D.C. Interiors Project, Takoma Park

Post » Thu Oct 07, 2010 1:43 am

I guess we're on the same page then! :facepalm:

Thank you!!! I always wondered why anyone would put raiders inside of a mutant controlled district. How did they get there? Were they there before the mutants moved in and, just got stuck? Wouldn't the mutants just come in and, eat there brains? lastly, when they found they couldn't get out, wouldn't they have starved to death or, at least resorted to cannibalism?


Cev, have you had any further progress on the windows?
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Angel Torres
 
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Post » Thu Oct 07, 2010 11:22 am

Cev, have you had any further progress on the windows?


Not so much! I have on the other hand punched out several new cells in Takoma park.

Have no fear, I haven't given up on this idea I'm just putting it off until I finish my current district.
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Mylizards Dot com
 
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Post » Thu Oct 07, 2010 1:50 pm

Not so much! I have on the other hand punched out several new cells in Takoma park.

Have no fear, I haven't given up on this idea I'm just putting it off until I finish my current district.


Good to hear, both on Takoma park and the windows. Are you still working on "The Perfect Blend" quest?
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Spooky Angel
 
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Post » Thu Oct 07, 2010 2:24 am

Good to hear, both on Takoma park and the windows. Are you still working on "The Perfect Blend" quest?


I'm trying to first work on my current District, I have a tendency to get distracted by new techniques, (Such as the glass windows.) which only seem to slow my progress. (however cool they may be!) I do like to try to push the envelope as, much as my learning curve can handle. I'm Keeping the exterior/interior window views in mind but, I don't want to get obsessed on this one. (Just yet! :drool: )

As for the "A Perfect Blend Quest", it is something I have rolling around the back of my head but, if I do it I don't want it to just be a simple you go here and, there thing. (wham!) your done. (Big Payout!) It is more of a longterm idea for the mod. As it stands there are still only three possibly four "A Cuppa Joe's" in my mod, if I flush out the corporate HQ in Seward Sq. there would be four. (At least that is how I see things!) I would like this idea to be much bigger, and better, maybe you have to find another "A Cuppa Joe" in some strange, obscure location out in the waste to complete the Quest.

OK! I got yelled at, (well not really yelled at,) on the Nexus thread about giving out to many spoilers so, I'm not going to say to much. I've put a lot of time in, on Takoma over the last week or, so. I personally, feel I've done some of my best work in this district, Having to go back to try to catch up all of the other districts. (To make old districts fit with my current work.) As always, I've added a lot of new retextures, trying to give some diversity to the bland vanilla set.

The next update will be a full update affecting all districts.

I guess I just wanted all of you to know, I'm working hard on this mod even though it may be coming out much slower than I would like.
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~Sylvia~
 
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Post » Thu Oct 07, 2010 11:53 am

Hey Cev just wanted to tell you what ive got so far (got the palette working dunno how but it works)
got 4 small houses in the style of the big town homes (Mainly so I can get bck into the hang of things, use em delete em whatever.) and once I get them working ingame ill move into the Dupont area. I went with some of the things you had already made up in the other areas, I got one house cluttered to look like a single fellow had just moved in before the bombs fell, another home that a couple apperently got into it in, and 2 other normal looking houses with a few possible radroaches and molerats. I just gotta get them synched up to the doors in the wasteland and go in with fingers crossed.
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michael danso
 
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Post » Thu Oct 07, 2010 2:13 am

Just a little update for all of you, who may be wondering if or, win, I'm ever going to finish Takoma Park and, put out another update of The DCInteriors Project.

I'm in the home stretch, I've got four buildings to finish (well actually, five, I've decided to hold off on finishing Takoma Towers, (the tall building in the middle of the district,) for this release but, I'll get to that later. )

With any luck, I should be uploading the new district in about a week from Sunday, obviously this is not a firm release date but, I think I can pull it off. I have the Four buildings to finish, some forms list to finalize and, I have to work out my encounters. Oh! and, lets not forget, I have to re-right my readme. I've used quite a few modders resources in this update and, I don't want to not give credit where credit is due!

Some of he interiors you find, are;

A Cuppa Joe,
Amuse-O-Mat.
Charman Mow's Chop Suie,
Cornucopia's Fresh Grocer,
Corvaga Dealership,
Dine and Dash Restaurant, (The name could change.)
First Edition books,
Lady Frumpertan's,
Last Gasp, Funeral Home,
Majority Whips Ice Cream shop,
Sonic Boom,
Western Union office,

You'll find the buildings in this update are bigger, more complicated than in previous updates. (that is what has taken me so long to update!)

As far as Takoma Towers goes, I've ben playing around with it for some time. I have yet to be happy with where I want it to go. I want it to be a sprawling, vertical dungeon crawl, somewhat like the Statesman Hotel! I've yet to pull it off to my satisfaction so, I don't want to hold up the release because of one minor issue. I fully intend on working on this building, It being something like 20 floors, could be an entire update in itself, finishing when you reach the top floor, high end restaurant overlooking the entire district. (Glass widows cell.)

