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laffindude

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Posts posted by laffindude

  1. Eventhough I'd agree with you on how it is hard to write engaging story that allows choices, that is not what I am talking about. The lack of depth in the evil side is glaringly obvious compared to the "good side." Example: you talk to some NPC, and he has some item you want. The evil choices usually will degenerate to simple killing. How's that for creativity? Hey, one can be evil without killing anyone too. That is an option hardly explored in all games ;o What's more evil. Killing a guy, or cut off some guy's hands and feet, then gouge out eyes and cut out his tongue. He'll wish he was dead but he can't even hold a gun to his own head to end himself. Well, may be that is more borderline psychotic than evil, but evil none-the-less ;o This is just the result side. How about some more thought in the motivation for the wicked acts too?

     

    Fallout3... Meh. There are so many instances in the game where there could have been a much more awesome alternative ways to be evil, but instead the game just put in some lamo cookie cutter responses and outcomes.

  2. It is the plague of any game that has "moral choices." Most games that lets you choose evil side turns out nothing more than making you a low class criminal. The worse offenders are the Star Wars games in regards to Siths, who are supposed to be conning and manipulative instead of being petty thugs with hokey pokey magic. The good side aren't immune either. I blame the developer and writers. Gamers aren't half as simple as they think we are. Now, not only games are dumbed down for console, the stories are as well.

     

    /IMHO, take it with liberal amount of salt.

  3. I think you got the arm texture backwards.

    There is something strangely odd about the helmet. I think it is too small compared to the head. May be it is because I been looking at mine for too long?

    Helmet colors could match a little better ;o

     

    I like the gloves though. I'm kinda too impatient to rig them. I'll do it eventually though ;\

     

    My complete Onyx>

     

    /Edit: Just realized my caveman talk, but too tired to fix it ;o~ /retreat into my cave.

  4. Oh dear ;o~~~~~~~~~~~~That looks really good. I see you got the helmet texture thing figured out :)

    I've said this before, but this armor (all texture variants) looks many times better in FO3 than it did in ME.

     

    Edit: You've got mail.

     

    Edit 3: New UV ;)

  5. It is more or less by hand. However, since most of the actual "texture" I've isolated into grey scale, it isn't too hard to change the colors real quick to suit the different colors. Example of HMM_HGR_HVYa_Strp_M03_Stack.tga which I think is for scorpian helmet. If you isolate the different color channels, it is real easy to apply colors on it to make it get the look you want.

     

    like the picture you posted. The black parts can be seen on the green channel of HMM_HGR_HVYa_Strp_M01_Stack.tga. So you can just extract just that channel and make it a mask of putting colors on. etc.

     

    the alpha channel on HMM_HGR_HVYa_Diff_Stack.tga is what the base "texture" is for the helmet. This is where I have it in the background to color upon.

  6. The problem with the helmets posted so far, beyond the textures not really doing justice to Bioware's without the various tints and overlays, is that the visors aren't using the environment map properly. Instead, they seem to be using it as a diffuse texture which is just creating a black, partially transparent surface. If you look at the reference shot in the OP, you'll notice that it's actually opaque and textured entirely by an environment map, much like Master Chief's. Sadly, I have neither the time nor skills to figure out how to do this in nifskope, let alone conjuring up a faithful texture for the rest of the helmet. Unlike the rest of the armour, much of the colouring and decal work for the helmets is done in-engine in Mass Effect, making this a pretty big job if you want to do it properly.

     

     

    Oh, absolutely. I'm not taking anything away from what the other guys did, and I'm sure when someone inevitably puts this out a lot of people will appreciate the work. I'm just trying to shed light on the disparity between the reference image and the current FO3 version, in case someone has the time and motivation to improve it.

     

    EDIT: Incidentally, here's what I've done with mine. You'll notice the arms are now uniquely textured and the specular's improving. Next I'll learn how to do decals in Blender so I can restore the remaining details.

     

    Are you sure the environment map on the visor is in the game assets? It may be high res model and textures not released with the game.

    I figured out more what is what in the different color channel as I go on (the one I posted was more of a quickie so I have something to look at in max). I started over and isolated most of the overlays. Easy to tweak to suit different color of the helmet. I am sure you have as much photoshop experience as I to restore the textures, but like you've said. It just takes a lot of time.

     

    The red stripe on the right armo looks awesome. You artist types are way too anal about the looks ;p I look forward to more pix your version to take some ideas out of ;)

  7. *use short instead of int.

     

    	set iSuit to player.getItemCount DLC02ArmorStealthWastelandOutcast
    set iEquip to player.getEquipped DLC02ArmorStealthWastelandOutcast

    *You probably don't want those in Gamemode, since it'll set those value every frame. And why set iSuit when you aren't using it?

     

    *The actual consumption script part should be inside game mode, since onEquip will only run 1x when you equip it.

