Ikyoto Posted February 18, 2009 Share Posted February 18, 2009 I've had lots of experience with editors and CGI, so this isn't a newb thing. I'm just pressed for time so I am tossing this post out there. I've seen the capacity to import new mesh objects and textures - very cool. Does it have a rigging function so that new figures walk and move properly? I've got some figures that would look really great in the game for that "WHAT THE HELL IS THAT AND WHY IS IT PISSED OFF AT ME???" moment. Deathclaws... if I can get my critters in, they won't be the top of the food chain anymore. ;) There are some wonderful tuts and mods - does the G.E.C.K. have access to all the tiles/objects in the game? I'm asking this one because I want to make a vault that is in as pristine condition as possible. Making new textures is doable, but time is a factor. I don't want to take some much time doing something that it becomes a non-viable mod before I can share it. Links to tuts that are easy to browse or posts that have the intel in them would be welcome. Link to comment Share on other sites More sharing options...
sombrehombre Posted February 18, 2009 Share Posted February 18, 2009 I'm still exploring GECK, but I'm pretty sure it gives you 1) full access to all things described as objects (including terrain and architectural ones) in the game, 2) all actors, 3) effects, 4) text scripts on effects and quests, 5) the ability to position them in existing cells (areas/vaults/underworld/buildings), or to create new ones with gated access to cells the existing game world. You can't alter the rendering/physics engine, or the most basic AI routines/capabilities that are accessed through script commands, as the FO3 executable is precompiled/locked. There is no facility within GECK to create/edit meshes and textures, attach new textures to existing objects (though one can do simple replacement that with a dds texture substitution), or create new skeletons/animations. One must use external tools like Niftools and Blender do those things, and GECK allows you to associate them with new game objects. With reference to your question, all of the meshes/textures from the pristine Vault 101, and the Enclave base at Raven Rock, are available as architectural elements in your new vault. The Geck tutorial, at the Bethesda's GECK site gives a glimpse of the capabilities of the GECK. There's a lot of invisible detail in cells (such as AI navigation meshes) that may make your project more time-consuming to create/playtest than you anticipate, even if you don't add new meshes/textures to the available database in your game. Link to comment Share on other sites More sharing options...
Ikyoto Posted February 18, 2009 Author Share Posted February 18, 2009 Thanks! I had anticipated the play testing to be part of it and Blender is something I'm familiar with. As long as there are tools available for import of new items I have a short learning curve for most things graphic. At least this gives me a rough guide to scoping out the process. I don't think it's unable with my schedule. One of the first things I'll be modeling and moding in is a more accurate weapon... Good old M107 (aka Model 82A1). For true "reach out and touch someone" messages. Thanks again for the intel. Link to comment Share on other sites More sharing options...
sumoftwosins Posted February 18, 2009 Share Posted February 18, 2009 It's limited when it comes to high level scripting/coding, but everything else... it's only limited by the users imagination and determination. Link to comment Share on other sites More sharing options...
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