Batman suit

Post » Sun Mar 14, 2010 2:19 pm

Don't forget "Bat: Anti Mutant Spray" for the utility belt! :P
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gary lee
 
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Post » Sun Mar 14, 2010 7:36 pm

Don't forget "Bat: Anti Mutant Spray" for the utility belt! :P


Hmmm, not too sure about that. Although I would have loved a working http://dvice.com/pics/10-bat-gadgets-grapple-gun.jpg (but I fear the environment physics might not allow it) :P


Greetz,

Milt
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Cesar Gomez
 
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Post » Sun Mar 14, 2010 5:35 pm

I've been thinking about a Batgrapple, too, as it is already a part of the current utility belt. Making a gun that fires hooks is not difficult as it would be something like the dart gun of the vanilla game firing hooks instead of darts.
I also think that it would be possible to script the part when you use it to lift yourself to roofs as the script could be similar to the gliding ability script.

What I think is impossible (or at least, I cannot figure how to do it) is:
* make the cable part that goes from the gun to the hook.
* use it to tie enemies.

But if anybody has any idea on how this could be done, I would like to hear it :)

Merry Christmas!

?Feliz Navidad y felices reyes!

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Meghan Terry
 
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Post » Sun Mar 14, 2010 4:00 pm

A very preliminary picture of the progress on the Catwoman suit: http://www.fallout3nexus.com/downloads/images/10334-1-1262954821.jpg :)
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Lily Something
 
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Post » Sun Mar 14, 2010 2:24 pm

Looks great, glad you took me up on my suggestion!
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gemma
 
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Post » Sun Mar 14, 2010 8:35 pm

Thanks 3rd Type :) It was a good idea ;)
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Monique Cameron
 
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Post » Sun Mar 14, 2010 5:21 pm

I've been thinking about a Batgrapple, too, as it is already a part of the current utility belt. Making a gun that fires hooks is not difficult as it would be something like the dart gun of the vanilla game firing hooks instead of darts.
I also think that it would be possible to script the part when you use it to lift yourself to roofs as the script could be similar to the gliding ability script.

What I think is impossible (or at least, I cannot figure how to do it) is:
* make the cable part that goes from the gun to the hook.
* use it to tie enemies.

But if anybody has any idea on how this could be done, I would like to hear it :)

Merry Christmas!

?Feliz Navidad y felices reyes!


I think I saw something similar in an Oblivion "Thief" (the game) mod. It added rope arrows that you could use to reach rooftops. All it really did though was create an activator that teleported the character to the spot the arrow was aimed (after activating the rope). Maybe you could use that idea?
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Laura Hicks
 
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Post » Sun Mar 14, 2010 12:31 pm

Thanks Fearnoman :), I assume the rope was hanging from the arrow but wasn't connected to the bow. Am I right?
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Adam
 
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Post » Sun Mar 14, 2010 10:14 pm

This is such coolness Ashara! Yes the way the oblivion mod worked was a rope would spawn and drop down from wherever the arrow hit. After that the rope acts as a ladder. For the tying up of enemies can't the unconscious or paralysed effect be used? Then have them dragged towards the player :D
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Chloe Yarnall
 
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Post » Sun Mar 14, 2010 9:00 pm

Thanks merunnin :)

Just paralysed? Without a cable tied around their body? I think that can be done. But I don't know if it is possible to move the enemies you've paralised towards you. And I don't know either if there is a way to differentiate if you have hitted a place with the weapon (and then, act as a ladder), or a creature (and then, act as a paralising dart). :)

Progress update on the Catsuit:
http://www.fallout3nexus.com/downloads/images/10334-2-1263138170.jpg

http://www.fallout3nexus.com/downloads/images/10334-1-1263138170.jpg
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Anna Kyselova
 
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Post » Sun Mar 14, 2010 8:16 am

Looking very cool, indeed.
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dean Cutler
 
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Post » Sun Mar 14, 2010 8:31 am

I had few ideas for the graplling hook.

It`s a little difficult, but its possible. and will require FOSE.

Make a projectile that looks like an uncloiling rope.

Then make a really long static version with a straight rope and make the end of the rope be the center point of the mesh.

Script a invisible floating reference to the coordinates of the gun using this example script http://geck.gamesas.com/index.php/Useful_Scripts, but have it facing backwards, and script it to fire the rope projectile at the same time as the weapon with `fireweapon` and `getbuttonpressed`.

