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Jeux

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Everything posted by Jeux

  1. There are no "Assassins Creed" mods for new vegas. At least there are none in the context of playing some kind of custom animation that "assassinates" an NPC. The closest to that would be the sandman perk, heh.
  2. Create an object script for the control panel, assuming it is an activator. In the script, give it an "onActivate" block that opens (activates, plays animation for, whatever) the vault door reference. Simple. Now go from there using resources from the GECK wiki.
  3. As long as you did not create/modify any new models or textures and import them into the GECK for use, you're good. Just release the esp.
  4. does the "return" function still work for GECK scripting? It did for Oblivion....because if so, that might make your if statements simplistic as you could just terminate the entire script process once one value is true. But that might now apply here, dunno.
  5. Jericho....so would Jericho be the place all the surviving Mormons retreated to after the White Legs destroyed New Cannan in Honest Hearts? Or is Jericho purely based off of Van Buren and not New Vegas/HH? What story did you have in mind?
  6. First off, stop using editor ids with numeric beginnings. Scripts get confused trying read editor ids and references with "000" at the beginning. At least, that's from my experience. I may be wrong here.
  7. What area(s) do you have in mind? Just out of curiosity...
  8. This an example worldspace, my end results of your lovely tutorial. I am working on others with much more "character" and "structure". I can't thank you enough Tricky. Thanks for providing this information with the community! **NO statics, weather/climate, land textures, or optimization of any kind applied** http://i1238.photobucket.com/albums/ff500/jeux793/Radiant%20Flux%20Screens/2012-05-27_00001.jpg http://i1238.photobucket.com/albums/ff500/jeux793/Radiant%20Flux%20Screens/2012-05-27_00002.jpg http://i1238.photobucket.com/albums/ff500/jeux793/Radiant%20Flux%20Screens/2012-05-27_00003.jpg http://i1238.photobucket.com/albums/ff500/jeux793/Radiant%20Flux%20Screens/2012-05-27_00007.jpg http://i1238.photobucket.com/albums/ff500/jeux793/Radiant%20Flux%20Screens/2012-05-27_00008.jpg http://i1238.photobucket.com/albums/ff500/jeux793/Radiant%20Flux%20Screens/2012-05-27_00009.jpg
  9. Also make sure you didn't export from blender with "shadow map" selected.
  10. I've been stumped on this for months. When importing new, custom spt files into the GECK, how does one assign the bar texture to the tree? There's only the option to change the leaf texture. So far, I've had to go by duplicating a vanilla spt form in GECK, then change the spt and leaf texture that way (so the custom speedtree at least uses a vanilla billboard texture). Any thoughts or answers?
  11. I'll keep this brief to kick off the question: Why don't people invest enough time towards producing quality quest mods? I barely even see enough crappy ones nowadays. Since New Vegas was released, there was always a slim amount of notable quest mods. That is why the few "good" quest mods here are praised. It just doesn't make sense. Don't players want new environments and/or adventures to use all of the countless armor, weapon, utility, and whatever else mods they download daily? Don't people run out of things to do in the Mojave eventually? Don't you long for more? Yes, that's what the DLCs are for, but even then. They are pretty streamlined in that regard. This is just something I want to know. Do people really even care about quest/new land mods? It takes a good bit of effort to make them, I understand...I just want to know. Thanks.
