[WIPz] Vault 13 & Vault 15

Post » Sat Apr 02, 2011 1:53 am

bumping this topic because I am very interested in downloading these Vaults and am wondering what progress cliffworms has made with them.

Are you listening cliff worms?
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Max Van Morrison
 
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Post » Sat Apr 02, 2011 5:24 am

bumping this topic because I am very interested in downloading these Vaults and am wondering what progress cliffworms has made with them.

Are you listening cliff worms?


I'm receiving you 5/5 Overseer.
Wait... the radio signal is pretty bad..
:brokencomputer:
Excellent. I hear you now.

I will release the modder's ressource first, which will include :

- Fully furnished Vault 13 and Vault 15
- Navmesh, so NPCs can move.
- Vault 13 Jumpsuits, Doors and Geardoor.
- 48 NPCs in the ID list, but not placed in the game. I will leave it to the modder.

If modders who want to use my work want to have NPCs placed and "schedule" they'll need to wait for the second version.

Right now, I only have the Navmesh left to do for both Vaults. It's a tedious job, but it must be done.

Cliffworms signing out. ;)
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Dean Brown
 
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Post » Fri Apr 01, 2011 10:59 pm

The recreated NPCs are spot on, along with the maps. I am impressed.
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Lavender Brown
 
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Post » Fri Apr 01, 2011 10:47 pm

So I've been planning and getting prepared for the long fun task bringing FO1 to the FO3 world. (Also later on FO2) I'll be using all the story, quests, etc etc of the old one. And at first I was set back by the overland areas covered in one and two being about 500 sq miles each. FO3 is about 20 sq miles. So I was toying with the idea of still having the "overmap Indiana Jones style" traveling or scaling the wasteland down some. When I remembered my google earth... so I placed both maps on the world as overlays! :) FO2s map was very accurate, but FO1s was slightly more artistic. I ran across another problem... in FO1 Vault13, 15, and Shady Sands all fell in Nevada not Cali. lol So this actually causes V13,15, military base, and ShadySands/NCR to be located in two different places! New California Republic (NCR) indeed! ...more like New Nevada Republic (NNR). ;)

Oh good bit of trivia(and tip for my future mods)... V15 from FO1 nearly matches right with Area 51.

Also New Reno doesn't match Reno either. It matches the S side of Lake Tahoe w/ Sierra Base matching the N side.



http://i189.photobucket.com/albums/z272/artpoke/fallout1mapsmall.jpg
http://i189.photobucket.com/albums/z272/artpoke/fo2_map.jpg
http://s189.photobucket.com/albums/z272/artpoke/fo1fo2map.jpg
http://i189.photobucket.com/albums/z272/artpoke/vault-locals.jpg
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CArlos BArrera
 
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Post » Fri Apr 01, 2011 7:57 pm

So I've been planning and getting prepared for the long fun task bringing FO1 to the FO3 world. (Also later on FO2) I'll be using all the story, quests, etc etc of the old one. And at first I was set back by the overland areas covered in one and two being about 500 sq miles each. FO3 is about 20 sq miles. So I was toying with the idea of still having the "overmap Indiana Jones style" traveling or scaling the wasteland down some. When I remembered my google earth... so I placed both maps on the world as overlays! :) FO2s map was very accurate, but FO1s was slightly more artistic. I ran across another problem... in FO1 Vault13, 15, and Shady Sands all fell in Nevada not Cali. lol So this actually causes V13,15, military base, and ShadySands/NCR to be located in two different places! New California Republic (NCR) indeed! ...more like New Nevada Republic (NNR). ;)

Oh good bit of trivia(and tip for my future mods)... V15 from FO1 nearly matches right with Area 51.

Also New Reno doesn't match Reno either. It matches the S side of Lake Tahoe w/ Sierra Base matching the N side.



http://i189.photobucket.com/albums/z272/artpoke/fallout1mapsmall.jpg
http://i189.photobucket.com/albums/z272/artpoke/fo2_map.jpg
http://s189.photobucket.com/albums/z272/artpoke/fo1fo2map.jpg
http://i189.photobucket.com/albums/z272/artpoke/vault-locals.jpg


Nice find. :)
Actually designing endless almost flat wasteland would be the best go I think if you want to recreate the wilderness. This or an invisible barrier near the city gates that pops in a message asking you where you want to travel to. Then you'd get random encounters along the way. :)

Quick update. I'm editing the trailer for the two Vaults. Soon you'll be able to watch them on your computer screen! Yes your computer screen! Isn't technology wonderful? So in a few hours you'll be able to see the Vaults of the Future. ;)
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Killah Bee
 
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Post » Fri Apr 01, 2011 1:58 pm

http://ca.youtube.com/watch?v=O6WYb0XMmwE
Enjoy!
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natalie mccormick
 
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Post » Sat Apr 02, 2011 5:17 am

Loved the FO old engine usage, made me smile.
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daniel royle
 
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Post » Fri Apr 01, 2011 3:25 pm

Never did play FO 1 much, partly due to the fact that I played it for the first time some 8 or 9 years after its release. But I gotta admit I'm impressed at how accurately you've been able to reproduce things, particularly the faces of the characters. The facegen system is a tricky thing to work with but I must bow in awe of your mastery of it :P. Nice work Cliffworms.

edit: Oh and your demo vid is pretty cool too. Like the cutting between original and new.
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Gill Mackin
 
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Post » Sat Apr 02, 2011 6:10 am

Ok euh.. I tryed to upload the mod on nexus.. but I mneed an accoutn and I created one.. but it wont seem to want to activate it..
:brokencomputer:
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Milagros Osorio
 
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Post » Fri Apr 01, 2011 11:00 pm

Ok euh.. I tryed to upload the mod on nexus.. but I mneed an accoutn and I created one.. but it wont seem to want to activate it..
:brokencomputer:


Hmm, wrong thread perhaps? Create a new thread for your nexus problem. :P But, hey, thanks for bumping my thread! ;)

Thank you for your comments, Taurmin and Aparition. Really appreciated. :D
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Charlotte Henderson
 
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Post » Fri Apr 01, 2011 6:24 pm

Speaking of uploads..
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Alessandra Botham
 
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Post » Fri Apr 01, 2011 3:52 pm

Speaking of uploads..


