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jackpack

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Everything posted by jackpack

  1. i was thinking the exact same thing as i went thru my missile & bomb collection aswell as my halo & gow.
  2. remember phoynix... other ppl wont see it the way you will!!!!! to us it looks cool, to you it dont. because you made it, if there was a little speck out of place on the triger that not one of use would see id bet you would?.
  3. i didnt know that was you who made the "WHAT51 Blaster". i cant remember pming you about it but i did pm someone.... anyway im re-texing it to red so id better ask you hear if its ok with you to use it. its my main gun & im re-texing an armour to go with it :)
  4. sounds good. i was even temptet to help you out there with a wing of my own or a few ideas.
  5. http://www.truancyfactory.com/tutorials/fa...worldspace.html
  6. this might help. http://www.fallout3nexus.com/downloads/file.php?id=6306
  7. i followed a tutorial & it turns out it takes ruthly 10hours to make a worldspace. it stops responding after a while but you can continue where you left of but it adds anothe hour each time you do. youd be better downloading a worldspace someone else has made & then delateing all the stuff from it or useing one of the test cells & renameing it to what you want it to be called.
  8. if it better for you, i name mine "jackpack" mod & then all the assosiated folders "jackpack meshes, jackpack textures, ect ect. i see your point that if you dont want a mod anymore then you would just delate all the jackpacks. simple ;) ps: your not the only one as it anoys the f"ck out of me trying to delate stuff out of normal folders & as you said it only gets even more harder when you have alsorts of other things "in the same folder" & not all modders can be bothered putting things in there own made folders.
  9. me too baelkin. you can tell the op thats hes missing out by doing what he is with out puting negative remarks lik that. said things only discourage other people from posting in forums & start things no-one hear wants so lets get back to the mod talk :thumbsup:
  10. the one & only, cant take that aways from you oooooooooo.... youv been a player on the club scene a flicker on the big screen lalala la do doo do do :D
  11. look like... probably. i could go to the bother of asking the dude to sign up & tell everyone that thay have permition or i could type it myself its all the one. also me going outa my way to get these even thought i didnt want them & thinking someone from the community hear would. i take it you dont want then then?. ps: dont forget you can also post a mod & put the file in the mirror section instead of nexus hosting it.
  12. iv got these & im thinking of instead of uploading thay could be used by someone for a mod. however if you want them & then upload without a proper mod then expect an ass whooping. "all rights aproved" - hears an idea for someone. i was gona put the wepons in all supermutants only "seems fitting" & upload but then i got the idea & it sounds cool as fuk . idea. a beamoth & his buddys move into an old factory & we all know some muts arnt stupid. turns out its an old wepon factory & the mutants under the beamoth start makeing there own wepons. the rest of the story is up to you... http://img41.imageshack.us/img41/3674/72185435.png http://img219.imageshack.us/img219/5633/56286432.png http://img219.imageshack.us/img219/4181/43668292.png http://img219.imageshack.us/img219/7112/84509363.png http://img12.imageshack.us/img12/8768/79980946.png power fist http://img441.imageshack.us/img441/3020/77296351.png http://img41.imageshack.us/img41/6598/59279719.png http://img24.imageshack.us/img24/8449/81497546.png ps: theres 10more wepons not shown but youl need a texture person to fix the textures for them & i can put them ingame for you. pps: it will be cool to have the supermutants have there own arsonal & in a sence be more indapendant instead of just lumps roamming the wastes :thumbsup:
  13. yep i knew it & theres also atleast another 12games that use them. you can put anything from these into fallout3 & thay will work. you wont be allowed to upload anything from these thought as copyright laws???? wont let nexus hold them but you can do them for yourself & if you realy want to upload your mod then you can make the parts in a 3d program & then use them & upload ;) look in hear. http://thenexusforums.com/index.php?showtopic=82738 its talking about a wepon but the princable is the same for items.
  14. i love it maaann :D haha. i was thinking that i wanted the aliens pulse rifle but without the mad case around the midle of it. & your early model looks like it a bit. i take the 1st 1 :) good work & release the one that you like as a unieqe & if you want to make one from comments then release that as the main :thumbsup:
  15. looks sweet. i like how it looks 1st person view.
  16. isnt there a parent marker! that you put on the ground?. so that when you stand on it it activates her to come over & talk?.
  17. there cool :thumbsup: on the other hand thought!. i dont see why ppl keep makeing eye textures. there to small to see & i personaly wouldnt notice if an npc had diffrent eye. lol youd never see them on your char.
  18. see... you shoulda went with my way :D :P
  19. i think theres a dss pluging you get for the gimp?. http://registry.gimp.org/node/70 everything else is explained in previous posts.
  20. iv got yumas pistol if you want it. it needs a touch up on the textures thou. http://img9.imageshack.us/img9/826/22048293.png
  21. yep bsa unpack the urban poster. & gimp it qite good however if you want to use something else then open the texture in gimp & then save it as a format your paint program reconises & then use photoshop. once your done open your texture in gimp & save it as a dss file "tick minimaps" :thumbsup:
  22. get fomm. you might also want a program called gimp. then extract the urban posters from the fallout3 main file. then open a copy of the poster & do what you want with it. then save it as a dss file & make shure minimaps is selected. then do this. its basicly the same for every item. this talks about an armour. 1. Make a clone of the item you have made a new texture for just as if you were making a new item. Give it a new name, tweak the stats and so on. 2. Find the Texture Set for the this item and clone it if any exists, otherwise make a new one and give it a new name. 3. Assign the textures you have made for the new item to the slots in the Texture set according to the map slots as indicated, ie. the diffuse map goes into the diffuse slot, the normal map into the normal slot and so on. If you have only made a single new texture map, simply assign this as above as the game will use whatever texture maps that are hardcoded into the model's BSShaderTextureset for the unassigned slots. Save the texture set when done assigning maps. 4. Return to the item entry you made in step 1 and click the "Edit" button next to whatever Biped model you want to change the texture of. In this window you should see the different parts of the model listed in the "Alternate textures" list and the model itself in the rendering window - if no model shows it's probably because you haven't unpacked the model from the "Fallout - Meshes.bsa" into the correct folder. It's not strictly necessary to unpack the models, but it's nice to be able to check if your new texture is applied correctly. 5. Double click any entry on the list and select your newly made texture set by double clicking it and voilá; the item should now use this texture set for the corresponding part of the model and the model in the rendering window should have changed texture to reflect this. Repeat as necessary for the relevant parts of the model (try avoid assigning new textures to meatcaps or other parts that have their own texture files ) until you are satisfied with the result. Remember to do this for all the models in the Biped section of the item edit window as you'll otherwise end up with different versions of the model using different textures. When you are done assigning texture sets to the various model parts, simply press ok and save the item as normal.
  23. the 1st thing youl come across is every wepon in fallout3 is one mesh excludeing moveing parts. so like above, if you want to make a gauss dart gun or what-not then you will need to open up a f3 wepon in a 3d program & seperate the parts you want. however. all the custom made wepons on the nexus are diffrent & you can usally use any part you want. like if you want a grip from 1 & a barrow from the other then it could work. - you need the l8tst nifscope !1.20 i think". once you have it you should go & collect a couple of mesh.nif files that you would like to copy the parts from. "you use mods so you know what a nif file is" open 2 copys of nif scope. in the 1st one open something you want to build on "a pistol". in the 2nd one open something you want to add to the pistol. now you need to copy the branch from the 2nd to the 1st & once youv done it you then play about with the positioning "move it up, down, ect" untill its in the pace you want it. save.
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