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Ambitious Mod Project 2: The Vault-Spacecraft


OHWceta

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Good News and Bad News:

 

Bad News, do to several irrepairable problems in the Geometry of the original armor meshes I have to restart the armors from ground up.

 

Good News, I was able to resketch and design new versions which will have a much more streamlined appearance, functionality issues were also fixed, I will begin work on the new version of the Exia tomorrow morning.

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Note for all Content providers.

 

You will recieve exclusive access to the Dual Reactor power armor (Based off the Gundam 00) and the Reborn power armor, but only one per savegame based on Kharma (Good Kharma will access the Dual Reactor while bad will access the Reborn)

 

And on that note Content providers include:

Anyone who helps by putting meshes, textures, ect. into the game itself.

Anyone who makes textures for the armors, ship interior, exterior, ect. (pending approval as it will have to fit the armor as well as the fallout universe, no "cartoony" textures as I've seen in some armor mods.)

Anyone who wants to help design and build the Vault-Spaceship interior regarding rooms and hallways. (I'm working on it but I might need the help)

Anyone who makes music for the mod (pending approval as it will have to fit the scenario)

Anyone who can create quests for the mod (actually making new Game quests in the game, not just quest ideas)

Voice Actors who provide voices for characters in the Mod

Animators who can create a short cutscene in the game as an intro.

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I like to make things detailed, plus I want it to fall into the fallout canon as best as possible.

 

I'll let you guys know when I get to the point where Voice Actors are needed. We still have quite a ways to go at the moment.

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Concept art time:

 

The Ptolomios Vault-Spacecraft in colony mode as it orbits Earth:

http://i10.photobucket.com/albums/a139/OHWceta/PtolomiosConcept-1.jpg

 

 

Concept art for the GN Type Power armors, I wanted to make it seem functional but also include the important designs that make them stand out as the designs their based off of.

http://i10.photobucket.com/albums/a139/OHWceta/PowerArmorFunctions.jpg

 

http://i10.photobucket.com/albums/a139/OHWceta/PowerArmorTorso-1.jpg

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I've just formatted a layout for the Ptolomios with what rooms are on what floor.

 

Bridge - Shuttle control, living quarters 1.

 

Core - Main Terminal, genetics lab, compartment entry port and shuttle bay area, airlock and main shuttle entry, living quarters 2, bathrooms.

 

2nd Floor - Medical facility (With elevator to environmental control chambers), cafeteria, generators (Generator room extends down to the ground floor level)

 

"Ground" Floor - Environmental control chambers, Nicolai Schindler's secret room, conference room, classroom, Abraham's escape point, water production unit (in generator room)

 

Basement 1 - Observation deck, testing facility control room, hanger 1 (power armor and drone deployment), hanger 2 (Celestial Prime deployment)(Hangers extend for both Basement levels)

 

Basement 2 - Drone and armor testing facility, armory (part of hanger 1), Rapheal Marx's secret room, hanger 1, hanger 2

 

Compartment 1 Floor 1 - Recreation area (collapsed), core entry port

 

Compartment 1 Floor 2 - Plant life and environment testing (Garden, collapsed into recreation area) Walkway to Compartment 2,

 

Compartment 2 Floor 1 - Genetics and chemical testing (destroyed) entry from wasteland crashsite, core entry port

 

Compartment 2 Floor 2 - Walkway to Compartment 1, private offices.

 

 

 

Feedback would be appreciated

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  • 2 weeks later...

I'm still waiting for feedback and layout suggestions for the Ptolomios.

 

But on the Update I've completed the Helmet meshes for the armors and I've begun work on the Weapon meshes. (I'm still waiting for the Base bodies Tony the Wookie is offering to let me use for better looking armored bodies)

 

Feedback is much needed so I can improve the meshes in the final release version.

 

Astraea:

http://i10.photobucket.com/albums/a139/OHWceta/AstraeaHelmet.jpg

 

Exia:

http://i10.photobucket.com/albums/a139/OHWceta/ExiaHelmet.jpg

 

Dynames:

http://i10.photobucket.com/albums/a139/OHWceta/DynamesHelmet.jpg

 

Kyrios:

http://i10.photobucket.com/albums/a139/OHWceta/KyriosHelmet.jpg

 

Nadleeh:

http://i10.photobucket.com/albums/a139/OHWceta/NadleehHelmet.jpg

 

Virtue:

http://i10.photobucket.com/albums/a139/OHWceta/VirtueHelmet.jpg

 

Eins:

http://i10.photobucket.com/albums/a139/OHWceta/EinsHelmet.jpg

 

Zwei:

http://i10.photobucket.com/albums/a139/OHWceta/ZweiHelmet.jpg

 

Drei:

http://i10.photobucket.com/albums/a139/OHWceta/DreiHelmet.jpg

 

Varanus Drone Head:

http://i10.photobucket.com/albums/a139/OHWceta/VaranusHead.jpg

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A few more quick renders.

 

These are all bonus content helmets.

 

Arche: (Requires Rick the Blacksmith in Greenfield to build, which is only available on the Dynamic and Growing Town DLC)

http://i10.photobucket.com/albums/a139/OHWceta/ArcheHelmet.jpg

 

Exia R2: (Bears close resemblance to the regular Exia helmet but bears higher stats as it is an improved version. It can only be made by Rick the Blacksmith from Greenfield. In addition you can only aquire the parts to make it in the "I AM EXIA!" quest which is gained by passing the friend level with Abraham in Greenfield, so it requires the Dynamic and Growing Town DLC)

http://i10.photobucket.com/albums/a139/OHWceta/ExiaR2Helmet.jpg

 

Nicolai Schindler's Double Drive Helmet: (This will be given to anyone who helps provide content on EITHER of my two Mods in the Ambitious Mod project, it can only be worn by a character with good Karma*)

http://i10.photobucket.com/albums/a139/OHWceta/DoubleDriveHelmet.jpg

 

Raphael Marx's Rebirth Helmet: (This will be given to anyone who helps provide content on EITHER of my two Mods in the Ambitious Mod project, it can only be worn by a character with bad Karma*)

http://i10.photobucket.com/albums/a139/OHWceta/RebirthHelmet.jpg

 

*I posted a list earlier on what counts as providing content for this mod to qualify you for the Rebirth and Double Drive armors.

 

Also note that this mod will now be officially designed as a stand-alone without requiring the Dynamic and Growing Town DLC, though there will be a variety of bonus items not available to the stand-alone version.

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The helmets looks nice so far, although I think the bumps in the eyes personally look a little funny.
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