[QUOTE=Lt_C;50722769]Okay, last hurdle for compatibility for that visible holstered weapons mod is converting my static mesh to a skinned one. Would anyone be willing to help me with this? If I can't find a tutorial or someone to help I'm just going to push that feature to the next update.[/QUOTE]
You mean that Bethesda skin modifier they have and used to use for removing limbs and such right? It should be adding that modifier to the mesh, then selecting all the elements. I personally haven't touched FO4 so I couldn't tell you for sure.
[QUOTE=RikohZX;50722886]Bethesda has proven they can make a solid base game design. Skyrim's combat wasn't great but it was a lot more visceral and better-flowing than the combat in Oblivion, and Fallout 4's combat essentially blows the stiff and awkward shooting in Fallout 3 and New Vegas out of the water. The problem is everything else, from the stories and characters, to the RPG elements and player depth, to the level and world design, has suffered more and more. Comes with the limits of world design due to having better graphics, and lots of voice acting, but no one asked nor wanted a talking protagonist, especially with how badly it was pulled off.
Obsidian's world and story style could make good use of FO4's core mechanics (though they'd never touch the series again probably after the NV fiasco), and who knows, maybe they'd even create quest combat areas that actually make good use of the system instead of Bethesda throwing bullet sponges mindlessly at you irregardless of the environment. I think that's the biggest problem for FO4 for me, the combat improvements mean little when outside of shooting raiders and mutants, it never even takes advantage of it despite it being the most frequent element of the game (for most).[/QUOTE]
My biggest (and only) issue with voiced protagonist is that there's only one, instead of a pool to choose from, obviously it would've been really pricy and time consuming but if they couldn't do it, I feel like they should've kept the voiceless protag, as at that point you'd imagine your character's speech style.
[QUOTE=ScumBunny;50722590]Have you seen [URL="http://store.bethsoft.com/fallout-4-t-45-16-scale-threezero-figure.html"]this thing[/URL]?
Totally worth the Nate.[/QUOTE]
I figured out what was bothering me about that model. I realize now it's pretty minor and not actually arbitrary.
I was baffled before that they seemed to reduce the length of the thigh in the proportions. but looking at it in the promo photos, it looks like they just had to shorten the outer thigh plate's height in order to get better articulation. compare:
[t]http://store.bethsoft.com/media/catalog/product/cache/1/image/9df78eab33525d08d6e5fb8d27136e95/f/i/figure-fo4-t45powerarmor-front.jpg[/t] [t]http://i.imgur.com/kB50V80.png[/t]
I do like the kind of 'mom jeans' waistline that all the Fallout 4 power armor has going on, though.
[t]http://vignette3.wikia.nocookie.net/fallout/images/9/99/Fo4_power_armor_concept_art.jpg/revision/latest?cb=20160107123649[/t]
[sp]can you tell that i love design in the fallout series?[/sp]
Been thinking about purchasing this again for ps4, how are people finding the survival mode?
I like the idea of Fallout playing a bit more realistically, like fighting more tactically rather than just being able to run out in the open spraying bullets.
I also like the role playing side of having to eat sleep and drink, actually having to scavenge for food seems appealing.
I love immersive games and think survival mode may make the game much more immersive for me, only thing putting me off really is the thought of the reduced carry limit. What are people's thoughts? Can it still be fun with certain restrictions and limits or does it become more of a task?
[QUOTE=fulgrim;50722553]I don't understand why anyone would ever buy an action figure of the default player.
The fallout 3 one wasn't too bad because most fallout 3/nv characters didn't really have [i] faces [/i] so there's more room for interpretation with the figure... But why would I want a figure of a generic nord male in iron armor? Or a figure with default Nate's incredibly punchable face?.[/QUOTE]
I mostly only buy faceless figures. I've got a Power Armor Pop, another Power Armor Pop (different one), a Whiterun Guard Pop (those motherfuckers actually had the nerve to put an arrow in the figure's knee), and a Stormtrooper bobblehead Pop I found at Walgreens.
