lochmoy Posted August 19, 2012 Share Posted August 19, 2012 Fallout NV, especially one set in a wild west area such as NV, needs the option to use various types of bows. The arrows need to follow the physics of an incenerator with a range appropriate to the type of bow and the characters strength. It would also allow poison arrows, flaming arrows, shotgun shell arrows that fire on contact, explosive dynomite arrows aka the duke boys, and other modded ammo along the lines of hawkeye in the avengers with cryo arrows, using 20mm grenades as arrow tips, and crafting your own normal arrows. Mods would include sights, quivvers, auto poison applicators, and even self cocking crossbows that use energy cells for power. It would create a new way for characters to fight at range using total stealth and even give characters a new way to try to complete the entire game using no firearms at all. A huge bow that shoots throwing spears would be possible if you were strong enough to handle a mutant size bow. It would also create some awesome trap possibilities for use during adventure designing. Is there anyone on this forum that would be willing to attempt a mod like this. Link to comment Share on other sites More sharing options...
devinpatterson Posted August 19, 2012 Share Posted August 19, 2012 Fallout NV, especially one set in a wild west area such as NV, needs the option to use various types of bows. Yep it'd be cool. Everyone has wanted one, and one guy even made one. But he choose to take the mod down...unfortunately. A crossbow should be do-able, but a bow is going to require new animations. There have been a lot of threads on teh subject I listed the first 3 at teh end of this msg. They will explain the situation. http://forums.nexusmods.com/index.php?/topic/723015-bows-and-arrows/http://forums.nexusmods.com/index.php?/topic/293301-bow-and-arrow-mod/page__hl__bowshttp://forums.nexusmods.com/index.php?/topic/368586-bows/ Link to comment Share on other sites More sharing options...
Torqueshank Posted August 20, 2012 Share Posted August 20, 2012 Never thought about a strung weapon in any of the Fallout games. That'd be pretty cool! I could imagine those big, bad NCR rangers would have heavy composite crossbows with explosive-tipped bolts. :P Link to comment Share on other sites More sharing options...
lochmoy Posted August 20, 2012 Author Share Posted August 20, 2012 So what I see is... there was some interest in this a while back, it is unusually hard to do animation wise, and no one that knows how to do it wants it bad enough. When I saw the posted links it really got my hopes up that I had misspelled my search when I tried to find a bow under mods and it already existed. Fallout is my favorite game franchise and I have been a fan since the very beginning. I suppose this many years after fallout NV came out I cant expect a lot of interest in doing something like this. I am an engineer that does 3d solid models for a living but I have never tried doing anything like this for a game and I dont know where to start. I guess I need to quit begging and decide if this is something I care about enough to learn how to do. Link to comment Share on other sites More sharing options...
devinpatterson Posted August 20, 2012 Share Posted August 20, 2012 So what I see is... there was some interest in this a while back, it is unusually hard to do animation wise, and no one that knows how to do it wants it bad enough. No I wouldn't say it's unusually hard to do, or at least not more so than other KF's you see in all critter and human directors. But since I havn't done any KF's it I can't be sure. I guess I need to quit begging and decide if this is something I care about enough to learn how to do. Here is a breakdown of keyframe animation (kf's) for blender. It doesn't look overly complicated, just time consuming. Link to comment Share on other sites More sharing options...
flamenx01 Posted August 20, 2012 Share Posted August 20, 2012 There is a crossbow mod for fallout 3 http://fallout3.nexusmods.com/mods/11454 which someone could port if they could get premission Link to comment Share on other sites More sharing options...
lochmoy Posted August 21, 2012 Author Share Posted August 21, 2012 So what I see is... there was some interest in this a while back, it is unusually hard to do animation wise, and no one that knows how to do it wants it bad enough. No I wouldn't say it's unusually hard to do, or at least not more so than other KF's you see in all critter and human directors. But since I havn't done any KF's it I can't be sure. I guess I need to quit begging and decide if this is something I care about enough to learn how to do. Here is a breakdown of keyframe animation (kf's) for blender. It doesn't look overly complicated, just time consuming. Link to comment Share on other sites More sharing options...
lochmoy Posted August 21, 2012 Author Share Posted August 21, 2012 I wonder if there is any way to make a living doing modeling of parts and animations for the game industry as a contractor. I would love to do something more fun than heavy equipment parts everyday and it seems very similar to what I already do if I had the right software. Thanks for pointing out the keyframe animation wiki. I will look around for the software I need... this might be a new career... or atleast a fun hobby. Link to comment Share on other sites More sharing options...
devinpatterson Posted August 21, 2012 Share Posted August 21, 2012 There is a crossbow mod for fallout 3 http://fallout3.nexusmods.com/mods/11454 which someone could port if they could get premission Oh yeah, I have permission to use that mod from the author. It's going in with the tribals in the sunset mod. But maybe if I have time I could port it.....dealing with some hardware issues currently. I wonder if there is any way to make a living doing modeling of parts and animations for the game industry as a contractor....Thanks for pointing out the keyframe animation wiki. I will look around for the software I need... this might be a new career... or atleast a fun hobby. I could be wrong, but I was under the impression that a fair amount of multimedia artists are private contractors. Re: KF's no problem, we need good animators. Link to comment Share on other sites More sharing options...
DogtoothCG Posted August 23, 2012 Share Posted August 23, 2012 the answer to your question is yes, you can make a living that way. there are few studios nowadays that will perma hire you (bethsoft being one of them). regretfully, you will need to change programs and workflows to get into modding, let alone game art. first off, i would imagine your working in SolidWorks, or a cad program; while these are nice for machining and cnc work, they will not execute correctly into games. for next gen game art, you need a high density mesh (solidworks will work for this), and a game resolution mesh. You will use the high density model to derive a texture that simulates the ligjting information, this is known as a normal map. you will also need to learn "uvw mapping" which is similar to a cad file for cnc, but instead of milling out the flat dimensions, you are painting over them. if your looking to do stuff similar to your current occupation, you will be as an environment artist specializing in props. when using SolidWorks, you will only need to build what you can see on the outside unless the objects opens, or can be destroyed (ie, no need to build the cylinders in an engine block, they will never be seen.) so that should make your life easier. if you have any questions, feel free to PM me, or email me at [email protected] also, 3ds max, Maya, or blender if your looking for free will be your choice 3d modeling packages for modding. Link to comment Share on other sites More sharing options...
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