Jump to content

Dakcenturi

Premium Member
  • Posts

    22
  • Joined

  • Last visited

Everything posted by Dakcenturi

  1. Thanks for the input, but still not what I'm looking for. I will try and clarify. When building an interior area you have prebuilt "cells" that make up the walls, floors, ceiling, etc. I want to create *new* cells and bring them into the game. I'm aware of the process of getting new objects into the game, as the guides you linked note. However, I want to make sure before I build out a bunch of "cells" in 3DSMax that there aren't any special considerations that are relevant to creating new cells. To further clarify, take a look at the video below. Here you see a cave system where he is building it out with "cells" that link together. Instead of using the default "cells" I want to create completely new "cells" for my mod. https://youtu.be/T-OscsDQyAw?t=4m52s
  2. No. I want to make new 3D models of cells to build entirely new interiors. I have a custom worldspace and I need some specific interiors that are not present. The info you linked above is basically all I can find out there. I don't want to create a new interior using default cells I want to create new cells to make a new interior.
  3. I am wanting to create some new cells to use to create custom interiors. I've searched around but can't find any info on the subject. Maybe my Google-fu is just failing me, but I wanted to see if anyone had any good references as far as creating your own interior cells. I hypothesize I can extract existing cells from a BSA (not sure which one) and then use those as reference in 3DSMax to create the new cells, but I'm not sure if there are any *tricks* or anything I should be aware of (like there commonly is with the CK). Any help with advice or pointing me in the right direction would be greatly appreciated.
  4. Jeux, Here is a copy of the template I use to get the 4 different 1024x1024 images. See if maybe it works for you. I just select hide/display each grey tile and select it with the magic wand then switch to the main image and copy from it and then paste into the 1024 window, rinse and repeat with all four squares. (It's 11 Mb so may take a little to DL) http://www.thegeekenders.com/resources/FO2161/2048.psd Tickey one thing to clarify in the tutorial is when you apply the gradient do you put the lower value as the darker shade or the lighter shade of grey? Because based off the way it reads I would think you would put the first button on the bottom (lighter) to the lower value and the second button on the bottom (darker) to the higher value, but from my testing it is the other way around otherwise your Highs would be Lows and vice verse.
  5. I have a number of models from a previous modeler working with me on a project. They need some more work, specifically, piecing them together as solid buildings rather than all the individual tiles pieced together. I'm looking for some assistance from an experienced modeler that can take the resources I have and help me put them together and get them back into the GECK for my New Vegas mod. Here is a pic of what I am working on putting together: http://www.thegeekenders.com/resources/ShadySands/sspiece.jpg
  6. Forgot the step of moving the LOD folder out of Source\Textures TGA\landscape and putting it in the correct location. Seems to have resolved it aside from the snow caps you mentioned :P http://www.thegeekenders.com/resources/FO2161/ScreenShot2.bmp
  7. I did the above with the 2048x2048 and it worked perfectly only instead of grid lines I put in 4 1024x1024 boxes and selected the boxes and copied the terrain underneath. I still haven't gotten it to impot into the GECK with smooth terrain, but I may just need to mess with it some more. The smooth tool seems to work out really well for me though except on the borders of the map, for some reason it just won't do any smoothing in the border areas. Here is an ingame shot with LOD generated. Need to figure out how to make the LOD more visible and not so bright if there are any suggestions: http://www.thegeekenders.com/resources/FO2161/ScreenShot1.jpg
  8. Ok, the issue was with the file naming. For Photoshop I am using CS3. Got that, now... I need to figure out how to smooth it all out. Once it is in the GECK it is all ridged and multilevel. Am I missing something or did you smooth out your terrain in the Heightmap Editor with the smooth tool? See here for what I'm referring to. http://www.thegeekenders.com/resources/FO2161/test.jpg Also, it seems like I can only get 4 images added at one time (0_0, -1_0, -1_-1, 0_-1) can I not add the other areas outside of those? Finally how do you get the four squares to line up correctly I tried but ended up with them being off a bit and then have a big cross right at 0_0 through the terrain. http://www.thegeekenders.com/resources/FO2161/test2.jpg
  9. That was exactly it. However, I am still crashing the GECK when I import. Just to make sure I am doing the import correctly: 1) Load up My ESP 2) Go to World > Heightmap Editing 3) Select the Worldspace I want to import the heightmap I created into 4) In heightmap editor go to File > Import 5) Click Yes to the import prompt That is as far as I get and then it crashes. Any thoughts?
  10. So I've followed the tutorial, but once I am finished in Photoshop and save as a RAW file I am getting a 6 M file instead of 2 M. Any suggestions? I started with the following image in VTBuilder: http://www.thegeekenders.com/resources/FO2161/s1.jpg Then this is what I got in Photoshop after saving as a BMP: http://www.thegeekenders.com/resources/FO2161/s2.png Then going down to my area at 1024 x 1024: http://www.thegeekenders.com/resources/FO2161/s3.jpg Finally after switching to 16 bit, applying gradient and Gaussian blur: http://www.thegeekenders.com/resources/FO2161/s4.png This is what I get when I do a save as in Photoshop: http://www.thegeekenders.com/resources/FO2161/s5.jpg
  11. You will need an alternate start mod like this one: http://newvegasnexus.com/downloads/file.php?id=37390 That will break the main quest and let you start wherever you place the appropriate marker. Then you'll just need to go into the GECK and start deleting all the stuff you don't want. I would stay away from deleting the actual quests/scripts until you have a better idea what you are doing but you can start removing NPC's from areas etc. Once we have a full version of the NewVegasEdit, NewVegasModManager and a few other tools myself and another modder are hoping to clean out the esm so that modders have a blank slate to start with.
