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AllanOcelot

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Posts posted by AllanOcelot

  1. I think its the best policy.

     

    I like to know why people endorse mods, I dont want people endorsing just because it has a lot of chicks in a mod or something stupid.

    Endoring also sohws if the files have been used in another mod in my case, I do modders rescources for FNV so if someone endorses, its a sign that they have used my items ......usually.

  2. Hi luke

     

    Im a blender man myself, so any 3d max work your best to see pickin about.

    As for the animation, fallout uses its own animations, I know you can create your own but ive yet to learn how.

    your best to import a similar pistol into 3d max, make it scale, and align all the nodes up propperly. Rather than using a custom animation.

  3. I belive you are correct markin, and it makes sense to me.

    Also, yes, I am going to be making a cloth like mesh for the arms, But I dont want to use other peopels mesh's for any of my work, so everything that is built I can proudly go `I did that, me :D,'.

     

    bad thing is, making clothes is harder (atleast for me) than making a solid bit of armor. :)

     

    I recently bought a ton of books on feudal japan, because of the new shogun total war, and have found myself inlove with the samurai image. I knew of the samurai before, but thoght of them more as a 21st centuary fad....`how cool would it be to be a samurai,' kind of thing.

     

    After reading these books I get a deeper sense of the REAL samurai, and thats what im wanting to show in the finished mod. :)

  4. Hello guys and gals.

     

    Ive been modding fallout new vegas for a while now, and to be honest, its not the game for me.

    I enjoy modding it, but I have and always will prefer modding oblivion.

     

    Instead of making mods for the community, Im just making mods that I feel enhance my gameplay, Once they are of a good standard, I shall release them.

     

    I am, however, running into two problems.

     

    The first, a samurai faceplate;

     

    http://i85.photobucket.com/albums/k59/shamonking_2006/mask1-1.png

     

    When using this item in game. It crashes. As soon as equpied it crashes.

    Please note, I have followed This great tut by hammonds. to the letter.

     

    I have three diffrent models - as tests.

    model one - will show up to the right of the players head, and cause graphical glitches when equiped.

    model two- is simply the in game object.

    model three fits onto the actual face of the npc, but the npc will not equip and it crashes the game upon player equip.

     

    Anyone have a FAQ relating to those issues?

     

     

     

    Next. Im making a full suit of samurai armor, but I got put off by the head problem. So until I find a fix ive got another project to keep me busy.

     

    I have made a simple metal chest plate, and made variations to suit diffrent players, e.g - a mage has a mage guilds belt around the armor with little pouches around it. - I would script in an effect of +5 willpower or something later :rolleyes:

     

     

    The issue im having with this is odd,

    I got it working in game perfectly, However, It also replaces the arms of the player - the chest of the player, leaving the effect of a floating armor. :unsure:

    Do I also need to export those body parts? Or MUST my armor cover these parts, I doubt it, but want to double check.

     

    Also, as for the belts and such, do I parent them to the armor, or simply rig them to the bones?

     

    Im not a noob, Im working with blender, and im quite happy to be told to read a tutorial. :thumbsup:

  5. Hi luke, its nice to see a new face on the scene.

     

    Lets get you up to date shall we?

    If your working ona stalker mod, you shall wish to speak to my good friend Picknthebanjo, he can be found on these very forums.

    However, I feel its quicker I just post the link to his profile :) Here you go.

     

    As for the pistol, post what you have so far, If your not happy to post the file, then simply upload a picture of the model, and we will see what we can do to help you. On a side note, Pickinthebanjo is also the author of a short tutorial on how to get your gun into fallout.

     

    Two birds, one stone. :)

     

    I cannot offer help myself at this time as I have a number of projects on my plate, but I shall stick around and help out with any quesitons you have and glady do some voice acting for you later on.

     

    Regards,

    Ocelot.

    p.s - dont give up :)

  6. Im very glad we have Davidallen and Quetzlsactango ( hard to spell ¬..¬ ) here, as Ive only just seen this post.

     

    If its still not working, let us know more about the problem.

    however, first follow these steps.

    ( if something is unclear, give it a google :) )

     

    1. - check your model is rigged propperly - so, parent it to the skeleton - create a vertex group, and assign the group to ...Bip01 head ( check the name)

    1.a - in object mode select the skeleton, now go into pose mode, and rotate the helmet, if its moves with the rotation of the bone ( r and mouse ) then it its rigged correctly. if not please see here ( Oblivion helmet tutorial by LHammonds.)

     

    2. - Check your materials.

    - This involves simply giving your object a material , Instead of explaining, please see;

    Getting a sword into fallout <-- be sure to scroll down to texturing.

     

    3. Check your folders;

    Should look like

    falloutnewvegas/data/meshes/YOURMODNAME <-- you NIF file goes in here, load it via geck.

    falloutnewvegas/data/textures/YOURMODNAME <-- Textures MUST go in this folder. Make sure your nif file uses the texture path from these files and not one on your desktop.

     

    4. - You NO LONGER have to go into nifskope to get an object in game, this is a common misconception, I have been modding oblivion today ( basicly the same in every way) and have only gone into nifskope once......:)

     

     

    If any of this is not clear, or you need a little push, upload a blend file and I shall get it in game with a tutorial....please be quick, tommorow is my last day off work :thumbsup:

  7. It's because the PC has sort of fallen out of favor lately with the console boom.

     

     

    Sadly, the pc has ( atleast to my knowledge) had a big come back since the PS2.

    However, thanks to the modern age, and faster internet, more and more people simply download their games from steam or direct to drive.

    This means they are more likely to consider actually buying a pc game than a console game purely for being lazy.

     

    It would be nice to see a new generation taking on the ropes instead of getting what is stylish.

     

    offtopic, But I wanted to say it aha.:thumbsup:

  8. A few more `realistic,' refrence pictures would be great.

    More over I need some of the claws and feet.

     

    Also, some refrence photos for the texture...im not looking forward to textuing this thing, but it should be easy =D

     

    Heres a WIP before I start the features.

     

    This is probbably 90% of the final shape. I could, in future once i get it in game, change things, e.g add an animated fire tail if its possible. :)

  9. aha.

    I got a lil further than that last night, completing the legs, tail, and arms.

     

    Im going to be working on the claws and feet in a while.

     

    After that it will be rigging

     

    Then texturing

     

    then (hopefulyl) in game.

     

    In that order. :)

  10. Yes sir, this also proves a valuble fact everyone.

    game makers are now giving into our demand for going outside!

    Long gone are the days where if we wanted to cut down a tree, we would go to a forest with ones axe and start choppin`.

    No sir, not for me, getting worn out and only gaining wood? No, not my cup of tea.

     

    In my virtual world, I can cut down ten(thousand?) trees in the time it takes to fell one in real life. And for this, I thank you Skyrim.

     

    Aha, One day I hope my kids complain about how realistic games are, as for now, im happyily wanting more realisem >.,<

  11. Start off small.

     

    If you want to get started on modding seriously, you need to start with the offical GECK tutorial for fallout 3.

    Its the same process for Fallout new vegas. It will teach you how to make new area's, change statsgive someone items ect ect.

     

    After that you could move onto modeling - Ive been doing it since the start of feburary, not that long, but Im loving every model im working on.

     

    All in all start small man.

    you say `And I'm currently stumped about the last two types, any suggestions?,'

    why not just make the first three?

    You dont NEED five, sometimes less is more.:thumbsup:

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