Jet Pack Type Mod?

Post » Wed Aug 25, 2010 3:08 am

Cool, if you have any suggestions let me know.

What if the sound is 2D instead of 3D so it plays at the same volume regardless of location? There's gotta be a way to do it.


It looks really good to me, like it was created in the wastland. The seat pads are a nice touch too. Can't see anything that doesn't work :)

I think even a 2d sound volume is affected by distance from the object. Calling playsound keeps the same volume at all times, but you can't stop it.
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Chris Cross Cabaret Man
 
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Post » Tue Aug 24, 2010 2:28 pm

I think even a 2d sound volume is affected by distance from the object. Calling playsound keeps the same volume at all times, but you can't stop it.


I'd seen a rideable motorcycle mod, on the nexus, a long time ago that had sounds. Maybe you could check it out and see how they did it. If I remember right it had a looping idle sound and a looping rev sound while accelerating. The sounds weren't great, but the scripting might be helpful.
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Trent Theriot
 
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Post » Tue Aug 24, 2010 2:46 pm

Getting sounds working is also something I have not been able to work out in an acceptable way. Playing sounds from a script just doesn't work well as there is no way to stop a looping sound once it's started.



You can convert sound loops to nomal, non-looped sounds by opening them up in the GECK and unchecking the right checkbox, then loop them manually via a script with a timer (play sound, wait 3.2 seconds, play sound again...). Some of the stock sound loops have an intro and outro (envelope fast or envelope slow, versus just plain loop) - a few seconds at the beginning and end are the noise ramping up and ramping down, while the middle is the part that is looped. A good example is the minigun attack loop, where it spins up and spins down, but the sound of gunfire in the middle is the only part that loops. For those sounds, you would need to open up the sound file in some other sound editing program and edit those parts out, possibly making them separate files that you played manually to keep the ramp up/ramp down effect. There's still no way to stop the sound from playing, though, so if the loop is too long you would end up with the noise occasionally continuing for a few seconds after it should have stopped.
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Antony Holdsworth
 
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Post » Wed Aug 25, 2010 3:33 am

You can convert sound loops to nomal, non-looped sounds by opening them up in the GECK and unchecking the right checkbox, then loop them manually via a script with a timer (play sound, wait 3.2 seconds, play sound again...). Some of the stock sound loops have an intro and outro (envelope fast or envelope slow, versus just plain loop) - a few seconds at the beginning and end are the noise ramping up and ramping down, while the middle is the part that is looped. A good example is the minigun attack loop, where it spins up and spins down, but the sound of gunfire in the middle is the only part that loops. For those sounds, you would need to open up the sound file in some other sound editing program and edit those parts out, possibly making them separate files that you played manually to keep the ramp up/ramp down effect. There's still no way to stop the sound from playing, though, so if the loop is too long you would end up with the noise occasionally continuing for a few seconds after it should have stopped.



That's pretty much what I have done. I edited the flamer idle sound and cut out a loop for flight. Then I cut the beginning and end for starting stopping the jetpack. It works ok I guess. How hard would it have been to give us a stop sound function.
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Klaire
 
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Post » Wed Aug 25, 2010 3:16 am

How hard would it have been to give us a stop sound function.


Really. I was sure there had to be some way to do it, and went through a bunch of the stock Fallout scripts looking for it, but it looks like the only sound related command they use is playmusic. It must be part of the small percentage of content they didn't create using the GECK. Maybe FOSE will tackle it someday.
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Queen
 
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Post » Tue Aug 24, 2010 1:26 pm

Thought I'd go ahead and post some screenshots of the model so far.

http://img217.imageshack.us/img217/4711/screenshot04m.jpg http://img685.imageshack.us/img685/6661/screenshot03z.jpg http://img340.imageshack.us/img340/5052/screenshot02vq.jpg http://img101.imageshack.us/img101/1077/screenshot01b.jpg http://img80.imageshack.us/img80/4886/screenshot05b.jpg http://img101.imageshack.us/img101/9316/screenshot06l.jpg

All of it was made with items from the game. It still needs the belts and some texture variation. Let me know what you think.


Do you think you will be able to add any animations for the jet tips that can be set on and off? Not sure how complicated that would be. Might be cool if the tanks had different color textures to help reinforce the idea that the parts are scrounged from what could be found. A few mismatched stickers (like flamable, high presseure, etc.) on the tanks that are a bit tore up would work well too I think. Great work though, much more than I expected. Hopefully someone with a sharper eye than me will come along with some suggestions.

Really. I was sure there had to be some way to do it, and went through a bunch of the stock Fallout scripts looking for it, but it looks like the only sound related command they use is playmusic. It must be part of the small percentage of content they didn't create using the GECK. Maybe FOSE will tackle it someday.


