Experimental Vault 64

Post » Fri Apr 01, 2011 10:59 pm

Hello again, WilliamSea. I doubt you remember me from your Ancient Towers mod, but I certainly remember you! I have been searching and searching for your latest work, and I just thought to look at the Official Forums, and here you are! So good to see you working away on another brilliant-looking mod, and I will be here supporting you the whole way! Good luck! :foodndrink:
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naomi
 
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Post » Fri Apr 01, 2011 6:26 pm

I have been searching and searching for your latest work, and I just thought to look at the Official Forums, and here you are!

My released work can be found by clicking on my signature line below.
After Vault 64 is done, I will be making a clocks mod to replace the 'broken' clocks found through-out the wasteland with clocks that actually work. :thumbsup:

As for the support, that is always welcome! Always glad to see and hear from those interested in my mods. :coolvaultboy:
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ShOrty
 
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Post » Sat Apr 02, 2011 12:46 am

WillieSea, I seriously doubt that there is a lack of support for this or any of your mods :D
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Maeva
 
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Post » Sat Apr 02, 2011 12:50 am

Ok, quick question: Will this mod require any downloadable extra-content?
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Michael Russ
 
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Post » Sat Apr 02, 2011 2:26 am

Somethings bugging me about the http://www.1001fonts.com/font_details.html?font_id=2240 on the back of that vault suit...

I made a vault suit http://www.freewebs.com/poha!/VaultSuitTemplate.rar, should you or anyone else be interested. ^_^

Nifty retextures and ideas; makes me wish I had started modding F3 back in December, too. :)
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Sophie Louise Edge
 
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Post » Sat Apr 02, 2011 5:02 am

It's the Ancient Towers of the future :P.

This mod looks amazing so far, can't wait till it's released. :thumbsup:
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maddison
 
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Post » Fri Apr 01, 2011 11:47 pm

Somethings bugging me about the http://www.1001fonts.com/font_details.html?font_id=2240 on the back of that vault suit...

I made a vault suit http://www.freewebs.com/poha!/VaultSuitTemplate.rar, should you or anyone else be interested. ^_^

Nifty retextures and ideas; makes me wish I had started modding F3 back in December, too. :)


yoink! I know I'll need those :lol:
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Anne marie
 
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Post » Sat Apr 02, 2011 2:51 am

Thanks for the support Fearnoman777 and Gamemastr35!

Ok, quick question: Will this mod require any downloadable extra-content?

No. Just the vanilla FO3 for the PC.

Somethings bugging me about the http://www.1001fonts.com/font_details.html?font_id=2240 on the back of that vault suit...

I copied the '6' from the existing vaults (I believe a 9 turned upsidedown) and stitched the '4' together from several numbers clipping bits out of each one. I wanted to retain the original 'sewn' look of the numbers. Perhaps that is why the number looks a bit different. To tell the truth, I am not concerned that the numbers look exactly like all the other vaults numbers. I am doing this for fun, not because I take the 'game' seriously.

What I would like to see is somebody re-do the UV map or what-ever on the lighted vault signs so the text covers the entire face of the name-plate. The existing one is 'terrible'! I have to hunt and peck, shift a pixle or two, try to resize to make them fit, and they still look odd sometimes.
http://i97.photobucket.com/albums/l237/WillieSea/ExpV64026.jpg
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Honey Suckle
 
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Post » Sat Apr 02, 2011 5:21 am

To tell the truth, I am not concerned that the numbers look exactly like all the other vaults numbers. I am doing this for fun, not because I take the 'game' seriously.

What I would like to see is somebody re-do the UV map or what-ever on the lighted vault signs so the text covers the entire face of the name-plate. The existing one is 'terrible'! I have to hunt and peck, shift a pixle or two, try to resize to make them fit, and they still look odd sometimes.
http://i97.photobucket.com/albums/l237/WillieSea/ExpV64026.jpg


Hope you didn't take my pointing out the font the wrong way. Doing a mod for fun is the only successful way to do it, of course. I just thought with your attention to detail, you might like to know the font used, or somesuch. :)

I decided I'd make up for any sore feelings regarding my post, so I looked at the UVs and the clinic mesh itself; the words on it are mapped to a smaller rectangle on the front of each sign, and every sign uses the same 1 or 2 texture files, with the UVs on that rectangle on different words. So making the "Clinic" (or any other words) larger would require some mesh editing, of which goes beyond my skillset. :(
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Petr Jordy Zugar
 
