G.E.C.K. Objects Listing

Post » Tue May 17, 2011 8:21 am

I recently picked up a copy of the Fallout 3 Game of the year Edition.

I had already finished the original release of F3, so I decided to pick this up and play through it again and the DLC.

After finishing the game again I wanted to give making a level a shot.

I went to the GECK Wiki and learned how to make a basic room and connect cells together.


What I really REALLY would love to find is some nature of a list that gives you a break down of what TILE SETS work with each other well.

What I notice now when I browse the sets is that certain parts click together well and the seems mesh cleanly, while other tiles clearly need some sort of connect TILE to make them work.

I understand the concept of switching from 32, 64, 128, 256 to move tiles together, what I am looking for is a breakdown of the TILE Styles that work with each other.

Like a listing of all the cave section that mesh..... right now I am just randomly grabbing sections and dropping them down in hopes they work out.

Please if anybody has a list or knows of a page that breaks down the TILE Sets that would be great!
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i grind hard
 
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Post » Tue May 17, 2011 7:26 am

I dont know of any pages. As far as I know you just gotta get used to it. I have been using the geck for about a year and I know almost all the tilesets and how they work. Except EPIC cave, that is a really hard one to make work, I think everyone would agree. So avoid the EpicCave tileset if you can for a while.
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Robert Jr
 
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Post » Tue May 17, 2011 11:02 am

I dont know of any pages. As far as I know you just gotta get used to it. I have been using the geck for about a year and I know almost all the tilesets and how they work. Except EPIC cave, that is a really hard one to make work, I think everyone would agree. So avoid the EpicCave tileset if you can for a while.


Shucks, Oh well I guess I will have to make my own cheat sheet to recall what the best parts to use are.

Thanks for the reply G-Master
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Marina Leigh
 
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Post » Tue May 17, 2011 4:34 pm

You can 'make' any tileset match up to another tileset. I use the vault columns, rocks, cinder blocks, what-ever to mesh one tileset to another. You just have to be creative sometimes.
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Roddy
 
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Post » Tue May 17, 2011 1:04 pm

I highly recommend that you learn and master the http://geck.gamesas.com/index.php/Object_palette. It is the best thing you'll find to a phone-book or card catilog of the object database and was designed to make level design easier. There have been many object palletes developed by the community - some I made, most you'll find on that link I posted to the WIKI.

The key reason why the Object Palette is necessary is because there is no standardization or method to how objects are named across the board. Indeed the names given to many objects reveal little about what that object is unless your already familiar with the database - which with all DLCs is over a million objects. This is where the object palette comes into play by offering you a way to load Portions or selected pieces of the object database in which the names can be longer and make more sense, and most importantly, it gives you a picture of every object you see. This way we can quickly discover the naming conventions used and find the stuff we need. Starting with object palettes made by others is a great way to jumpstart your own knowledge of the Fo3 object database.

Luck,

Miax
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Robyn Lena
 
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Post » Tue May 17, 2011 2:37 pm

I highly recommend that you learn and master the http://geck.gamesas.com/index.php/Object_palette. It is the best thing you'll find to a phone-book or card catilog of the object database and was designed to make level design easier. There have been many object palletes developed by the community - some I made, most you'll find on that link I posted to the WIKI.

The key reason why the Object Palette is necessary is because there is no standardization or method to how objects are named across the board. Indeed the names given to many objects reveal little about what that object is unless your already familiar with the database - which with all DLCs is over a million objects. This is where the object palette comes into play by offering you a way to load Portions or selected pieces of the object database in which the names can be longer and make more sense, and most importantly, it gives you a picture of every object you see. This way we can quickly discover the naming conventions used and find the stuff we need. Starting with object palettes made by others is a great way to jumpstart your own knowledge of the Fo3 object database.

Luck,

Miax


Miaximus, Thank You this is almost better then what I was asking for.

Just out of curiosity will the GECK Editor work with New Vegas, or do you think they will release a newer version of GECK down the line to edit vegas?
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-__^
 
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Post » Tue May 17, 2011 10:17 am

Your welcome. :) I do know that we are getting the New Vegas GECK on release day, I've heard it may even be included on the disc.

We will loose the Fallout3.ESM and the DLC ESMs, so many/most of the objects we have put into our Fallout3 mods won't port over. However I have noted well over 100 objects in the New Vegas demos that were carried over from the Fallout3 database, and there is hope that many of the standard kit-sets and common objects have been carried over - perhaps even with the same FormID's that they had in Fallout3, but we don't know for sure.

What I am certain of however is that our Object Palettes will not transfer over, even if many of the Fallout3 objects are carried over, as I have noted that the Object Palettes are very sensitive to object numbering. Again we can't be sure how much will carry over until October 19th, but it is clear that some objects will be ported from Fallout3 to New Vegas (even if only in direct model/texture form).

We'll see!

Miax
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Pumpkin
 
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Post » Tue May 17, 2011 2:07 pm

It has been confirmed that NV will come with a GECK on the disk, on the day of release. And its october 16th in the US. >: D

It does also look like they reused many many object, especially rocks and some wasteland buildings. So I think the game may have more in common than appears, which will be good for us modders.
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Craig Martin
 
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