  12. Tesnip the Shrapnel dependency, if you don't care for the mod itself and just want to get your game working.
  13. Yeah guys I'm exited for this too lets get together and make something huge we can get voice actors and stuff to voice the characters and one person can do all the navmeshing while another person sculpts the land and imports all custom objects via nifskope into the GECK. And we can get texture artists to make diffuse and normal maps for all those custom statics so we can put it in the world for a cool brotherhood of steel fortress. And we can even make like 3 big worldspaces with about 400 terrain chunks each but it will take us about 3 days straight to generate land LOD for all of them but that's ok and then we'd have to fix all the auto-generated navmeshes but that's no big deal it will just take some time. Of course, we would have to find or make some awesome sky, cloud, and/or sun glare textures for when we make the various weather for the worldspace climates. But it's cool. As long as it doesn't conflict with the vanilla worldspace stuff! Or other weather mods the player might have! And then we can figure out what awesome custom creatures we want in our big worldspaces and find a guy who models to create some SUPER-super mutant behemoths! But we'd have to find someone who can rig the model onto the vanilla super mutant behemoth, meaning we'd have to extract the skeleton from the bsa archive and them take the skeleton and the model into blender or 3dsmax with the right nifskope plugins and rig it that way. But once we have our SUPER-super mutant Behemoth, we can make 5 more creatures! And make unique audio sounds for each of them! For each movement and attack animation! And then we can start putting NPCs in the worlds with set AI packages to manage the Brotherhood of Steel's usual patrol paths in our worldspace! Then there can be some SUPER EPIC battles between the SUPER-super mutant behemoths and the Bos! Better yet, we can find someone to create some super sweet BoS armors, but we would need to keep the models low poly since we are going to have lots of Brotherhood paladins on the field fighting the SUPER-super mutant behemoths. Then we can start placing statics and palcable water and clutter and other junk all around the 3 large worldspaces, which surely would take lots of time and artistic talent. But its an epic mod, it CAN BE DONE! We would just have to make sure not to edit the terrain, or we would have to regenerate the LOD again :confused: For all the stuff we can't get, we could just PM every single mod author of every single mod we want to use in our game, resource or not. It's ok if they don't respond in the time that we need, we can just use their stuff anyway! I'm sure the Nexus moderators will understand when we release our mod, it's an EPIC MOD. There's no way they'll take our stuff down. It's got freakin SUPER-super mutant behemoths! What do you think of the idea of using radiation to limit how far the player can travel at a time? IF you like the idea, we can carefully place radaway all around the worldspace, and in specific interiors (which need navmeshing, cluttering, and lighting done) to make the player want to scavenge! Or like, the player has to wear a gas mask of some sort to reduce the radiation effects while traveling the worldspaces! But the BoS power armor doesn't have this problem. That doesn't mean the player gets their power armor early, though! So we could give the gas mask a special object script in the GECK that either 1) automatically applies radaway and indicates how much is left or 2) gives the player some kind of breathing filter, like in Metro 2033, and have them find filters in the 3 large and detailed worldspaces! What do you think of this idea?! I mean it would require someone with scripting knowledge and patience to some degree, but it's an epic mod! We can make it work. And fighting in combat could damage your gas mask, so a damage gas mask means inefficient usage of the filters, meaning your filters get used up quicker! So the player would want to avoid damage/combat even more! True survival mod! Again, that would require scripting knowledge, but we can do it! Then we would just have to quest it all up to be playable, since the voice actors' lines with the dialogue, apply the dialogue to the NPCs, and have ourselves one epic quest mod! Ofcourse there are lots and lots of things that can be done, so we will think for them some other time :P
  14. Start? The top 100 mods of all time. I'd also follow Gopher's New Vegas Mod Clinic on youtube, as well as his installation guide for all the essentials.
  15. Don't ask why I used Wyoming. A random draw. What resolution are your DEMs? 1/3 arc sec? Or just 1? I went with the lowest because of file size, but perhaps I should start using 1/3 for more detail? (Or maybe it doesn't matter...? You mentioned worldspace size varying based on resolution choice) And yeah! I've been really confused on the vertical flipping upon export thing with VTP. Strange. But at least I know I was not doing anything wrong. I poked around in the settings, and I could not find anything in particular to prevent it.