As with the batarang, the explosion on the projectile places the static rope mesh, which is unfeasably long and will now go backwards and forwards. The player should then be scripted to move towards the placed rope nif with `player.moveto`, and since the center of the mesh is the end, thats where the player will head.

You`d also need a new animation to be called on the player whilst they are moving through a scripted effect and `player.playidle`. Unless you want to force 1st person view with `ispcfirstperson` and `tapkey`.

Catwoman suit looks very nice BTW!

Take care

Skykappa

Quick idea on trying up enemies,. WEapons can be scripted to add enchantments to the target loike the flamer. Script the weapon to equip a custom mesh that looks like rope tied round a person, and in the same scripted enchantment, call the closest animation you can find with `playidle` and freeze them for the duration. Should work ok I think.
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maddison
 
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Post » Sun Mar 14, 2010 9:14 pm

Good stuff Sky, you sound like a right genius but I'm too much of cretin to make any sense of it. The http://www.youtube.com/watch?v=2U1QnlKPoiA&hd=1 grappling hooks would be lovely resized. I'll see if I can extract it.
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Amelia Pritchard
 
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Post » Sun Mar 14, 2010 8:55 pm

Thanks 3rd Type :)

Thanks Sky, I'll take all your suggestions into account, they sound feasible (complicated, but feasible) :) I am glad you like the Catsuit, and I am glad to see you are not frozen under the snow! ;)
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Samantha Wood
 
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Post » Sun Mar 14, 2010 11:40 pm

I just saw the video on Youtube for this mod. I didn't know what it meant by "Ashara" but now I do. : D lol
This mod is awesome!
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Lyd
 
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Post » Sun Mar 14, 2010 8:40 pm

Thanks VaultDweler :)
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Alan Whiston
 
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Post » Sun Mar 14, 2010 11:24 am

I've posted three pictures, taken from different sides, of a preliminary version of the Catwoman's cowl:

http://www.fallout3nexus.com/downloads/images/10334-2-1263578677.jpg
http://www.fallout3nexus.com/downloads/images/10334-3-1263578677.jpg
http://www.fallout3nexus.com/downloads/images/10334-1-1263578677.jpg

I am insterested in your opinions about the ears: should they be larger, smaller, more pointy, are they OK? What do you think?

Thanks in advance :)
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Matt Gammond
 
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Post » Sun Mar 14, 2010 8:19 pm

I vote "less pointy, and about 20% shorter" -- not necessarily smaller, as the width looks good, just round off the top a little bit, and then squash the whole thing down a little.

IMO of course. :)
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Jade Payton
 
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Post » Sun Mar 14, 2010 1:34 pm

Verily i vote less pointy this the BATMAN not the MAN BAT :D http://www.comicartfans.com/LowryPiece.asp?Piece=2008
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ZANEY82
 
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Post » Sun Mar 14, 2010 3:39 pm

I've posted three pictures, taken from different sides, of a preliminary version of the Catwoman's cowl:

http://www.fallout3nexus.com/downloads/images/10334-2-1263578677.jpg
http://www.fallout3nexus.com/downloads/images/10334-3-1263578677.jpg
http://www.fallout3nexus.com/downloads/images/10334-1-1263578677.jpg

I am insterested in your opinions about the ears: should they be larger, smaller, more pointy, are they OK? What do you think?

Thanks in advance :)


hmm, well I think moving them slightly apart and down the sides of the cowl. Not too much, not near where human ears would be just as it is the cheeks are wider and to me the ears should extend a bit further out than the sides of the face. Some examples:

http://www.fullhalloween.com/blog/wp-content/uploads/2009/10/advlt-catwoman-costume-kit.jpg
http://scifipulse.net/wp-content/uploads/2009/06/Catwoman73-216x300.jpg
http://www.transbuddha.com/images/uploads/2009/04/battle-for-the-cowl-underworld.jpg
http://www.gaminglife.com.au/images/catwoman61.jpg
http://catwomanfan.com/en/comics/images/Catwomen_1104.jpg

I'm not saying change the shape or pick a certain costume look, but the pics are just to show where in relation they are located. Good luck with this.. and I do love the batman mod. :)

-Mush-
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Robert Jr
 
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Post » Sun Mar 14, 2010 9:20 am

I notice the updates mention a speed enhancement to the batsuit, wouldn't heavy and restrictive armor slow you down? Just a thought
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Nicole M
 
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Post » Sun Mar 14, 2010 7:11 pm

Thanks for your suggestions, Dark Uncle, Hellbishop and Mush! :)

