Achronos Posted January 3, 2009 Share Posted January 3, 2009 A few notes on the suit's capabilites just to keep your facts right -The armor supports itself as mentioned in the novels. It's like having any other power armor currently in fallout.-It works rather well when in literally in fire, (the flame grenade and flamethrower in halo 3 were about 5 times hotter then normal fire)-MJOLNIR does have its disadvantages:1) You can get killed easily if someone rushes you (the damage in halo 3 wasnt even realistic, he can die from that pretty quick anyway) basically, u have to do hit and run tactics to stay alive2) the reason the armor heals the player is because of "biofoam" which just seals up the wound for a few hours before more medical attention is needed(notice how mc's mission dont seem to last that long before he leaves?) considering how fallout 3 is more longterm, you'll probaly see the effects3) YOU CANNOT lift a tank, in the game it was allowed for balance, but canon states the master chief only has enough strength to flip over a warthog4)Weakness to melee (maybe a few slashes from an old chinese sword, but a super mutant with a sledge hammer? unlikely)5) I doubt this would be implemented, but when the armor is hit with extreme force, it does that weird "frozen" animation you see in H2 and 3, thats the suit's lockdown mode to prevent further damage Link to comment Share on other sites More sharing options...
Skree000 Posted January 3, 2009 Author Share Posted January 3, 2009 A few notes on the suit's capabilites just to keep your facts right -The armor supports itself as mentioned in the novels. It's like having any other power armor currently in fallout.-It works rather well when in literally in fire, (the flame grenade and flamethrower in halo 3 were about 5 times hotter then normal fire)-MJOLNIR does have its disadvantages:1) You can get killed easily if someone rushes you (the damage in halo 3 wasnt even realistic, he can die from that pretty quick anyway) basically, u have to do hit and run tactics to stay alive2) the reason the armor heals the player is because of "biofoam" which just seals up the wound for a few hours before more medical attention is needed(notice how mc's mission dont seem to last that long before he leaves?) considering how fallout 3 is more longterm, you'll probaly see the effects3) YOU CANNOT lift a tank, in the game it was allowed for balance, but canon states the master chief only has enough strength to flip over a warthog4)Weakness to melee (maybe a few slashes from an old chinese sword, but a super mutant with a sledge hammer? unlikely)5) I doubt this would be implemented, but when the armor is hit with extreme force, it does that weird "frozen" animation you see in H2 and 3, thats the suit's lockdown mode to prevent further damage hmmmm interesting facts update, nifskope learned! one more step towards completion Link to comment Share on other sites More sharing options...
MoshinDragon Posted January 3, 2009 Share Posted January 3, 2009 *Cheers* Link to comment Share on other sites More sharing options...
kamikaze14 Posted January 3, 2009 Share Posted January 3, 2009 For biofoam we could add the Med-X dispensing part from that one power armor. Maybe the shields could be quick-depleting, regenerating durability (less DR when shields are low/down) Link to comment Share on other sites More sharing options...
neok182 Posted January 3, 2009 Share Posted January 3, 2009 just wondering if you plan on doing any of the weapons? if you wanted i wouldn't mind modeling the assault rifle and maybe another weapon or two for ya. i suck at texturing but i can get the models done pretty quick. don't mind putting my gears of war mod on hold for a few days lol. really need more guns in this game lol. Link to comment Share on other sites More sharing options...
Skree000 Posted January 3, 2009 Author Share Posted January 3, 2009 as far as weapons go, right now ive got the assault rifle and pistol extracted and ready for import into Nifskope with textures. Problem is, only have access right now to the Halo 2 versions, until i get an xbox emulator platform on my pc to extract the (better) halo3 versions :) In the mean time though as far as weapons go, the arsenal of BF2142 weapons are awesome and even better than halo weapons! check out my BF2142+ Fallout 3 thread in this forum a few pages down :) So far in that I've got the SCAR AR and the Lambert Carbine ready. Lambert is already saved out as a NIF just need to get it into the geck properly. This whole GECK / NIF business is so backwards compared to almost every other game engine / asset import pipeline. NIFs are weird! Gotta wrap my head around them. Anyone have a Screenshot of the proper NIF export settings for 3dmax models on weapons and/or characters? I know what the things mean, just not sure which I need to have, etc. For collision does it auto-generate per-poly collision (taxing) or should we just make a few rectangular box primitives and name them as Collision box 01 etc etc like some other games do it and (if named properly) they will act as collision for those meshes? o.O (reading tuts on it at the same time but its mostly only tailored for Obliv stuff. Seeing what i can come up with though Link to comment Share on other sites More sharing options...
neok182 Posted January 3, 2009 Share Posted January 3, 2009 very true about the BF2142 weapons being better. i just love the design of the halo guns as well. i just want all your stuff now! lol it looks so good. all your mods with all the DLC thats coming is going to keep me on fallout until bioshock 2 comes out lol And yea the GECK does to things a bit weird but once you get used to it it's easier in some respects. wish i could help you with the export but i haven't done any of that yet. nor the collision files. i would assume that the collision is the same as oblivion though. kinda doubt they changed that. Link to comment Share on other sites More sharing options...
STRELOKx101 Posted January 3, 2009 Share Posted January 3, 2009 man this mod sounds great i cant wait for it Link to comment Share on other sites More sharing options...
SpeedyB64 Posted January 4, 2009 Share Posted January 4, 2009 I have done extensive exporting. In 3ds max you need niftools. Collision is a separate mesh with the Bhkrigidbody modifier on it. I don't think the nifs work right out of max, the mesh blocks in the nif need to be copied to an existing nif in nifskope. The collision needs to be copied over also by replacing the bhkrigidbody with the bhkrigidbodyT in the exported nif. I can post a mini tutorial if you like. I love your stuff and would love to see it in-game :thumbsup: Link to comment Share on other sites More sharing options...
Skree000 Posted January 4, 2009 Author Share Posted January 4, 2009 I have done extensive exporting. In 3ds max you need niftools. Collision is a separate mesh with the Bhkrigidbody modifier on it. I don't think the nifs work right out of max, the mesh blocks in the nif need to be copied to an existing nif in nifskope. The collision needs to be copied over also by replacing the bhkrigidbody with the bhkrigidbodyT in the exported nif. I can post a mini tutorial if you like. I love your stuff and would love to see it in-game :thumbsup: Sorry to be a bother, but could you please? I've learned most of Nifskope but the essential things are not covered in the wikis, the tutorials or the websites. (Atleast, there is, but Its all old, outdated and/or assumes expert knowledge of Nifs and Oblivion modding, or has 100 extra steps because it assumes there is no GECK yet (old/outdated) Thanks again SpeedyB :) /grovel PS. I do asset exports at work all day for our custom in-house engine, and have vast experience in importing into the Unreal Editors, its just the association of 'what in this program is what in that program' and 'what is needed in this program vs that program' etc. regarding the NIFs and the GECK. Asset Import Pipeline 101! /beg /thanks! PS. I've got Max 9 with the latest Niftools, NifSkope, Geck, all the DDS plugins and tools previously installed. Just need to know what it should look like when it leaves 3dsmax and how/what I should do to make it good in F3 :) Thankyou SO much ! Link to comment Share on other sites More sharing options...
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