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Thaiauxn

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Everything posted by Thaiauxn

  1. Exactly what it says. I'm trying to discover the way before I start. I have a feeling I can export the terrain mesh and all the references using FOMM and FO3Edit, change the reference base to the new file structure by auto-parsing the records, and recompile as a new .esm using GECK-NV. This is going to be a pain in the ass no matter how I look at it. I just want to know if it is possible to transfer my worldspace at all?
  2. I'm building the tricky part of Project Brazil that needs a wasteland environment with broken down old trailers and campers, improvised houses, etc. I found this mod from Lucky: http://www.fallout3nexus.com/downloads/file.php?id=6970 Those I'm borrowing. There is a mod out there that takes the Camper, and extends it by a few feet, making it a longer version of the original. I really need that one. Otherwise, if it cannot be found, can someone with modeling experience just elongate the camper for me? I can handle textures. Or, any new buildings that look and feel good, like the old fallout buildings. Cheers!
  3. LOD render. Sad, but true. Takes hours sometimes, but it is how the light scales across the Distance in this engine.
  4. That's actually an incredibly helpful question. I was also wondering if that was possible.
  5. Erm... Project Brazil doesn't count? New start, new story mode, new exteriors on the West Coast, new weapons, effects, a few graphics overhauls, merged patches with various community authors, new voice acting... yeah, that totally counts. Maybe not a GUI overhaul nor start screen, but it is bigger and more comprehensive than the DLC. ... unless you were hoping for a hacked exe. That We are not doing. That's pointless I'm afraid.
  6. Well that was inconvenient. Flashblock + Noscript + Comodo integrated Firefox = No problems. I've had blacktree blocked since day 1. Apparently that was the distributor?
  7. Actually, there IS a working prototype in a mod of mirrors in game already. It is in a basement of a building in the DC Interiors Project. It isn't elegant by any means, but it is there. I'm not sure the coc numbers, but it is in the area before you go to the whitehouse, under an old bridge, inside a toy store I believe.
  8. Shameless plug: http://www.fallout3nexus.com/downloads/file.php?id=9547 You're welcome? Haha.
  9. Dreams. They start every project I do. The huge mod I'm working on now was started because I had a dream that contained in a single night of unknown inspiration this whole project - and it has been under development for 11 months. No idea how my brain manages to pack so much creativity into a single burst, but it has inspired entire novel outlines and paintings that way since I was 3. I have a dream, and a week or two later I end up taking six months off to toil away on sketching out what I imagined. I forget to eat, work and sleep in between boughts. It's intense. It's kind-of getting old after 22 years of life. Causes a lot of problems financially, and in relationships. After that, my dreams get sucked into problem solving mode until the project is complete, and I can get away from them until I finish. Dreaming about solutions to GECK map questions is helpful, but does wear away on my spirit.
  10. Yep. ~ then click and disable works fine.
  11. Brilliant. It's a very well made tutorial. I hate GIMP, and use wither photoshop or Open Canvas for everything related to this process. I'm in the middle of building a similar world space made of very tight canyons and a huge open mine. It's a lot harder than I ever expected it to be, but I've made it cell by cell. http://www.fallout3nexus.com/downloads/file.php?id=9547 The problem I've run into recently has been the issue of discovering little blocks everywhere, like inoperable rectangular tumors. It's only in one square of the map, so I'm covering it up with canyon bits. My final issue is heightmap issues related to creating new cells in the heightmap editor itself. You can see what I mean by folloing the link and checking the images tab. But other than that, this has helped with the import and creation angle I need for my next leg of the journey! Cheers mate!
  12. You took the time and effort to downvote one of my files. Something about missing textures, but you didn't care to submit a bug report. Would you like to tell me what was missing, and did you apply the patch with archive invalidation?
  13. That hasn't been updated in a while, but it deserves a kick in the pants to bring it back. Also: http://fallout3nexus.com/downloads/file.php?id=13770 It has a lot of problems, but hell, it's something.
  14. In Fallout 1 (or is it 2?,) you have the option of turning the BOS into the Plague of Steel - heralding a reign of terror that lasts a thousand years. I still want to see that happen. for quite a while the BOS and NCR were not best friends. They went to war and kick each others asses. But the BOS ultimately lost and had to sign a truce. The original West Coast BOS are not friendly. I HATE the pussies in Fallout 3. They are about as interesting as a kitten in tin foil.
  15. My Jewish side would find all kinds of satisfaction in lighting the church on fire. "how do you like it now, huh!? How do you like it now!?" But seriously, if you do find a crucifix model, I need one for Project Brazil. There is is destroyed church that follows Fallout 1 & 2 cannon inside the upper Vault. God is an Atom Bomb, man.
