[WIPz] Appleseed Ex Machina Combat Armors

Post » Sat Feb 19, 2011 2:56 am

Railguns are awesome, but I seem to remember it being "just" a BFG in the series/movies. I could be wrong. In either case its a projectile weapon.
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stevie critchley
 
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Post » Sat Feb 19, 2011 8:35 am

http://img.photobucket.com/albums/0903/throttlekitty/WIPstuff/M-117AMR05a.jpg tonight, unless anyone spots something that needs changing. :)

Soor, I dunno, this thing would make a pretty wicked club too...
ninjagaiden, see previous page. see this page. :)
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Jerry Jr. Ortiz
 
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Post » Sat Feb 19, 2011 9:15 am

is that going to be a energy weapon or some type of rail gun/gauss cannon?

I'd call it a Big Gun. Small Guns and Energy Weapons both have a sniper weapon, but Big Guns doesn't in basic/DLC.
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Crystal Clear
 
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Post » Sat Feb 19, 2011 12:14 am

With all that out of the way, I've some open questions about things I haven't experimented much with in the GECK. (spend most of my free time modeling, yo) And maybe someone wouldn't mind helping me out with scripting?

* Pipboy swapping: I think I've that mostly covered, found another mod that I think has a good example script. (I'd like to have the player click in the inventory for it, but not swap until after leaving the pipboy screen)

* Armor addons: Ideally, I'd like to have as many separated .nifs for the models; using the main parts as the actual armor, and things like pauldrons or belts as Armor Addons. Is there a way to add/remove addons via scripting? (I'd rather not have a group of large .nifs for each config option, and have to worry about durability)

* Config: I'd ideally like to have an clothing/armor/helmet entry in the inventory, with a misc item for the armor options. (thinking of a once per day repair option in there)

* I don't give a toss about any enchants the armor has, do you? If so, which ones?

* Night Vision: Haven't checked out a single mod for this, but it seems fitting here. I'm guessing now that it's just an Image Space mod, or do we have special shaders for it? If so, maybe I can hook onto a popular NV mod for consistency.

* I haven't figured out how I want to give these to the player. I'd love to make an large trap-run dungeon, but I know I won't have the oomph for that insanity after I finish models and textures. But I'd also like to do a little more than tacking onto a vendor or 'secret' chest somewhere.

* Anything you'd like to see in here?


Thought I'd chime in and repost your initial set of questions. Hopefully it will grab some folks for you who can help out instead of the fans that just want the armor but cannot script (myself included by the way) ;)

At any rate, regarding your question about the nightvision. I haven't a clue what an 'Image Space' is, but I have seen a variety of different shades of NV. Common ones are the green and blue ones. I myself am using http://www.fallout3nexus.com/downloads/file.php?id=2725 which are green and http://www.fallout3nexus.com/downloads/file.php?id=10334 comes with a blue 'sonar' vision.

However, if you want to have that fancy display, crosshair and zooming stuff (as shown http://img215.imageshack.us/img215/390/appleseednv.jpg) embedded in the NV, I am not sure how that can be added. After all, I'm just a simple aesthetic decorator when it comes to mods and haven't touched editors after TES4 :P


Greetz,

Milt
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Neko Jenny
 
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Post » Sat Feb 19, 2011 1:53 am

Hey, thanks for the bump on the questions there Militiades. I'll certainly look into those night vision additions. The zoom and track would be fun, but I'm not sure how to pull that off. Unless I could hack a sort of VATS functionality outside of VATS to make it more realtime...
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Sammygirl
 
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Post » Sat Feb 19, 2011 9:29 am

Hey, thanks for the bump on the questions there Militiades. I'll certainly look into those night vision additions. The zoom and track would be fun, but I'm not sure how to pull that off. Unless I could hack a sort of VATS functionality outside of VATS to make it more realtime...


No problem ;)

As to the zooming issue. Maybe the effect used by scopes could be embedded into the NV script somehow (but it might require FOSE). Those would allow the zooming in and looking around in a similar manner as depicted in Appleseed Ex Machina :)

Greetz,

Milt
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Amy Masters
 
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Post » Fri Feb 18, 2011 5:21 pm

Friendly bump?

Hows things coming?
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Alan Whiston
 
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Post » Fri Feb 18, 2011 10:48 pm

Quite well! I just hit level 7 in Dragon Age! And someone on another forum pointed out http://mypaint.intilinux.com/, a very nice painting app for its price (free); I've been toying with that a bit.

