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SpeedyB64

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Hows this?

http://i721.photobucket.com/albums/ww216/SpeedyB64/VaultUtility.png

 

The set is almost done. Just have to make a destructible vent cover and a vault utility door connector.

I should have it uploaded tomorrow. (depending on school)

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Man you are fast. Forgot to mention that.

 

My only critical feedback would be to make a double band of wires (just copy an identical pattern below) and possibly add pipes. Basically giving it a very similar appearance you get through the view on that single vault piece.

 

However, pipes can be tricky. It might be easier for me to just add pipes in as statics myself.

 

Nevertheless the width and feel strike me as right on. I am getting goosebumps thinking about the complexity this will add to a vault (Vault 24 to be specific)

 

Incidentally, I was contacted by StudioCanal, a large media company in France, and they are planning to add Vault 24 to one of their game magazines CD cover inserts. I am not sure why, as Vault 24 is unfinished, and is only a resource...maybe they are making an issue about modding..

 

In any case I will try and get a least a chunk of this set in then credit you. Not sure if I can make it before they plan to publish, as they didn't give me any specific date...

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The set currently consists of:

1 way

1 way half

1 way exit (connects to the grate opening)

2 way

3 way

4way

End

End exit (connects to the grate opening)

Vault Small hall with the grate removed and collision modified so that you can get into the tunnel.

 

Planned pieces:

Stairs/Ramp

Vault utility door connector (to connect to the vault utility area set)

Destructible grate (shoot at the grate and it brakes apart)

A dirty version of everything.

 

Changing the wires would mean I have to edit every piece.

 

I should be able to get this done by Saturday. Not sure if that would be in time.

Edited by SpeedyB64
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Sounds very cool. I was wondering whether you would try for a ramp/stairs, and how that might work out. Still not sure, though I imagine a ramp would be easier. Also curious about how things will connect to the vault utility area...hall, room, or one of the mini rooms?

 

Keep up the outstanding work. I am sure I am not the only one quite interested in what possibilities this will open up for vaults.

 

I am going to use a lot of the signs from the resource pack this weekend, so I'll credit you whether or not those pieces are done. Take your time!

 

I am also considering the industrial shafts for a large reactor area in the basement of vault 24 that I abandoned. Seeing some of the sample shots you posted made me realize they might fit my plans perfectly.

Edited by cambragol
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Hey Speedy,

 

First off, great work! Kudos for releasing this stuff as a resource :thumbsup:

 

Secondly, I'm currently working on a New Vegas sci-fi mod. I was wondering if you could possibly post any pictures of your starbase stuff? I'd rather not download the entire file just to find out I can't use it. Thanks!

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I forgot I made this:

 

Its pretty old and most of the in video comments are out of date. I made this stuff a long time ago with fallout 3.

 

Here is a more recent picture:

http://i721.photobucket.com/albums/ww216/SpeedyB64/SpacemodEntrypoint.png

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Its quite easy:

First you need to have all the fallout NV assets unpacked somewhere.

Then you need to find the space sphere parts from mothership zeta. Just take those parts from where you extracted everything and put them into the appropriate place in your data directory. (in this case: Meshes\dlc05\effects\outerspace)

In the GECK just drag and drop the files from the folder into the object window (mak sure you do it in the static section). Then You save your plugin and delete the files from your data directory. If you placed them in the right folder the GECK sould find them in the .bsa files.

 

For some reason Obsidion was too lazy to remove all the mothership zeta stuff that they diden't use. So all that stuff is in the game files still, including their very nice space sphere, sun effects and earth.

 

PS. Make sure you set the clipping distance really high in your cell's settings and get rid of all fog. (set the far clipping distance to as high as it will go, set the fog far as high as it will go, set the fog near to the same but one less, set the pow to a very low number like 0.001, I think this should work but if you have trouble just mess with these numbers)

Edited by SpeedyB64
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