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TommyCreo

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Everything posted by TommyCreo

  1. Ambitious project. So, have you made all these models by yourself?
  2. This sounds so effing awesome, for modders and mod-users alike. I'm glad to hear about the Mod Memory function, since I reinstall Windows quite often.
  3. Alright. Sorry to hear that. :sad: Good luck getting it working again.
  4. I like what I heard, and I will see if I can send you some lines to do in the near future. But the microphone that you used in this sample isn't the one you would be using for the actual recording, right? :ermm:
  5. One of the first mods to be released, a true classic: DK BulletTime
  6. That's a good question. It was possible to do in Oblivion, so I'm guessing it would be possible to do in Fallout 3 as well. But come on, let's be honest here. We all know what the first thing to receive the jigglebone treatment would be. :P
  7. Ok. So I'm not the only one getting this bug? I hadn't seen anyone else complain about it, so I thought it might be an isolated incident, but I guess it isn't. Shame. Thank you for taking the time to answer my question.
  8. When an NPC wearing the Guard Reinforced Stealth Suit looses a leg or an arm, it looks like this. All armor attachments get stuck to the blown off limb. If I shoot of another limb, they all appear on that one instead. http://dl.dropbox.com/u/3951285/Pictures/Untitled-1.jpg Does anyone know why that may be? I've tried reinstalling. I've also tried uninstalling both Re-Animated and the Groovatron.
  9. Hello all. I know absolutely nothing about 3D animation, but I know it's possible to convert mocap data into kf files, so they can be used for Fallout 3, like Umpa animation does. And that's basically want I would like to do myself. Turn them into an animation, than can be triggered using a console command. They are to be used for making Machinima. Is it a complicated process? I know making custom animations are a pain, but what about converting mocaps? Could anybody explain to how it's done? If anybody would be so gratious as to help me out, they will of course be given credit as a consultant in my movie. :) You can check out the trailer for the upcoming project .
  10. It's aliiiiiive! (mad scientist's laugh) ;D Looking spectacular! Can't wait to see it released.
  11. Thanks for explaining Skree. I'll have a look at it soon.
  12. Here. As you see, from certain angles, there aren't any problems. In the lower left shot, the two shadows are overlaying perfectly fine. In the other shot, however, the top shadow messes with the lower shadow. I guess it's a problem with the mesh. But what can I do to fix it? http://www.fallout3nexus.com/imageshare/images/373285-1248481507.jpg
  13. You're right. Only, I have my hands full as it is, and if all the shadows had to be made that realistic, it would take forever. But some of the important ones, I might put a bit more work into. Right now, I'm just trying to work out the kinks of the general method I'll be using. I still have one problem. That is, when I stack multiple shadows on top of each other, there are some ugly clipping issues. I'll post a screenshot. Maybe someone know of a solution to it?
  14. No, unfortunately not. The solution is a very crude one. I'm using a single, flat, square mesh, which I then apply texture sets to in the GECK. The texture is that which draws the shadow. The flat mesh is then placed in the level using the GECK, as close to the floor as possible. So the shadows can only be drawn on floors, walls and ceilings. I'm basically handpainting all of the shadows, as if I was drawing a picture. :rolleyes:
  15. Yeah, I see what you mean. This is propably something alot of people haven't really noticed. Neither did I at first. However, I think that it is something the eye notices on a subconscious level, with the result, that you find it a bit harder to believe the game world is real. But then again, the reason I'm doing this, is that I am very particular about the visual presentation of my movie, and I want everything to be as good looking as possible. I imagine alot of people wount have the patience to hand place every shadow in their own levels though. But if someone would like to use these shadows in a mod of their own, they will be more than welcome to.
  16. Thank you. :happy: Here is the first wall shadow I've made, and it turned out pretty good I think. http://www.fallout3nexus.com/imageshare/images/373285-1248455957.jpg
  17. A small update. I'm a noob at NiFSkope, but I managed to copy the block that contained the "texture alpha channel properties" from one nif file to another, so now I have a good mesh to use for the shadows. In this shot you can see some lightsources eliminate the shadow. However, once again, this had to be created manualy in Photoshop. It was easily done though. In the shot below, you see an example of a very simple shadow, that can easily be recycled for a number of objects without any changes required. http://www.fallout3nexus.com/imageshare/images/373285-1248450223.jpg http://www.fallout3nexus.com/imageshare/images/373285-1248450304.jpg
  18. Yeah, that's another shortcoming of this method. But yeah, better than nothing. And I agree with you guys. The lack of shadows are a damn shame. Considering how well Fallout 3 interiors run on a modern machine, I'm surprised that Bethesda chose not to implement shadows to some degree. Let's just hope their next game has them. :biggrin:
  19. Lately, I've been creating the sets for my upcoming Machinima, In Search of Eden, and whilst doing so, I grew ever more frustrated with the fact, that no objects in Fallout 3 cast shadows. None! Not even walls! My modding skills are quite limited, so I've only been able to come up with one crude solution for this: To create a decal (like blood splatters), that act as shadows. This method has both ups and downs to it: Ups 1. Nice soft shadows with little to no performance impact. 2. Well, it's better than no shadows at all I guess. Downs 1. Lightsources, including the pipboy light, wount light up the shadow. But just place the static lights properly, and make the level bright enough, so the pipboy light wount be necessary. 2. A custom shadow must be built for each object. Some recycling may be possible though. 3. Shadows have to be hand placed every time. A shadow is quickly created in photoshop though, and they are easily placed in the world, so if you really want to built a good looking interior with great lighting, it's worth the trouble in my opinion. I could turn this into a sort of modders ressource, if you guys would be interested. This would basically be for those people that like to create interiors with great lighting for their mods. What do you say? Here is a screenshot of the first shadow I created. What do you think? http://www.fallout3nexus.com/imageshare/images/373285-1248291339.jpg
  20. I'm personally dying for an update on this one. Have you had time to work on this beauty?
  21. You could head on over to the machinima.com forums. There you will find alot of voice actors volunteering, even some female ones. I found a young woman there to star in my upcoming machinima based on Fallout 3. Maybe they'd be willing to lend their voices to your project as well.
  22. How about something more simple, like: MX-01 It looks cool, and it makes sense, 'cause MX would be a new line of Power Armors, replacing the old TBs, and this was the first one to be produced. And later it also turned out to be the last one. I like the omega idea, it just seems a bit to much for a military product. Wouldn't they want to keep it clean and simple?
  23. Thank you so much for that link. I just hope that it works as intended.
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