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Druuler

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Everything posted by Druuler

  1. I can understand wanting newer software and better systems to run it on.
  2. I have to say (and may have already done so) that your attention to detail in this is wonderful. To be honest, I might never have thought of putting signs in any Star Trek based mod I might have done (or might do...). It just isn't something I tend to see in the mods I use, so it has never crossed my mind. Now I will most likely constantly complaining to myself that there are not enough signs any were in Fallout :laugh: As incredible as it would be to have this ported into one of the Gambryo-based games, I will be quite happy to tour the completed project in the original format (I am repeating myself, I am sure...).
  3. Lol! Yes, it might be helpful for people to know where to find the closest head (to use the naval term).
  4. Even though I would prefer to have the black area of the sign be black, your dxt5 version seems to have more depth to it, and is easier to read. The way things turned out on the TGA versions, the lettering is not as bright, causing a lose of detail and, to me at least, making the letters a bit blurry. Again, that could just be my eyes.
  5. And here I will repeat myself by saying nice job! It does look like an image of an actual, physical plaque. And as simple an object as it seems, it sure wasn't a simple process to create from scratch.
  6. I had that issue myself. I used that particular mod that ita linked and it worked like a charm :)
  7. I still can't get over the realism of your work with this! It is absolutely astounding! (I think I am repeating myself, but oh well) Your attention to detail speaks volumes for your love of, and dedication to this project. It would be awe inspiring to be able to explore the finished work even in its original format, and not converted for game use :thumbsup:
  8. No storage on either deck on the FASA plans either. Something I should rectify before getting my Star Trek campaign started again :whistling: The physical difference in size makes sense as well, given from what I know (again, from FASA) the Mark IV have a 60% greater yield than the ones used on the Constitution class.
  9. Your end result with McCoy's room plaque is just great! It looks like a photo of the actual plaque! Your mentioning of the food conveyor running down the dorsal got me thinking a bit more about the placement of the Photon Torpedo launchers, so I pulled out one of my copies of the deck plans to look at it. I was wondering if the plans had placed the actual Torpedo storage area near to the launchers or put in any elevator system to get them to the launchers. The Federation, unlike the Klingon and Romulans, use actual torpedoes, with 400 of them being a full load. Sure enough, there is no way the torpedoes can get to the launchers going by the deck plans I have. My deck plans, by the way, are not official plans, but are the ones from FASA's Star Trek: The Roleplaying Game, and I am sure they are based upon the official version.
  10. Well, that is disappointing news, to say the least. I have not played the game, but from what little I have scene from it and heard about it, I am inclined to agree with your theory about it being an after thought, Dark0ne. I can just imagine what the people at Id itself think about that. Wouldn't be good for morale.
  11. I like how you appear to have smoothed out the edges of the light panels on the dome light. It looks a bit more "natural" this way. I also like the expansion of the superstructure to now include the upper/spacial sensor array dome. Looking at this has me wondering if you are including the Photon Torpedo launchers on deck 2 (or is it three)? Just curious, as the official deck plans have them mounted in the upper saucer section, even though they are always portrayed as launching from the lower saucer.
  12. As a player home, you would have more storage space than you might know what to do with, and plenty of room for your companions. The Constitution class Heavy Cruiser carried a compliment of over 400 crew members. 413, if memory serves correctly. The transporters would come in handy to getting around the game world. Just be sure to grab a communicator to ask for a beam up.
  13. It is the little things that we tend not to notice that will stand out the most if not done correctly, it seems. It does look rather good and somewhat correct. I never really paid that much attention to the light fixture covers on the ship though, but it does look about right :thumbsup:
  14. I am absolutely flabbergasted by how this looks! Unless I actually take the time to look at the images, I would think they were images from the actual set! I keep expecting to see crew members walk into the frame. I would absolutely love to have this for my Fallout 3 game! Hmm, what you could do, if you so wished, is once you have the model finished, you could upload it as a modder's resource for the rest of us to convert to our FO3, FNV or Oblivion games. I would definitely learn how to change it over myself! I am a big fan of the Original Series and would love to have this as part of my collection of Trek mods :biggrin: Ok, now I am repeating myself... lol!
