Batman and Catwoman mod

Post » Wed Sep 15, 2010 6:17 pm

First thread has reached 200 posts (http://www.gamesas.com/bgsforums/index.php?showtopic=1046079), so I guess it is time to start a new one :)

This mod adds the Batman suit from the film "The Dark Knight", my own version of Catwoman's suit and some Batarangs to Fallout 3. Some pictures:
http://www.fallout3nexus.com/downloads/images/10334-2-1266002532.jpg
http://www.fallout3nexus.com/downloads/images/10334-1-1266002532.jpg
http://www.fallout3nexus.com/downloads/images/10334-1-1260532870.jpg
http://www.fallout3nexus.com/downloads/images/10334-5-1260532702.jpg
http://www.fallout3nexus.com/downloads/images/10334-2-1265920100.jpg
http://www.fallout3nexus.com/downloads/images/10334-1-1265996062.jpg
http://www.fallout3nexus.com/downloads/images/10334-3-1262342803.jpg
http://www.fallout3nexus.com/downloads/images/10334-3-1260541718.jpg
http://www.fallout3nexus.com/downloads/images/10334-4-1260532870.jpg


Download it from:
* http://www.fallout3nexus.com/downloads/file.php?id=10334
* http://planetfallout.gamespy.com/mods/425/Asharas-Batman-suit-and-Batarangs
* Spanish version: http://videojuegos.clandlan.net/videojuegos/index.php/Mods_hispanohablantes_Fallout_3#Ashara_Traje_de_Batman_y_Batarangs
* French version (translated by Sylom): http://www.confrerie-des-traducteurs.fr/fallout/mods/armurerie/armes_et_armures/tenue_de_batman_et_batarangs.php
* German version (translated by Vannar): http://www.ei-der-zeit.com/portal/index.php?option=com_content&view=article&id=1651

README
Name: Ashara's Batman and Catwoman mod
Version: 2.1
Date: 13-2-2010
Category: Weapons and Armour
Requirements: Fallout 3 Patch 1.7
Author(s): Ashara
Source:
* Fallout3Nexus: http://www.fallout3nexus.com/downloads/file.php?id=10334
* PlanetFallout: http://planetfallout.gamespy.com/mods/425/Asharas-Batman-suit-and-Batarangs
* Spanish version: http://videojuegos.clandlan.net/videojuegos/index.php/Mods_hispanohablantes_Fallout_3#Ashara_Traje_de_Batman_y_Batarangs
* French version (translated by Sylom): http://www.confrerie-des-traducteurs.fr/fallout/mods/armurerie/armes_et_armures/tenue_de_batman_et_batarangs.php
* German version (translated by Vannar): http://www.ei-der-zeit.com/portal/index.php?option=com_content&view=article&id=1651


Description
===========
This mod adds the Batman suit from the film "The Dark Knight", my own version of Catwoman's suit and some Batarangs to Fallout 3.

The Batarangs come in two versions: a normal version and an explosive version.
The normal batarang can be repaired using other batarangs, any knife and any combat knife. You can also pick them up after having throwned them.

A Batfist (unarmed weapon) has also been added. It can be repaired using any of the batsuit and catsuit armour pieces, combat armours, Talon company armours, Ranger armours, Tenpenny Security armours and Rivet City Security armours.

Batman suit comes in five pieces:
* Batsuit (uses upperbody slot)
* Belt (uses bodyaddon1 slot)
* Cape (uses bodyaddon3 slot)
* Batsuit All Items: equips the Batsuit and the Belt at the same time (uses upperbpdy slot)
* Cowl (uses hair, hat and headband slots)

Catwoman suit comes in five pieces and two versions:
* Catsuit (uses upperbody slot)
* Catsuit - Open Jacket (uses upperbody slot)
* Belt (uses bodyaddon1 slot)
* Catsuit All Items: equips the catsuit and the Belt at the same time (uses upperbpdy slot)
* Catsuit All Items - Open Jacket: equips the Catsuit - Open Jacket and the Belt at the same time (uses upperbpdy slot)
* Backpack (uses backpack slot)
* Cowl (uses hair, hat and headband slots)
* Googles (uses eyeglasses slot)

Inlcuded are also 4 chokers with their matching earrings, for female characters.

