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genovauk

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About genovauk

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  1. I have already looked into this and I think it's beyond my scripting experience. A lot of the functions that handled crime in oblivion are not present or don't work in fallout. In theory it's possible to script it all to an invisible active quest. Also I think that any npc's that were to up-hold this crime system would have to have their behaviours changed from there current one which is to just start shooting. Haven't looked into those but they may be hard-coded not sure though they might just have to have all new AI packages etc... It's a nice idea though. I may look into it again in the future but not atm i'm too busy.
  2. Yeah there were a few things I wanted to tweak but left them well alone so i'll spend some more time on them now get them just the way I want each one
  3. Update : A few major things have happened in my life these past few weeks. My gf finally gave birth to our georgous little baby girl sienna 3 weeks ago, On top of that we moved into our own place 2 weeks ago. Finally sorted everything out. Only one problem I am gutted about and that is my computer got a virus and while it didn't effect my max saves, I was backing up stuff to external drives and reformatting, But the virus came back, Found out what was causing it and remedied that the only problem was I wiped all 3 HD's, A clean slate so to speak losing absoloutley everything including my max saves. So now I have to start again from scratch, I had 28 peices finished including the door all I needed was textures and animations. Oh well will probably not update on the models now untill they are near completion and backed up properly.
  4. Posting here as the topic has pretty much alraedy been made; fose and fomm on windows 7 they both work after install but after rebooting no longer work and throw out the error : not a valid win32 application. Anyone using windows 7 have these problems or know a fix ?
  5. 5 days past end date, Any info on when the winners will be announced, I kno people have real lives and wotnot and that the mods need to be played through etc.. before they can have an official scoring, But a little update on the progress would be nice even if it was just to say you guys are looking through them.
  6. Another for those who are following posts :) My site should be finished by the end of the weekend, got a few more scripts to create for the main site and the my admin section to do then i'll upload it. Come monday i'll be continuing my tileset. First week at work is a tiring process i'll be right by next week lol.
  7. taking a break atm just started a new job and I using my spare time to do my website. gotta break up my activities a bit otherwise i get bored.
  8. Just a quick update before I finish my site : couple of images of 99% modeled models. first one is the blast door second one is the blast door in the room doorway. http://i515.photobucket.com/albums/t359/genovauk/Bunker%20Tileset%20WIP/blastdoor.jpg http://i515.photobucket.com/albums/t359/genovauk/Bunker%20Tileset%20WIP/blastdoorinentrance.jpg
  9. The models are currently the basic foundation models they will need smooth groups adding and I found a few more images on google as to what kinds of detail to add to the halls and such, There aren't many images though and will have to guess a few things, Most of the bunker images I found were either too destroyed to see any paint detail etc.. or had be painted over and look way too modern for what I'm after. Hall wise they are going to be red brick all round for the most part anyway like a railway tunnel and the rooms I'm thing light grey to light brownish pillars, I was going to have the walls red bricked there too but I'm siding with the part of me that thinks a more concrete look would be better seeing as they are bunkers and suppose to have rather think walls.
  10. Ok an update for those who are following. I now count the total (aprox) peices for both rooms and halls to be around 24 sections, That's how many I think will be done by the end of the week. 16 of which are completed and awaiting optimisation, detailing and texturing. I found in the vanilla tilesets had a lack of corner entryways so that's why it bumps up to 24 from 16 as I have 2 types of entryway Room<>Hall and Room<>Room this is because of the way I modeled the blast door and how I see it working and the normal door they are both while the same base model have different jobs. I already have an entryway sign and a base for a light fixture. Possible extras include but may not happen yet are static pillars to put wherever, shelving, ww2 clutter, Possibly furniture. I am hoping this will be a complete tileset with accompanying accessories. What I am not doing is any new weapons or armor to fit the period of the bunker only static items and maybe some animated static items. Possibly some usable small items. Also I'm going to find a free webhost to easier show progress with screens and news n such, Will update later.
  11. well I tried the basic keyframe anims on the middle handle and exported it to check if worked in nifscope but the handle went and moved away from the door and rotated on an arc instead of just turning on the spot, So i'm thinking that bones whatever they are, are the way to go. I'll have to look it up once i'm done modelling it.
  12. I didn't think I would be able to do it to be honest but I'm feeling quite pleased with myself. Iv'e got the halls to do yet after I finish this door and another door to do aswell, After that I'll get on to tweaking each model to not be so straight and start adding details. texture wise would people prefer a clean untouched version or a rusted version or would it be better to do a clean and rusted variations ?
  13. Update door and mechanism, not finished yet. http://i515.photobucket.com/albums/t359/genovauk/Bunker%20Tileset%20WIP/wip-door.jpg
  14. That's new to me; Render-to-texture. I am using max for these models and atm I only know how to plane model which I think is easiest for me, when it comes to everything else like animating, texturing I don't know that much about, But I have had a working basic model cube textured and working ingame just to see how easy it was and if I could actually do it. The door that I am going to base my doors off will be something like this; link Also just incase anyone knows, I imported the enclave door into max and it had some sort of rig or bone can't remember the exact name, It looked like a 1pixel line with crosses at the end and this controlled the movement of the door, Would I need something like this for my door? As you can see the handle, hinges for the bolt locks and the screw threading are going to be moving for this to look any good plus the actual door opening after that, What is the best way to animate these doors for ingame as I only know atm how to set a keyframe rotate door for example and play the resulting max compiled animation.
  15. No reason just thought it would fit nicely into the fallout world, I may do other styles later on. I'm trying to make this as versatile as possible without having too many room sections so the user can create alot of varied room shapes and configurations, I think I have about 8 so far not including the halls.
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