  16. I guess for a while there I was so busy trying to find a way to make sure the "modern FPS gamer" was getting their action fix, that I forgot that I was telling as story. OH GOD! I've become Bethesda! Astramune, that was very helpful. After your player arrives off of the sand dunes, you step into a three way battle between the Urbanite Rebels and their Tribal Raider neighbors. That has a lot of dialogue from both sides, actually, it's not just - "suddenly I'm fighting a war! Boooom Kachboooom! Why are they shooting at us? I don't know! Booooom!" Then you fight Super Mutants down below... so... Yeah. Raiders. I'll make a story.
  17. I'm working on Project Brazil, and I'm starting to get to the point where I want to add enemies. We have an old, beaten up car tunnel, and a parking garage in Los Angles. There are two settlements of happy humans trying to survive in the downtown. there is a gigantic Raider camp further inside Santa Monica, set up where a prison once stood. But as for the Car tunnel, Metro station, old I-108 Overpass, and other areas: What do you rather fight? Ghouls, Raiders, or Super Mutants? I cant have all three, that would make no sense. It's all or none. http://lh6.ggpht.com/_e-ICVEfdnxU/TDfCR0Ebh6I/AAAAAAAAABI/ofK9rkWerlk/Brazillogo2Banner.jpg [Edit: Project Brazil has nothing to do with the Country of Brazil, actually.]
  18. You may also be interested in this mod: http://www.fallout3nexus.com/downloads/file.php?id=9547 A review of the script is available as well. Also, my help wanted thread could use a bump. It's on page 2. cheers.
  19. You might enjoy this: http://www.fallout3nexus.com/downloads/file.php?id=9547

    You can't drive it, but at least there is a little Timberwolf eyecandy.

  20. Fallout 3 - Project Brazil -Help Wanted with Scripts and Level Design - - There are identical topics at Bethesda Forums and F3Underground.com - I have been developing Project Brazil now for 9 months. Some people have kids in that time, but I've built about 70% of the necessary maps and areas for a Mod. We currently have our maps at this percentage of completion: Vault 18 - 95% Black Bear Canyon - 65% The Highway - 0% The Dune Sea - 25% Venice Beach - 65% Downtown Santa Monica - 90% The Gates of Brazil - 50% The Main Shaft - 80% The Administration - 90% The Ministry of Information - 65% The Upper Class Apartments - 98% The Middle Class Apartments and Utilities - 90% The Merchant Quarters - 85% The Botanical Gardens - 90% The Nova Arbour Gardens - 75% The Banned Science Areas - 45% The Water Works and Turbines - 65% The Particle Collider - 65% The Dyson Reactors - 55% The Lower Shaft - 0% The Urbanite "Brazil" - 30% (% relative to scale) We also have a staff of 5 Writers working on all our dialogue, myself included! We have a cast of 12 voice actors from my professional career, as well as local talent. We will be using recording hardware at the University of Arizona, used to do professional quality voice over work for University commercials, student films, and televised events. A few of our voice actors are listed here: At Our Project Brazil Facebook Page What we don't have, is a dedicated Event Scripter with the necessary experience in GECK to make our Quest Events and Alternate Start work. We don't want to inundate our mod with unnecessary work. Most of what we ask for will be dialogue or quest related. While I understand the concepts behind scripting, I've been too busy building the HUGE areas of Brazil to study the topic in depth. That's where you would come in. I'm great at the Copy/Paste function. If it's not simple quest topic variables which I can learn, it's the more complex task of triggering explosions as the player runs down a hallway while the Vault 18 reactor starts to melt down behind them - or it's setting the 8 Survivors of Vault 18 to companions which will follow the player as they run through the canyons of Bear Mountain, IF the player chooses a high enough Charisma and Speech skill to be a leader. That sort of thing. We're not asking for Cube Experimental mind breakers, just main quest triggers and vanilla effects. Our Plan If I invited you to this topic, it's because I'm sure that this project will be completed in a timely manner. If the past 9 straight months of work haven't shown my endurance, then I'm not sure what else I need to do to convince the doubters. I refuse to waste my time on anything I do, let alone 9 months of work. We know this mod is a gigantic endeavour. It isn't unrealistic, but it is very complex. Thankfully, we are well on our way, and have received not only great community encouragement, but also resources from Cambragol's Vault 88 Resources (now out Vault 18 start,) dhellfox's Vault 130, and Meo3000's Vault Tek Resources. The only deadlines being for writing the dialogue script and getting things voiced. To that end, we are using the Original Fallout 1 & 2 style of Main Quest characters being voiced, while secondary characters remain as text. It seems reasonable. Our dialogue script will be implemented in the game very slowly. Beta 1 will have nothing but text. Beta 2 will be partially voiced. RC1 will have everything Voiced Over.I could use a little help adding it to the game, but thanks to a few helpful tutorials, I can now do that myself. You will be updated every step of the way. We will release alphas in the mean time to keep up community interest and hopefully receive "Crowd Source" input from fellow modders. The next build goes up next week. I was also