You can repair all the batsuit and catsuit items using any of the items, combat armours, Talon company armours, Ranger armours, Tenpenny Security armours and Rivet City Security armours.

As the Batsuit and the Catsuit cover the whole body they are compatible with any body replacer you may use. The Open jacket version of the catsuit has been made for Dimon's Type 3 body and may look weird if you use other female body mod.

You can find all the items in an Enclave crate that is at the main entrance of Hubris Comics (see picture and this http://fallout.wikia.com/wiki/Hubris_Comics_(location) for location) and in another crate that is in Rivet City Marketplace, just beside the motorbike at the top of the stairs. The crate contents should respawn after some days (usually 3 days).


FOSE functionality (optional)
=============================
From version 1.3 some optional FOSE funcionality has been added to the mod.

Toggle Sonar Vision, Night Vision and Eyes Sonar Effect using keys
-----------------------------------------------------
If you use FOSE, you can toggle the sonar vision and the sonar eyes effect of the Batcowl, and the night vision of the Catgoogles, on and off using hotkeys.

The default keys are:
.- B for Sonar Vision: press B to activate/deactivate Sonar vision when you have the Batcowl equipped.
.- B for Night Vision: press B to activate/deactivate Night vision when you have the Catgoogles equipped.
.- G for Sonar Eyes effect: press G to activate/deactivate Sonar vision when you have the Batcowl equipped.

Both keys are set in the mod as global variables so you can easily change the default hotkey to the one you prefer. "AsharaSonarVisionKey" is the variable that stores the hotkey used for switching Sonar vision on and off. "AsharaEyesEffectKey" is the variable that stores the hotkey used for switching Sonar vision on and off.

How to change the default hotkeys:
* To change the Sonar Vision and the Night Vision hotkey from B to another key use this console command: set AsharaSonarVisionKey to nn (where nn is the code of the new key according to this table: http://fose.silverlock.org/fose_command_doc.html#DirectX_Scancodes).
* To change the Sonar Eyes Effect hotkey from G to another key use this console command: set AsharaEyesEffectKey to nn (where nn is the code of the new key according to this table: http://fose.silverlock.org/fose_command_doc.html#DirectX_Scancodes).
* To see the current value of the global variables, type in the console: show AsharaSonarVisionKey (or show AsharaEyesEffectKey).



Gliding ability
---------------
If you have FOSE installed and the Batcape equipped you can glide.

* To start gliding, press the J key.
* To move forward press the Arrow Up key.
* To change the direction of movement, just move the mouse to face the direction where you want to go. If you want to go up, look up, and if you want to go down, look down.
* To change speed of movement (increase or decrease), press the H key.
* To land either press the K key or get close to a place where you can land (e.g. the ground or the roof of a building).

You have to be in 3rd person mode to see the gliding animation.
You cannot fire a weapon when gliding.
In the DC don't try to go to another cell gliding, it is impossible (there is nowhere to go). You'll have to use the tunnels or the metro to change cells.
Be careful when landing on roofs, as some of them don't have good collision and you can get stuck or fall though the building when trying to land.

SAVE ALWAYS before gliding, just in case things go wrong.

The control keys are set using Global variables:
* Start Gliding: global AsharaJumpKey (default value J)
* Stop Gliding: global AsharaLandKey (default value K)
* Change speed (increase or decrease): AsharaFasterKey (default value H)
* Move Forward: AsharaForwardKey (default value Up arrow)

To change the value of the control keys use the console command:
* Set name_of_the_global to code_of_new_key
where name_of_the_global is the name of the global variable whose value you want to change and code_of_newkey is the numerical value of the key you want to assign to the global.
You can look up for the codes of the keyboard keys here: http://fose.silverlock.org/fose_command_doc.html#DirectX_Scancodes

To see the value of the control keys use the console command:
* Show name_of_the_global.


Weapons statistics
====================
These statistics are the ones set in GECK for the weapons. In game you may see different values displayed in your Pipboy because those values are calculated by the game and depend on the weapon current condition, your skills and maybe other factors.

