darkus37 Posted October 22, 2012 Share Posted October 22, 2012 Hi all, I've been working on a mod for over a year now and just released it. The mod is called HARES and can be found here. This is an expansion and re-imagining of the Underwater Home. While I've been able to get as far as I can on my own, I really do need help with scripting and making custom models (for example, vault-style signs). To help people get a feel of the place: The Central Nexushttp://newvegas.nexusmods.com/mods/images/46350-5-1350612774.jpg The Vestibulehttp://newvegas.nexusmods.com/mods/images/46350-4-1350612773.jpg The Hangerhttp://newvegas.nexusmods.com/mods/images/46350-5-1350611807.jpg The Vehicle Tunnel (to be hopefully used with the motorcycle mod)http://newvegas.nexusmods.com/mods/images/46350-4-1350611645.jpg If anyone has the interest and time to help out, please message me here or PM me. Thanks! Link to comment Share on other sites More sharing options...
TrooperScooperMKII Posted October 24, 2012 Share Posted October 24, 2012 This looks really nice, kind of crushed this week but a sign sounds simple enough. I could use more practice. :smile: I'm not a very artsy person, though, do you have an image/graphic/a specific idea/description that I could use to model off of? I haven't played Bishock (TRAVESTY I know) but that definitely came to mind. Link to comment Share on other sites More sharing options...
darkus37 Posted October 24, 2012 Author Share Posted October 24, 2012 Thanks! I need many, many signs but most of them are of the same type, just with different letters. Within the base, I need signs such VSignAdmin01 for every cell, sometimes for multiple rooms in the same cell. For example: one cell, the airlock, is divided into 6 distinct sections and the exit points, and each need a sign: 1) The Gear Door Chamber.2) The Emergency Clinic. 3) The Armory.4) The Security Center.5) The Airlock.6) The Vestibule.7) Main Entrance.8) Central Nexus.9) Elevator. 2 versions of this sign - one with two arrows pointing upwards like in VSignMainEntranceAheadR01, and another version pointing downward. Alternately, writing in smaller letters underneath the word Elevator in small letters Upper Level/Lower Level. But this one I'm not sure if it's worth it, except to have it in new form. There are some vault signs available, but most are the rusted version, and I'm not to sure if I like the green color of the still functional ones (i.e. VSignMainEntranceOn01) but they are better than nothing. They should glow, as in you can see them in the dark. In addition to these vault-style signs, I'm going to need some custom version ones: 1) A sign over the mine entrance. It should be rusted, with some letters faded, and maybe something like spray paint over the words saying condemned in a slanted direction, from the bottom left corner to the top right corner. Picture it kind of like the NVHToolsSign. The sign should read something like: Sagebrush Mining Co. Excavation Site No Trespassing Allowed. (in smaller letters) 2) The same type of sign as above, except for no graffiti: Sagebrush Mining Co. Local Office 3) A logo sign. A metallic blue H (for color, see the big blue pipes in VhallSm4Way01) within a blue circle. Next to that, the letters A R E S, but in the metallic orange color of the smaller pipes in the same hall section. A blue oval around these letters, connected to the H circle. No background I guess. 4) Another logo sign, using the center of the gear door as an example. It should be flat, and no thicker than the SignWarningFactory05. If you're still interested in helping, I'll gladly clarify or expand on any questions you may have. Link to comment Share on other sites More sharing options...
darkus37 Posted October 24, 2012 Author Share Posted October 24, 2012 Bioshock was a really fun and interesting game. It not only was fun to play, but it also made you think and that means its definitely worth playing. The sequel wasn't as good (IMHO) but still better than most games. I was actually going for a similar vibe, and I think it turned out pretty well. Link to comment Share on other sites More sharing options...