The mod isn't done yet. :frog:
What you see in the video is final, but the Navmesh isn't done. ;)

By the way I'd love to be able to register on the NMA forums to share the project with them. But since Hotmail and GMail are on their blacklist, I can't register. And my ISP's email is not mine. I tried creating my own but got problems and it didn't work. Anyone has a good Email provider to suggest? Or maybe someone here who has a NMA account could post on my behalf? I'd appreciate it. :) (I know they have a thread about discussing the re-creation of Fallout 1)
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Svenja Hedrich
 
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Post » Fri Apr 01, 2011 11:11 pm

Are there going to be any Vault 15 jumpsuits? I read the whole thread, Someone said they were working on blank jumpsuits and torn jumpsuits. Why not add in a dirty jumpsuit similar to Vault 108's as well? Sorry for asking, Vault Jumpsuits are something I may be obsessed with in the Fallout universe. :frog:
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Nathan Risch
 
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Post » Fri Apr 01, 2011 11:11 pm

Are there going to be any Vault 15 jumpsuits? I read the whole thread, Someone said they were working on blank jumpsuits and torn jumpsuits. Why not add in a dirty jumpsuit similar to Vault 108's as well? Sorry for asking, Vault Jumpsuits are something I may be obsessed with in the Fallout universe. :frog:


Oh I didn't know there existed a dirty jumpsuit in the game. I'll try to find someone willing to do it. :) Doedel, who made the Vault 13 jumpsuit, hasn't been here since December 22. I'm awaiting a PM from him.
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sarah
 
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Post » Fri Apr 01, 2011 11:40 pm

Wow... :drool:

Absolutely Amazing!!!


Once you get this done, you might want to contact...

Yossarian22 -- http://www.fallout3nexus.com/modules/members/index.php?id=99671

He created the GTS - Global Travel System 1_5 -- http://www.fallout3nexus.com/downloads/file.php?id=3157

Perhaps he would be willing to modify his America World map, with the proper Vault locations on it, to work with his Mod.

This would then allow them to be placed on the West Coast of the US.

Although this would probably require you to make atleast a basic outdoor map for him to put his links on, but it seems like you have the editor figured out pretty well at this point.

I wouldn't expect it to be a huge issue for you, other than finding the time to whip out a basic desert surrounding.

Then you could leave the rest to modders, if necessary, to add more "life" in the area outside the vault.


Ok, back to :drool: over that uTube Vid again until these are released!!!
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Laura Tempel
 
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Post » Sat Apr 02, 2011 12:08 am

Really, really nice work. And the video is nicely made too. I'll be keeping an eye on this :)

Red
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Kaylee Campbell
 
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Post » Fri Apr 01, 2011 3:42 pm

Oh I didn't know there existed a dirty jumpsuit in the game. I'll try to find someone willing to do it. :) Doedel, who made the Vault 13 jumpsuit, hasn't been here since December 22. I'm awaiting a PM from him.


As a matter of fact, the Vault 101 Utility Jumpsuit is pretty much the same thing so there's two a person can work with. They both have rolled up sleeves I think.
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Astargoth Rockin' Design
 
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Post » Fri Apr 01, 2011 2:31 pm

This is really cool. You should make a TC.
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Benji
 
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Post » Sat Apr 02, 2011 4:25 am

Now where the hell did Cliffworms go?
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Annick Charron
 
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Post » Fri Apr 01, 2011 11:32 pm

As long as you don't kick me out of the vault when I get your damn waterchip (I'll shoot you with my 10mm if you do), I'll participate in this quest. Nice subtitle; the first line ever spoken in Fallout (excluding Ron Perlman, of course)!
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GLOW...
 
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Post » Sat Apr 02, 2011 12:21 am

Now where the hell did Cliffworms go?


Right here!

Since I've re-surfaced from the "real life crypt", I have to explain in each of my mod threads what was going on. :)
So here's a copy-paste :

Seriously though. Real life got me for a long time. Two jobs in what I studied in appeared in my life, taking most of it with them. :P
I'm constantly working with computers (Video editing) so most of the times when I come home I don't have much interest in being on one except for checking my mails.

Anyways! I'm honestly, really, seriously, tired of navmeshes. I know how they work (And they work well), but I simply can't bring myself to finish Vault 15. (Navmeshing a cave is a real hassle!) So I will release it as it is. Expect a release thread soon.
I will leave it up for the modders to finish the navmesh if they have more interest in it than I do. :)
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Gaelle Courant
 
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Post » Sat Apr 02, 2011 6:20 am

Closed by request; the release thread is open here: http://www.gamesas.com/bgsforums/index.php?showtopic=966439
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Jack
 
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