Classic and TDK Batarang:
-------------------------
Skill = Melee weapons
Resistance = None
Weight = 0.2
Value = http://forums.bethsoft.com/index.php?/topic/1075730-batman-and-catwoman-mod/30
Health = 1,000
Damage = 40
Spread = 1
Min Spread = 0
Limb damage multiplier = 4
Base VATS To-Hit Chance = 50%
Critical Multiplier = 15%
Critical Damage = 20
Action Points = 10

Classic and TDK Batarang - Explosive:
-------------------------------------
Skill = Explosives
Resistance = None
Weight = 0.5
Value = http://forums.bethsoft.com/index.php?/topic/1075730-batman-and-catwoman-mod/50
Health = 5
Damage = 2
Spread = 2
Min Spread = 1
Limb damage multiplier = 1
Base VATS To-Hit Chance = 50%
Critical Multiplier = 1.5%
Critical Damage = 0
Action Points = 18

Batfist:
--------
Skill = Hand to hand
Resistance = None
Weight = 1
Value = http://forums.bethsoft.com/index.php?/topic/1075730-batman-and-catwoman-mod/30
Health = 200
Damage = 15
Reach = 1
Limb damage multiplier = 1
Base VATS To-Hit Chance = 15%
Critical Multiplier = 2%
Critical Damage = 15
Action Points = 15


Batsuit statistics
==================
Batsuit:
--------
Slot = Upperbody
Weight = 17
AR = 40
Value = http://forums.bethsoft.com/index.php?/topic/1075730-batman-and-catwoman-mod/200
Effects: Agility + 2, Strength + 2, Sneak + 20, Unarmed + 20, Sets speed multiplier to 150 or leaves your inicial speed if it was already higher than 150.

Batsuit - All items:
--------------------
Slot = Upperbody
Weight = 22
AR = 45
Value = http://forums.bethsoft.com/index.php?/topic/1075730-batman-and-catwoman-mod/300
Effects: Agility + 2, Strength + 2, Sneak + 20, Unarmed + 20, Sets speed multiplier to 150 or leaves your inicial speed if it was already higher than 150.

Batcowl:
--------
Slot = Hair, Hat and Headband (plus the eyes sonar effect uses the EyeGlasses slot).
Weight = 3
AR = 20
Value = http://forums.bethsoft.com/index.php?/topic/1075730-batman-and-catwoman-mod/120
Effects: Perception + 2, Sonar Vision (actually, it is Night Vision as it is impossible to see throught wall in Fallout), Eyes Sonar effect.

Batbelt:
--------
Slot = Bodyaddon1
Weight = 5
AR = 5
Value = http://forums.bethsoft.com/index.php?/topic/1075730-batman-and-catwoman-mod/100
Effects: None.

Batcape:
--------
Slot = Bodyaddon3
Weight = 3
AR = 5
Value = http://forums.bethsoft.com/index.php?/topic/1075730-batman-and-catwoman-mod/100
Effects: Gliding ability.


Catsuit statistics
==================
Catsuit and Catsuit - Open Jacket:
----------------------------------
Slot = Upperbody
Weight = 8
AR = 15
Value = http://forums.bethsoft.com/index.php?/topic/1075730-batman-and-catwoman-mod/200
Effects: Agility + 2, Sneak + 20, Unarmed + 10, Luck + 2, Sets speed multiplier to 150 or leaves your inicial speed if it was already higher than 150.

Catsuit- All Items and Catsuit All Items - Open Jacket:
-------------------------------------------------------
Slot = Upperbody
Weight = 11
AR = 17
Value = http://forums.bethsoft.com/index.php?/topic/1075730-batman-and-catwoman-mod/200
Effects: Agility + 2, Sneak + 20, Unarmed + 10, Luck + 2, Sets speed multiplier to 150 or leaves your inicial speed if it was already higher than 150.

Catcowl:
--------
Slot = Hair, Hat and Headband
Weight = 2
AR = 10
Value = http://forums.bethsoft.com/index.php?/topic/1075730-batman-and-catwoman-mod/120
Effects: None.

Catgoogles:
-----------
Slot = EyeGlasses
Weight = 2
AR = 5
Value = http://forums.bethsoft.com/index.php?/topic/1075730-batman-and-catwoman-mod/120
Effects: Perception + 2, Night Vision.

