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Really good mod idea


thefoxisamsome

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Would that be a problem if we're using the same model with a new unwrap? The 3d shape should be the same, would the collision and animations still line up correctly?

 

No thatd be fine, just have to make a quick custom .nif from it after. Super easy compared to the loss of sanity from working with that mess of texture compression :wacko:

Edited by lilkandeekid
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Would that be a problem if we're using the same model with a new unwrap? The 3d shape should be the same, would the collision and animations still line up correctly?

 

No thatd be fine, just have to make a quick custom .nif from it after. Super easy compared to the loss of sanity from working with that mess of texture compression :wacko:

 

 

Great. Teambacon kindly offered to unwrap it and make a new texture map to work with, I've just sent him the files.

 

I need a bit of a rest though, since I've just started coming down with the flu (Yay! Fun!) but I'll get back to it after a bit of a nap. This should go so much faster with a fresh clean map to work with. Plus I'll be able to be much more creative with the design if I don't have to worry about parts of the texture being duplicated and applied elsewhere on the model.

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Yeah, it's so much easier working with this unwrap. I couldn't resist having things in the design joining up between the sides just because of how easy it was all of a sudden.

 

Speaking of cleaner, I also wasn't sure how much of an old and damaged look we wanted to give the machines. I started out with a perfectly clean machine, since that's the easiest starting point to work from but I'm not sure how much wear and tear to add on.

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Yeah, it's so much easier working with this unwrap. I couldn't resist having things in the design joining up between the sides just because of how easy it was all of a sudden.

 

Speaking of cleaner, I also wasn't sure how much of an old and damaged look we wanted to give the machines. I started out with a perfectly clean machine, since that's the easiest starting point to work from but I'm not sure how much wear and tear to add on.

 

And I didn't even bother stitching the sides to the front, which is what I would normally do, except the mesh being triangulated makes it a bit annoying to work with. Also, keeping it separate allows for a bit better use of the resolution.

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Could someone make a mod to allow a mine shaft or maybe a cave entrance in a settlement to be placed. You could then assign a settler to it (maybe more than one to increase efficiency) and they would then mine for different resources(gold,silver,copper aluminium...etc) randomly ( odds of getting certain resources could be biased on they value and /or rarity of each). I do not really have any modding experience but thought this would make a really good mod.

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Yeah there are 5, Red Menace, Zeta Invaders, Grognak, Atomic Command and Pipfall.

 

 

And I didn't even bother stitching the sides to the front, which is what I would normally do, except the mesh being triangulated makes it a bit annoying to work with. Also, keeping it separate allows for a bit better use of the resolution.

 

 

Stitching it together wasn't even necessary, since I was now working with clean straight lines it was just a simple matter of cutting and pasting along those edges in Photoshop. Took maybe a minute or so to get everything lined up.

 

(Although I've just noticed about a 1 pixel misalignment that I'm going to have to fix that was right in my face the whole time, whoops, oh well it's an easy fix).

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