Jump to content

RegentEagle

Members
  • Posts

    24
  • Joined

  • Last visited

Everything posted by RegentEagle

  1. Oh you got my tweet then. I didn't know you were from these forums. I was browsing through for scans and saw my Twitter name lol. The person sitting behind in the background is also a Nord. Note that the Nord in front is blind in his left eye, but in the Orc screenshot he is blind in his right eye. This confirms characters can be blind in any of their eyes. I am betting there is an immense amount of customization.
  2. Well done to my good friend HugePinball the most as I'm sure he will do as much a good job as he is kind. I will be sending him a congratulations soon. Hope you both do a good job.
  3. Oops sorry, what is the word on this though? It's still happening... Sorry if you have not tested it yet. Thanks again. =)
  4. *Edit* Pointless comment removed. Sorry.
  5. Robin I have a new bug. When I forgot to login and clicked add comment or whatever a new option pops up to ask me if I want to log in. Doing so in the comment box makes this happen: http://img812.imageshack.us/img812/2931/19531586.jpg Happened twice to me tonight on every occasion. I don't think I can even add a comment when this happens. When I refresh it stays the same. It's like basic HTML or something, but not as bad. When I go back the main site and try again it fixes itself because I am still logged in. This means it's not an internet problem on my part.
  6. You have fixed the comment squashing fo' shizzle. Well done; thanks for that Robin. =)
  7. Only problem I can see is when you edit a post it squashes all your text up and removes spaces and whatnot. Same in PM messages for a long time (most likely forum too). It's a nice feature, but it's just my above complaint that annoys me. Also can you implement it so we don't have to sign in again to the forum if we want to post or view messages? Signing in twice takes more time and is annoying. Surely you can just implement it so you sign in once and you can access the forums without signing in again?
  8. Wow, more teens on here than I thought.
  9. It's xenophobia not racism. Just ignore it, these people are lesser beings than yourself for doing this anyway. Tis just stupid. Word.
  10. Woah... oh my god, how horrible! Seriously!? :ohmy: Heart cancer is extremely rare, are they sure it's not benign? I don't know what to else to say apart from keep your head up and fight it with all that you have... I wouldn't be worrying about who is going to get this done, I would be distraught. Best wishes, RE.
  11. Parse error: syntax error, unexpected ';', expecting T_FUNCTION $rankObj = $db->loadObject(); $this->_rank = isset($rankObj->id) ? $rankObj->id : 0;
  12. Yes it is a massive undertaking for anyone. I was trying to explain that and was only offering more help. I know you understand that I can't help too much, I am happy enough to help you a bit, as I have said. :) I think you should just add drug-ring properties like I suggested. It would add new properties to the game and give it a different feel. I have the game installed again now and am working on a update for Owned! as we speak. It will replace the property managers with a more detailed version of my book concept picture in the images section. When I have a spare moment afterwards I will get designing the rest of the assets for the drug dens. :thumbsup:
  13. You knew what?... I have just got a new project today and it's two solid months worth of stuff! :blink: I can only maybe finish this drug den and clutter off then send it to you, but that's about it. Maybe you could just put selected dens around the wasteland full of raiders and they could be a add-on for my mod. The player would have to claim these properties through taking out all the raiders occupying the den. I would do it so it's not too short, say the player would have to do a task (eg. find the door handle or find a hatch to infiltrate from the basement?). I would get learning the basics of modding Fallout 3 so you can place these in the game and learn what is what. If you can find people to help as well that would be great, but I usually mod on my own as I can put what I think is fit in it without someone deleting my ideas. If I have the chance I will get the game installed, place a few things and do a quest. You can then take a look at it, then I will write down all the stuff I did and explain it. In all honesty you won't get all you wanted to do without the help or your own knowledge of what you are doing. You can write any ideas down in your head and go wild, but implementing them is another thing...