Catbelt:
--------
Slot = Bodyaddon1
Weight = 3
AR = 2
Value = http://forums.bethsoft.com/index.php?/topic/1075730-batman-and-catwoman-mod/100
Effects: None.

Catbackpack:
------------
Slot = Backpack
Weight = 5
AR = 2
Value = http://forums.bethsoft.com/index.php?/topic/1075730-batman-and-catwoman-mod/100
Effects: Increase carry weight +30.

Chokers:
--------
Slot = Choker
Weight = 0.5
AR = 0
Value = http://forums.bethsoft.com/index.php?/topic/1075730-batman-and-catwoman-mod/200
Effects: None.

Earrings:
---------
Slot = Earrings
Weight = 0.5
AR = 0
Value = http://forums.bethsoft.com/index.php?/topic/1075730-batman-and-catwoman-mod/200
Effects: None.



Required mods
=============
* Fallout latest official patch: http://fallout.gamesas.com/eng/downloads/updates.html

If you want to use the FOSE funcionality (optional), you'll need FOSE: http://fose.silverlock.org/.

For Batman and Catwoman suits no mod is required. As the suits cover the whole body they are compatible with any body replacer you may use.

Catwoman - Open Jacket suits have been made for Dimon's Type 3 body so you will require one of this mods:
* Dimon's DIMONIZED TYPE3 female body WIP: http://www.fallout3nexus.com/downloads/file.php?id=4280
* Luchaire's Type V Female Body and Armor Replacer: http://www.fallout3nexus.com/downloads/file.php?id=5326


Recommended mods
===================
* Quarn's ArchiveInvalidation Invalidated: http://www.fallout3nexus.com/downloads/file.php?id=944
If you have any problem with textures not loading correctly, use this utility from Quarn and everything will work fine.

* Timeslip's Fallout Mod Manager:
http://www.fallout3nexus.com/downloads/file.php?id=640
If you have any problem with textures not loading correctly, press the button Toggle Invalidation in FOMM and everything will work fine.

* Dimon's DIMONIZED Expiremental female small hands: http://www.fallout3nexus.com/downloads/file.php?id=5355


Install
=======
1. Extract the files of this mod to a temporary location (you can use 7zip: http://www.7-zip.org, to unzip them) and chek the folder structure.

2. Copy to (install folder)\Fallout 3\Data\:
.- the AsharasBatmanItems.esp
.- the meshes folder
.- the textures folder
.- the sound folder
If asked if you want to overwrite existing files say "Yes to all".

3. Start Fallout 3 Launcher, click 'Data Files' and place a checkmark beside the .esp file.


Upgrade
=======
1. Extract the files of this mod to a temporary location (you can use 7zip: http://www.7-zip.org, to unzip them) and chek the folder structure.

2. Copy to (install folder)\Fallout 3\Data\:
.- the AsharasBatmanItems.esp
.- the meshes folder
.- the textures folder
.- the sound folder
If asked if you want to overwrite existing files say "Yes to all".

3. Start Fallout 3 Launcher, click 'Data Files' and place a checkmark beside the .esp file.


Uninstall
=========

Manual Uninstall

1. Start Fallout 3 Launcher, click Data Files, uncheck the .esp file(s).
2. Delete:
.- the AsharasBatmanItems.esp file, associated with the mod.
.- the folder \meshes\Ashara\Batman\ and its contents
.- the folder \textures\Ashara\Batman\ and its contents
.- the folder \sound\fx\Ashara\Batman\ and its contents


Incompatibility
===============
None that I am aware of. If you find any, please tell me.


Known Issues or Bugs
====================
None that I am aware of. If you find any, please tell me.



