[WIP] Vault 64 v2

Post » Wed Dec 30, 2009 11:42 am

thanks......thats the one i was looking for. :)
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Sarah Edmunds
 
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Post » Wed Dec 30, 2009 1:00 pm

b. It already should leave 10 stimpacks in your inventory. Making 'exceptions' to the sorter is a ton of work and a pain to implement.

was thinking more about the other chems, I use rad-away and Ultra-Jet quite a bit.
c. There will be special armor that adds carry weight to the player. It will be added later. Let me think about what you said. I am not sure its possible with the way I have it set up now.

Make it so that to unlock the new armor you need to read the discription of what it can do on a computer and put in it can store items in a virtual state based on the mass of the items. IE letting you carry more.

I check and rechecked the texture locations and they are in the right place. The new meshes are showing up. I'll kick the missue off the new W7 comp tomorrow and try on that.
I made a scan of the folder you can find it http://badadam.co.uk/photos/main.php?g2_view=core.DownloadItem&g2_itemId=6124&g2_GALLERYSID=ab0e48ea533c07080454fabffe1cfda2, all files extracted from 7zip into the data folder.
* Fixed it. I kicked the server, seems that everybody can't see the originals and a txt file don't have views, stupid computers.
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Emily Martell
 
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Post » Wed Dec 30, 2009 6:58 pm

Somebody have mentioned the mod that shows enemy frined and bodys in different colors

I think instead of trying to recreate an entire mod within my mod, if you have trouble seeing the fight, you can download and use that mod.

was thinking more about the other chems, I use rad-away and Ultra-Jet quite a bit.

Make it so that to unlock the new armor you need to read the discription of what it can do on a computer and put in it can store items in a virtual state based on the mass of the items. IE letting you carry more.

I check and rechecked the texture locations and they are in the right place. The new meshes are showing up. I'll kick the missue off the new W7 comp tomorrow and try on that.
I made a scan of the folder you can find it

1. It should already leave some Rad-Away in your inventory. Its still faster to have it sort it all out and then grab the few things you like than to manually sort it all out yourself. :shrug:
2. hmmm.
3. It works for me and apparently everybody else. It must be on your end. (the link you gave is restricted as private) Do you use archive invalidation? Do you have an unofficial mod patch installed that changes the meshes?
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Robert Devlin
 
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Post » Wed Dec 30, 2009 12:23 pm

Thanks for the heads up. I found the holotape underneath the chair behind the desk. It must've blown back there when one of the robots exploded. I'll go back and try to sneak past and see if it appears in the right place and then continue the quest.

Sorry I overlooked the bit about turning the alarm off. I swear I read the readme! I expected it to say Shut off Alarm, not Emergency Lights. My fault for not trying it anyway.

The zombie sim is so much fun! Two (out of over 100) of the zombies turned friendly until the zombies beside them exploded.

When I took the Blazer Blaster out of the safe all of the Solar Energy cells I had stored up with my other Blazer Blaster from your trailer disappeared. :(

All of the textures are appearing fine. That jackhammer would make an excellent weapon (as someone else observed). I'll lower my karma to neutral and evil and report back on the karma detector and the materialization teleport function.
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Angelina Mayo
 
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Post » Wed Dec 30, 2009 5:45 pm

oops, I found the issue the dummy file couldn't be seen by the game same as the console not showing it in the folder, anyways that's sorted now just windows bloody live would work correctly I can't let it online or it leaks memory like a sieve.
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Robyn Howlett
 
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Post » Wed Dec 30, 2009 5:53 pm

I love the dinner, what format do you need a 3D model in I can make a nice looking till but the program can only output *.iges *.stl *.step
or parasolid *.x_b *.x_t that you can use unless you got a copy of solidedge V20 academic.
[img]http://badadam.co.uk/photos/main.php?g2_view=core.DownloadItem&g2_itemId=6132&g2_serialNumber=2[/img]
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Sarah Kim
 
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Post » Wed Dec 30, 2009 8:35 pm

I'll lower my karma to neutral and evil and report back on the karma detector and the materialization teleport function.