  14. Well no one has even commented on your topic at Bethsoft... :confused: Really thought someone would pick it up there, but obviously not. I have started building a drug den, but it's not finished yet as it took me ages as it is (forgot how to do a lot of things). Pic: http://www.fallout3nexus.com/downloads/images/1516-1-1255373964.jpg Next I have to build the interior and clutter. Then I need to actually install the game and place it somewhere, then I am going to have to do some more concept art and ideas. God knows if I am going to have the time... lol.
  15. Lol not Bethesda... you would probably have the be a designer at their company anyway to get this idea to be developed by them. :pinch: :wink: Requests can be made here: http://www.bethsoft.com/bgsforums/index.php?showforum=45 Start your topic title with [REQ] (means request). :smile:
  16. Might also be worth going the the official Bethsoft forums and making a request there too. :thumbsup: I really hope someone decides to help you and your ideas do not die a horrible death... On another note I have a week off in a few weeks after our 3D vehicle project. I MIGHT build a alpha version of this project and make some 3D models and such and see how the mechanics of it all go. Illegal Racket seems a good place to start as it's an excuse to build a crack house from scratch. :D After that though until December, I can't help at all. :(
  17. Buddah do you know why all the thumbnail images in the "images" section of every mod I have looked at is blurry beyond belief until you open a full view for it? Also I usually get quite a few comments on my mods when I release a new version but the comment box has been dead lately. Might just be people being lazy though; I don't know. :D
  18. Like this: 1) Make your retexture. This tut obviously won't cover how to graphically change a texture -- do that on your own! Once you've got your retexture in .dds format with the proper alpha channeling, slap it into your Fallout 3/Data directory -- IN THE PROPER ROOT! For instance, if you're making a new retextured piece of armour, you'd have it in Fallout 3/Data/textures/armor/MyNewArmor. Also, grab the original normalmap (usually itemname_n.dds, in the same location as the original diffuse texture), rename it (ie "MyNewArmor_N.dds) and throw it in the same folder. 2) Open up GECK; go to the Miscellaneous section of the Object Window; go to Texture Set. Anywhere in the list of Texture Sets, right-click and select New. 3) Give your new texture set a name, such as "MyNewTextureSet". Underneath the title field you'll see a list with "Map" and "Filename". This is a list of various maps you can load to a texture. For most basic objects you'll only need a Diffuse map (the actual graphics of your texture) and a Normal map (those crazy rainbow-coloured shadowy textures that tell the game engine how to bounce light off of objects to create artificial depth). Load your new texture under the diffuse map line (make sure the texture you load is in the Fallout 3/Data directory; GECK nor Fallout 3 will be able to read textures you've saved elsewhere on your computer -- ALL new assets must be in the Data folder), and load the "_n" normalmap of the texture as well. Hit OK -- you should see your new Texture Set appear in the list of texture sets. 4) Go back to the Object Window main list, and go find the item you'll be retexturing. For instance, let's say you're retexturing the Combat Armor; so go open up its form (the window containing all global data for that item) by going to Items>Armor>CombatArmor. 5) Change any of the Weight, Health, AR, Value, etc that you want -- but we're simply retexturing the Combat Armor so no need to change its stats. On the right side of this form window you'll see two sections, labelled "Male" and "Female". These sections point towards the NIF model that this item uses as well as the texture. 6) Under Male, the first selection at the top is "Bipedal Model". This is the version of the item when being worn by a Bipedal (two-legged) NPC. Hit Edit. 7) You'll be brought to a new window which should show a render of the item in its default position, as well as a list for "Alternate Textures". At first, the only things you need to worry about is the UpperBody section and the Arms section. Right-click on each of these, select "New" which will bring up the list of Texture sets, find your texture set, and double click it. That part of the body should now be using your texture. Repeat for each body part necessary (usually UpperBody and Arms as I said). Then hit OK. 8) Back at the item form window, your new item with its own texture is now created. Hit "OK" - GECK will prompt you asking if you'd like to create a new Form, as you've renamed the original. Hit YES -- if you hit No, all of the changes you've made will be saved to the default item (ie Combat Armor) and no new item will be created. 9) Your new item will appear in the Object Window list in the section of whatever the original item was. Just go to File>Save in GECK, make your .esp, and voila. From someone off the official forums (sorry can't remember), he gets full credit anyway not me. :thumbsup:
×
×
  • Create New...