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Post » Sat Apr 02, 2011 6:47 am

My released work can be found by clicking on my signature line below.
After Vault 64 is done, I will be making a clocks mod to replace the 'broken' clocks found through-out the wasteland with clocks that actually work. :thumbsup:

As for the support, that is always welcome! Always glad to see and hear from those interested in my mods. :coolvaultboy:

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Dan Stevens
 
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Post » Fri Apr 01, 2011 10:17 pm

Uh.. Ignore my post above this one, for some reason, it will not enter text when doing normal reply, only when I use fast reply. Anyway... All i wanted to say in the post above was "Ok, thx. I have not downloaded Operation Anchorage, so that will be good."
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Manny(BAKE)
 
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Post » Fri Apr 01, 2011 8:00 pm

Is there any secret scripting trick to doing the explosive charge/ unlocking the entrance to the cave sequence. I'm asking because it's inspired me for something that could be used to unlock other places as well.




bit-of-a-Noob asked hopefully, because it had him stumped :huh:
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Breanna Van Dijk
 
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Post » Fri Apr 01, 2011 3:05 pm

Hope you didn't take my pointing out the font the wrong way. Doing a mod for fun is the only successful way to do it, of course. I just thought with your attention to detail, you might like to know the font used, or somesuch. :)

I decided I'd make up for any sore feelings regarding my post, so I looked at the UVs and the clinic mesh itself; the words on it are mapped to a smaller rectangle on the front of each sign, and every sign uses the same 1 or 2 texture files, with the UVs on that rectangle on different words. So making the "Clinic" (or any other words) larger would require some mesh editing, of which goes beyond my skillset. :(

Nope, just wanted to let you know I was going to keep mine the way it is. The 'stitching' on my letters is more pronounced than on yours. Call me a perfectionist if you like! :)

What I mean by the Clinic sign is this.
1. I want the clinic sign to stay the same way it is. With the same texture.
2. I want the 'words' on the clinic sign to come from a texture file that covers the entire faceplate. And does NOT come from a big texture file, but a single small texture file that contains the words only.

Is there any secret scripting trick to doing the explosive charge/ unlocking the entrance to the cave sequence. I'm asking because it's inspired me for something that could be used to unlock other places as well.
bit-of-a-Noob asked hopefully, because it had him stumped :huh:

The 'boulders' are special >Activator objects with a script on them. I have several 'error' checking messages and a timer function that I will skip. The explosive part of the script goes like this. The script is on the boulder, so all the 'actions' happen to the boulder object.

	PlaceAtMe FatManNukeExplosion 1;Puts a nuke explosion at the boulder	V64RockPile001REF.enable;enables a rock rubble pile below the boulder that was previously disabled	V64Rock001REF.disable;disables the boulder	player.RemoveItem ammoFatMan 1;removes a mini nuke from the players inventory

That is the main action guts to the explosive boulders.
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Steph
 
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Post » Fri Apr 01, 2011 11:41 pm

Okay good. I'm always afraid that I'm stepping on someone's toes or being annoying in some way.

Also, I think you misunderstand the issue that I brought up with the mesh, but its irrelevant, since I did find a way around it. http://i5.photobucket.com/albums/y171/PoHaEiFor/ClinicSign4Willie.jpg
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NeverStopThe
 
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Post » Fri Apr 01, 2011 8:15 pm

Also, I think you misunderstand the issue that I brought up with the mesh, but its irrelevant, since I did find a way around it. http://i5.photobucket.com/albums/y171/PoHaEiFor/ClinicSign4Willie.jpg

I understand the mesh well. What I don't like about the vanilla mesh is the fact that I have to try and make new signs using the two texture maps, and they are all different from each other. Some are colored, some have arrows, some take two seperate words from the text texture maps and splice them together. Its very difficult to make my own signs with these limititations without creating dozens of huge texture files.

Now, if your sign has assigned a different (small with only the word 'CLINIC') texture to the sign face, then yes, that is what I was looking for. I used the 'clinic' sign as an example. I have dozens of signs that I need to use and some look odd because of the way the different signs place the text on the face of the sign.

For example, any sign with the text 'ROOM' on it is spliced with two (or more) text texture sets.
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brandon frier
 
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Post » Fri Apr 01, 2011 8:58 pm

Now, if your sign has assigned a different (small with only the word 'CLINIC') texture to the sign face, then yes, that is what I was looking for. I used the 'clinic' sign as an example. I have dozens of signs that I need to use and some look odd because of the way the different signs place the text on the face of the sign.