TrooperScooperMKII Posted October 24, 2012 Share Posted October 24, 2012 Can't promise much (got pretty big time/skill constraints) but... http://imageshack.us/a/img826/871/miningz.png that's the result of a minute or two of toying around in GIMP; going for a 3d text effect of sorts. I'd probably need a good half hour of such toying to get anywhere.Haven't done any 3d texture work (some stuff in GIMP, but as photoshop/2d art only, nothing more) so... off to read a tutorial. :teehee: Also, not quite clear on how to implement signs. Sorry if I'm jumping the gun, but I assume the first eight would be fitting into the vault area names, right? I could probably just repaint the existing ones (I assume copy-editing/templating off a FNV texture/models isn't "pirating" stuff, e.g. like how you can't upload .esps with imported Fo3-only models? Sorry if I sound paranoid, this is all new for me) and ditto for the vault door I assume that door model was made from.Basically, which are models, which are textures? From my limited understanding, most of these would probably going to be retextures for existing signs etc. Link to comment Share on other sites More sharing options...
darkus37 Posted October 24, 2012 Author Share Posted October 24, 2012 (edited) The bulk of the work is re-textures. I do need some custom models, but surprisingly not that many. An example of some stuff I need is AAAWeapWallDisplayWood. This is a re-textured, static version of the CG04SecretDoor. Unfortunately, it is pretty wide, and that's interfering with the armory's inner ring as I had to use small versions that react weirdly to the light markers. What I need is the same thing, but roughly the width of WoodPlanks01NV. Another example - I need a re-texture of the CG04SecretDoor to look metallic (for context, I will be using in between the hatch's that make up the Main Gate and the gear room). I need two versions using VURMWall01 as a template. First, using the floor, specifically the two metal squares with ovals in the corners, take one of them and stretch it out to fill the rectangular shape. The second is to use one or both of the square sections of the wall in a similar fashion. If I had to pick and choose, I would rather have the wall section re-texture. From what I understand, the nexus doesn't allow importing models and stuff from other games due to the ripper not getting permission from the game developers/publishers (i.e. the Crysis armor into Fallout 3) and that could cause legal liability for the site. I've seen other similar re-textures (i.e. replacing the gear door number with something else) on the nexus before and that seemed to be alright, so don't worry about it. Edited October 24, 2012 by darkus37 Link to comment Share on other sites More sharing options...
TrooperScooperMKII Posted October 24, 2012 Share Posted October 24, 2012 Ach, can't remember how I got the NV boxcar nif into wings... don't have nifscope on my comp, so I couldn't have exported it as an .obj... ah, well. Got the textures up in GIMP at least. Anyhoo, once I figure out how to import/export nifs properly, I'd assume resizing the wall would take... well easily less than a minute model-wise. Texturing will take longer, mainly because I'd be learning how to UV map by doing this. :tongue: The big SNAFU problems would be with getting a nif back into the geck... The joys of file conversion.... :wallbash: :psyduck: sort of an initiation rite I guess. :pirate: Link to comment Share on other sites More sharing options...
darkus37 Posted October 25, 2012 Author Share Posted October 25, 2012 :wallbash: <---- that's how I feel about scripting and when I hear talk about nif's, gimps, and uvmaps. It's all Greek to me :) Link to comment Share on other sites More sharing options...
TrooperScooperMKII Posted October 25, 2012 Share Posted October 25, 2012 .nif is the file format for NV 3d models ("meshes" e.g. without textures... e.g. my train model on the Sunset WWWW).dds is the format for textures. UV mapping is how you put a 2d texture on a 3d mesh.GIMP is an opensource (read: free, though it's more than that) photo editing tool, a la photoshop. NifScope is some modding tool that I've barely touched (tried to edit a money mod that had three possible retex-es for pre-war money, in order to create three new money variants e.g. burned etc.... didn't work.)Anyway, I'm signing off for today. NV is a real time hog, heh. Link to comment Share on other sites More sharing options...
darkus37 Posted October 25, 2012 Author Share Posted October 25, 2012 Here's another one to add to the to do list: I'm using the same type of computer model like Mr. House has in the Lucky 38 in the "Science Lab - Upper Level". Unfortunately, there is an invisible box that surrounds it and it is much bigger than necessary, preventing any chance of walking by. I've blocked it off with a tool cart, but its still annoying. Putting that aside, the more important request is for the monitors to display something like technical information, energy readouts, etc. There might have to be two versions, one for before main power is restored and one for after. Link to comment Share on other sites More sharing options...
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