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Everything posted by SpeedyB64
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So far our plans are to have the East Coast Brotherhood of Steel using the tower as a base. The town will be suspended between buildings across the street.
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I've been doing a lot of art deco research. My brother is doing a lot of concept art for the mod so I will be working from that. The storefronts will be very art deco, sort of Fallout 3 + Bioshock + New York. I will have to do some research into the empire state building interior to make sure I get that right.
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@cambragol, PMed you a link to the files. I have a couple very early prototype screenshots of the NY mod. No storefronts done yet and the atmospherics are not swampy enough. Only the building at the back of the first image has destroyed parts so far. http://i721.photobucket.com/albums/ww216/SpeedyB64/NewYorkWIP01.jpg http://i721.photobucket.com/albums/ww216/SpeedyB64/NewYorkWIP02.jpg The entire test area there is just 5 buildings and an intersection. I got and modified some speed trees from an oblivion modders resource.
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converting a .Blend file to NIF for my mod......
SpeedyB64 replied to huntsman2310a's topic in Fallout New Vegas's Discussion
You need to give it its own textures in GIMP. -
Thats cool! When I finish the building kits I will be assembling them into large buildings then taking screenshots of each side. Then I will make a very low poly version and applying those images (scaled down to a very small size) to each side of the LOD building. The New York mod will have a lot of buildings so the LOD will be very simple so save on performance. I am planning on accepting people into a team on this project so you could make some LOD if you like. That building you made looks quite good, do you have any other examples of buildings you've made?
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converting a .Blend file to NIF for my mod......
SpeedyB64 replied to huntsman2310a's topic in Fallout New Vegas's Discussion
Well the nif file will contain the model data and the path to the separate texture file in dds format. -
converting a .Blend file to NIF for my mod......
SpeedyB64 replied to huntsman2310a's topic in Fallout New Vegas's Discussion
Worst case scenario you have to export an obj file and import that into nifskope. -
I believe it uses resources from the esm. using the esm won't hurt anything is basically just a bunch of items, the elevator esp has all the complex scripts that make the system work. I figured out how to use 3ds max's Boolean tool! Cutting things out is easy now. I'll post some pics later.
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3d scanner help and blender help
SpeedyB64 replied to dosbox1's topic in Fallout New Vegas's Discussion
lol no. An image file is just a bunch of pixels. Red green and blue values. No 3D data inside. You have to model it by hand with modelling software. -
Real Fallout Tactics Metal Armor [WIP]
SpeedyB64 replied to FavoredSoul's topic in Fallout New Vegas's Discussion
That's looking good so far! More armor variety is always great to have. -
I'll post the screenshots I have of the elevator: http://i721.photobucket.com/albums/ww216/SpeedyB64/VaultElevator02.jpg http://i721.photobucket.com/albums/ww216/SpeedyB64/VaultElevator01.jpg http://i721.photobucket.com/albums/ww216/SpeedyB64/VaultElevator03.jpg http://i721.photobucket.com/albums/ww216/SpeedyB64/VaultElevator04.jpg
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I'm making all the building sets first then I will make all the destroyed sections. The concrete and steel framework of the building interiors will be the same for all building sets so when I destroy them I have to do it in a similar way. The big problem is that destroying things is very difficult and time consuming. I'm currently looking for a fast way to do it, like a way to use another shape to cut out parts. I haven't really worked on the elevator in a while, I've gotten all caught up in NY. I'll send you what I have, its pretty much finished. Have you downloaded my resource pack? The elevator test esp uses it as a master file.
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The mod won't be a ton of cells. The main area will be quite limited. The view distance for LOD will only extend for maybe 8 blocks beyond our area until it gets to hazy to see. (although I'm not sure if you can edit the LOD fog distance) Anyway I've been working on more buildings. Once I get all the basic sets finished I will make damaged pieces and framework for a good destroyed look. We are currently working out the main story and locations for the mod. Once I get a new worldspace set up and some stuff i it I'll get into more details. http://i721.photobucket.com/albums/ww216/SpeedyB64/Skyscrapers07.jpg http://i721.photobucket.com/albums/ww216/SpeedyB64/Skyscrapers08.jpg
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That's pretty cool concept art.