  16. Apologies for the brief absence. You could say I was on a mini vacation. 6th attempt. Some county in Wyoming. 1 arc DEM. This time around....folllowing every step carefully and analyzing Dakcenturi generous psd (thank you!), I seem to have solved two of my previous problems. To some degree. First off, no more borders! I guess it was the way I was transferring the quads while splitting them up. But no clipping, no messy borders... Second, the terrain was not noisy at all when importing! It IS, however, still out of sync with the DEM. So much quality is still lost. I am left with very ugly lumps in the terrain, as if I used the GECK landscape tool itself. DEM BMP, Gradient and Gaussian Blur applied Imported Preview Rendered I know that this can be solved by finally cracking down on the Gradient Map procedure, so I am happy! Almost there! Seeing your terrain here, Tricky, I get even more excited about perfecting this haha Just one :happy: Ok, first off. it seems as though the land is inverted in relation to elevation . Or perhaps I'm not looking close enough....but if so, then that means the stopper to the far right has the HIGHER value then? Or no? In fact, let me just put all my "???" areas in a photo: http://i1238.photobucket.com/albums/ff500/jeux793/Radiant%20Flux%20Screens/Questionongradientmap.jpg Apparently, I am photoshop dumb :sweat:
  17. rickerhk's method would be preferred in his case because...well it seems as though he doesn't want any physical activating. Dunno. To avoid that, you could have enter and exit portals next to each other on each side (4 in total). Not very efficient, but if you want to do it via trigger... How did the ones in Mothership Zeta work?
  18. Mmh. Alright. I see where you're coming from. I get that sense of emptiness when wandering the Mojave....(don't play a high level character in NV on console, no mods, you will REALLY see the lack of things to do). But at the same time, I actually feel that the Mojave was livelier than the Capital Wasteland. EVERYTHING was revolved around the Hoover Dam conflict, from the war with the NCR and Legion to the history of the Mojave (and the former factions that meant something like Khans and Brotherhood) to New Vegas itself. It had so much more character than FO3, and Obsidian really worked their behinds off to fit it all together fluently in one place. I think they did a rather good job, ya? They could have just done without the initial cowboy/western theme. In turn, all this business and diplomacy in the Mojave also made me wish the true "wasteland" feeling of FO3. TOO MUCH was happening in the Mojave. I thought this was a post-apocalyptic America? And IF these factions are recovering from the bombs, then most of these establishments should be as far developed as New Vegas by now! In my mind, these factions/settlemenets must go one way or the other (lost/broken or developed/rebuilt), not in-between. To summarize that point, the Mojave felt too busy to be a wasteland, OR not developed enough to feel like a rebuilt society. As far as the New Vegas modding activity lately...I've been complaining to other fellow modders. Because on the surface of it all, it definitely feels "dead". Some people find it hard to develop mods for a game that feels like last year's model. But if that's the case, then why do people still mod Morrowind? Oblivion? People mod the games they love. The "top" modders tend mod the games that are popular, or are receiving lots of traffic, so that their works can be recognized. I don't look down upon this, because all modders want recognition. It's their only real payoff for the work put into the mods. I myself was still trying to figure out if I was going to move on to Skyrim or not this past January. I chose to stay because I saw the lack of traffic for New Vegas slow down, and I have yet to release a quality mod of my own for the game. So know that there ARE plenty of mods being developed for the game. Rob aka RJHelms84 is just about DONE with Beyond Boulder Dome, the first true, massive FNV fan-made DLC. He has been working on this project for the past YEAR. You can expect such a mod to be worth the wait. Project Brazil is also still in the works, though I am not sure of it's current state as I have not spoken to Brandan aka Thaiauxn in the past month. You can, however, follow his Development Bible on Google Docs, as it has pretty much every story element that will be used in the mods initial playthrough. And by the looks of it, the mod will be its OWN GAME, starting you off with a new beginning, in a new vault, in a new location, with new characters to develop relationships with. Millenia and Camon are working on fun weapon mods, like always. You can never have too many weapons, and they stay true to that statement. Dragbody's Legion overhaul was a real treat for the New Vegas community, just when things has just about hit a new low in overall activity. He had been hard at work on the mod for quite some time, and a lot of people love his work for it. He regularly does great work over at VGU, and he is a real down-to-earth guy IMO. And JUST when you thought New Vegas had it's last show, the XRE physics module is released. Flyable vertibird, yeah! Aside from that, and more relevant to modders, there is now a decent object manipulation script suitable for vehicles and the like! Izumiko has been spitting out fantastic female armor/clothing replacers. NVInteriors is still being working on as far as I know. I mean...geez, the list goes on. So just know this: New Vegas is not yet dead. Just keep NV installed, and check nexus weekly, if not daily. Before you know it, there will be yet another fantastic mod for you to play around with. **my only wish is that modders would make more quality quest mods. It does not have to be the size of Boulder Dome or Project Brazil. I just feel that players need new areas, or new adventures, to use all this good content still coming to New Vegas**
  19. Like I said before, I would have thought your terrain would have been purple :happy: But you guys still don't know what's up with the "snow cap" on the LOD meshes?
