[WIP] Zealotlee's ACR

Post » Fri Nov 19, 2010 4:35 pm

The CO Quarters on the Grounds of Fort Constantine would be cool.
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Samantha hulme
 
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Post » Fri Nov 19, 2010 7:30 pm

Well, just a suggestion, but I like putting powerful/expensive weapons somewhere you have to "unlock". So that you can't just walk up and grab it at lvl 1. Or around some strong creatures.
Looking forward to release, great job! :goodjob:

And if you want some high quality close ups for Nexus...you know where to find me. :hehe:
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Beth Belcher
 
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Post » Fri Nov 19, 2010 11:50 am

Any plans for a Unique variant? Maybe, instead of a Unique variant, make Unique parts that are more effective.
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Dan Endacott
 
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Post » Fri Nov 19, 2010 3:58 pm

Definitely looking forward to this :D
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Adrian Morales
 
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Post » Fri Nov 19, 2010 12:39 pm

I've decided on a spot in Hamilton's Hideaway (not the cache that's locked). Since the ACRs are in the leveled lists and at vendors randomly (through scripts of course) there's a chance you might get one before you even reach there. All the upgrades are randomly available though so going there will guarantee you every upgrade.

Any plans for a Unique variant? Maybe, instead of a Unique variant, make Unique parts that are more effective.


That's not a bad idea for unique parts actually, I'll give it some thought on what they could be. As far as any unique variants go I still did want to try to make a camo version of it, though to add a new version like that requires a fair amount of scripting to get it to actually work properly. It might be easier than I think though so I'll have to play around with the idea. Plus because of the way I unwrapped it the camo would look off in certain spots.

EDIT: I've just had a great idea. Instead of unique variants, how would you feel about swappable paint jobs? I don't know if I'd include it with the initial release but definitely later on. I was thinking of an urban pattern, a desert pattern, and a woodland pattern.
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Heather Dawson
 
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Post » Fri Nov 19, 2010 7:34 am

I've decided on a spot in Hamilton's Hideaway (not the cache that's locked). Since the ACRs are in the leveled lists and at vendors randomly (through scripts of course) there's a chance you might get one before you even reach there. All the upgrades are randomly available though so going there will guarantee you every upgrade.



That's not a bad idea for unique parts actually, I'll give it some thought on what they could be. As far as any unique variants go I still did want to try to make a camo version of it, though to add a new version like that requires a fair amount of scripting to get it to actually work properly. It might be easier than I think though so I'll have to play around with the idea. Plus because of the way I unwrapped it the camo would look off in certain spots.

EDIT: I've just had a great idea. Instead of unique variants, how would you feel about swappable paint jobs? I don't know if I'd include it with the initial release but definitely later on. I was thinking of an urban pattern, a desert pattern, and a woodland pattern.

That's a good idea. Though do you think you could do digital also? If not I can, so it's no big deal if you don't have the time.
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Javaun Thompson
 
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Post » Fri Nov 19, 2010 2:49 pm

That's a good idea. Though do you think you could do digital also? If not I can, so it's no big deal if you don't have the time.


Naw, having 3 different camo's is work enough lol.
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Louise Dennis
 
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Post » Fri Nov 19, 2010 11:28 pm

Here are some previews of the different camo patterns I have so far. I'm sticking with these three themes but if you want to suggest any changes to the textures please let me know. I don't think I'll be "digitalizing" them though.

http://img62.imageshack.us/img62/3935/screen8desert.jpg
http://img708.imageshack.us/img708/8198/screen8urban.jpg
http://img708.imageshack.us/img708/2269/screen8wood.jpg
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Jerry Jr. Ortiz
 
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Post » Fri Nov 19, 2010 2:16 pm

All very nice, I have to say Urban is my favourite. Desert I'd say could do with a touch more contrast between the colours, maybe from some darker browns, and Woodland is very good too. Are you planning on putting the camo all over or keeping the rails/charging handle/details etc the standard black?
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Destinyscharm
 
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Post » Fri Nov 19, 2010 9:34 am

All very nice, I have to say Urban is my favourite. Desert I'd say could do with a touch more contrast between the colours, maybe from some darker browns, and Woodland is very good too. Are you planning on putting the camo all over or keeping the rails/charging handle/details etc the standard black?


The camo goes mostly all over with a few exceptions. Most of the metal pieces remain black or their default color as well as any screws and such. The camo packs, since they really don't have any bearing on performance, will be a little harder to find and will NOT be sold at any vendors. I'll try to add some more contrast to the desert texture and see how that looks.
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Logan Greenwood
 
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Post » Fri Nov 19, 2010 11:28 pm

So how much longer until its goes public??? ^_^
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James Wilson
 
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Post » Fri Nov 19, 2010 11:41 am

What ^^ said. I can barely wait any longer!
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Natalie J Webster
 
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Post » Fri Nov 19, 2010 9:36 pm

So how much longer until its goes public??? ^_^


This camo idea just extended it a bit (lol feature creep) but I'm working my ass off on it. I should have the 1.0 version out either tonight or tomorrow perhaps. It depends on how many problems I run into :P.
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Steeeph
 
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Post » Fri Nov 19, 2010 8:58 am

Great! I can't wait to use it. So, will there be an item ID attached to it?
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Joey Avelar
 
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Post » Fri Nov 19, 2010 9:10 pm

Whew! The camo system is implemented and working quite nicely. Now, onto the next problem. Some of the scope lenses are reflective, and some are not. I've examined the BSShaderProperties of a nif where it works and where it doesn't, and they appear to be identical. I even copied and pasted that branch of the one that worked into the one that didn't work, and it still doesn't work. What could be the problem? Remember, the faster you help me solve this, the faster it gets released! This is literally the last hurdle I have to jump over (other than finding spots to hide the camo packs :) )
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Eric Hayes
 
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Post » Fri Nov 19, 2010 1:57 pm

I've changed my mind. I'm releasing it aside from the scope error. Reason being is that I hope that someone may be able to see what the error is so I can fix it quicker. That way I can work out any other bugs that people may come across. Expect a RELz thread soon, this can be locked.
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Emmi Coolahan
 
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