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Novi Orbis Mod?


mssmjscss

Novi Orbis?  

12 members have voted

  1. 1. How good is the idea?

    • Pretty good!
      6
    • I don't know...
      2
    • Pretty bad!
      0
    • Cheese, for EVERYONE!
      4
  2. 2. How good is my support for you, on a scale from 1 to 5?

    • 1.
      0
    • 2.
      0
    • 3.
      3
    • 4.
      2
    • 5.
      2
    • Pizza.
      5
  3. 3. If at all, how will you help?

    • Producing
      0
    • Graphics Design
      0
    • Sound Design
      0
    • Level Design
      2
    • Main Testing
      3
    • Sound Testing
      0
    • File/Download Organization
      0
    • N/A
      7


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btw, Im very green at G.E.C.K I dont even know how to create a "new worldspace"

Don't worry; like I've been saying, this isn't to be hurried--if we were to hurry it, your lack of skill and my lack of genius would ultimately, unfortunately, and untimely receive a terrible rating. So, we should go about the project rather cautiously. If you have a life outside of these forums, and there's nothing imperative to do for the project, then go through that life of yours 'til it's able to be worked on, or whatever.

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Just want to throw in here that I've been on and off following this idea and it sounds pretty cool. Difinetely like Ryuukage0101's map because with too many factions it might stretch the development of each too thin.

 

Even though I originally intended to make a 4096x4096-size map, instead of the usual 1024x1024- or 2048x2048-size maps, and based on that, I originally implemented so many factions, I still agree once more. Sorry that I didn't add that bit earlier; though, it would explain why I used such large maps, right?

 

EDIT: I do believe that we're using a 2048x2048-size map, as-of-yet, due to a 4096x4096-size map being to much to work with, unless, y'know...

Edited by mssmjscss
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FINALLY, AFTER ALL THESE HOURS--I've got the heightmap working for the GECK! It looks really identical to the original design; I didn't even need Photoshop.

 

EDIT: I'm going to work on the map a little, so I might not have too much contact with you guys--wish me luck!

Edited by mssmjscss
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  • 3 weeks later...

Like I talked about in my conversations with Ryuukage0101, the mod will hopefully [someday] include the voice cast of Obsidian's very own; of course, this goal would not be unlikely due to their exclusivity, as they include a bit from the "Two Bears High Five" mod, but due to the length this project would actually take (and it is taking long so far), so--we'll need modders, and a bucket-load of 'em. Ryuukage0101, since I'm so lazy enough nowadays to rely on appointed bureaucrats, will "take my calls" (or, he will send you the Dropbox information, to put it realistically).

 

The reason why I'd need Obsidian's voice cast, and pretty much nothing else from them (though, I've never really checked in to it enough), was, is, and perhaps forever will be said in detail or fragments: This is basically adding the default characters and factions (that is, the ones made by Obsidian) to a whole new world, thus, the voice actors would simply be needed to voice anything from simple banter (i.e., "I love living on Novi Orbis", "The Federal Republic of the Enclave just attacked the Empire of the Caesar's Legion today, and took <insert city name here> from them", &c.) to any [or perhaps all] new quests included in the final edition of the mod.

 

In other words, the mod's final form will be rather linear, but not its initial states.

 

If I don't make any sense, ask what you haven't or didn't catch.

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Hi mssmjscss! I have to say your idea sounds cool. If there is lots of new worlds for GTA series then this shouldn't be problem. Im not good modder but i could make some models for new armors and weapons. And if we fin.... WHEN WE finish this mod we should include Project Nevada in it. I will start making armor models right now. :laugh: :thumbsup:

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