In the next update the doors for Takom Towers will show as inaccessible but, I will open them soon enough!

thanks for your support and patience,
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Daniel Lozano
 
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Post » Thu Oct 07, 2010 8:16 am

Ok cev....Not hating you or anything or anyone else in the modding realms here. Just pointing out my six life will never again seem to ever happen so long as you people keep making such fun mods to play.....uh huh.....gee...So conflicted......I mean.....not getting laid......playing awesome mods for FO3.......damn you.....just.....oh never mind *goes and plays your cool mod again*

lol ^_^
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carly mcdonough
 
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Post » Thu Oct 07, 2010 6:39 am

Ok cev....Not hating you or anything or anyone else in the modding realms here. Just pointing out my six life will never again seem to ever happen so long as you people keep making such fun mods to play.....uh huh.....gee...So conflicted......I mean.....not getting laid......playing awesome mods for FO3.......damn you.....just.....oh never mind *goes and plays your cool mod again*

lol ^_^


to funny but, if I were getting laid I wouldn't be modding! :swear: :banghead:
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Prisca Lacour
 
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Post » Thu Oct 07, 2010 3:30 pm

I'm really looking forward to the next release. I sounds as though this already top quality mod is going to raise the bar significantly for all us other modders. Well done Cev!
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sexy zara
 
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Post » Thu Oct 07, 2010 11:26 am

Have a change of pants ready if he ever figures out how to make the windows shattered 0_0

hehehe

edit-

Perhaps make them the same way EXCEPT. Instead of making the glassy look of the entire window. Have the mesh for the window clear(invisible). Have the window parts that is visible have broken shards. Then tack that into a pane. This way it gives the player the image of a broken window to look out of.

I'm just not sure if you can have an invisible(clear) texture. Hmm....
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Taylrea Teodor
 
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Post » Thu Oct 07, 2010 12:43 pm

Hey, Cev! I didn't know you were on here! I just added a comment to the DC Interiors mod; read it when you get the chance. looking forward to Tacoma!
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Suzy Santana
 
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Post » Thu Oct 07, 2010 12:32 pm

Cev, you're alive! Yay!

...looking forward to the next installment... as well as a reply to my last email. :P ;)
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Scotties Hottie
 
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Post » Thu Oct 07, 2010 12:31 pm

How about an old tv station?
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Danial Zachery
 
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Post » Thu Oct 07, 2010 5:55 am

I would like this idea to be much bigger, and better, maybe you have to find another "A Cuppa Joe" in some strange, obscure location out in the waste to complete the Quest.


I'm just not sure if you can have an invisible(clear) texture. Hmm....


You can, it's already in the GECK texture set. It's called Null Texture.


Hey Cev,

This caught my eye.... The really obvious places to stick extra "joe's" would be Olney, Bethesda ruins, that town near Bethesda ruins that doesn't have much in it, Paradise falls, Anacostia crossing on the Rivet City side; each one inhabited with it's own unique strain of wildlife eg. Deathclaws wired on caffeine in Olney would be funny.

Just a thought.

Cicer0
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Bitter End
 
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Post » Thu Oct 07, 2010 10:42 am

You can, it's already in the GECK texture set. It's called Null Texture.


Hey Cev,

This caught my eye.... The really obvious places to stick extra "joe's" would be Olney, Bethesda ruins, that town near Bethesda ruins that doesn't have much in it, Paradise falls, Anacostia crossing on the Rivet City side; each one inhabited with it's own unique strain of wildlife eg. Deathclaws wired on caffeine in Olney would be funny.

Just a thought.

Cicer0


This is a really good idea.

First, (after I finish Takoma.) I'm going to spend some time working on a Third party mod I've committed to ( Those of you who are involved in this project know what I'm talking about! and for the others who don't know, I don't feel it's my place to discuss this mod.) but, after that I'm going to finish Dupont Circle. Poha has already worked on the majority of interiors in Dupont, after his (much appreciated,) contribution I think it should be a fast update. There are some really cool interiors, tunnels already built.
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Harry-James Payne
 
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Post » Thu Oct 07, 2010 3:32 am

Hmm, a null texture and a broken glass texture should give the feel that the player is looking out through broken windows Cev.

That sounds like it could really work =)

What do you think?
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Daddy Cool!
 
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Post » Thu Oct 07, 2010 2:42 am

Hmm, a null texture and a broken glass texture should give the feel that the player is looking out through broken windows Cev.

That sounds like it could really work =)

What do you think?


you kind of lost me! I've already gotten window views. Are you suggesting I have some broken glass to make them fit better with the exteriors?
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Stacyia
 
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Post » Thu Oct 07, 2010 6:06 pm

Windows are now viewing "outside". But the glass outside shows them as being broken. But viewing the outside from an interior will show the glass as being completely untouched by any damage (if not I'm obviously using an older version and ignore the idea >_<).

