Jump to content

Skree000

Members
  • Posts

    1873
  • Joined

  • Last visited

Everything posted by Skree000

  1. weird release criteria... what stops people from making up a story that they served... video game reward for real life danger sounds more like patronization than anything. i support the brave people out there but come on... vg mod exclusivity for rl wartime? really? its only a matter of time before its gets distrod anyways...
  2. nothing wrong with anime :) i lurve it. .... esp. the not-for-kids kind too w00t
  3. what you are describing is the lack of 'Shadowing' lights, that cast dynamic shadows. Although these are somewhat expensive gpu-wise, they are not really too bad unless you have hundreds of them with wide radii. Afaik there arent any of these in fallout3 or oblivion, but the possibility for them is there, but that lies only in Bethesda's hands. What they DO use, are Omni-Fill lights, whose lighting, as mentioned above, penetrates objects and surfaces that would normally block it. If bethesda hasnt already wrote the code for them (and for some reason not included any) to implement Omni-Shadowing or spot-shadowing lights, youd have to have access to the C++ sourcecode of Bethesda's modified NetimmerseGamebryo engine, to write them in. frankly the chances of that happening are 0%. Unless you are a graphics programmer and happen to work at Bethesda and also happen to be reading this thread. sad, but true. strong engine uses weak lighting. there is no 'magic shader' to make lights behave as shadowing lights, the math behind the light function would have to be written up. (in the same sense that if you had a hypothetical hose that was shooting water, but nothing was getting wet, the problem lies in the hose and water, not in the objects being sprayed) bad analogy is bad.... sorry lmao
  4. looks great! i would however strongly request you use some better child head replacers, vanilla girl heads look like horses. Your mod is awesome though, dont get me wrong, but the faces i see in the screenshots make me cringe. If something better can be found this mod would be FLAWLESS! ;)
  5. the normal maps represent lighting information, stored in 3 colors, RGB channels. R (red) is left/right, G (green) is up/down, and B is depth or occlusion. The fourth channel in the texture is the alpha channel, and THAT is the specular (shiney-ness) map. So its actually 2 textures in one. The 'purple-y' part is the normal map, then when you click to show the alpha channel, thats the specular map. Spec maps are black and white. Normal maps are grayscale with 3 channels, making them end up looking a purple. To make one either use the Nvidia Texture Tools normal map filter for Photoshop, or use Crazybump DO NOT fill in your normal map's RGB channels with black. If you dont really know what to put in there, put 128,128,128 grey in Red and green, and fill blue with white. Then work on your spec map. The end result is a purpley 128,128, 255 flat purple color for RGB channels. This will output a neutral or 'flat' normal. This is the 'no bump information' color. Black will look all screwed up, so will white, or grey, or any non-blueish color, since blue channel is expected to be mostly white, if not pure white.
  6. all scripts only work on their own internally referenced entities. all you need to do is create each and every element of a script you wish to adopt into your own mod, (that means, create every script, cell, spell effect, armor addon node, Note, message, everything that is involved in the process, create a new one of them, for you. everything involved in your desired gameplay mechanic you must recreate (or duplicate and rename) then edit EVERY script/entity/effect in those, and make them reference eachother, only your new stuff. a vanilla script will do NOTHING for your own mod unless its referencing YOUR stuff ;) your job is to make it so it deals with your stuff! :) (i adapted J3x's driveable chimera tank mod (which required Anchorage) and completely overhauled it and changed it to suit my needs, but first i had to recreate every single part of his mod (was about 30 independant items), then go through each one in turn and make sure they reference eachother, instead of OA and/or his mod. I wanted my mod to be a standalone, so thats what i had to do. Took me 2 days to rename everything, then go through and figure out how i could re-align all his scripts to now deal with the new ones i had made. In the end it worked great. Ironically now this is not the way ill be doing my driveable vehicles, but it was a good lesson.
  7. imho vanilla has small enough breasts as it is. any smaller and they would be nonexistant. They are barely even just bumps. Id say vanilla is a large A or a small B cup at the most.
  8. ask here, they will answer your question probably within a day or less, maybe within the hour :) http://img17.imageshack.us/img17/515/erywyewyew.jpg
  9. umm have you tried 'flattening' all the layers on the PSD in GIMP? it will then turn into a normal image which can be saved as .dds PSD only means that the file contains images on multiple layers. Flatten those layers, poof, now its a normal image that can be saved out as any type.
  10. hmmm sounds like as for the status field thing its also script related. All object effects, mechanics regarding terminals, toggling functions on items etc, thats all scripted and can be modified, removed or controlled! :) (in GECK) The chinese armor probably has a bad pivot point. Is it vanilla armor that does that for you? I wonder why noone else mentioned it so far... when you make meshes, if you dont put the mesh at the Origin (0,0,0) it will be offset. The origin acts as the pivot point (local coordinate origin that is). So if someone exported it or modified it and moved it around (perhaps by Translation in nifskope perhaps) it might achieve this effect. Usually though meshes have their own pivot, but if you manually move THAT one, (OR) parent a mesh to a bone node with a different pivot somewhere else) it will be overruled by its parent.
  11. or if you are a visual person ;) http://img17.imageshack.us/img17/515/erywyewyew.jpg
  12. or the texture might not be in the textures folder at all? maybe if its on some randomly named folder somewhere on your pc? (or you didnt send him the texture?) OH also make sure your friend sets up his FALLOUT.INI file properly (mydocs/mygames/Fallout3/FALLOUT.INI) change bInvalidateOlderFiles=0 to =1
  13. post pic in this thread here and ask them :) they will help http://img17.imageshack.us/img17/515/erywyewyew.jpg
  14. Skree000

    SNOW???

    yus! i live downtown@dundas and wellington! Harro
  15. Skree000

    SNOW???