Sounds good, thanks for the report!

I love the dinner, what format do you need a 3D model in I can make a nice looking till but the program can only output *.iges *.stl *.step
or parasolid *.x_b *.x_t that you can use unless you got a copy of solidedge V20 academic.

The game only uses NIF files made in the Fallout3 format. This thread has some good links for getting the converters.
http://www.gamesas.com/bgsforums/index.php?showtopic=1058467

I do not have any 3D modeling programs. So, other than that, I dont know much about the topic.
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Sakura Haruno
 
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Post » Wed Dec 30, 2009 8:40 am

Converted it to nif, lost the sodding textures tho and blender was doing my head in again. It loads in GECK but looks like a grey block with keys on.
http://badadam.co.uk/photos/main.php?g2_itemId=6138
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Krystina Proietti
 
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Post » Wed Dec 30, 2009 11:17 pm

In the overseer's office there is a picture of a helicopter
I think it may looks a little wired because there are no hilicopters in fallout3
besides that it looks pretty good though
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Rach B
 
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Post » Wed Dec 30, 2009 1:54 pm

Converted it to nif, lost the sodding textures tho and blender was doing my head in again. It loads in GECK but looks like a grey block with keys on.
http://badadam.co.uk/photos/main.php?g2_itemId=6138

Yeah, there are special ways to create the meshes for Fallout. Perhaps Falcon or somebody familiar with the process could help.
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Adam Kriner
 
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Post » Wed Dec 30, 2009 9:41 pm

In the overseer's office there is a picture of a helicopter
I think it may looks a little wired because there are no hilicopters in fallout3
besides that it looks pretty good though

Helicopters were predecessors to verti-birds.
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Josh Trembly
 
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Post » Wed Dec 30, 2009 12:45 pm

give me a few minutes...almost got it i think...

ok try http://www.megaupload.com/?d=SC1JKDM8. i've got a collision on it, but there's no UV map of course.

edit:
fwiw, the mesh looked exactly the same as the pic BadAdam posted when i imported it to blender. it could use some optimization though; the face that the keys are laying on have a lot of unnecessary polys.

@BadAdam:
how did you manage to convert the mesh to NIF?
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Phoenix Draven
 
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Post » Wed Dec 30, 2009 11:37 am

The cash register is unusable as it is. The UV mapping is bad. There would be no way for me to apply a texture to it since it takes the entire texture for each 'face'. :shrug:

Oh well. :)
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Jessica Phoenix
 
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Post » Wed Dec 30, 2009 5:44 pm

I'll dump the keys and you could try making it a type that looks likes it's got touch pads with the textures.
Used blender then nifskope, I followed the guide but couldn't get it too add the havok data so just dumped the collision mesh in but now found they have stuck an update array to kick .net into showing the new data slot.

going to find out how to make a UV texture map by asking one of the guru's, 13yo arts studdents, always ask a teenager they know the answer to everything not normal the right one but that come with time.

no keys version http://badadam.co.uk/photos/main.php?g2_itemId=6143
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Sammykins
 
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Post » Wed Dec 30, 2009 10:15 pm

hey willie, you can try http://www.megaupload.com/?d=LM363OZK. i re-worked the mesh, chopped ~1k polys from the model without losing too much detail.

i used blender's smart unwrap and tweaked the resultant UV some. i'm not sure how good this will be, as there were a lot of small faces (mainly the keys).
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Victor Oropeza
 
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Post » Thu Dec 31, 2009 12:40 am

One of the steel beams on the ceiling at the bottom of the stairs going into the Reactor Room has a wonky texture. Here's a pic of it (sorry it's so small). The arrow is pointing to the messed up part. http://img17.imageshack.us/img17/8451/screenshot14d.png.
Here's the back side of the same beam (the closest one in the picture): http://img217.imageshack.us/img217/5783/screenshot15x.png.

The karma detector does turn Yellow for Neutral and Red for Evil Karma. The Yellow light can be confusing as it reflects green off the surrounding blue-gray metal.
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Cayal
 
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Post » Wed Dec 30, 2009 4:06 pm

I'll dump the keys and you could try making it a type that looks likes it's got touch pads with the textures.