History
=======
2.1, 13-02-2010 - Modified the Speed script again: now it sets your speed multiplier to 150 if your speed is under that value and does nothing if it is already higher.
2.0, 11-02-2010 - Added Catwoman suits plus four sets of chokers and earrings. Made a female version of the Batcape. Fixed problem with distortion in the hands after gliding in 1st person view. Changed spread values of blade batarangs to improve their hitting chance when used in VATS. Increased Action points required in VATS for explosive batarangs from 12 to 18. Reduced health of blade batarangs to 1,000. Increased health of all armour pieces to 1,000. Added a new unarmed weapon: the Batfist. Modified the speed bonus: now, if you have speed of 100 or higher, it will add 75 units to your speed.
1.6, 04-01-2010 - Fixed Batcape textures. Fixed damage for the Classic batarangs - explosive, that I unintentionally lowered in version 1.4. Now their damage statistics are the same as they were in previous versions.
1.5, 02-01-2010 - Added the TDK batarangs to the crate in Hubris comics. Added another crate to Rivet City Marketplace, just beside the motorbike at the top of the stairs.
1.4, 01-01-2010 - Added The Dark Knight Batarangs. Changed the explosion visual effect of the Classic Batarang - Explosive to the one used by the Pulse grenades (blue). Added Increase speed bonus to the Batsuit. Added gliding ability to the Batcape. The Batsuit - All Items does not equip the Batcape anymore.
1.3, 24-12-2009 - Added sonar sound. Added Sonar eyes effect. Added optional FOSE funcionality to toggle sonar vision and eyes effect on and off using hotkeys.
1.2, 13-12-2009 - Fixed the duplicated batarangs issue.
1.1, 11-12-2009 - Fixed 1st person batarang meshes. Changed the way you can pick up the normal batarang.
1.0, 11-12-2009 - Initial release.


Contact
=======
You can contact me leaving a comment at the mod's thread, sending me a PM or leaving a comment at the mod's thread at the official forum: http://www.gamesas.com/bgsforums/index.php?showtopic=1046079.


You can find me on TESNexus as SydneyB: http://www.tesnexus.com/modules/members/index.php?id=259193.
You can find me on Fallout3Nexus as SydneyB:
http://www.fallout3nexus.com/modules/members/index.php?id=259193.
You can find me on the Bethesda official forums as Ashara: http://www.gamesas.com/bgsforums/index.php?showuser=364891.
You can find me on Clan Dlan as Ashara: http://www.clandlan.net/foros/index.php?showuser=6932.


Credits
=======
Thanks to Bethesda for creating Fallout 3.
Thanks to Skykappa for the Batarangs.
Thanks to The 3rd Type for the Batsuit pipboy icon.
Thanks to Skykappa and AndyW for helping me to fix the duplication of batarangs.
Thanks to Scanti for the Conformulator.
Thanks to Elminster for FO3Edit.
Thanks to tazpn for the kfupdater.
Thanks to Saltare for his flying script for Oblivion.
Thanks to Guerrero del Yermo for the reset animation.
Thanks to Kaw for the claws and thanks to Apachii and Loth DeBonneville for the original claws made for Oblivion.
Thanks to Xiamara for her Oblivion amulets that were the base of my Oblivion jewels which have been the base for the ones included here.
Thanks to LHammonds for the Readme Generator this file was based on: http://lhammonds.game-host.org/obmm/tools_readme_generator1.asp.
Thanks to Fallout3Nexus.com for the a one-stop-shop resource for authors and players.
Thanks to all the modding community for all their tutorials, tools and help. Especially, thanks to the Clan Dlan, Bethesda Official Forum and the GECK Wiki communities.
Thanks to all of you that are using this mod and are helping me to improve it with your suggestions.


Tools Used
==========
Blender - http://www.blender.org
The Conformulator - http://www.tesnexus.com/downloads/file.php?id=9360
GIMP - http://www.gimp.org/
NIFSkope - http://www.niftools.org/
G.E.C.K.- http://fallout.gamesas.com/eng/downloads/geck.html
FOSE - http://fose.silverlock.org/
FO3Edit - http://www.fallout3nexus.com/downloads/file.php?id=637
Kfupdater - http://www.fallout3nexus.com/downloads/file.php?id=496
7zip - http://www.7-zip.org/
Readme Generator - http://lhammonds.game-host.org/obmm/tools_readme_generator1.asp


Licensing/Legal
===============
You can reuse any part of this mod into your own mod but all I ask in return is that you give me credit if you distribute any part of this mod.
If you are using the Batarangs, give credit to Skykappa, too.
If you are using the Batsuit pipboy icon, give credit to The 3rd Type, too.
If you are using the reset animation, give credit to Guerrero del Yermo, too.
If you are using the claws, give credit to Kaw, Apachii and Loth DeBonneville, too.
If you are using the chokers and earrings, give credit to Xiamara, too.