I went into Gamestop to buy another Bethesda-themed one to spice up my Bethesda shelf (formerly a Fallout shelf until I bought that Whiterun Guard pop) but then I realized they were all shit like "Nord" or "High Elf" and they weren't one of those "easily recognizable and faceless" pops I'd been hoping for because there were only ESO ones that I saw.
[editline]a[/editline]
Almost bought the Doom Space Marine one though, I'll probably pick it up next time my gf is all "let's go to the mall"
I really like the Vault-Tec Workshop but holy fucking shit, it's so god damn fiddly with the pieces, like there's also pieces that aren't there that really need to be so parts of my vault don't look like shit.
I also don't know what fucker thought it'd be a good idea to slap ambient lights everywhere, random lights dotted around lighting up a part of my vault in a really fucked up way.
Ah shit, I threw a picture of my magnum rifle onto the nexus since someone asked what my next project was and it's already in the top images, didn't even know you could vote on it. I sure as fuck hope I can actually get this thing into the game, otherwise I'm going to be disappointing a lot of people
[editline]16th July 2016[/editline]
Most of them are saying I should change the gun, lmao no way. The ridiculousness of the concept will be fully realised in the final product
Rizzler got any tips on exporting from SP to FO4? You texture with the pbr-spec-gloss shader I assume?
[QUOTE=asXas;50723431]Rizzler got any tips on exporting from SP to FO4? You texture with the pbr-spec-gloss shader I assume?[/QUOTE]
I might have to retexture my gun, I textured both it and the claymore in the metal rough shader like an idiot. But yeah sure;
asset_d = BaseColor RGB
asset_n = Normal DirectX RGB
asset_s = Gloss in the Red channel, Specular in the Green, blank Blue channel
Your assets are going to look a lot different actually in the engine. I'd refrain from doing anything subtle and just slap the rust and damage on. The SBSM (material) file is quite important, make sure it's using the DefaultOutside1.dds env map texture instead of the DefaultOutside1_dielectric(?) one if you're doing a metal asset, I made that mistake. Post in the digital 3D art thread with your progress if you need more advice!
[QUOTE=GHOST!!!!;50723372]I really like the Vault-Tec Workshop but holy fucking shit, it's so god damn fiddly with the pieces, like there's also pieces that aren't there that really need to be so parts of my vault don't look like shit.
.[/QUOTE]
I read they removed the Vault themed Planters between the leak 2 weeks ago and the beta that went out this week.
Why do people on the Nexus seem to be so against making custom animations and instead are just being lazy fucks and using ones we have that don't match up properly?
[QUOTE=GHOST!!!!;50723548]Why do people on the Nexus seem to be so against [B]making custom animations[/B] and instead are just being lazy fucks and using ones we have that don't match up properly?[/QUOTE]
Because we can't :v:
[QUOTE=The Rizzler;50723454]I might have to retexture my gun, I textured both it and the claymore in the metal rough shader like an idiot. But yeah sure;
asset_d = BaseColor RGB
asset_n = Normal DirectX RGB
asset_s = Gloss in the Red channel, Specular in the Green, blank Blue channel
Your assets are going to look a lot different actually in the engine. I'd refrain from doing anything subtle and just slap the rust and damage on. The SBSM (material) file is quite important, make sure it's using the DefaultOutside1.dds env map texture instead of the DefaultOutside1_dielectric(?) one if you're doing a metal asset, I made that mistake. Post in the digital 3D art thread with your progress if you need more advice![/QUOTE]
Cheers, I will have to retexture my gun too but whatever. v:v:v
I've had this "Crude Blowback" based on concept art done for like 4 months but ever got around trying to add it to the game.
[t]http://i.imgur.com/4OEAOhy.jpg[/t]
After I retexture I'll need to figure out how to add stuff to the actual game with gun modding and such.
[QUOTE=The Rizzler;50723568]Because we can't :v:[/QUOTE]
I'm pretty sure we can, but nobody has done so yet, not sure if anyone knows how to at the moment, but from what I've read, we can do them.