  15. If I can't find the models someplace, I will either have to just leave placeholders in the mod (and let the users change them over on their own), or learn how to do 3d modeling. Learning how to do the modeling myself would be a nice addition to my skill set, but most likely take a lot of time and cause much frustration. Still, it is an option. I am glad to hear that your adding to Raccoon City is going well. I saw the image you posted elsewhere and it looked rather promising :thumbsup: If you are planning on uploading your mod to the Nexus, be careful with your ported content. I noticed several things in New Vegas that would work well in our RE Mods, but actually porting and uploading a file with that content here will get you banned. That has left me wondering how I will go about adding in the mutated spiders and similar creatures in RE. I think most of what FuzeTek used in the Nexus versions of the mod have versions in New Vegas, so it could be ported to NV, thus letting me use the spiders and whatnot without any issues. Or, I could do what 2cooldays did with the Silent Hill mod. For Silent Hill, a number of resources were needed from Fallout 3 and the Point Lookout dlc, so instructions were put in the description on how to copy the bsa files into the NV Data folder so they could be used. No actual ported content in the mod, and users had to have their own copies of FO3 and PL to draw the resources from. I could do something similar with the spiders... Either that, or you have to be playing New Vegas and using Requiem for the Capital Wasteland, and I would rather not go that route. It is too problematic.
  16. "Come on in, the water is fine!" That reminded me of an image I had seen of the Creature from the Black Lagoon saying that very thing, lol! I understand that many 3d modelers and game modders have to start some place. Most of us get interested in an idea having no relevant skills, and decide to see how far they can go with it, teaching themselves along the way. It can be very frustrating at times, but most rewarding as well. I have a number of mod projects I am sporadically working on, most of which are going to require me to learn how to script, do texturing and quite possibly learn how to model as well. Ambitious to say the least, but hopefully very rewarding once completed.
  17. I am willing to do a version for the Nexus mostly because of the following that the original (FuzeTek's) project gained here. Despite the lack of response this thread has generated, I am willing to make an effort to upload a version of the RE2 mod that has had a number of the bugs fixed, and the ability to play through to the entrance to the sewers from the RPD. Once that is uploaded, I will see what kind of response that gets and go from there. I won't be expecting it to hit the Hot Files or even File of the Month, but that would be nice.
  18. This is simply awesome work! I am almost speechless at what I am seeing here! I have had ideas for doing a complete set of decks for both the original Enterprise and the Klingon D-7 (I have a set of deck layouts for both) for Fallout 3, but my skill level is far from being able to do so at this time. I eagerly await more updates and a possible in game model!
  19. It is against the Nexus rules to post links to sites hosting prohibited content. Thus, I plan on doing what I can for the Nexus version, to make it as complete as possible. I am hoping to find 3d creature and uniform models on the net that are not ripped from the Capcom games. I am not expecting to have much luck, but I have been surprised before :) I might be able to get someone here to re-texture some vanilla items to look like costumes from RE. I know some rather talented people here, as well as elsewhere :thumbsup: As far as FuzeTek's latest works go, I plan on finishing that up as well, but it will of course be hosted someplace other than here, most likely on my MegaUpload account.