User avatar
Pete Schmitzer
 
Posts: 3387
Joined: Fri Sep 14, 2007 8:20 am

Post » Wed Sep 15, 2010 4:56 pm

....im batman



sorry it had to be done, friggin awesome mod though ill have to try it out when i get off work.
User avatar
elliot mudd
 
Posts: 3426
Joined: Wed May 09, 2007 8:56 am

Post » Wed Sep 15, 2010 8:38 pm

Hehe Fallen paladin ... :)
User avatar
Dj Matty P
 
Posts: 3398
Joined: Sat Jun 09, 2007 12:31 am

Post » Wed Sep 15, 2010 6:27 pm

Excellent quality in the armors you make. It's amazing I say that, as I'm usually to blind to appreciate "non-canonical" armors even if they're really good. That says something about the quality of the work being done here.
User avatar
Kira! :)))
 
Posts: 3496
Joined: Fri Mar 02, 2007 1:07 pm

Post » Thu Sep 16, 2010 12:27 am

Thanks a lot for your support, 3rd Type. I know I still have a lot to learn, but I hope each new thing I make is a little better than the previous one ;)
User avatar
Jade Payton
 
Posts: 3417
Joined: Mon Sep 11, 2006 1:01 pm

Post » Thu Sep 16, 2010 3:39 am

I've just uploaded version 2.3 to Fallout3Nexus, and I am uploading it to PlanetFallout. It does:
* fix the Nightvision on the Catgoogles: you don't have to equip the Catcowl anymore for it to work.
* fix the Catsuit - Open Jacket statistics (now they are the same of the Catsuit ones)
* modify the speed script (hopefully, for the last time!): it forces Fallout to apply the speed increase/decrease immediately, and if your initial script was 150 or lower, then when you take the suit off it will turn to 100 (the vanilla value).

After some texting I've realised that, if you put one of the suit versions and then sitch to another version of the suit, and then take the suit off, your speed will remain at 150 (because of the way Fallout handles the scripted effects when you switch clothes). That is why I've changed the script in version 2.3: now, if your speed is still high, put one of the suits on, take it off and then your speed will return to the vanilla value.

If you find anything else, just tell me and, if I can fix it, I'll do it :)
User avatar
TOYA toys
 
Posts: 3455
Joined: Sat Jan 13, 2007 4:22 am

Post » Thu Sep 16, 2010 1:30 am

It's great to see that you have completed the Catwoman suit. Can't wait to take a look at it on my female character :)


Greetz,

Milt
User avatar
Vicky Keeler
 
Posts: 3427
Joined: Wed Aug 23, 2006 3:03 am

Post » Wed Sep 15, 2010 11:42 pm

Thanks Milt! :)
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Alexx Peace
 
Posts: 3432
Joined: Thu Jul 20, 2006 5:55 pm

Post » Wed Sep 15, 2010 7:40 pm

Ashara your mod has inspired me to do my own armour!! I hope people like it, I'm starting it tomorrow :D
User avatar
Charlotte Buckley
 
Posts: 3532
Joined: Fri Oct 27, 2006 11:29 am

Post » Wed Sep 15, 2010 7:06 pm

Nice!

That catwoman outfit would look good on any female char :)
User avatar
Schel[Anne]FTL
 
Posts: 3384
Joined: Thu Nov 16, 2006 6:53 pm

Post » Wed Sep 15, 2010 7:25 pm

Thanks WanderingRogue and Princess! I am glad you like it :) And good luck with your mod, WanderingRogue! ;)
User avatar
jessica sonny
 
Posts: 3531
Joined: Thu Nov 02, 2006 6:27 pm

Post » Thu Sep 16, 2010 2:22 am

Finally, I am working on adding a Batcave to the mod. This is, more or less, what I am planning to do:

1st version:
* Wayne manor in ruins (linke at the end of Batman Begins )
* The Batcave with: main hall, a laboratory, a computer's room, a living area and an Alfred
* A mini quest to find and open the batcave.