  20. I actually applied the gradient and Gaussian blur before splitting the images into quads. I tried the process again, using closer ranges of values within gray. Upon importing, and as expected, the terrain was much less exaggerated in terms of height and noise. However, the border problem remained. I'll experiment again Monday (tomorrow is Mother's Day in the States, going home) While I never explored the specifics, I have learned of the "doubling" of the height units upon saving heightmaps the hard way. I'd manually generate, draw, and edit a heightmap...thinking I have a good looking island...then upon saving for editing via the render window, the terrain is either double the height I planned or completely submerged in water! I have had to do a good bit of experimenting with both the heightmap editor's "height color?" values and the worldspace land and water values. I still don't fully understand the relationship between the two, so up until this point I would just work in good faith, hope the heightmap generates something good for me, and adjust the worldspace water height after generation/saving. If you could figure out how it scales, it would make working with the heightmap in general less of a "....oh well" guessing game. And, of course, we would know exactly what ranges of values to have in our RAW images...(more precise gradient, ya? Or am I just rambling here, trying to sound like I know what I'm saying when I don't? haha)
  21. Oh! I hope I didn't sound snobbish or stuck up! I was not trying to come off that way, I still have much to learn anyways (hence why I'm here). That's exactly what I did the second time around, funny enough. That exact process...maybe I didn't word it right the first time, apologies :sweat: Anyway, I'm going to give it another go tonight or so. Did you properly place the generated LOD textures in the landscape folder? Is your worldspace's weather fog color set to white or something? (If so, change the color AND expand the "far" fog distance) That's all I can think of right now...pretty strange. Usually land color irregularities end up purple (missing textures)
  22. Alright. Started over with the base bmp. I did apply the gradient the first time, but I did not use correct value ranges. I figured that if I wasn't seeing the terrain clearly, I was losing detail...not the case at all. I did as you said, placing guidelines on the image to evenly divide it. http://i1238.photobucket.com/albums/ff500/jeux793/Radiant%20Flux%20Screens/RAWimageproblem-origin.jpg I then manually started creating 4 new 1024x1024 images, naming them accordingly. Cropping each corner of the original bmp, I pasted and manually transformed/scaled each quad. (0_0) http://i1238.photobucket.com/albums/ff500/jeux793/Radiant%20Flux%20Screens/0_0.jpg (0_-1) http://i1238.photobucket.com/albums/ff500/jeux793/Radiant%20Flux%20Screens/0_-1.jpg (-1_0) http://i1238.photobucket.com/albums/ff500/jeux793/Radiant%20Flux%20Screens/-1_0.jpg (-1_-1) http://i1238.photobucket.com/albums/ff500/jeux793/Radiant%20Flux%20Screens/-1_-1.jpg Seeing that each quad was 16 bit grayscale, with the proper gradient and Gaussian blur applied before the split, I exported each one to the "Heightfield" folder in the New Vegas "Data" folder. I fired up GECK, created a dummy worldspace WITHOUT specifying any particular parameters (besides the name), and opened the worldspace up for heightmap editing. Then I imported.....took about 30 seconds.....success. http://i1238.photobucket.com/albums/ff500/jeux793/Radiant%20Flux%20Screens/FreshlyImportedHeightmap.jpg Previewed it, and of course it isn't without problems. First, as Dakcenturi already described earlier, there is a pretty nasty border clipping between each of the quads. I'm not sure if I follow. Could you elaborate? Or do you have any other alternatives/ideas? Then the mountain region is pretty noisy, very sharp (in fact, all areas are to some degree). Your only solution to this would be to go back, start the process again from the original bmp, and choose an EVEN CLOSER range of gray colors when applying the gradient. Trail and error, I suppose. I will post my results once I have done