     

     

    if iPower > 1 && iEquip == 0
    player.EquipItem DLC02ArmorStealthWastelandOutcast 0 1
    player.UnEquipItem DLC02ArmorStealthWastelandOutcast 0 1
    ShowMessage OutcastStealthSuitReady
    endIf

    *What's the logic behind this block? This seems very broken. In game mode, it'll set the iEquip to zero in the beginning since you haven't equipped it. So when you equip it and this part of the script runs, it'll just be unequipped. So when you get back into game mode, iEquip will still be zero. So next time you equip it, it'll just run this part again.

  8. Maybe one reason for the inordinate modding of small guns is that they are something that people can actually buy, admire and fire, and then look at and measure to transfer into a 3D modelling program.

     

    Flamethrowers, stinger missiles and phased plasma rifles are harder to come by.

    I think another reason is that it is a lot easier to re-create something than to create something entirely new and cool. Go draw a cool sports car, and go draw a Ferrari. See which is easier and comes out looking cooler.

  9. No, not really. I am going to make a lot more. Not only I am going to make more, I am going to make many variants of the same gun. I am sure changing from a 3 dot sights to a Von Stavenhagen is significant enough of a change to warrant a new mod... ;)

     

    Seriously though, if you want something, it is best to roll up your sleeves and do it yourself. Why complain when YOU can do something about it. Who knows, you may start a trend with new energy weapons and explosives.

  10. hmmm using forceAV on karma doesn't seem to want to do anything.

     

    short checkme
    short doOnce
    
    Begin OnEquip player 
    set doOnce to 1
    End
    
    Begin GameMode
    if doOnce
    set checkme to player.GetActorValue Karma
    
    if checkme
    	set checkme to (checkme * -1)
    	rewardkarma checkme
    endif
    
    endif
    end
    
    
    Begin OnUnequip player 
    set doOnce to 0
    End

     

    edited for complete code. Works perfectly for me.

     

     

     

     

    If I understand correctly, it should never be a Begin GameMode and do not need to be a quest script. Enough to make an object script attached to the robe with the blocks Begin OnEquip and Begin OnUnequip

     

    By the way, if the karma at the equipping instant is to be stored, you can do a bogus quest with only the variable declaration block, the advantage of using quest script variables is they are like globals. The advantage of using the object script with only those two blocks is plain obvious, it runs only when the item is equipped/unequipped

     

    Observation: Variables in quest scripts are aways active and retain values between game sessions... EVEN if the quest itself is completed/terminated.

    So the bogus quest may simply initiate so to initialize the variables and close afterwards, and can do it silently.

    If you want an effect that is constantly updated, then you NEED begin GameMode. He wants to zero the karma whenever it is changed from zero. (look at his original intent with the misused rewardkarma). Using gamemode to constantly monitor karma is the way to do it. If you use gamemode, the script effect can actually keep running even after unequipping. Give it a try with the script above and delete the equip/unequip block and remove the doOnce thing.

  11. You don't need on equip and on unequip for what you're doing.

     

    Begin GameMode
    
    if player.GetActorValue Karma != 0
    	 player.ForceActorValue Karma 0
    endif
    
    end

     

    Go read the GECK wiki again on ModAV, RewardKarma, and EquipItem functions. You're not using them correctly.

  12. It isn't forcing the AA on. Do you have adaptive anti-aliasing on in the driver AND turned on transparency multi-sampling in FO3 launcher.

     

    Adaptive anti-aliasing is a misnomer. It is actually transparency multisampling, which is the error that is shown (the lack thereof) in the op of that thread.

     

    Edit:Also, the problem is alot more apparent on small texture size. I tested on my modding computer that has a 4870, and it is barely noticeable with texture set on high, but very ugly transparency edges on small textures.

  13. Megu: In regards to hair alpha, I assume you're asking about the overlapping alpha problem? You don't need to have NiAlphaProperties in the NIF. The transparencies work better without it for some reason. Delete it and see if it works better on your mesh. SydneyB showed me the way on this :D

    Also. On the Yuffie hair, you really don't need to model the interior side of the hair. You can just put in NiStencilProperties, and it'll draw both side of the polygon. It may be easier than to mess around with the UV.

     

    Been a little busy lately, or I'd contribute some stuff to this mod :(

  14. Few observations:

    *May want to rename your hair files. Hairpack already uses hair01-09.

    *Yuffie's hair (05). Bad UV mapping on the inside.

    *Inefficient use of the texture space. They look really low resolution for 1k maps. You can probably pack the UV mapping a little tighter.

    *Look at the hair in nifskope. There are patches of green color. You can fix the difference by going to the shape> double click on vertex color to turn it off> Save > load the file again, and double click vertex color to turn it back on. it'll turn all the vertex color to white.

    *You may want to create child/old version of your race. So you can start the game with it.

     

    Are there reasons that you're using a new headmesh? From what I can see, it isn't really needed. The changes you made were so minor that you can just edit the race inside the race facegen thing.

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