Texturing for the M117 should be done today. I now find myself on the fence about making special "Fallout 3 Versions" of the textures for each piece in the mod. I'm not sure anyone wanting this mod would actually use them, considering the extra work.
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kevin ball
 
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Post » Fri Feb 18, 2011 8:09 pm

Oh I remember this request from way back, I'm not that into Anime but I always liked the look of that armor. Nice to see someone is making it even if I don't play the game anymore (I lost everything, which is also why I stopped modding for it. Hopefully I'll be back in action with New Vegas)

Great work, it looks great so far. But then I've come to expect great models from you throttlekitty. :) Keep up the good work!
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Jonathan Egan
 
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Post » Fri Feb 18, 2011 9:22 pm

Ok, finished with the rifle, whatcha think? Noticed a glaring error in the clip texture, so that'll be fixed. I kept going in circles with working up the overall texture, couldn't really get the exact look I wanted; so I'm calling it for now (I feel it works well enough).

http://img.photobucket.com/albums/0903/throttlekitty/WIPstuff/M-117AMRMarmoset1.jpg
http://img.photobucket.com/albums/0903/throttlekitty/WIPstuff/M-117AMRMarmoset1a.jpg
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john page
 
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Post » Sat Feb 19, 2011 6:06 am

Looks good to me, TK. Excellent as a matter of fact. :foodndrink:
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Melis Hristina
 
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Post » Sat Feb 19, 2011 1:00 am

That's just jaw dropping, WOW!
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Gavin boyce
 
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Post » Sat Feb 19, 2011 2:23 am

Ok, finished with the rifle, whatcha think? Noticed a glaring error in the clip texture, so that'll be fixed. I kept going in circles with working up the overall texture, couldn't really get the exact look I wanted; so I'm calling it for now (I feel it works well enough).

http://img.photobucket.com/albums/0903/throttlekitty/WIPstuff/M-117AMRMarmoset1.jpg
http://img.photobucket.com/albums/0903/throttlekitty/WIPstuff/M-117AMRMarmoset1a.jpg

Absolutely amazing!
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Shannon Marie Jones
 
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Post » Sat Feb 19, 2011 5:34 am

Wow... when you said you just finished the best sniper rifle ever you weren't kidding. Great work!
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Ross Zombie
 
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Post » Fri Feb 18, 2011 9:30 pm

*cheesy grin*

Actually, I'm going to redo the texture, not pleased, no. Trying to nail that polymer/composite material that most fancy rifles these days have. ...not quite there yet, in case anyone else has a good tip on texturing that. :D
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Allison C
 
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Post » Sat Feb 19, 2011 6:51 am

I like the texture in many ways, though I did want to comment on it, but wasn't sure what I actually thought, or what, if anything was wrong about it. Has that kinda brushed gun metal, with a baked on black coating. maybe overdone on metalic flakeyness?... anyway I think it is pretty good. I think your good with the brightness of the scratchy dust metal in the difuse, versus brightness in the spec. Though I'd really like to see how it gleems under lights. Have you tried it out in the geck/game yet? when texturing, I've had to play to how it looks in game often. that, wait, thats not the color of it in photoshop thing? and the dear god I'm blind glare on anything thats anywhere even near white effect. It's white get over it!

I can see why you'd want to change that for this gun though, makes it look like big heavy slab, if you can pull that synthetic look you're talking about, it might work.

Normals look solid.

Not really much else to say except awesome.
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Hayley Bristow
 
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Post » Sat Feb 19, 2011 3:56 am

Wow... that rifle just blew me away :D
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Elizabeth Falvey
 
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Post » Sat Feb 19, 2011 12:44 am

Ghogiel, it's all about the comment and critique! I've no problems with someone telling me my work looks like pants. Other peoples' point of view, suggestions, tips'n'tricks and all that are all part of getting better. I also think that posting tips and insights along with the presentation helps others, I know I've learned a lot that way. (although I've done very little of that in this thread thus far, oops.) I've a similar thread for this over at Polycount, trying to garner feedback there as well.

And no, I haven't checked it out in-game yet. I used to use NifSkope for basic pre-vis, but after discovering http://www.8monkeylabs.com/technology, my game has changed a little bit. :) So now, I still check my basic texture work in NifSkope, (it's just so speedy for that!) Then off to Marmoset once I start working up the specular. In this case (after my redo, pics at the end of the post), I scrapped a lot of the original work, and tried to find a nice balance of color/spec/norm in marmoset, probably spending entirely too long. Ended up keeping my original noise layers (4), merging and embossing, and a little bit of tweak after that. (I feel slightly guilty, like lens flare guilty...) For the game, since I've a solid look and layers, once I test it in-game, all I should really need to do is make a few brightness adjustments for F3's lighting model. I'm mostly just eager to move on, though I feel it looks a bit more bland now, and will probably suffer filtering from mipmaps. (but I want to move on! Briareoooossssss!)

http://img.photobucket.com/albums/0903/throttlekitty/WIPstuff/M-117AMRWires.jpg
http://img.photobucket.com/albums/0903/throttlekitty/WIPstuff/M-117AMRFlats.jpg
http://img.photobucket.com/albums/0903/throttlekitty/WIPstuff/M-117AMRMarmoset3a.jpg

Edit: Thanks sieboldii
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danni Marchant
 
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Post » Sat Feb 19, 2011 12:53 am

Wires and sixys both point to the same picture.
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Tom Flanagan
 
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Post » Fri Feb 18, 2011 11:41 pm

is this project dead o.o =[?
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Setal Vara
 
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Post » Sat Feb 19, 2011 12:49 am

I see on underground user show pic of amazing armor in-game!

http://img202.imageshack.us/img202/9072/screenshot70u.jpg

Is project finish but only private it seem? :(
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Prisca Lacour
 
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Post » Fri Feb 18, 2011 11:33 pm

wooooow can't wait to get my hands on this!
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Rachell Katherine
 
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