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Tents!


NorthMonkey

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great idea!

are you looking for modern, "MASH" style, raider/slum style?

 

the one wanderer3292 suggests is fairly awesome,

though there were a couple of other style ones,

the FO3/FONV style large tents,

ye-olde medieval style

HAZMAT decontamination tents,

and favella/slum style.

Maxwell's World also has a "carnival bigtop tent".

 

a lot seem unlisted,

a few were made by the same person who did "better curtains/bazaar rugs" as well,

they let you 'pitch a tent' from the same rug-wall line piece, it was snapable,

awesome for a tarp-UN tent city type look.

you can, using any-door-to-any-where, and new-lands,

put a door infront of the lower res exterior tent, and have an interior cell be rad-free for 'inside the tent',

it's awesome stuff.

 

You could also have a "horodoric/TARDIS tent"

have a tent inside a tent etc...

 

 

EDIT:

I think the HAZMAT one will be in CreationClub, and monetized, so that explains that one hehe.

it was pretty awesome; the entrance doors had decontamination arches,

it was internally lit, the whole deal. I'm tempted to get it for the duct-system alone hehe.

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Thanks, wanderer3292! Can't believe I didn't think to type "camp" into the search bar xP I'll definitely make use of that one, even if it wasn't exactly what I was looking for.

 

What I was looking for, more specifically, were larger, military-style tents that act more like proper houses. Like the ones NCR uses in New Vegas. Already using Sandbag Fortifications, a lot. Great mod. ^^

Edited by NorthMonkey
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Thanks, wanderer3292! Can't believe I didn't think to type "camp" into the search bar xP I'll definitely make use of that one, even if it wasn't exactly what I was looking for.

Â

What I was looking for, more specifically, were larger, military-style tents that act more like proper houses. Like the ones NCR uses in New Vegas. Already using Sandbag Fortifications, a lot. Great mod. ^^

No problem, the mod I linked is one of my favorites, very high quality. I always try to contribute if I can to these posts, becuae I've discovered so many great mods becuae of posts like this. case in point, I always passed by that sandbag fortifications mod thinking it was just sandbag walls, but after checking that out, I am super pumped about installing that mod.

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yeah, the lack of Tents and improvised shelters is a bit of a what-the...

 

the real trick will be,

keying animations on a "2D-3D tent object",

which then plays the cloth-phys sim when the environment weather effect event is on...

so, your tent city will look like it's going to fly away when galeforce winds come along.

if done that way too, then, prebatching of the phys will mean you could have a lot of them and not experience as much a performance drop-off.

 

perhaps, we can also learn from some ambitious variable geometry 'better regionalization - dojo"

mods, which had deformable ricepaper walls

(2D-3D collision based on low proximity distance to the wall, it records the section you 'punch-out', allowing you to "homer simpson" your way through many such walls...) how they handled 'lightblocking' for the 2D-3D was very interesting,

functionally similar to tilarta's nukacola bottle diffraction encoding.

ie - perhaps it is possible, to sneak into some tents via carving those?

perhaps the user can Zorro or Peter Pan, and carve shapes into the fabric

"Enclave wuz here".

 

similar things are possible in ARMA stuff, which is fairly awesome hehe.

I had thought it was merely a decal-artifact applied that way, though it's something more persistent hehe.

 

 

 

and as SMB92 noted,

getting that to all move uniformly too,

will probably have to wait for the weather overhaul project,

as at present, there isn't really a "storm direction" per cell...

causing the settlement items to not all react to the weather event the same. hehehe

just look at some of the Frost weather event storms... and the clothes-lines/rug bazaar and tent mods.

they're static, or all flapping in different directions.

the flagpoles and bulkhead adornments/streamers, banners etc, they're flapping in different directions.

it's one of those things, like the lack of reflective surfaces, which once you notice it, you can't unnotice hehe.

 

it should set at time of storm weather event, a global direction node per cell,

so that all the stuff in the cell knows where to aim stuff at.

kinda like the assigning direction issue from War of the Commonwealth hehe...

that way, we could then produce community asset data for the cloth-sim etc,

for folks to append to their own awesome project...

 

this would then combine with

the Visual Similarity Reference Index project,

so as, you could assign a 1-5 rating for mods which have cloth physics assigned,

and could ensure only mods which have the same type of physics 'severity rating' were used while futzing with settlements.

 

----

when a Vertibird/ornithopter lands near a tent,

that'd probably kick up a lot of force too. if not outright blow away everything that wasn't nailed down...

If I were the Enclave, I'd use some of B2-D-B2's vehicle mods,

to wreck the heck out of tent-settlements muahaha

 

 

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