2nd version:
* Ask Alfred to hire people to rebuild the manor, or parts of it.

After seeing the Tumbler model (you can see it http://www.fallout3nexus.com/downloads/file.php?id=11585, it is a masterpiece!), I am also thinking of different ideas about it, like:
* making a mini quest in which you find the blueprints of the car and are able to construct it. Maybe in stages, first as a Static model and after that as a working model (I mean, a car you can drive. And then, as I explained to Paxan, allow it to collapse and deploy so you can drive it inside and outside the Batcave).
User avatar
saxon
 
Posts: 3376
Joined: Wed Sep 19, 2007 2:45 am

Post » Wed Sep 15, 2010 8:37 pm

After seeing the Tumbler model (you can see it http://www.fallout3nexus.com/downloads/file.php?id=11585, it is a masterpiece!), I am also thinking of different ideas about it, like:

seen it. nice.

but at half a million poly... it'll just crash if you want it in one nif. you'll have to spit it up if you want to use it. while his readme does say you can 'use' it- generally, in scifi3d, it is frowned upon to kitbash and modify the meshes for things like game mods. what is meant by use it means renders. so you are maybe treading iffy ground. bleh. modders using scifi3d assets- its been done in the past a fair old bit. thats where all the predator head is usually taken from.
several years ago I was in contact with artists from that community about using assets from there. in the end it best thing to do is email the dude- chances are its cool. and you might be able to get super ninja secret assets he has laying around. artists are usually cool like that. it's win.

so the rule is- if it doesn't explictly say you have a certain permission, it is assumed you don't have it. so the readme here is to vague imo.
in this case as the mesh is essentially a high poly, not uved, doesn't have textures, and as I gather from the readme doesn't have an interior, you have to basically do half the damn thing yourself anway.

It might be perfect for making your own in game mesh with say 20k tris, and then baking the normals and mats off of high. that way you are technically only rendering from his model- which seems to be allowed/what its for, and the low poly is all your own work. will be a lot easier to UV, will not lag the game, and it'll look f'ing sick! I'll help with the UVing, texture baking or whatever if you go that route. I could probably speed model and bake the whole think up in a couple days work. I wouldn't have to think, it's like tracing :lol:
hmm. tempting.
what say?
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Averielle Garcia
 
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Post » Thu Sep 16, 2010 12:38 am

It might be perfect for making your own in game mesh with say 20k tris, and then baking the normals and mats off of high. that way you are technically only rendering from his model- which seems to be allowed/what its for, and the low poly is all your own work. will be a lot easier to UV, will not lag the game, and it'll look f'ing sick! I'll help with the UVing, texture baking or whatever if you go that route. I could probably speed model and bake the whole think up in a couple days work. I wouldn't have to think, it's like tracing :lol:
hmm. tempting.
what say?

That sounds great, Ghogiel, and of course I accept your offer as anyhting you will do will be of much better quality than anything I could do. Just tell me what you want me to do, and I'll do it :)
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-__^
 
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Post » Wed Sep 15, 2010 7:05 pm

That sounds great, Ghogiel, and of course I accept your offer as anyhting you will do will be of much better quality than anything I could do. Just tell me what you want me to do, and I'll do it :)

nah you do alright.
firstly- drop a quick email the author of the tumbler. explain interest in using his asset, possible intentions, throw some links to your work, etc. It feels a lot better getting the personal nod. Though in my experience many of the authors who contributed work to scifi3d are really hard to get a reply from :shrug:. so don't feel bad if you don't get a reply straight away.

Then it's onto the in game mesh buildup. Which doesn't look like it'll be too hard for the most part. I gave it a good look over, half built the lower poly version in my head as I did that. It will be a head scratcher in a few spots! Unless I start going at it I really don't know what I will have to do. The high poly will need a lot of prepping as well, or else details won't transfer to normal maps very well. It is best to tackle it thinking of it as different sections. So far I have it broken into -wheels, body, engine, the rest(hydrolics, wings, stuff), add of course the missing interior. < Which I think do not bother fleshing out at all. the interior can be considered a completely separate project. and getting the exterior completely done will help make things more manageable. only slight consideration of the interior is needed when building the exterior body.

