very bad at coding and files structures. ;) That stated, is there another way that you can see, that will make this work? If it helps, I can use dropbox to send you the ProjectBrazilNV.esp and the ProjectBrazilFO3.esm, and let you take a look. The first one has all the references edited (all of them) and the second is the mod before messing with the port. Cheers
  19. Heya! I'm interested in getting involved with the community again and building some worldspaces. I would like to help out this project before diving into mine again. I looks like you have a real team going. My mod died from not having enough community support, then taking a new job & starting a company. I've discovered over the past two years that I'm really, really bad at keeping a team together unless it is very small, and everyone knows what they are doing. So, I've decided that my place in life is more about helping others meet their goals than charging ahead on my own. I'd be willing to donate a few hours a week helping build the Boulder Dome worldspace and interiors. I excel at using simple set pieces to make elaborate and original content. I know how to use snap tool correctly and hide seams in smart ways. All my landscapes look like real places, following their own geography and logical wind and rain differences, with highly complex textures. I also work well with others, making contributions and modifications that don't disrupt their work and fit with the rest of the overall vision of the project. I'm very good about making very big things out of simple resources, and finishing my work before requesting help or expecting others to complete what I started. You can see my work here: http://www.moddb.com/mods/fallout-3-project-brazil Let me know if you need help from me. cheers!
  20. What he said. Project Brazil Has Troglodytes in our Mod. We are using the assets of the Spore Creature and just undoing the modification to the mesh that Obsidian did. It's a work around the bulls*** to stay compliant that, as stated, would never in a million years get us either in trouble or even an eyebrow raise from the high and might Bethesda employees. Hell, from messages I've gotten from one guy on their original Fallout 3 staff, they're be GLAD to let us port between games. But, it's the price you pay to play the game.
  21. myer? Can you see me editing this giant list of formIDs? Want to help?
  22. Exactly what cire992. It's up to you, and an installer could easily copy all the files over if it detects that you do have them. Add the missing archives and you're golden. EXCEPT! FOR LOD that is, as the LOD is handled different. We would have to generate new LOD, as the lod files may not be compatible, nor all the navmesh data. Also, you would need to delete the texture files from fallout 3's menu and HUD, as they will not mesh with Vegas, and then you'll have to revamp the companion follower's coding to work with the new system, as well as the weapons... It's a "lot of work" but if there is a team I'll join it by helping fix texture paths and LOD settings.
  23. I will agree. The first time i hit the right mouse button I did one of those classic *hands flail away from keyboard is if terrified screaming* "AH OMG FACE!" I almost turned the game off and and went back to Modding Brazil... then I realized it wasn't on my machine.
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