  20. Hello there! Nice to see you here! Just so you know, when you are talking with me, there is no need to apologize for your English. I understand you quite well :) You and I seem to have some similar ideas for Resident Evil. Having people to rescue and new items to find would help make things different enough to prevent players from knowing exactly what will happen next. Rescues would also make the game more difficult, as you now have to protect extra people and not just yourself. That would change how a person plays, if they want to get the NPCs to safety. I also want to include the need to eat, drink and sleep, like you have to when using Primary Needs or Fallout Wanderer's Edition. Again, I believe doing so would make things a bit more difficult. You never know how safe a place is to sleep in! FuzeTek initially started work on the original Resident Evil, but shelved the project after much frustration. I might be one of the only people that actually has a copy of that mod. With some of the problems he was having in trying to finish his RE2 mod, he started working on RE: Nemesis and restarted work on the original Resident Evil. What I saw of the work he completed on the mansion was stunning (in my opinion) and so much better than his original attempt that you would think it was a different person's work! I hope to actually get some real work done on the project this weekend. I need to compare two versions of the RE2 mod to see how far they were actually finished, and what I can borrow from one to add into the other. I would like to post my first version before the end of the year. It won't be anything like what you have seen of FuzeTek's work so far. I want to upload here, so for now, any of the creatures will be just "place holders". Ghouls for zombies and Trogs (from The Pitt) for lickers, for example. Thanks for leaving your comments :)
  21. That is a possibility that has sat in the back of my mind, and I won't rule out doing it that way. I have a Resident Evil - type sub-plot planned for my FO3 comic, The Phoenix Imperative. Since I also have a few mod ideas based on my story already, maybe a mod for that specific part could be added to the list? You never know, you know?
  22. Some of you folks around here may be familiar with the Resident Evil 2 Remake WIP mod by FuzeTek. It was a project that he started working on over two years ago. He put a lot of hours in learning the various modding tools, such as Blender and Nifscope, to be able to bring his vision to completion. On September 15, 2011, FuzeTek posted on his mod thread that, due to no longer having the time to put to the project anymore, the mod was basically done. As in dead. Over the last year or so, FuzeTek and I had become friends, and discussed this project of his several times. I also had a few ideas for creating some Resident Evil mods, and we had considered working together to expand the project beyond just RE2. We had also discussed the possibility of my taking over the mod a few times, most times jokingly. On October 5th, FuzeTek sat me at the helm of his project, leaving it in my, admittedly, unskilled hands :unsure: So now I have a massive project ahead of me, and some rather big shoes to fill in attempting to complete this. FuzeTek's original idea was to make as exact a recreation of the Resident Evil games as possible in Fallout 3. This included having to get the special keys and solving all the puzzles to progress through the game. The work he has completed up to this point is amazing, but unfortunately, not Nexus Friendly. What I mean by that is, it contains content that prohibits it's being uploaded here on the Nexus. My vision of the project, had I started with it myself, would have been a bit different that FuzeTek's. I personally didn't want to build exact recreations of the games. I wanted to make adventure/quest mods that were still the Biohazard/Resident Evil games, but different enough from the originals that you wouldn't know exactly what was going to happen next, and maybe change some of the lore, so that it would fit in better with the Fallout 3 game. I would like the opinion of readers (and RE fans especially) as to whether they would like to see the project continue, and if so, in what direction. Should I try to do an exact recreation (or as exact as possible) like FuzeTek started, or should I go off on the slightly different track of making things less centered on the original Biohazard/RE characters, and more on the character the player creates for this? Please feel free to share what ever opinions and ideas about this that come to mind, as well as ask the questions you may have. Please be civil and/or constructive if you do. Trolling will not be tolerated...
  23. I don't use the Alice Type 3 as my standard body replacer, but I do have a few companions/companion mods that use it. I just mentioned it as an option for a Mila companion. Should this outfit ever be uploaded for public use, I would download it for my collection, what ever body type it was designed for :)
  24. In the last year or so, I have seen a of my favourite mod authors banned, and their work no longer accessible by the community. These instances have left me feeling, sad, confused and a little angry. Not having all the facts, though, I have managed for the most part to keep my thoughts on the subject to myself. That said, I believe that a "two-tier" justice system would be a bad idea. Like Arthmoor mentioned earlier, "selective justice is bad, and it leads to revolution". It might also create a perceived "class system" here and that is not appropriate. The rules and regulations apply to everyone equally, and that is how it should be. I understand where djmystro is coming from and I am glad this was brought up for discussion, but I cannot agree with the idea.
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