told that the only way to do the impossible, is to do it yourself. No one can make your dreams for you. You want to be in the movies? Make them yourself. You want to see your video game become reality, to be a voice actor and become one of those people you look up to? First, make one yourself. So, I am. Your Job Description As a SCRIPTER, your task won't be to create new models and areas, wasting your time and making the project a burden. It's not your responsibility to make new areas or create what you need to see your vision complete. If you'd like to add more areas, please do! Our list of interiors is already huge, but can always be expanded! You're welcome to be part of our development and writing staff as well! You know more about what you are doing with scripts than I do, so your input into direction will be more valid than my own. If something is too difficult, or could be greatly improved, please take over that section at your discretion. What We need - An Alternate Start - To begin in Vault 18. Appearance and Stats to be chosen by the player after a brief introduction, where a dialouge menu allows the player to choose his/her path as an Athlete or as a Nerd. Later, after the escape to the canyon, as night falls the player must avoid hoards of feral ghouls and trogs that emerge only in the evening darkness. - Quest Triggers - Upon completing the first part of the Vault 18 quest, the player goes to sleep and wakes up 2 years later as a full adult. They grow a couple inches depending upon their Strength and Endurance stats. - Level Triggered Effects - As the Vault 18 reactor melts down, the Vault starts to crumble. Random explosions and falling Havock objeccts are a threat to the player as they fight their way past security, and the Enclave, on their way to the administration. - Companions - If the player has chosen to play as an Athlete with high charisma and speech, they ca lead 8 Vault residents to safety. They also have the ability to chose high repair skills, or high combat skills. In both, they can build different improvised weapons or - Build-able Robots - As a Nerd, your character has the ability to build, arm, and repair robots. First in Vault 18, and later in Project Brazil. You can also assemble new laser weapons. You must add new parts to the robot corpses and to special Robot workbences in Brazil. - New Computer Network Hacking - A terminal displays a list of topics. In each topic, it lists the hacking difficulty of each topic. As the player chose a topic, it runs a script to replace that terminal with a new computer, offering a hacking challenge, which then unlock the special information. Our Organization I work in film and television production as my day job. I've run one company as board member, and I also have my own company, Radian-Helix Media right now. I try to conduct all my dealings professionally, and immediately, no matter what I'm doing. I'm actually DYING this week in Shadoworks Film's ISSAC. Despite getting cut in half by an insane mental patient who works out too much, I will still respond to my cell phone texts, email, and forum messages every 6 hours or so. Yeah. I'm that dedicated. We have set up the game in stages. We would like to script them one at a time to keep things organized. As part of the Project Brazil team, you are added to every conversation. Every email that goes out you are privy to. No secrets, no drama. I'd like at least 3 scripters. It would be best if you know one another, or have worked on another large project. We have our: 1 Director: "Thaiauxn" - Brandan Lee 5 Writers, Brandan Lee, Rachel, Steven, Clinton, and Michael. 12 Voice Actors, *See Facebook Link 2 Audio tecs, David and Dylan We have 1 Mapper - Me, Thaiauxn, with donations from the community cutting time in half. I could always use more help here, but that's another topic for another day. We have no Scripters as of yet. Models are to be mostly vanilla, or gathered from the community resources through permissions. Thank you for your time and advice!
  21. You are cool, because you are also on X3R.
  22. Since Bethesda updates their Gambryo Engine about as often as the Ghostbusters revamp their hearse - or the Blues Brothers supercharge their Buick - I'm pretty sure most of these mod on FO3 will port over to Vegas fairly quickly. I haven't worked for or with the Fook guys, but they are like lightning when it comes to their dedication. When Project Brazil comes out - if I miss my set deadline of "before New Vegas," I'll port all my resources over. Until I hear about a GECK 2.0, I'll assume it's possible, as long as Vegas keeps up with the .esm/.esp system. After reading up on the issue, I'm sure that all I have to do it port the necessary .bsa files over, along with re-directing to the new esm. If not, the community will find a way to patch Vegas to use Fo3 resources to update.
  23. Neither did I. Saved me 2 hours of work. As long as your .esp isnt dependent upon the resources tied to a .bsa, you can just highlight and delete in the GECK data menu before you load your plugin. It's great. Sometimes Besthesda surprises me with exactly what I expect - othertimes, nyeeah... Maybe the New Vegas GECK will be better at anticipating basics. Like, LOD controls.
  24. [REQUEST TO LOCK TOPIC] The simplest things we don't try. Open the Data menu in GECK. Highlight the .ESP - use the delete key on the unwanted .esm. *facepalm* My apologies for the wasted space.
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