Can you provide the original textures that went with the cash register? It would make it much easier for me to see what it should have looked like.

i used blender's smart unwrap and tweaked the resultant UV some. i'm not sure how good this will be, as there were a lot of small faces (mainly the keys).

Okay, it looks good. I have exported the UV map textures and when I get the textures from BadAdam, I will start creating the NIF textures.


Thank you both for your work on this. It should help make the Diner look that much better!
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Robert DeLarosa
 
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Post » Wed Dec 30, 2009 12:43 pm

1. One of the steel beams on the ceiling at the bottom of the stairs going into the Reactor Room has a wonky texture. Here's a pic of it (sorry it's so small). The arrow is pointing to the messed up part.
2. The karma detector does turn Yellow for Neutral and Red for Evil Karma. The Yellow light can be confusing as it reflects green off the surrounding blue-gray metal.

1. Congratulations! You found a vanilla object texture problem. :) There is nothing I can do about that.
2. The yellow is odd huh? Okay, I will check it out. The blueish lighting in there probably turns it green looking. :thumbsup:
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JaNnatul Naimah
 
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Post » Wed Dec 30, 2009 10:19 pm

1. Congratulations! You found a vanilla object texture problem. :) There is nothing I can do about that.
2. The yellow is odd huh? Okay, I will check it out. The blueish lighting in there probably turns it green looking. :thumbsup:


*takes a bow* Thank you, thank you. I've searched high and low and that's the only texture problem I could find, vanilla or custom. I can't even fall through the rubble. :P

Back to the materialization testing...
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DAVId Bryant
 
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Post » Wed Dec 30, 2009 11:03 am

just out of curiosity is the karma detector basing the light off of you actual karma score or what you pipboy says? cause im true human neutral or whatever the term is but i have mods that change how quickly you go from evil to good and vice versa.
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Britta Gronkowski
 
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Post » Wed Dec 30, 2009 8:04 pm

Can you provide the original textures that went with the cash register? It would make it much easier for me to see what it should have looked like.


The package I use to make the model just coloured the faces and then used rayman to add depth shadows to the image, this can't be exported. The newer model has just a flat face to lower the polyline count and you could nick the keyboard off of a terminal, I'm doing something wrong with the exports atm as they crash GECK so I'll hope Falcon can sort that.
Bit busy as some students think it's funny to screw up the storage drives and delete peoples work, lets see them laugh at the court when they get done for damages.
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AnDres MeZa
 
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Post » Wed Dec 30, 2009 3:30 pm

just out of curiosity is the karma detector basing the light off of you actual karma score or what you pipboy says?

Its based off the numeric karma score. What else would there be that would be accurate than a numeric value for your karma?!! :lol:

The package I use to make the model just coloured the faces and then used rayman to add depth shadows to the image, this can't be exported.

Ok, I will just have to make the texture from scratch. Thanks!
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Tom
 
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Post » Wed Dec 30, 2009 9:51 pm

Here are some screen shots!

Old ones...
http://i97.photobucket.com/albums/l237/WillieSea/V64Screen21.jpg
http://i97.photobucket.com/albums/l237/WillieSea/V64Screen22.jpg
http://i97.photobucket.com/albums/l237/WillieSea/V64Screen23.jpg

New ones...
http://i97.photobucket.com/albums/l237/WillieSea/V64Screen25.jpg
http://i97.photobucket.com/albums/l237/WillieSea/V64Screen24.jpg
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helen buchan
 
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Post » Wed Dec 30, 2009 9:55 pm

I will probably have another beta ready tonight. Anyone interested?

The Reactor is functioning.
The Water filtration system is functioning.
The Materialization and Storage rooms have bee split off the Atrium and put in their own cell.
There have been a number of fixes all over the vault of things found by myself and my wonderful beta testers. :thumbsup:
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rheanna bruining
 
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Post » Wed Dec 30, 2009 11:30 pm

are we interested, stop being silly willie :P
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Heather Kush
 
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