I notice the updates mention a speed enhancement to the batsuit, wouldn't heavy and restrictive armor slow you down? Just a thought

Hi Merunnin,
The armour in the first film, Batman Begins, was heavy, but in the second film, the Dark Knight, Bruce Wayne asks for a lighter armour that allows him to moev freely. As I've made the Dark Knight armour, I see it as a light armour. Also, Batman moves really fast when wearing his suit! :)
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Allison C
 
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Post » Sun Mar 14, 2010 11:16 am

I notice the updates mention a speed enhancement to the batsuit, wouldn't heavy and restrictive armor slow you down? Just a thought


Don't forget, the 'heavy' batman armor he dons in some comics during certain encounters (such as going into space, etc) is a form of powered armor (real world equivalent, not the goofy implausible crap in fallout 3) and would have pneumatics as well as small powerful motors assisting movement.

For an example (albeit large and bulky) of the beginnings of where power-armor is starting in the real world, check out news clips (google them) and youtube vids of 'exoskeleton' and 'powered suit', especially coupled with 'us army'.

These devices range anywhere from a leg brace type appliance with a small but high horsepower motor and belt or gear style setup, all the way to full on pneumatics and hydraulics like the cargo lifter suit used in Aliens.

A smart feller like Bruce Wayne, with unlimited time, money and an entire industrial base at his beck and call (Wayne Enterprises) could surely adapt even such primitive, bulky devices to the size and power he would need :D

Another good example would be pictures of space trooper armor from Star Wars. While I don't recall it being seen in the first three films, I THINK there might have been one scene showing some in the 'prequels'. If not, there are certainly prime examples of it in both video games and renders. I recommend Starwars.com.

The star wars variant space trooper armor is probably the most plausible appearance of powered armor I've seen...it's bulky, but covers *everything*, unlike Fallout 3 power armor, which has idiotic unprotected gaps all over the place and little to NO evidence of any motor assist devices.

Also, as a person who wears a motor assisted limb appliance (due to nerve damage from a bad car accident some years ago I have partial leg and foot paralysis), I can tell you that, with a bit more power, the device I wear would not only NOT slow me down, but might actually speed me up.

What it WOULD do, and DOES do, however, is make me a bit less...agile. I imagine a guy in power armor could run like the wind for long periods of time, but stepping out of the way of an oncoming truck would require heroic measures like a full on pell-mell power dive to the side.

Dancing cheek to cheek in powered armor would probably be a big NOOOO, but I can see someone break dancing in it :D
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Sophie Louise Edge
 
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Post » Sun Mar 14, 2010 10:06 am

Great post, Elanthil! :)

Another update on the the suit and the cowl with the ears modified a little:
http://www.fallout3nexus.com/downloads/images/10334-3-1263645305.jpg

http://www.fallout3nexus.com/downloads/images/10334-2-1263645305.jpg

http://www.fallout3nexus.com/downloads/images/10334-1-1263645305.jpg
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Alisha Clarke
 
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Post » Sun Mar 14, 2010 3:08 pm

That's an interesting post Elanthil, but I'm sure you know the film suits are more like a high tech lightweight bullet-"proof" (ballistic) vest with full coverage. Which of your limbs are power-armoured? :lol:
A smart feller like Bruce Wayne, with unlimited time, money and an entire industrial base at his beck and call (Wayne Enterprises) could surely adapt even such primitive, bulky devices to the size and power he would need biggrin.gif
That reminds me, we need to make that hydraulic bender thing he used in TDK! Just a bit of kitbashing of the powerfist in blender should do lol.

Ashara, that looks good. and yes batman's a speedy little bugger isn't he? Though I think that's down to the man and not the suit, I can say why you would do that: a:fallout doesn't have a speed stat for character creation! b:most people would just put on the suit and play around for a little while, instead starting a whole new character as Bruce Wayne. Personally I'm going to do the latter, already have a facegen of Christian Bale from ages back, you are welcome to add it to your mod if you like, I just recently used a higher definition texture and made a custom race in anticipation for this. Of course you'll want to see if it's any good or not first aren't you!? Here was a http://www.fallout3nexus.com/downloads/file.php?id=6076 I made for a Patrick Bateman NPCs that was supposed to go about doing automated random killings, had most of voicework/lipsynching(have to go through bleedin oblivion to do it!) and quests written up for the conversations done then I found other hobbies :) silly me. That is the old texture of course, the new new one is clean shaven.

P.S. I see you use blender also, aren't free things great? :)
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Dawn Porter
 
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