Jump to content

Jeux

Members
  • Posts

    242
  • Joined

  • Last visited

Everything posted by Jeux

  1. I work in 3dsmax, and I have to scale the entire model (object and collision) to match game units. Don't know if this helps.... Here are my not-so-accurate observations, in customary units (sorry) ----usual stuff----- cash register = 2 feet trash can = 7 feet average door = 14 feet small building = 30 feet medium-large building = 60-80 feet two-story buildings = 60 feet? -----skyscrapers----- Tops Hotel = 150 feet Gomorrah Main Building = 300 feet Lucky 38 Main Entrance Building = 70 feet Lucky 38 Entire Building = 750 feet UltraLuxe Entire Building = 400 feet
  2. The first thing you should do, sir, is set your sights a bit lower. Point blank, you probably won't complete your project if otherwise. I have had two good friends, very good modders, suggest developing a quest mod half (or 2/3) the size of your average DLC. Because in reality....you're not going to get a team of talented developers who know workflow (if you assemble a team). I say this from experience, because I am currently developing a quest mod similar to what people would expect from DLCs. Just not at that scale. Instead of focusing on scale, I would suggest focusing on one of two things: 1) A good story. The longest adventures aren't always the best 2) Some unique gameplay element. Lonesome Road had you traveling down a linear path, learning about your past. Dead Money had your life tied to 3 other strangers, all trying to survive. New Vegas began with you trying to get to this haven of a place, New Vegas, to find the guy who shot you. Try and make your own unique situation, or gameplay mechanic, that is just as involving. Also too, modders are big on credibility. Best you post some proof that you know what you're doing in regards to your "skills". Anyone can post a mod idea, few can make it a reality. Cheers.
  3. Dunno if this is the problem, but it happened to me once before...avoid naming your references with numbers. BAD idea. The syntax in the GECK's scripting doesn't seem to allow it, or read it. It will just spit you an error every time. Rename your references to something beginning with a letter.
  4. Wow, didn't know about that actually. Never ran into a similar issue, but now I know! Thanks Sari
  5. Stop Bumping. If people aren't interested...then...meh. But I'm also interested in the matter. I haven't really invested much thought into it, but I'm pretty sure this is possible to do. I want to take that first person "palm punch" animation and have magic effects for the courier. I think it is a matter of giving the weapon nifs projectile nodes and tinkering in the GECK... Someone else want to come along and answer this? I don't have one, but I am interested in this topic as well.
  6. I don't think it is possible to render grass in the game. It's a matter of guess and check when trying to delete them, too. That's why I mentally plan in my mind where I want certain land textures to be, because that too will decide where which grasses go where (if any at all). The thing to know is that grass is attached to a land texture...so if you're painting the terrain, you better be sure what landscape textures you are using. For example, if you look in the GECK, there are two suburb grass landscape texture: The normal one (with grass) and one that has a "nograss" suffix (no grass duh).
  7. Testing stages going well? No setbacks, I hope....right?
  8. I thought you already had JC helping you in that department? But I suppose I could help out a bit, if I can find the time. I'm decent with worldspace design...check my sig for credentials, if needed (mod still in development).
  9. Isn't it LandDefault or something like that? (I should know this, considering the worldspaces I've been painting for the past few months) ...it's a dreadful texture. I hate it.
  10. The lack of detail was his "hook". A nice picture, get you all interested. Does it work? Debatable. Moira from uh, fallout 3 comes to Vegas for some reason?
  11. ^ Not always a good idea in that respect. Making SCOLs that are very large, composed of many different objects, is just bad. And from what people have told me, SCOLs only help if you're making them out of 2-3 of the same objects, or if all the objects share the same type. For building purposes, yes. It's convenient. But too many of them, especially if they are large, can be even worse performance wise than if the statics were by themselves. (My take, feel free to correct)
