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Sunset Sarsaparilla's Wild Wild West World


devinpatterson

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I think that we can make like a beta to see the response and if the response is bad we can still make improvements and release a late beta with more stuff. Gona start with the sewers now ill see if i can Finnish it later today.
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ok, i just finished the sewers, what you think?

 

Part 1 of the sewers: http://img15.imageshack.us/img15/8332/sewers1.jpg

 

Part 2: http://img823.imageshack.us/img823/8180/sewers2.jpg

 

i know it's a little short but i don't really the PC thinks it's fun going to old sewers :confused:

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Hard to tell from the pics alone, but it looks good. This would be the drainage/runoff tunnel that goes from the pool thing to the park, yes? Does it link with the maintenance tunnel connected to the solar array? I think that the two should be separate, but that is still up in the air. PrtScn is for screenshots, yes? WHere do they end up?

EDIT: Never mind, I figured it out. I'll post a few pics of what I have so far.

Edited by TrooperScooperMKII
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Alright, here's the general overview:

grey is the planned road extension, black is the chainlink fence, the two gates are highlighted in red, with the main (road) gate being the one across the road.

Sorry about how sloppy the photo is, I'm not an artist even when I'm not tired and in a rush. :tongue:

EDIT: had to dumb the image down in GIMP, it was too large.

Edited by TrooperScooperMKII
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Alright, here's the general overview:

grey is the planned road extension, black is the chainlink fence, the two gates are highlighted in red, with the main (road) gate being the one across the road.

Sorry about how sloppy the photo is, I'm not an artist even when I'm not tired and in a rush. :tongue:

EDIT: had to dumb the image down in GIMP, it was too large.

 

Looking nice :) gona end the work for today now

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Ok hows this look for a quick model of a western building, still needs railing and stairs...

 

(all model renders removed)

Edited by Flaarg
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I have an idea: you know how blood, stains etc can be added via decals? Why not make several Sunset Sarsaparilla decals in the same manner? It obviously wouldn't work for moving stuff (unless you were moving it via script- the train, for instance, would technically be static [i think] so nothing would stop you from moving the decal along with it) but it would be handy for placing all over the park, on walls, ticket booths, trucks etc.

Speaking of which, I suck at custom textures, but I have enough experience with GIMP to do simple texturing work; I might add a retextured flatbed truck (the one with the atomic symbol on the side) with the SS logo and/or a new color scheme to the solar array area. Would this be useful for the park itself?

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Awesome, hopefully i can get some base objects down to make it easier on myself, btw as of now the walls/floors/roofs made of wood will have to be made with a single solid or individual planks. I will do a simple building as a test.

 

No problem, honestly a solid with the right textures and some shading for depth can be made to look like planks & lumber beams easy.

 

 

 

we could have the runoff tunnel and a maintenance tunnel. The runoff would be the radioactive one at the pool, while the maintenance tunnel would be for the solar array. GIven that, the runoff should lead to the main reactor inside the park, but it may or may not be open, so there could be a substation (water treatment plant? storage tank?) along the way, where the PC emerges.

Alternatively the maintenance tunnel would lead to a power relay station, perhaps a little shack/structure next to/replacing the gas station? It would open in a different location, so different results? Perhaps the runoff sewer leads to an area closer to the park, so the PC is confronted with the mainframe upon entering, whereas the maintenance tunnel causes the PC to run into the tribals first.

 

Sure we could do something along those lines. Have the runoff have an exit in a grate near the mouth of the valley (near the tribals) but also continue on to the basement/sub-level (or not depending on how strongly we feel we want to funnel the player through the tribal part of the adventure. I say have the rest of the runoff closed by a grate and or water treatment plant so the player can't get to the basement/sublevel. I think the tribal part is important enough to encourage the player to be a part of it).

 

You could also have the solar power station accessible by foot high up in the cliff side. And inside the station have a maintenance hatch. I mention hatch just in case you don't want to have to put together maintenance tunnel level, then you can connect the power station and basement/sub-level.

 

An important point on the solar station though. You will want to make sure it's not accessible to the outside world (ie don't want wastelanders coming in or tribals going out). The best way would be to have a natural barrier and a significant force (hardened sentry bots, etc).

 

I'm having trouble w/ the texturing. GECK doesn't want to place a new texture over a specific spot. I'd post a screenshot, but I'm clueless how to make one. :tongue:

 

No prob, just hit the printscreen key in game and you'll see a new bmp in your new vegas folder

 

I think that we can make like a beta to see the response and if the response is bad we can still make improvements and release a late beta with more stuff. Gona start with the sewers now ill see if i can Finnish it later today.

 

That sounds good to me too. The world shall know our genius soon

 

Alright, here's the general overview:

grey is the planned road extension, black is the chainlink fence, the two gates are highlighted in red, with the main (road) gate being the one across the road.

Sorry about how sloppy the photo is, I'm not an artist even when I'm not tired and in a rush.

EDIT: had to dumb the image down in GIMP, it was too large.

 

I think the layout is good, but you need to put it further north (assuming the valley is further north). You don't want wastelanders having access to the solar station because in 200 years they will have killed any bots up (even replacements) there and there would be two entrances into the valley. If this is already in the valley and the road is a different one than the one leading by ruby mine, then please disregard my comment. If you have it on the valley side, it's still part of the valley restricting access to only the tribals. But the layout looks good will you be having more solar collectors? 2 seems a little low for a complex the size of the park? Maybe more scattered on the top off the cliff?

 

Ok hows this look for a quick model of a western building, still needs railing and stairs...

 

let me know what what you think.

 

I think that looks damn good, I just hope we can figure out how to add a BSShaderTextureSet block to the Nif so we can hang some textures on those meshes. Not being a 3D person I have know idea yet how to do it.

 

I have an idea: you know how blood, stains etc can be added via decals? Why not make several Sunset Sarsaparilla decals in the same manner? but it would be handy for placing all over the park, on walls, ticket booths, trucks etc.

Speaking of which, I suck at custom textures, but I have enough experience with GIMP to do simple texturing work; I might add a retextured flatbed truck (the one with the atomic symbol on the side) with the SS logo and/or a new color scheme to the solar array area. Would this be useful for the park itself?

 

Well with decals they have to have a block inside the nif already made to accept them. Otherwise nifskope doesn''t know where to place them. That doesn't mean you can't add one nif (a logo) to another nif (say a truck), but it's a lot more time consuming in nifskope than just copying a logo in gimp from a dss or jpg and scaling and pasting it on to the turcks texture. But we do have a ton of signs etc. I'm working off of one texture for all my sunset re-texturing and logos so the color scheme matches. I'll tack it along so both our re-textures have compatible schemes. It's from the sunset headquarters sign. I'll have to make it a jpg to upload it to the fourm, which might change it slightly (because of the compression), but if you want the original I can email it to you. I'ts 2mb.

 

Sure more re-texturing to sunset items will add to the atmosphere of the park

Edited by devinpatterson
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OBTW I forgot if we made a trigger to start the quest. Does the player run across a tribal body in front of the runoff grate in the pond, that almost made it out before the radiation & predators in the tunnel caused him to succumb to his wounds.

 

Or should we plant some info at sunset headquarters about the amusment park. Perhaps some plant blueprints that show the runoff system. Maybe a contractor's estimate or something.

 

Or is the tribals chosen one so clever she hijacked the sunset radio system pumped up the power and sent a distress call out over the radio?

 

 

Or maybe all three?

Edited by devinpatterson
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