This great! It would be perfect for a roleplay map! Well, if it was cleaner. But GORSH! This is amazing! But will those doors ever function?
[QUOTE=J-PEG;31505958]This great! It would be perfect for a roleplay map! Well, if it was cleaner. But GORSH! This is amazing! But will those doors ever function?[/QUOTE]
Unfortunately I've found no way to export animations at this point.
clear the way, soulless bastard coming through.↲Whilst this is a sweet bit of code, and im sure it will be of use to all kinds of people, could i just point out a few small bits. Alas i cant back this stuff up with images, im typing on my phone.↲First point, fallout models were ported over ages ago for those people wanting them in your maps.↲The second point is this. If you use there models in source next to models or materials from source, they will look very out of place. The lighting in gamebyro takes on a blue tint, which is baked on to the models. You dont get this on source models, thus the oddness. How i miss source, (loads up unreal editor)
You can always bake lighting into the models can't you?
[QUOTE=IronPhoenix;31510958]fallout models were ported over ages ago for those people wanting them in your maps.[/QUOTE]
I know a few props were already ported, but all? That's beyond exaggerating.
So....Fallout maps....in Gmod?
Sweet mother of god.
[QUOTE=bull04;31477260]Demanding much? Haha he explained the whole process, why don't you give it a shot and try it?[/QUOTE]
I would, but I'm unable to access my Gaming / Dev PC.
Vacation my ass.
Jesus Christ! You are Winrar!!
[QUOTE=Overv;31509850]Unfortunately I've found no way to export animations at this point.[/QUOTE]
Animations can be done by hand since the amount of models that use animations is very little. Gamebryo's .Nif format has animations packed in it and can be imported into 3ds max or whatever modeling program with a nif importer, including animations.
Also, beautiful work. This makes so many things possible with your "Automatic Collision" Beautiful.
[highlight]EDIT[/highlight]
Okay, I tried it. I crash when I try to export materials (not very important) and I exported it as an smd +smd +qc and the collision was a box. didn't match the surrounding model at all. This doesn't export collision to match the model does it?
-snip-
Apparently, no one is interested in animations D:
[QUOTE=Banshee FrieNd;31520817]Animations can be done by hand since the amount of models that use animations is very little. Gamebryo's .Nif format has animations packed in it and can be imported into 3ds max or whatever modeling program with a nif importer, including animations.
Also, beautiful work. This makes so many things possible with your "Automatic Collision" Beautiful.
[highlight]EDIT[/highlight]
Okay, I tried it. I crash when I try to export materials (not very important) and I exported it as an smd +smd +qc and the collision was a box. didn't match the surrounding model at all. This doesn't export collision to match the model does it?[/QUOTE]
This will happen for some of them when the collision model is too complicated. So it just puts a box around it. You can probably fix it by editing something with 3ds max
[QUOTE=mikesdav;31521768]This will happen for some of them when the collision model is too complicated. So it just puts a box around it. You can probably fix it by editing something with 3ds max[/QUOTE]
No, you just need to up the max physics model complexity with [i]$maxconvexpieces[/i].
[QUOTE=Overv;31514526]I know a few props were already ported, but all? That's beyond exaggerating.[/QUOTE] if not all, then a substantial amount was ported. I remember a ton of vault pieces and various props were done. Not sure as to the extent, i would prefer to use my brush based door than use the fallout three version, mainly due to the lighting, but also because it doesnt look like a viable blast door. The old version was better.
Wow, great job! I remember someone saying that it would be practically impossible to do, I guess not.
Great map! I know there is already a video,
[media]http://www.youtube.com/watch?v=wepwew_3-PY&feature=channel_video_title[/media]
[QUOTE=snowzombeh;31527216]Great map! I know there is already a video,
[media]http://www.youtube.com/watch?v=wepwew_3-PY&feature=channel_video_title[/media][/QUOTE]
pointless...
[QUOTE=Overv;31523120]No, you just need to up the max physics model complexity with [i]$maxconvexpieces[/i].[/QUOTE]
No, I got no collision compile errors in studiomdl and the phys smd was only 5mb.
Maybe because it was Oblivion based?
I actually saw this in the toybox and when i played on it, i liked it.
This is amazing.
[QUOTE=Overv;31484051]Yes, there's nothing stopping you from doing that.[/QUOTE]
Yes but... Well you can it's just if the HL2 Hammer (Maybe it does I haven't tested that yet.) would have the teleportation system like in Portal 2 Hammer where in-game you fall through a huge pipe and the pipe is actually divided in to about 5-6 parts or even more so it MIGHT be possible to port a huge chunk of the wasteland but it would compile probably the whole 24 hours... probably.
[editline]19th August 2011[/editline]
[QUOTE=snowzombeh;31527216]Great map! I know there is already a video,
[media]http://www.youtube.com/watch?v=wepwew_3-PY&feature=channel_video_title[/media][/QUOTE]
Have you been sleeping in a hole dear sir?
[QUOTE=Ellis :P;31819105]Yes but... Well you can it's just if the HL2 Hammer (Maybe it does I haven't tested that yet.) would have the teleportation system like in Portal 2 Hammer where in-game you fall through a huge pipe and the pipe is actually divided in to about 5-6 parts or even more so it MIGHT be possible to port a huge chunk of the wasteland but it would compile probably the whole 24 hours... probably.
[/QUOTE]
They use area portals to hide areas that don't need to be rendered, and level changes when the map gets too big. Most of valves maps don't come even close to filling the grid.
As a result, all you could get is a bit under half a mile cubed.
Material conversion doesn't work, where can we get that vtflib folder you have there? It was not included (to my knowledge) in the download link you provided...
aslo, you should add $mostlyopaque to the QC automatically, so that flashlight shadows work.
*necroposting sorry but I really need it*
Hey, the link is, sadly, dead. Would someone reupload it and post the link? It'll be really helpful, thanks mates!
I would like it too, if someone still has it, it would be kindful of him to reupload it. Thanks :3
How did I never heard of this? Shame It was not completed.
So sorry for necro posting but is there anyone with the bsp or at least the vmf? I would love to either edit this current one (giving credit of course) or use the materials to make another version.
Which is why I really don't understand when people use sketchy hosts for stuff like this, they almost always go down.. Like people who use photobucket or imageshack instead of imgur
Holy fuck why would you bump a thread from 4 years ago.. Just PM the thread op instead of bumping the dam thread
Given all of the e-mails I've received, it appears that there is a lot of renewed interest in this project since Fallout 4 was announced. I've added new links to ensure that the file won't drop from the internet again:
[URL]https://dl.dropboxusercontent.com/u/2399384/falloutsource.zip[/URL]
[URL]https://mega.nz/#!e1oFyA7C!QDzRw4w3JD3PsGBEyuv_09R8yEohVYLEfsSad6uMXT0[/url]
[URL]https://while.io/falloutsource.zip[/URL]
[URL]https://open.gl/falloutsource.zip[/URL]
[URL]http://vulkan-tutorial.com/falloutsource.zip[/URL]
I no longer have the BSP and VMF files of the original demo map that was posted to Toybox (is that even a thing anymore?), so unfortunately I can't upload these.
I expect that the updated Gamebryo engine used in Fallout 4 will use a different model/material format because of the new physically based lighting model, so this program may no longer work then. I have no plans to update it in case that happens. But who knows? Maybe it *just works*.
[IMG]http://i.imgur.com/Y6NP3or.png[/IMG]
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