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Vehicles... they should happen.


jbirnbaum2

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PLEASE TAKE NOTE THIS IS NOT A REQUEST, I'm a modder and I'm discussing with others. The only thing I may request is a little assistance.

 

Now, its all been on the edge of our minds since the GECK came out: vehicles.

Yet, I am depressed. A year has passed us by and yet no one has seemed to have created a single hooz-a-what-zit you can ride around on. No one has taken such a serious directive on this issue, yet prostitution and shiny-lubed nudey mods are quite through the roof around these parts (and no, by a single ride, I don't mean shiny new prostitute).

 

As a serious modder, I'm wondering the possibilities for such an approach. Has anyone even sought this issue here? At all?

But... I have ideas, but they must be collaborated in order to be successful, as I am not so familiar with the ever so popular GECK... it'll be easier once we've known each other a little more. For about a year and a half I worked on a lot of Oblivion mods, mainly personal, yet they may seem outdated considering they're two, maybe three years old.

 

It has been a while since I've worked with anything Bethseda related. My main focus had been modding on Radiant for CoD:MW & CoD:W@W, but seeing as Cod:MW2 doesn't really fair a workable mod kit, I decided to come back to the old Fallout for a little fun.

 

So, I thought, bored out of my mind, walking the wasteland, and lamen'd of teleporting through the wasteland, several approaches to creating vehicles:

 

1. PORT THE HORSE: I've seen plenty of outfits and armors, weapons and etc. moved from game to game, translated from engine to 'upgraded' engine, especially from Oblivion to FO3, and if you want to go from Infinity Ward to Treyarch's 'updated' Cod4 engine, its even easier to port weapons from Cod4 to Cod5. I've even seen this done with missions. So, why not pull a couple strings, do some workarounds. I'm sure this can be accomplished, even by me. I do realize this would require re-scripting anims, physics, speed, etc, etc, etc... and an overhaul of the animal itself--well, its gotta look like wasteland material, an awesome radioactive reskin wouldn't hurt ;)

 

2. Copter "Outfit": Since it seems too annoying for me to actually make an animation where the character walks into a helicopter (yes, I'm talking about the enclave's copter), along with everything else that goes with it, I figure just put it in the Pip-Boy as an outfit, so the character becomes the helicopter, and can control it, with some fancy-smancy sfx to boot, so it feels more realistic. But how do you control it, you ask? Well, its quite simple--we'll start by giving it a noclip, and then giving it physical dimensions, adjusting air density, and then actually giving it the properties as you, increasing armor, health, etc... this is a simple rundown, probably a lot more involved, just a simpler interpretation--I don't know how involved you guys are on the forums, so...

 

3. The Walking Car: the same thing as the copter, but grounded. I'll make the wheels move and add sounds, maybe even make it so that running into someone actually causes 'collateral' damage. The same thing could be done with a tank, but I'm not going to do the tank, especially not first. I'm going to study up and get used to the GECK before I start adding mounted weapons--and I'm actually thinking about making mounted weapons. I must be loco.

 

This is all going to be done over the following weeks to come. If you've seen anything remotely similar to a vehicle mod (yes, I've seen the "Tech Demo Car Mod" that's not really a "car mod" but a robot that moves you on a chair), if you've attempted this and want to give me some feedback, maybe where you couldn't figure out something, where you dropped off, if you want to drop me some feedback, warn me about some roadblocks--maybe even give me a banter about how it can't be done, go ahead! I want some feedback, inside info, etc., as long as its related to the topic. Even requesting that I use a certain model, we can talk about. Anything. Just tell/ask/inform/rant/etc=discuss.

 

Once I put my mind to something, it gets done. This is something I want to accomplish. So lets do this.

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First of all...

 

http://www.fallout3nexus.com/downloads/file.php?id=6005

 

http://www.fallout3nexus.com/downloads/file.php?id=3981

 

Secondly, the horse idea has been talked about several times before, but from my understanding not only would it not be allowed since the horse is part of Oblivion and thus copyright protected, but it would also probly not work anyways, becuse Bethesda took away many of the engine mechanics needed to make it work.

 

I am not an expert though, so I could be wrong. I am just telling you what I have gotten from former threads about this.

 

I have offered to make a new horse mesh before, but I don't really have the time to animate it and stuff. If someone is really serious about getting a horse to work, I could still consider doing the mesh, but I have a list of other things I have to get done first, so I can't be so fast about it...

 

 

 

Past that, I really can't help you though, unless of course you want a non-animated tank mesh or something, that I may be able to arrange.

 

But anyways, good luck

 

 

 

* Edit *

 

A while ago I offered to make some wagons models for anyone who could get them working as a Brahmin pulled cart for traders and such to carry merchendise. So if you are interested in makeing a driveable wagon pulled by Brahmin, tell me.

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1. You can't port vanilla stuff from oblivion into FO3 its is illegal. Although the idea is good there's a lot of work involved.

 

2. These are mods that have things that are drivable or ride able. There's a lot here so your opening statement is incorrect.

 

http://fallout3nexus.com/downloads/file.php?id=4501

 

http://fallout3nexus.com/downloads/file.php?id=3755

 

http://fallout3nexus.com/downloads/file.php?id=3330

 

http://fallout3nexus.com/downloads/file.php?id=6005

 

http://fallout3nexus.com/downloads/file.php?id=3981

 

http://fallout3nexus.com/downloads/file.php?id=9189

 

There is also a drivable sub being worked on.

 

Tony the Wookie's mod might also include a drivable tank as well.

 

Damn u beat me xP.

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Scripting, animating, activators and various other GECK work, debugging, and lots and lots of :wallbash:. And if you still have some braincells left after then there's getting the mod to play nicely with all the other mods.

 

EDIT**** Ohhh and I forgot to mention the rigging of the horse mesh before the animation. So that you can animate it in the first place. And of course all the nifskope work so that the mesh works in game. then the GECK work...and all that other fun stuff. :thumbsup:

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Basically what ecksile said.

 

bone rig, wires, controllers, a shed load of anims, , nifskoping the crap, testing the bone priorities, redoing anims. fricking loads of stuff,

Mesh and textures= couple or more days, depends how much you lavish on it. could be a lot.

the rest? dunno never did a whole custom creature.

 

even IF you are competent in rigging and animating. getting the things out of your 3d package, into the game takes knowing loads a junk.

if you haven't been animating a lot, you'll be super slow getting there. oh yeah.

 

Which is why if you ask me, people are nutz to want to mess around with other peoples assets in the first place. probably inferior assets than you can create yourself, the horese mesh from oblivion, case and point. Might as well do the buisiness, and rep for yourself.

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