I think a minamalist approach to the textures will suit it best, and fit into the rest of your assets. a nice bit of reflection mapping on the body.

So just send the email for now. there really isn't any other way to go about doing this conversion except properly. pop me a pm if you get a reply. and I can probably do something productive.
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KRistina Karlsson
 
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Post » Thu Sep 16, 2010 2:24 am

PM Sent! : ) I'll PM you if he replies ;)
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Reven Lord
 
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Post » Thu Sep 16, 2010 3:18 am

Ghogiel, I've sent you a PM :)
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Lovingly
 
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Post » Thu Sep 16, 2010 3:32 am

I am sitll working on the Batcave ... progressing very slowly :blush2:

These are some pictures taken in game (take into account that I haven't set the lighting yet):

The car is only temporary,I'd love to be able to put the Tumbler there, sometime :)
http://www.fallout3nexus.com/downloads/images/10334-1-1270207035.jpg

http://www.fallout3nexus.com/downloads/images/10334-2-1270207035.jpg

http://www.fallout3nexus.com/downloads/images/10334-1-1272041999.jpg

http://www.fallout3nexus.com/downloads/images/10334-2-1272041999.jpg
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GabiiE Liiziiouz
 
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Post » Thu Sep 16, 2010 12:28 am

Hi Sydney its StewB here :) The last pic with the batsuit, is that the cryo-pod from Mothership Zeta and if so will Zeta be need to use the mod with the Batcave? Doesn't bother me as i have the GOTY version, just being nosey as always :D
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Steph
 
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Post » Wed Sep 15, 2010 11:51 pm

Hi Stweb :)

Yes, you are right, Mothership Zeta will be required and Point Lookout, too (those stairs are a modified version of the lighthouse stairs ;))
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Fiori Pra
 
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Post » Wed Sep 15, 2010 11:04 pm

I've uploaded to Fallout3Nexus a n optional file that replaces existing the bobbleheads displayed at home with Batman themed ones, and that also modifies the stand a little.

Some pictures:
http://www.fallout3nexus.com/imageshare/images/259193-1278266208.jpg

http://www.fallout3nexus.com/imageshare/images/259193-1278266250.jpg

http://www.fallout3nexus.com/imageshare/images/259193-1278266304.jpg

Thanks to Stewb (Acwaz-Mare here) for the idea :)
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Gen Daley
 
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Post » Thu Sep 16, 2010 3:51 am

excellent work! the spiral staircase looks awesome inside the cave.

any luck on getting the Tumbler converted?

E:
imho, you should try and make the http://sketchup.google.com/3dwarehouse/details?mid=be04999e7ff7ec41aa7e2961ea3d882b&prevstart=0 from the original TV series instead. :D
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Lloyd Muldowney
 
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Post » Wed Sep 15, 2010 6:55 pm

Thanks falcon :)

I haven't begun working on the Tumbler. Rusty has made a new mesh that is even better than the first one (you can see some pictures and the download link here: http://www.foundation3d.com/forums/showthread.php?t=3582 and he gave me permission to use it, but just now I am still working on the Batcave. I work very slowly ... :blush2:
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Ashley Campos
 
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Post » Wed Sep 15, 2010 6:42 pm

Thanks falcon :)

I haven't begun working on the Tumbler. Rusty has made a new mesh that is even better than the first one (you can see some pictures and the download link here: http://www.foundation3d.com/forums/showthread.php?t=3582 and he gave me permission to use it, but just now I am still working on the Batcave. I work very slowly ... :blush2:

Z.O.M.G :blink:
that model is absolutely insane. i'd help you out with the model but my skills are nowhere near good enough to convert that. :hehe: i guess its up to Ghogiel. :whistling:

good luck with the rest of the batcave. :foodndrink:
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Tina Tupou
 
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Post » Thu Sep 16, 2010 12:33 am

You are right, Falcon, that model is insane! Converting it to something usable by Fallout is going to take me a huge amount of time, but I think I will do it someday because it looks awesome! :)

Thanks :)
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ruCkii
 
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