    Snowed last night a little bit here in London Ontario also... waitaminute... STALKER!!!!!!!!!!!!!!!!!!!!!
  16. look up 'Ultimate Load Order' it will help you for any load order concerns. contains all the info you need to make flawless bug free LO's
  17. i hear ya honey! :) usually they leave ppl alone unless you are really making a name for yourself and/or re-selling or re-distributing stuffs
  18. @honeybiscuit actually, no fallout3 has an EULA which allows users to exchange modified bits of the game. However, you are not allowed to upload whole entire parts of the game. (Its the user agreement of the GECK) You cannot say, upload entire BSAs or zip files containing the whole game, or large parts of it. Those are not deemed redistributable (legally) releasing entire soundtracks and/or songs is indeed a copyright violation (to their prospective copyright holders), since it is releasing the work in its entirety. If you cropped say a 10 second sample and released it, that would be legit, but who wants to do that @psyclops man every time i see you sig i keep thinking thats a big head of broccoli or cauliflower or a tree with grass around it hehe *ducks*
  19. believe it or not, data/music/success.mp3 isnt even used by the game The actual sound you hear is located in data\sound\mus\ its called mus_success.wav This file is one of the hidden sound files in the game, packed away in Fallout - Sounds.BSA. (i found it with BSA UNPACKER (part of FOMM)) To 'remove' that from playing, make a silent 1 second wav file (you can do this yourself using most sound editors). Then rename it to 'mus_success.wav' then in your fallout3's data folder, if there is none already, make a folder called "mus" (noquotes) and place the sound in there. Then try it
  20. no, _n doesnt just come out of thin air. You have to make that texture yourself. You dont even need a normal map because if you use The Blank one, it will work just fine. In my original instructions i mentioned using the Blank vault door normal map along with your custom color diffuse map Those together will have the perfect result when applied to the Vault101 door, as mentioned above a few times. About the folders, its not too late. When fallout3 loads up, it looks for any custom files you have loaded into its DEFAULT directories (which are /meshes/, /textures/ and /sounds/.) It will only look in predetermined locations to find meshes, such as the original file paths listed in the BSA archives (ie.. /meshes/dungeons/ etc. if your vault door is placed in /meshes/ChrisPydtank/ it will be bypassed. THIS IS WHAT YOU WANT!) Otherwise, Vault101's door will now be replaced with yours. Thats not what you want. You want a NEW vault door right? Not to replace the original. Once you have placed YOUR custom vault door with your custom number in it, in a folder named after YOU, (ie /meshes/ChrisPydTank/) Go into GECK, duplicate vanilla Vault101 door, rename it to your own choosing, Then for the mesh, Pick your new custom vault door) Then your done. NOW, the game WILL find your custom door, located in /meshes/ChrisPydTank/, which is where it should stay. As soon as you start exporting assets and placing them in VANILLA subfolders, the game will start screwing up and replacing them with whatever you have placed there. You HAVE to have them in your own custom named folders at all times, or else Fallout3 will start replacing things with whatever you feed it. (Bad results, unless you REALLY want to replace things instead of adding new)
  21. yeah right after i posted i realised i dont think you can lmao sorry ;) Cool pic though :)
  22. the reason i asked is because you are extracting your Vanilla fallout3 meshes with BSA unpacker into your WORKING Fallout3 folder. This is a NONO. Remember when i said 'make a folder named after yourself, and place it in fallout3/data/meshes/ and fallou3/data/textures' Do that. And put your extracted stuff there. If you DONT, and put it instead in root fallout3/data/meshes, Your game will be all screwed up, and the game will reference those files instead of the ones its supposed to use. Whenever you extract BSA archive data, put the files somewhere where the game CANNOT reach them, UNLESS it is instructed to do so. Placing a nif file in Fallout3/data/meshes/dungeons/vault/ etc etc Is FORCING the game to load up all files in that folder whenever you play the game, and USE these as defaults for whatever vanilla meshes they were supposed to have. You NEED to place them in Fallout3/data/meshes/YOURNAME/ or your game will be broken! btw. partitioning a drive is fine, dont assume im your enemy or something just because i was nasty lol. I only asked because i saw you extracted the files to the same folder you play the game from, and want to help you prevent screwing up your game BTW here is the Niftools Forum , where you can can search and see if anyone else encounters the same problems you are having, then find out how they fixed it http://niftools.sourceforge.net/forum/index.php You're a good person, i think you have alot of motivation and energy, and can really have great successes in your mods. I think you'll do great things! You just need to take your time, and dont rush through steps. Youll only make it harder on yourself ;)
×
×
  • Create New...