So adding a null(invisible) layer, and a visible broken layer. Would fake a broken window that the player is looking out into the streets =)
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Marcia Renton
 
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Post » Thu Oct 07, 2010 6:00 pm

Windows are now viewing "outside". But the glass outside shows them as being broken. But viewing the outside from an interior will show the glass as being completely untouched by any damage (if not I'm obviously using an older version and ignore the idea >_<).

So adding a null(invisible) layer, and a visible broken layer. Would fake a broken window that the player is looking out into the streets =)



Got ya! Your up to date! This is something I want to address in the future. I also want to have window views, looking in form the outside.

I know things aren't perfect yet but, it is a work in progress.
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Naomi Ward
 
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Post » Thu Oct 07, 2010 12:17 pm

I tend to cough up good ideas but alas I won't have the internet past the 19th this month. So unless I get a job right quick Its bye bye for me for awhile.

But I suppose on the bright side. Some of my nuggets of info to all the modders I've been chatting with will enter into their work in future updates as some have been already thanks to moi ^_^

Any way. Look forward to whats in the future =)
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Brittany Abner
 
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Post » Thu Oct 07, 2010 2:27 am

I tend to cough up good ideas but alas I won't have the internet past the 19th this month. So unless I get a job right quick Its bye bye for me for awhile.

But I suppose on the bright side. Some of my nuggets of info to all the modders I've been chatting with will enter into their work in future updates as some have been already thanks to moi ^_^

Any way. Look forward to whats in the future =)


hay, thanks! and I'm sorry your going through troubled times.

look forward to getting input from you when you get back on your feet.
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Liv Staff
 
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Post » Thu Oct 07, 2010 3:08 pm

Hey has anyone seen this yet: http://www.fallout3nexus.com/downloads/file.php?id=9491

It says that it:
Excessive Interiors adds new content to the following areas:

Fairfax:

-3 new houses, a walkable roof (making some new tactics possible!) and the HQ, a must-see area!

The Canyon (partly WIP but stable!):

-You want to check out a vanilla-qualitytester-area? I've updated it and so you can enjoy a new (but small) Worldspace.


TAKOMA PARK (compatible with the DC Interiors Mod by ChuckSteel):

-After fasttraveling to Takoma Park, you'll see a bank on the right and Bahr�s House on the left side of the street. Check them out!
-The bank welcomes you with some unique items and the game�s first interactive merchandising!
-Bahr�s House... well I really can't explain the insanity. Just take a look but don't be surprised ...


Prewar Subway (entrance on the lower level of the GNR Building):

-You think the subways are far too well-illuminated? The little kiddie-ghoulies are no threat to you since you read your baby book? Then go to the Prewar Subway for a whole new experience!

-WARNING: once you�re inside, you have to fight though! There is no way back! And it won't be too easy.

-After 3 levels of horror, blood, mess, and sweat you'll find yourself back in the wasteland.
If the detonator does not explode, just visit Raven Rock in the mainquest, and the explosion will give you the ability to reenter the base.


Town Hall in Grayditch:

Take a look into the studio of an artist who�s a little . . . different. He loves the color red, fire, and skulls.
As usual, it�s not too easy and it will take some tactics to fight your way though there.
Looks as though it is a compilation of other mods too.

And as in bold above claims to be compatible with DC Interiors. That true?
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Mistress trades Melissa
 
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Post » Thu Oct 07, 2010 6:32 pm

Got ya! Your up to date! This is something I want to address in the future. I also want to have window views, looking in form the outside.

I know things aren't perfect yet but, it is a work in progress.


YES! Glad to hear my crazy idea hasn't been forgotten :D
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sam
 
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Post » Thu Oct 07, 2010 5:53 am

I'm thinking about trying this out. Being able to explore the interiors of more buildings sounds nice. I was always sort of disappointed that so many of the buildings were closed off.

Does this mod also connect some of the buildings together to make easy short-cuts around the DC rubble? I hate having to go through metro dungeons to get where I am going and I don't have all areas fast-travel ready when I am on a new character. If this mod doesn't do that, does anyone know of one that does? I looked on the Nexus and couldn't find what I wanted with several different search words.
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Alyesha Neufeld
 
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Post » Thu Oct 07, 2010 12:05 pm

Hey has anyone seen this yet: http://www.fallout3nexus.com/downloads/file.php?id=9491

It says that it:
Looks as though it is a compilation of other mods too.

And as in bold above claims to be compatible with DC Interiors. That true?



Aye my mod is fully compatible with DC. Just emailed with CevSteel as we both use Takoma Park, but he told he me develops DCInteriors with CEI running, so they are fully compatible as we both stayed in contact from the beginning on for compatibility sake.

Thanks a lot to cev for his effort!
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Naughty not Nice
 
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