It was the same for Oblivion, although Morrowind had a stopsound function. I think if the OBSE guys never added the function to Oblivion, then it probably isn't going to happen here either sadly.
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Baby K(:
 
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Post » Wed Aug 25, 2010 3:09 am

I'll definitely be keeping an eye on this mod, I've been dying to see a jetpack mod. Good work so far!
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Far'ed K.G.h.m
 
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Post » Tue Aug 24, 2010 5:55 pm

Does Boba Fett need control handles?

exactly B)


That's what I was thinking
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CYCO JO-NATE
 
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Post » Wed Aug 25, 2010 2:54 am

Well, the only time I saw Boba Fett fly it ended pretty badly :P

Here's a short youtube demo with the sounds the way they are working now. Can't say I'm completely happy with it, but at least it's something.

http://www.youtube.com/watch?v=ffXWAMGSMW0
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neen
 
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Post » Tue Aug 24, 2010 8:12 pm

Well, the only time I saw Boba Fett fly it ended pretty badly :P

Here's a short youtube demo with the sounds the way they are working now. Can't say I'm completely happy with it, but at least it's something.

http://www.youtube.com/watch?v=ffXWAMGSMW0


Not bad at all. I'm rather concerned that it uses fuel so quickly though, I don't think it would hurt to make it last a bit longer. But other than that it's coming along nicely.
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Chelsea Head
 
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Post » Tue Aug 24, 2010 10:21 pm

Not bad at all. I'm rather concerned that it uses fuel so quickly though, I don't think it would hurt to make it last a bit longer. But other than that it's coming along nicely.



There's an edit in there where I dropped fuel to make the low fuel alarm and message play. It consumes 1 fuel to hover and 2 fuel when thrusting per second. 600 fuel would give you a minimum of 5 minutes flight time if you thrusted the whole time. It's easy to adjust this is just the way I set it up for testing.
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Janeth Valenzuela Castelo
 
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Post » Tue Aug 24, 2010 4:08 pm

Do you think you will be able to add any animations for the jet tips that can be set on and off? Not sure how complicated that would be. Might be cool if the tanks had different color textures to help reinforce the idea that the parts are scrounged from what could be found. A few mismatched stickers (like flamable, high presseure, etc.) on the tanks that are a bit tore up would work well too I think.


As far as animations I am clueless at this point. So first I'll just get it in-game and give you something to work with. Then I'll try figuring out how to add the effects and pose to it. Right now I've got it rigged but having a lot of issues with the materials/textures that I have to sort out. But I did make some custom textures per your suggestions.

Screenshots:
http://img293.imageshack.us/img293/909/jetpack01.jpg http://img23.imageshack.us/img23/6122/jetpack02.jpg http://img402.imageshack.us/img402/647/jetpack03.jpg

And also added the http://img696.imageshack.us/img696/5946/jetpack04.jpg finally. Still have to make a separate mesh for the females though, but first I need to sort out the materials issues.
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Stacyia
 
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Post » Wed Aug 25, 2010 2:00 am

As far as animations I am clueless at this point. So first I'll just get it in-game and give you something to work with. Then I'll try figuring out how to add the effects and pose to it. Right now I've got it rigged but having a lot of issues with the materials/textures that I have to sort out. But I did make some custom textures per your suggestions.

Screenshots:
http://img293.imageshack.us/img293/909/jetpack01.jpg http://img23.imageshack.us/img23/6122/jetpack02.jpg http://img402.imageshack.us/img402/647/jetpack03.jpg

And also added the http://img696.imageshack.us/img696/5946/jetpack04.jpg finally. Still have to make a separate mesh for the females though, but first I need to sort out the materials issues.


Wow, it looks amazing. The new textures work great with the whole scavenged look. There's really a lot of nice details that I can see in these shots, like the battery with the wires, and the sensor module. Thanks for taking the time to make this, I really think your model fits perfectly with the game.

I have the script pretty well sorted now. I added some menus that will allow players to set the max speed and acceleration rates so it should work across a wide range of hardware and performance. I'll know better once people have had a chance to try it.

I'm not sure how I will introduce the jetpack to the game, but currently my thoughts are to place it on a dead body and try to position him draqed over a telephone pole high in the air, or maybe place him in the middle of a highly radioactive area.
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Tina Tupou
 
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Post » Tue Aug 24, 2010 6:08 pm

Sorry for the off topic post, but what is the area in the begining of the video? Im assuming its from some other mod.
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amhain
 
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Post » Tue Aug 24, 2010 5:02 pm

Sorry for the off topic post, but what is the area in the begining of the video? Im assuming its from some other mod.


Both of the videos I posted here are at or near Megaton, no mods involved.
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Gwen
 
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Post » Tue Aug 24, 2010 10:07 pm

As far as animations I am clueless at this point. So first I'll just get it in-game and give you something to work with. Then I'll try figuring out how to add the effects and pose to it. Right now I've got it rigged but having a lot of issues with the materials/textures that I have to sort out. But I did make some custom textures per your suggestions.

Screenshots:
http://img293.imageshack.us/img293/909/jetpack01.jpg http://img23.imageshack.us/img23/6122/jetpack02.jpg http://img402.imageshack.us/img402/647/jetpack03.jpg

And also added the http://img696.imageshack.us/img696/5946/jetpack04.jpg finally. Still have to make a separate mesh for the females though, but first I need to sort out the materials issues.