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Looking good so far. I think it could use a bit more textural details/colour variation.
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I've heard that LOD generation was very problematic for the main worldspace and much simpler for a separate one. Even id LOD is impossible the swampy atmosphere would allow us to get away with adding in a lot of fog to disguise a lac of LOD. Although I'm pretty sure LOD is possible for new worldspaces. I worked on a Fallout 3 project for a while with a new worldspace I generated and I worked with LOD, this was before Fallout LOD generation was figured out so it didn't work out well. We don't need to worry about landmarks too much. The mod area is focused around the Empire state building and it will be a focal point of the mod. We can release later episodes of the mod with other landmarks when we get the first one done. The story is not entirely nailed down yet but the basics are that the player joins a (the) cross country caravan (large money offer to make the long dangerous journey) and arrives in the ruins of new york. There will be some sort of conflict over something in new York that all the factions want.
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Updates on my scifi level assets.
SpeedyB64 replied to CausticRKS's topic in Fallout New Vegas's Discussion
I look forward to seeing this textured. -
montybrad: Thanks :biggrin: cambragol: What you said is almost exactly what we are planning! We already have plans for a town suspended between buildings. The ground would be a radioactive swamp, so most of the action will take place in, around and between skyscrapers. There wouldn't be much on the ground only some resources (plants, creatures, some loot) the ground would be extremely dangerous to encourage exploration of the interconnected buildings. We have made a map of the 6 blocks we are planning for the first version I'll scan it in. The area is centered around the Empire State Building. Once I get more of the NY resources done and have a bit of the city done I will make a new thread for the project.
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Take a look at what Oblivion modders have done with the Script extender (more specifically script extender plugins) OBGE has practically replaced the rendering engine of that game. I'm not sure if NVSE supports plugins though.
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I really like this. looks like it has some very nice atmosphere. Fallout NV needs more dungeon crawls and places just to explore and kill things.
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Blender NIF export settings?
SpeedyB64 replied to CausticRKS's topic in Fallout New Vegas's Discussion
Hmm. Are you copying the whole branch or just the one block? You have to use Copy Branch then Paste Branch (the Paste Over option does not work with this, you have to paste the whole branch into your nif then redirect your bhkRigidBody to use that branch as its shape) If you still have problems send me the nif and I'll take a look and see whats wrong and let you know. -
Cool. I will be making damaged sections of the buildings. There will be structural stuff to put inside. I'm planning to make it so that some of the room sections of the vanilla tilesets fit inside so you can have rooms with destroyed walls. I was wondering if you would be interested in helping with a New York mod after Vault 24?
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A few more (Better, In-Game) pictures: http://i721.photobucket.com/albums/ww216/SpeedyB64/Skyscrapers04.jpg http://i721.photobucket.com/albums/ww216/SpeedyB64/Skyscrapers02.jpg http://i721.photobucket.com/albums/ww216/SpeedyB64/Skyscrapers03.jpg http://i721.photobucket.com/albums/ww216/SpeedyB64/Skyscrapers05.jpg
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Blender NIF export settings?
SpeedyB64 replied to CausticRKS's topic in Fallout New Vegas's Discussion
Is your collision an bhkMoppBvTreeShape? This is the most efficient type of collision. You can copy it over by selecting your bhkMoppBvTreeShape and chosing copy branch. Paste the branch in your final nif. (does not matter where) then go to your bhkRigidBodyT/bhkRigidBody block (adding the T on the end of bhkRigidBody makes it transformable) in the block details window set the Shape setting to the number of your bhkMoppBvTreeShape Your collision should now have replaced the old one. Select the old bhkMoppBvTreeShape branch and chose delete branch. -
Blender NIF export settings?
SpeedyB64 replied to CausticRKS's topic in Fallout New Vegas's Discussion
That looks very good. I have tonnes of experience in getting things into fallout. I use 3ds max So I can't help with the export but I know just about everything about Nifskope. What problems are you running into?