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Pelvic

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  1. You should have your friend download the nif export/import plugin for studio max and have him use that it will cut out one of the steps and will save time if your geting the models all ready in the nif format. As for creating a UVmap there are some pretty good plugins for max that will make unwrapping a model much easyer and give your more control over seems/layout etc. i use Xrayunwrap and i have to say for the price it's money well spent.
  2. I was thinking of doing a VR related mod but don't have the time for it, so ill post what i was sort of thinking here. Stage 1: the player hears of a story from an npc about the body of a chinese recon solider that's out near a landmark the player then heads to the area the body is roumered to be and conducts a search of the loctaion to find the dead body. On finding the body the player loots and obtians a holo note that gives the player a cryptic message that will lead the player to a hiddin bunker that the chinese have built before the war and have been useing since. Stage 2: The player then has to find the bunkers location in the desert while searching the player is being randoly attacked by legion/NCR/BoS depending on the players aligiance as they want whats in the bunker as it could be filled with Old world technolgy. Stage 3: the player is then tasked with the job of clearing the bunker and to see what the chinese have been up-to for all these years the player enters the bunker and kills the occupents as the player exploers the bunker he comes across a room that has VR pods and a number of terminals that explain what the chinese have been doing since the bombs fell. Stage 4: with the information from the bunker the player then hands it over to the faction of his choice, with the information gained from the player the chosen faction moves into the bunker to unlock its secrets. With the unlocking of the secrets of the bunker the players chosen faction wants to use the VR pods to train troops Stage 5: with the players chosen faction now in control of the bunker and the VR pods up and runing the player can now engage in VR trianing sceniros. Sceniros : Sceniros can pretty much be anything that can be dreamed up but heres a few examples Trianing : Basic Training Advanced Training Combat : Assault the Hover Dam Assault the Strip Battlefield Front Lines Trench Warfare Espionage : Infultriate Bases/Vaults Recon enemy postions Gurellia Warfare Reconisence if implmented right you could have it set up so that new sceniros could be added very easy and by other modders
  3. I was not complaining was only providing an opinion like I was asked to do. if you read the 2nd post by chuck he mentioned on adding in assets from Deadmoney into his mod which would create a dependency on the Deadmoney.esm to go though all his work and create 1 with out the Deadmoney assets and 1 with the assets is going to be a lot of extra work and a *censored* to keep a track of 2 large scale mods. Yes he would not reach a larger audience with a dependency on the Deadmoney.esm but the choice to enhance the mod with some new artwork is a trade off. Considering the price of dead money and the fact it is a great addition to Fallout:NV sooner our later any serious fan of the franchise is going to have the DLC if they do not have it all ready. Again this is my opinion (And Opinion's generally mean squat on the internet), I am not complaining or trying to *censored* and moan
  4. Who said anything about ruining peoples fun?, i was under the impression that chuck was planing on combining NVInteriors with DeadMoney and creating a combined NV + DM Interior project hence my no vote, now its been cleared up for me i would say go for it. As i agree the Art Deco assets used in Dead Money are great there some of the best in game shame there is such a short selection.
  5. I voted No The reason why I voted that way is because if your planing on making interiors for DeadMoney they should be done as an add-on plug-in that way you will allow people with out the DLC to use NVinteriors and those who have the DLC can download the add-on for the DeadMoney Interiors. This will also allow the use of NVinteriors with other DeadMoney mods that may cause conflicts with buildings that are being used/scripts that have been changes etc. I my self use a mod that allows me to travel to and from the Sierra Madre and there are other mods that populate the villa/casino that could cause conflicts so doing them as separate plug-in's would allow user's to pick between using both or not.
  6. There is a good source of Max modeling and texturing tutorials on the The Elder Scrolls 4 construction wiki since Fallout 3 and New Vegas are based on the same construction tools used to create TES4 the tutorials posted there can be used to create content for F3 & NV. Modeling Tutorial Texturing Tutorials I found them very useful when i was importing my model and textures in to new vegas.
  7. Not finished yet but hope to have it finished and uploaded soon. http://img203.imageshack.us/img203/6955/buildingq.jpg
  8. yeh my textures are fine there all multipules of 2. Turns out the problem was with the max export and vertex colors by disableing the check box for them it fixed the problem and model now shows fine :)
  9. Hi i have done multipule searches looking for a soloution to my problem and have come up empty so its time to ask for some help. I have been working on a custom sign and model texture and its gone pretty well i have been able to get it into nifskope and into the geck with the animated textures working. But i have hit a problem with the main part of the sign displaying pitch black, I have treid adjusting my textures/ played around with my smoothing groups and fiddled with the shader settings in nifskope to no avial so I am woundering if any body has had a similar problem and knows how i may correct it? Nifskope One http://img690.imageshack.us/img690/3606/error02.jpg Nifskope Two http://img257.imageshack.us/img257/9378/error02a.jpg Geck http://img258.imageshack.us/img258/7758/error01.jpg Thanks Pelvic
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