  12. Not being able to tell that the developers used resources (or design patterns) used in the last worldspace/area. Make every piece of land different from the last.
  13. Very well done. Most of those things I had to learn through experimentation, too. Perhaps I should write up a worldspace tutorial? Such a tutorial would be quite long :blink:
  14. Yep, saw that thread too. But removed by who? The author? Or moderators? Will it be wrong of me to ask where else I could find this mod, if it is still online? I REALLY would like to have that mod, for reasons of my own.
  15. Does anyone know about what happened to the Wasteland Mammoth mod? I would have just put this in the mod detectives section, but I'm almost positive that the mod was removed and is no longer on the nexus. Any leads?
  16. Found it :) http://fallout3.nexusmods.com/downloads/file.php?id=12293 I wonder if there are any other armors/creatures that look like this? On the FO3 or Oblivion nexus?
  17. http://i1238.photobucket.com/albums/ff500/jeux793/Radiant%20Flux%20Screens/RadiantFluxWatermark.png http://www.moddb.com/mods/radiant-flux Hello all. Voice actors are needed for the upcoming quest mod, Radiant Flux. A majority of the worldspaces are nearing completion, and the scripting/navmeshing phases of development have begun. I am posting this thread on the Fallout 3 forums in case anyone here too would be interested in contributing to the project. New Vegas isn't needed. __________________________________ Ideal Roles: -(Primary role, male)Serious minded, war-torn man -(Primary role, female) Snarky, sarcastic woman with attitude -(Female) Angelic voice -(Male) Intelligent man of philosophical and scientific studies, preferably matured/aged -(Primary role, male) Militaristic, confident -(Female) Militaristic, monotone -(Male) Militaristic, heavy -(Any) Militaristic -(Any) Tribal, dark tone (any language/dialect/accent) -(Any) Computer administrator voice prompt, (preferably female) -(Any) Trivial roles, civilians, etcetera __________________________________ Primary roles will have 40+ lines of dialogue at the least, and will be the most concentrated. Gender preferences can and will be adjusted based on talent and desired roles. Decent microphones are a must. Little to no static whatsoever. If interested, post here or PM me here on the nexus. Thank you.
  18. http://i1238.photobucket.com/albums/ff500/jeux793/Radiant%20Flux%20Screens/RadiantFluxWatermark.png http://www.moddb.com/mods/radiant-flux Hello all. Voice actors are needed for the upcoming quest mod, Radiant Flux. A majority of the worldspaces are nearing completion, and the scripting/navmeshing phases of development have begun. __________________________________ Ideal Roles: -(Primary role, male)Serious minded, war-torn man -(Primary role, female) Snarky, sarcastic woman with attitude -(Female) Angelic voice -(Male) Intelligent man of philosophical and scientific studies, preferably matured/aged -(Primary role, male) Militaristic, confident -(Female) Militaristic, monotone -(Male) Militaristic, heavy -(Any) Militaristic -(Any) Tribal, dark tone (any language/dialect/accent) -(Any) Computer administrator voice prompt, (preferably female) -(Any) Trivial roles, civilians, etcetera __________________________________ Primary roles will have 40+ lines of dialogue at the least, and will be the most concentrated. Gender preferences can and will be adjusted based on talent and desired roles. Decent microphones are a must. Little to no static whatsoever. If interested, post here or PM me here on the nexus. Thank you.
  19. This creature looks great! Saw the video a little while back, nice work!
  20. Make a trigger. Give that trigger an object script. Begin OnTriggerEnter Player, not gamemode Then have some control variable like DoOnce to make sure the message doesn't happen again. or disable the trigger altogether.
  21. Similar to regular FO nifs that have BSShaderLightingProperties, I want to add alpha and material properties to grass nifs that primarily have the TallGrassShaderPropterty and NiStencilProperty nodes. I've tried just tagging the alpha and material nodes in there as usual, but no success. Is it even possible for the engine to do this for grass, since they are rendered and spawned differently from other game objects?
×
×
  • Create New...