SpeedyB64 Posted August 20, 2011 Share Posted August 20, 2011 Cool. Nice improvements to my crappy elevator mesh.Are you going to put that cool ventilation shaft stuff and utility tunnels in for version 1.0? Link to comment Share on other sites More sharing options...
cambragol Posted August 21, 2011 Author Share Posted August 21, 2011 I only really tweaked the elevator car. The shaft was awesome and just needed a little juice in the form of pipes and wires. I shrank everything slightly so there would be a thickness to the walls, as the player can pass through them at various points. Of course that also necessitated making a bunch of new vault pieces that would mesh with the elevator door interface. I spent a lot of time there to make it look and work right. Hard to see the detail in one go, but an extended playthrough of Vault 24 might reveal it to the alert player. I really want to get the ventilation shaft and utility tunnels in. Actually they are in, though in only a very limited capacity. There is also a huge Ventilation level, which all the ventilation tunnels will lead to, in a similar fashion to the Elevators level. However, I am leaning to including all this in a Mod version of Vault 24, and not the resource. Adding them to the resource will be a huge huuuuuuge amount of work, and besides, a mod version has to have some secrets/special stuff doesn't it? Basically, to reduce the scope of the ventilation work I aim to have it part of the story, and thus only those parts that pertain to the story need to be created. Still, for completeness it would be nice to have the ventilation/utility passage system fully realised for the vault... Link to comment Share on other sites More sharing options...
SpeedyB64 Posted August 21, 2011 Share Posted August 21, 2011 What are your plans for the Mod version? I could help out with it, I've worked on mod teams before. Link to comment Share on other sites More sharing options...
cambragol Posted August 22, 2011 Author Share Posted August 22, 2011 My plans would depend on who I could get to work with me, what their own commitment could be, and what they actually would like to do. I would rather have a collaboration with maybe 1 or 2 other modders, than dictate a plan or play a leader role. I have ideas of course, but I am open to others ideas as well. I think you would be a fine candidate for a collaboration (not that we haven't collaborated already!), but aren't you kind of committed to your New York mod? Link to comment Share on other sites More sharing options...
SpeedyB64 Posted August 22, 2011 Share Posted August 22, 2011 Right now my NY mod still needs a lot of models. So I need something to work on with the GECK while I create assets for NY. Otherwise I'll get burned out with just using 3ds Max constantly. Link to comment Share on other sites More sharing options...
cambragol Posted August 23, 2011 Author Share Posted August 23, 2011 Well, I imagine that a decent amount of time to complete a quest type mod, and not just a dungeon crawl, would be 6 months to a year. Anything less than that and we'd likely only have time for a dungeon slog of some type. You up for that kind of commitment? Link to comment Share on other sites More sharing options...
SpeedyB64 Posted August 23, 2011 Share Posted August 23, 2011 I can't say I could go at it for that long. I'll be getting into NY development in a few weeks. And school starts soon. Link to comment Share on other sites More sharing options...
cambragol Posted August 26, 2011 Author Share Posted August 26, 2011 No worries. It's just good to know up front how much one can really put in. I'm still interested in that New York mod, but for the very same reasons can't commit to it until I've finished Vault 24. Link to comment Share on other sites More sharing options...
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