so. http://i1238.photobucket.com/albums/ff500/jeux793/Radiant%20Flux%20Screens/FreshlyImportedHeightmapPreview.jpg Because I didn't feel like going back to photoshop and doing it all over again, I played with the GECK's heightmap tools to try and soften it up a bit. I'll definitely have to go back to photoshop haha http://i1238.photobucket.com/albums/ff500/jeux793/Radiant%20Flux%20Screens/SoftenedHeightmapPreview.jpg I am no stranger to worldspace design. I have a fair grasp on just about every one of the subjects you mentioned, and then some. Check my sig for my current project. What I meant was...it felt as though you were explaining without relating it back to proper worldspace design itself. Example, I looked at the amount of terrain chunks of this new worldspace WITHOUT any specified parameters (cell size, usable dimensions, land or water level, etc) just so I could get an idea of what LOD generation would take. My imported heightmap with untouched/unspecified worldspace parameters: 404 terrain chunks Zion Canyon, Big MT and Divide World worldspaces: 336 terrain chunks (I wonder how they get them exact) New Vegas: 1360 terrain chunks It takes me about 1-2 hours to generate LOD for a worldspace the size of about 30-50 chunks, and 5-8 hours for 100 chunks. I wonder how long for 400 chunks... Another thing. Land level. I would want to declare the land and water level before I import the heightmap. Here's one reason why: 1) There is a nasty water clipping bug in-game which I STILL have yet to figure out. Basically, the natural water level of worldspaces tend to sometimes clip, and you will never know it is problematic until you finish establishing/designing the worldspace and test it out in-game. See here: http://geck.bethsoft.com/index.php/Category:World_Spaces The only given solution so far...which I have yet to DEFINITELY confirm myself....is to set the water height for the worldspace above 10500 units. So would changing the height of the land above or below the default -2048.0000 alter the outcome of the import in any way, besides the physical height (obviously)? Like...would the terrain be any more or less rigid? I would imagine not, but still... Hope all of this made sense. Thanks, I will experiment further later on. I'd REALLY like to get this down to a science, for it would be just amazing to have highly detailed and structured land masses like the ones in your initial post. Those 5 screens are what keep motivating me to try again and again.
  23. This is really strange. I'm making a third attempt at this tutorial. I am crashing upon importing the RAW in the heightmap editor. It seems as right as can be; I followed all steps exactly this time, aside from: a. Select your region of interest, bearing in mind that quads within the GECK (named according to this map) are 1024x1024 pixels across at 72 pixel resolution. because you did not specify HOW to "Select" an "area" of the image for dividing (into 4 1024x1024 pieces of the original 2048x2048 bmp?) But yes, anyway, the RAW came out to be 2 mb, 1024x10024. I simply wanted to test if it would import properly, then start tweaking and ironing out the details. But the GECK crashes. Here is a screen of the bmp before saving as 16 bit grayscale RAW: http://i1238.photobucket.com/albums/ff500/jeux793/Radiant%20Flux%20Screens/RAWimageproblem.jpg Something else I've wanted to ask. Your tutorial is very in-depth in regards to DEMs, RAWs, and heightmaps, but you do not explain much in relation to worldspace setup. Ideal cell size, usable dimensions, ideal block count (for LOD generation), overall size of the worldspace once imported....I basically have been going off what you stated in regards to not being larger than 4 quads, and the New Vegas worldspace. Do you have any more specific criteria, so I can plan out/control how large or how small my worldspaces will be once this heightmap importing process is perfected? ...apologies for all the questions. Thanks.
  24. It contained some material from other licensed games, apparently. (That's what I've heard) So, in that regard, nobody on nexus would be allowed to tell you how to find it. Best just leave it at that, and use other weapon mods available here.
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