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[WIP] Cerberus Protect Gear: Armour


Baelkin

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im looking at the right arm of the armor with the little shield guard on the arm shouldnt that be rotated a lil more around the arm? if im looking at the pics right it sits on the back of your lower arms in stead of it being on the outer-side of your arm. also can you also include a version with out the shield guard as well? not as a seperate download but to be included with the shield version as well.

 

I'll look into it. Just took a look at my reference images and it does seem a little off, however I believe with this change you'll be smacking your face with the blast shield every time you aim down the barrel of your gun. I could always remove it for the player character version of the armour, but I would really like to have it in on all versions because I think it's a reather unique feature.

 

Anyway, making the changes shouldn't take too long as I've been clever enough to make the arms and vambraces as separate mesh entities, so it's just a matter of rotating the pieces and maybe adjusting the straps a little.

 

Edit: Man, those armour addon lists are really pissy. I find them pretty cumbersome to work with, any tips on how to make a new list and adding items to it without crashing your GECK? :P

 

Edit 2: TESnip for the win. I can't believe this usermade tool is better than the GECK at tasks such as this.

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Hmm... Maybe I could make the blast shield as a separate equippable item? I don't really like the idea of making separate armour versions for such a small difference in appearance, and it seems Form lists can be quite powerful if used correctly.

 

I think if I detach the blast shield from the main armour and make it an armour addon in the GECK, I can put it on a Form list, make a bogus item occupying a Biped slot that's rarely used (like one of the hands) and then reference the Form list with the blast shield in it. This should allow the player to equip it wearing basically any piece of armour he wants, and reduce the need of "clone" models for minor changes. Granted it'd probably look a little weird on another piece of kit but I like that idea better as it takes advantage of Fallout's modular design and removes the need to update several models should that be necessary at a later date. I could probably also write a script to attach on the item that only allowed it to be equipped when wearing Protect Gear to satisfy the "everything must be perfect" crowd. :P

 

Anyway, I'm currently working on rotating the vambraces, but it's taking a bit longer than anticipated due to the rather drastic amount of readjustment needed on the sleeve underneath to accomodate the new configuration.

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Vambraces rotated, I still need to re-do the Pipboy pieces however so it'll still be a while before I can bake specular maps, some minor normal maps and begin the texture work.

 

http://i425.photobucket.com/albums/pp337/Baelkin/ScreenShot125.jpg

 

http://i425.photobucket.com/albums/pp337/Baelkin/ScreenShot126.jpg

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Just a small update. After having spent the day making minor tweaks and QA'ing, I consider the armour model finished with no additional changes being made for the first release from this point on. Addtionally I've managed to make the blast shield simultanously equippable with basically any piece of body armour you want to such that people have choice whether or not they want to chuff about with on their arm.

 

I guess it's a bit of a hack as the blast shield item occupies the "mouthobject" biped slot, however I haven't ever seen any items which actually use that slot or *have* to use that slot - so until someone reports massive incompatibility with another mod .ie. as in if someone made a mod with an extremely cool "mouthobject" item, I think I'll stick to this implementation. :)

 

Anyway, I took a a couple of screenshots of the entire suit in action - I've taken the liberty of using a Pipboy removal mod and a glove mod such that the full suit could be viewed without annoying doodads (works like a charm with both mods if I might add):

 

http://i425.photobucket.com/albums/pp337/Baelkin/ScreenShot132.jpg

 

http://i425.photobucket.com/albums/pp337/Baelkin/ScreenShot133.jpg

 

http://i425.photobucket.com/albums/pp337/Baelkin/ScreenShot134.jpg

 

http://i425.photobucket.com/albums/pp337/Baelkin/ScreenShot135.jpg

 

http://i425.photobucket.com/albums/pp337/Baelkin/ScreenShot128.jpg

 

http://i425.photobucket.com/albums/pp337/Baelkin/ScreenShot130.jpg

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Now all you need is a balaclava to hide the neck. :drag:

 

Yep. I actually think I have a balaclava model lying around I built last I worked on this armour, so I just have to fix the UV's on it and conformulate it such that it can be worn by all face types... and then texture it. While I'm at it I think I'll redo the UV of the M42 helmet as it's quite shitty - I hadn't learned pelt mapping proper back when I made it, so it could use a little love to make it more texture artist friendly.

 

Edit: Found the balaclava model, so now I just need to come up with a design that will set it apart from all the other balaclavas out there - otherwise I might as well just retex someone else's work. Maybe some kind of mask interface hood with some tech stuff going on around the eyes...

 

Hmm.... Perfect!

 

http://www.outdoorgear.co.uk/pix/big/422893-01_L.jpg

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