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Fallout: Sin City Project


SpeedyB64

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I was looking through game files when I found the awesome door tats in the Mechanists forge, so I striped out all the extra stuff and choped the sound and made an awsome iris door. I just modified the animation to be quicker and now it works awsomely.
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sigh. . .grimm if you had read the thread you would know that its going to use a vertibird to take you there. . .

Sorry. I was kind of lazy. Also I didn't know how many pages there was. Sorry. But I mean any input is good right? :unsure:

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sigh. . .grimm if you had read the thread you would know that its going to use a vertibird to take you there. . .

Sorry. I was kind of lazy. Also I didn't know how many pages there was. Sorry. But I mean any input is good right? :unsure:

 

yup any input IS good. . .i feel rather protective of this mod as ive watched it grow up from a teeny tiny ittle bitty NYC idea to now (its puberty time yay)

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its puberty time yay

 

lol and with that comes the trouble of getting bigger and the assorted changes like making the worldspace.

I have made the worldspace but the trouble is getting the distant land to work. Generating distant land takes about 10 hours! And the first time I tried it crashed!

 

If anyone has experience with lod generation PM me.

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its puberty time yay

 

lol and with that comes the trouble of getting bigger and the assorted changes like making the worldspace.

I have made the worldspace but the trouble is getting the distant land to work. Generating distant land takes about 10 hours! And the first time I tried it crashed!

 

If anyone has experience with lod generation PM me.

 

 

For LODs usually a Multires modifier in Max is the easiest solution. Just input how many polys you want which LOD to be and hit go.

 

Best thing is that since its a max modifier, its nondestructive to your original model, so you can revise it or regenerate new LODs anytime, if you are unsatisfied with the way it optimises it once, hit it again and it will randomly cut it down again to meet your target poly/vert-counts

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The problem with that is the fact that the lod is not made in max (I wish it was). Its generated in the GECK. If I could make the lod in max I would have nothing to work off of. I would have to base it off the heightmap of the worldspace (I've got no idea how that would work, afaik the Hmap is 2d)

 

I am generating the lod right now (while I'm at school and over night). I hope it is done and not crashed when I get home :confused:

 

If I can't get it to work I will mess around with the files and see what I can get.

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several editors have auto-LOD meshes and some even have auto-lod Terrain that simplifies portions of a terrain mesh as it moves away from the viewer.... i never really bothered to look, but does the Geck not auto-lod its terrain meshes?
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I will answer your question like this: It Worked! It took about an hour and a half to generate the lod mesh. All I need to do now is make stuff in the worldspace and then generate the rocks and ground textures and generate the lod textures (its just brown right now). What I plan to do is convert the mod into a master file (once all the main stuff like the silos layout is finished) then Anyone in the project can make plugins for it (like cluttering, dungeons, locations, quests, etc.) Then I will combine them all into one master file.
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