  12. Hello! I am working on a mod to re-create the classic Fallout game and ran into a little snag. We built the classic vault door in max and animated it. Now I need to get it into the game. Does anyone have any suggestions or advice or can point me in the right direction of a good guide/tutorial that might help. We exported the model using the nif export tool and exported it as both a single nif and a nif + kf file. Any help would be much appreciated! Here are some pics and such to give you an idea of what we are trying to do: http://www.moddb.com/mods/fallout-2161/videos/classic-vault-door-wip-2#imagebox http://www.moddb.com/mods/fallout-2161/images/classic-vault-door-wip1#imagebox Thanks in advance for any help!
  13. Hello, I am heading up a mod project for Fallout: New Vegas and we're looking for voice actors. As of right now we're looking for a particular role, the Overseer. We want to try and get as close as possible to the original voice. So if anyone is interested and feels they can offer a close resemblance please let us know. You can see a video here of what we are looking for: For details on our project check here: http://www.moddb.com/mods/fallout-2161 Thanks! Dak
  14. Already being worked on: http://newvegasnexus.com/downloads/file.php?id=37306
  15. It will retain the first person perspective. We aren't creating the game exactly as it was, just very close. We're bringing in the great aspects of the old while updating it a bit with the new.
  16. Well as I’m sure many have been aware there haven’t been too much in the ways of updates. Sadly there were some internal issues, staff not co-operating and work not getting completed. As such the project was tabled until a later date. Well we’ve finally decided upon that later date. Currently the project is officially ON HOLD until at least a month after the US release of Fallout: New Vegas. The reasons for this are two fold. In the interim it will give us an opportunity to clean up the site/forums some and hopefully bring you a better webspace moving forward. In addition to that we are going to finalize an official design doc in hopes to provide a little more clarification around our intent. The second reason is we will very likely want to use some of the resources included in New Vegas. As such we want to wait and see what will and will not be available for us to utilize. We are still looking for volunteers and are in the process of re-organizing our staff. So if you are interested please still let us know. In either case, thanks for everyone’s support to this point. The project is NOT canceled, but is on hold until a month or so after the US release of Fallout: New Vegas.
  17. Just wanted to give everyone a little taste of the work we've been doing over the last month or so: http://fallout3mod.com/resources/ShadySands/F3MSSClose.jpg
  18. Yes it will follow the original quests and storyline. We intend to re-create the original in the Fallout 3 engine. That includes original models, NPCs, areas, story, quests, etc.
  19. Yes the intention is to create a custom level/skills/traits etc system. We're currently lacking in the programming/scripting department but those are in the plans.
  20. All Fallout fans, This project is still alive and kicking. We went through some slow patches and site difficulties but we are still alive and kicking. If you haven't seen we've been doing some good work and increased our web presence a bit. Now you can keep track of our progress via multiple avenues including: You Tube Twitter Facebook ModDB We're well on our way to getting Shady Sands completed but we still need a lot of assistance. Our priority needs are highlighted, but if you fall under any of the other positions, don't hesitate to apply! * Programmers (We really need help in this department!!!) * Mappers * Texture Artists * 2D Artists * Modelers * Animators * Web Designer/Developer * UI * Project Management In addition, we're looking to fill some lead positions so if you fall into any of the above categories and have the time, dedication and desire to be an area lead then let us know!
  21. Hello all, I'm working on a project to help recreate a lot of the classic Fallout content. We're making progress slowely, however for all involved we are still learning a lot. One of the things I've been looking at recently is trying to recreate the original leveling system. I know this is a lot of script work and I haven't had a lot of time to sit down and play with the scripts yet. I was hoping that some more talented scriptors might be able to provide suggestions. Right now we've got it so that you start outside Vault 13 and you create your character; selecting sex, the the facegen, SPECIAL, and Tag Skills. I was hoping to be able to bring this all together into one screen similar to the original: http://fallout3mod.com/resources/misc/classiclevel.jpg So any advice on even where to get started would be great. I've been looking through other mods that change perks, add traits, etc so trying to work through it, just not sure the best way (if it's even possible) to create that level up spalsh screen where you can select the options. If it's not possible that would be great to know now :biggrin: and can at least get me going on a more appropriate path. Thanks in advance!! DC
  22. Well, now that we've gotten the site in workable order and we are getting things rolling I would like to officially announce our project to recreate the Original Fallout game in the Fallout 3 Engine. It's an ambitious project to say the least and we have no misconceptions that it will take a great deal of work and help from the community which is why we hope that you will all become involved and provide your thoughts and suggestions about the project. There seems to be a lot of interest out there for this type of project and we only hope that we can put together something great that the community can enjoy! Please stop by our site. www.fallout3mod.com There are many ways for you to keep up to date with new information as it becomes available, including RSS, email subscription, and our forums. If you have modding talents or are interested in helping out please send us a note to [email protected].
×
×
  • Create New...