Ack! So we were on the same page. I was just reading the book upside down. :P

That sign used the original texture file, with "Clinic" wrote onto the light's texture. The words in the file were transparency-ed out, so that Clinic wouldn't show on top of Clinic. So what you'd have is the same size texture as the original one, for each custom sign. Sorry, that doesn't sound like what you wanted though. :shrug:

[/another useless post from PoHa!]
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Undisclosed Desires
 
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Post » Fri Apr 01, 2011 4:58 pm

Here is a better illustration of what I am talking about:

http://i97.photobucket.com/albums/l237/WillieSea/V64Sign.jpg

The center is the vault lighted sign.

The bottom two textures are what is currently used on the sign. As you see, it takes three pieces from the two giant textures and places them on the sign.

What I want is the top texture that places a single, small texture over the face of the sign. I can then make the signs any way I wish and use small textures instead of a big one that is a pain to keep track of the text that is being used for each sign.
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Vicky Keeler
 
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Post » Sat Apr 02, 2011 12:23 am

It'd be interesting if you could just place the text on top of the sign model via another model. Much like.... Raider graffiti on the walls. Or the random papers on the floor.
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Jodie Bardgett
 
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Post » Fri Apr 01, 2011 5:43 pm

It'd be interesting if you could just place the text on top of the sign model via another model. Much like.... Raider graffiti on the walls. Or the random papers on the floor.

I have thought about this as well, but the textures for most of those objects are very large as well, usually only using 1/4 of the entire texture for the mesh. Its still a lot of wasted texture.
I will be playing around with this option though. The bloody surgical tray might make a good choice for the text since its small and the texture is realitively small as well. I can easily make the tray invisible except for the text.
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Charlotte Lloyd-Jones
 
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Post » Sat Apr 02, 2011 5:45 am

A total environment to once again truly live in worlds created of memories and times beyond ones birth in a devastated reality gone dead. The artificial true.

Magical work WillieSea as always. Thanks :foodndrink:
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Sarah Kim
 
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Post » Fri Apr 01, 2011 6:19 pm

Well I went looking at existing signs today and...well, one seems sort of useful in doing the decal-styled signage. Under Statics->Clutter->Signs, there's two flat sign meshes that share a texture: SignExpressElevator01 and SignRooftopDining01. The meshes are small enough to fit over the Vault sign display, but...well, the UV mapping seems odd though. The texture only contains two signs on it, but these two signs are stretched out and are condensed on the model. No idea why, but that's what it does.

Dunno if it's a good mesh/texture to try editting for your project, but that's the closest to making signs without having a universal text texture.
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Laura Tempel
 
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Post » Fri Apr 01, 2011 4:14 pm

Thanks for looking nemetoad! I really appreciate it.

I was busy looking as well!

I finally decided on the blood splatter meshes. The texture is split into quads, but I use the 4 different meshes and there is not to much waste on the texture. This is acceptable to me... The mesh does not distort the texture so it works well. The only thing I was not fond of was the 'glare' on the blood mesh which I will try to remove... I really dont like having to have so many meshes for the signs, but there is not much else I can do at this point since I don't know how to reassign the nif blocks to a new mesh that is small.
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Lakyn Ellery
 
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Post » Fri Apr 01, 2011 2:38 pm

I have thought about this as well, but the textures for most of those objects are very large as well, usually only using 1/4 of the entire texture for the mesh. Its still a lot of wasted texture.
I will be playing around with this option though. The bloody surgical tray might make a good choice for the text since its small and the texture is realitively small as well. I can easily make the tray invisible except for the text.

Ever heard of "Super Textures"? They combinations of multiple textures in one. Beth did this with many building textures, using a 1024x1024 with 4 512x512 textures. The idea behind them is the game only has to load that one texture, and it is already in memory for all the other objects that use it, so it cuts back on memory and vram usage.
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Reanan-Marie Olsen
 
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Post » Sat Apr 02, 2011 5:41 am

I think there are already a few working clocks around.. could save you some work.
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Bigze Stacks
 
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Post » Fri Apr 01, 2011 7:10 pm

That, Echonite, is the problem. The textures for the words on the signs are a mish mash and make it almost impossible to make my own signs.

As I show on this example:
http://i97.photobucket.com/albums/l237/WillieSea/V64Sign.jpg

They may have made it easy for them, but it certainly is not easy on us modders. :banghead:

And they still have to have a new mesh for every single one of those 'texture pieces'.
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Solina971
 
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