sugarape Posted December 29, 2008 Share Posted December 29, 2008 The new Megaton exterior and Fort Freeway look cool. I haven't seen the Citadel mentioned - I think a few more defenses and maybe trenches are in order there, I mean the place has that one southern chain link gate and considering there are often Centaurs and Mutants attacking from that direction it makes sense. On a similar note, Fort Independence could use a few more defenses and Outcasts around. Anyways, great work. Link to comment Share on other sites More sharing options...
eldiabs Posted December 29, 2008 Share Posted December 29, 2008 A few more of FF. Exterior and exterior lighting are about 75 percent complete. I've got some interesting ideas for obtaining the location...can't spoil the fun though. ;] Link to comment Share on other sites More sharing options...
worbat Posted December 29, 2008 Share Posted December 29, 2008 Excuse my vulgarity but that looks BLOODY AWESOME. Could you answer a quick question... How do you fit that into the world map? Also @ OP This sounds very interesting, I hope to start gecking tomorrow. Nothing huge maybe add some new items into the game (trash) Link to comment Share on other sites More sharing options...
eldiabs Posted December 30, 2008 Share Posted December 30, 2008 @worbat - I'm not quite sure what you mean, but I'm guessing you are asking how it fits without exceeding cell limit size? If that's the case, I just find a wilderness cell that does not have too much in it (which is most of the wilderness cells). This one happens to meet at a junction point in cells, so the navmesh should be interesting... I wanted something with a view that's in between Megaton and the DC ruins. There of course may be a bit of lag for really old (4 years or so?), slow machines, but my 2 year piece handles it just fine. Seeing that spotlight in the distance is pretty cool. The lighting is pretty simple. Just some small lights and FXlightbeams with inverse daylight emittance.;] Just like Megaton. You can't see them during the day, but as night comes...wallah, they start showing up. Link to comment Share on other sites More sharing options...
worbat Posted December 30, 2008 Share Posted December 30, 2008 You pretty much answered my question.I was asking along the lines off, how do you align up the floor and stuff like that. But you answered that pretty well. One more question. Is it possible to expand on the map that exists already? As in. Normal map | edge of the map | Your added content. Link to comment Share on other sites More sharing options...
eldiabs Posted December 30, 2008 Share Posted December 30, 2008 Alignment deals a lot with snapping. Check out the GECK tutorials. They are a fantastic starting point. As for the outside of the map bit. I think there is a config you can alter to remove borders. Or you can set up a teleport somehow. Other people have probably already figured it out. Maybe do a search on this or bethesda's forum. Link to comment Share on other sites More sharing options...
DDigit Posted December 30, 2008 Share Posted December 30, 2008 FF looks pretty awesome! Although i can't help but wonder who would build a crane to hoist lucas simms house up onto a platform like that hehe :P. It kinda gives you the impression it was made after the holocaust. If that's so, who built it? What interesting faction inhabits FF and what stories do they have to tell? If you'd go along with that angle it'd also fit nicely if you added some scrap plates to the crane etc to make it look a bit more authentic and generally more "rickety". Also I can't really see from this angle but i think it would be great to tilt the crane just slightly to make it seem like its base has been eroding for some time. Just some suggestion, great work up to now in any case! As for the megaton living wastelands expansion: I've enlarged crows' caravan with an additional guard and brahmin. When they arrive at the new caravan reception area in megaton, ive (finally) got the ai to switch scripts properly. Crow moves to his new counter, the brahmin move to the designated bathtubs to drink and the caravan guards go to nearby idle markers and look casual. Its looking really great! I've also added a respawning (8-10 man) raider caravan coming from springvale elementary sneaking to megaton. I'm doing a lot of experimenting for balance and bugs right now but these raids are frickin AWESOME i can tell you :D. Link to comment Share on other sites More sharing options...
eldiabs Posted December 30, 2008 Share Posted December 30, 2008 Ahh much thanks for the input. I'm trying to further modify the lucas simms house and crane to look a bit more unique. The idea behind the crane was more or less to just sort of 'pretend' it had always been there. Maybe working on the road when the bombs hit or something. I will mess it up a bit though, give it some character. As for the story...well if anyone would be interested in doing that, it would allow me to move on to something else sooner. But if not, I plan on just putting some crazy old despot in there. Have some local in Megaton offer a quest to get rid of him because he ripped them off on some aircraft scrap or something. You go in and take him out and the place is yours. I pretty much built it because it's one of my favourite views in the game, and it's a great mid point between DC and Megaton. I'll look into setting up some raider patrols that spawn and try taking the place out every once in a while when I finish the interior cells. But then, I dislike scripting...so maybe not. ;] Thanks again for the input! Sounds like your mod is coming along nicely. Edit: Took the advice and completely rigged the crane for a scrappier appearance. No tilt though, as a crane would crumble if it was off level from what I understand. I'm pretty much done with the exterior cells. Navmesh is completed. Dogmeat followed me through all three cells and up the stairs to the balcony. Link to comment Share on other sites More sharing options...
Khet Posted January 1, 2009 Author Share Posted January 1, 2009 Just a small update, I've been out of commision for the past few days and will be until the 5th, no internet. I'm posting from a friends house. Anyway, once I'm back hopefully I'll have the first version of Expanded Exploration, focusing around Fairfax Ruins. Once that is out I'll focus on a more dedicated and organized location for the Wasteland Expansion Projects so those interested can throw out their ideas, and also work together to make all our mods as compatible as possible! Remember, the focus of this project is compatibility, and while things here have been pretty messy since we were mainly just looking for others interested, once I get my internet up and running everything will be much more organized and clear cut, but more will be explained once my net is working again. Until then, keep up the good work! Link to comment Share on other sites More sharing options...
eldiabs Posted January 1, 2009 Share Posted January 1, 2009 Hey everyone. I've looked for solutions on this issue everywhere, and it doesn't seem like anyone has one. This could be a serious problem for a project like WEP. It deals with LOD. For instance, my location looks great if you are in the cells themselves, but upon leaving them....it just disappears until you come back into that cell. This is a serious immersion and visibility issue. I've had no luck trying to fix this. World LOD options don't seem to do anything at all to edited cells that have already existed in the worldspace. Generating Terrain Meshes just skips through existing files. I've tried grouping files to objects with existing LOD data and then setting is visible from distance option. No luck there either. Has anyone found a solution, or do any of you have similar problems? Link to comment Share on other sites More sharing options...
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