Any news as how the model is coming along? Were you able to sort the materials issue at all? I'm adding some upgrades to my computer next week so I will get a better idea of how the speed settings are working across a broader range of FPS. In the mean time I made an inventory icon using one of your screen shots.
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Andrea Pratt
 
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Post » Wed Aug 25, 2010 12:36 am

Any news as how the model is coming along? Were you able to sort the materials issue at all? I'm adding some upgrades to my computer next week so I will get a better idea of how the speed settings are working across a broader range of FPS. In the mean time I made an inventory icon using one of your screen shots.


I've got the model in-game and working... somewhat. http://img192.imageshack.us/img192/3166/ingeck.jpg. The textures are all showing up, but there's some shader issues i still haven't been able to figure out. As you can see parts the tanks are being shaded opposite of the lighting, and can't really figure out why. Also the alpha channel isn't working for the labels so they aren't torn up like they should be. Still need to fix clipping issues with the belt as well as add the collision for the world object. Sorry it's taking so long, hopefully i will have something for you soon. I may just go ahead and release it as a resource while i work on it. Haven't really decided.

That's cool, about the icon. And grats on the upgrades. ;)
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SWagg KId
 
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Post » Tue Aug 24, 2010 11:56 pm

What an awesome mod!! I love the idea of bieng able to fly... oh in fallout aswell ^_^ As for the flame animation if a suggestion is needed, then would it be possible to animate 3 static images together? 1. Small flame for startup, Mid flame for idle and on the way to flame 3. Big flame :D Would a slower buildup to take off be possible? Potental for grafix there could be pretty crazy. http://upload.wikimedia.org/wikipedia/en/b/b3/FuelRichBlowTorchFlame.jpg
Great work on the mod so far you too I look forward too seeing this one lift off the ground
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xemmybx
 
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Post » Wed Aug 25, 2010 3:56 am

I've got the model in-game and working... somewhat. http://img192.imageshack.us/img192/3166/ingeck.jpg. The textures are all showing up, but there's some shader issues i still haven't been able to figure out. As you can see parts the tanks are being shaded opposite of the lighting, and can't really figure out why. Also the alpha channel isn't working for the labels so they aren't torn up like they should be. Still need to fix clipping issues with the belt as well as add the collision for the world object. Sorry it's taking so long, hopefully i will have something for you soon. I may just go ahead and release it as a resource while i work on it. Haven't really decided.

That's cool, about the icon. And grats on the upgrades. ;)


Looks good, hope you can get the tanks sorted without too much trouble. Seems like the black usually means there is a normal map problem, or something with the alpha channel. I've also seen that related to the vertex settings, but really don't know enough about it to help, sorry. Don't worry about the time it takes. You are the only one that was interested enough to offer help and I'm glad for that.
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leigh stewart
 
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Post » Tue Aug 24, 2010 7:24 pm

I still haven't had a chance to smooth out the issues with the model, but I went ahead and uploaded it to the nexus. Hopefully someone else can take a look at the texture issues and fix it up. If not I will hopefully get it figured out soon. At least you can have something to work with now.

http://www.fallout3nexus.com/downloads/file.php?id=12553
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Hairul Hafis
 
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Post » Tue Aug 24, 2010 10:45 pm

I still haven't had a chance to smooth out the issues with the model, but I went ahead and uploaded it to the nexus. Hopefully someone else can take a look at the texture issues and fix it up. If not I will hopefully get it figured out soon. At least you can have something to work with now.

http://www.fallout3nexus.com/downloads/file.php?id=12553


Thanks, I appreciate your work on this. Can't get it to show up properly in game but it's not a big deal. Hopefully someone will offer to continue work on this model so we can enjoy flying around the wasteland.
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Kerri Lee
 
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Post » Tue Aug 24, 2010 8:53 pm

Four words: Working http://www.fallout3nexus.com/downloads/file.php?id=7652
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Kelsey Hall
 
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Post » Tue Aug 24, 2010 9:35 pm

Damn... I've been working on something like this too. Should've searched the forums more. Oh well...
Mine includes an overhaul of the Wasteland Geometry though (rooftops, etc...) and animations. Maybe we could combine forces.

I could supply you with the wasteland "Rooftops" Mod, and "Enter Towns" In-air doorways Mod, and maybe we could trade Flight Script ideas?

PM me and I'll send you my email if you're interested. :foodndrink:
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Becky Palmer
 
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Post » Wed Aug 25, 2010 12:20 am

Is there any updates with this?
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Anna Beattie
 
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Post » Tue Aug 24, 2010 8:16 pm

Is there any updates with this?



It's still being worked on. Bonedog has been sorting the texture issues, and he is making progress. The model still needs collision, a ground model, and the clipping issues are still there. Once the textures are ok I will probably release it as a beta to see how it preforms on different machines.

I posted a new video showing the jetpack in game in my original post.
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Kelly Osbourne Kelly
 
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