[QUOTE=GHOST!!!!;50723618]I'm pretty sure we can, but nobody has done so yet, not sure if anyone knows how to at the moment, but from what I've read, we can do them.[/QUOTE]
Well, what are you waiting for? Go out there and show those namby-bamby Nexus louts how it's done! We'll be right behind you.
[QUOTE=GHOST!!!!;50723618]I'm pretty sure we can, but nobody has done so yet, not sure if anyone knows how to at the moment, but from what I've read, we can do them.[/QUOTE]
Let us lazy fucks know when you figure it out then
[QUOTE=RikohZX;50722886]Bethesda has proven they can make a solid base game design. Skyrim's combat wasn't great but it was a lot more visceral and better-flowing than the combat in Oblivion, and Fallout 4's combat essentially blows the stiff and awkward shooting in Fallout 3 and New Vegas out of the water. The problem is everything else, from the stories and characters, to the RPG elements and player depth, to the level and world design, has suffered more and more. Comes with the limits of world design due to having better graphics, and lots of voice acting, but no one asked nor wanted a talking protagonist, especially with how badly it was pulled off.
Obsidian's world and story style could make good use of FO4's core mechanics [B](though they'd never touch the series again probably after the NV fiasco)[/B], and who knows, maybe they'd even create quest combat areas that actually make good use of the system instead of Bethesda throwing bullet sponges mindlessly at you irregardless of the environment. I think that's the biggest problem for FO4 for me, the combat improvements mean little when outside of shooting raiders and mutants, it never even takes advantage of it despite it being the most frequent element of the game (for most).[/QUOTE]
Why do people always say this? Both Chris Avelonne and Josh Sawyer have expressed interest in doing another Fallout if given the opportunity. Obsidian agreed to the contract which would give them a bonus for receiving a 85 or higher on metacritic, they didn't get that so they didn't get the bonus. It's not Bethesda's fault reviewers rated it poorly, especially since many reviews complained that it was too similar to Fallout 3, which is a stupid complaint TBH.
[QUOTE=Janus Vesta;50723661]Why do people always say this? Both Chris Avelonne and Josh Sawyer have expressed interest in doing another Fallout if given the opportunity. Obsidian agreed to the contract which would give them a bonus for receiving a 85 or higher on metacritic, they didn't get that so they didn't get the bonus. It's not Bethesda's fault reviewers rated it poorly, especially since many reviews complained that it was too similar to Fallout 3, which is a stupid complaint TBH.[/QUOTE]
I hadn't known that bit, so I guess I don't have to be a negative nancy about it in the future then. :v:
[QUOTE=asXas;50723569]Cheers, I will have to retexture my gun too but whatever. v:v:v
I've had this "Crude Blowback" based on concept art done for like 4 months but ever got around trying to add it to the game.
[t]http://i.imgur.com/4OEAOhy.jpg[/t]
After I retexture I'll need to figure out how to add stuff to the actual game with gun modding and such.[/QUOTE]
I love everything you make.
How hard would it be to make a mod that just halves the value of the Cryolator ammo? That gun is literally my fetish but it's too darn expensive to be a main method of killin' folks.
[QUOTE=Ryo Ohki;50723638]Let us lazy fucks know when you figure it out then[/QUOTE]
I'd love to back up what I'm saying with the knowledge of how to create new animations, but sadly I don't know how to, chances are it'd have something to do with 3DS Max or some shit, that's usually what I've seen when people create animations for stuff, and I don't know how to use 3DS Max, if I did I would gladly animate in it and create custom animations, I've logged 1,600 hours into SFM, I know HOW to animate, I just don't know how to in anything but SFM.
[editline]17th July 2016[/editline]
Oh my god Neverending Radium Rifle. :lick:
[QUOTE=GHOST!!!!;50723618]I'm pretty sure we can, but nobody has done so yet, not sure if anyone knows how to at the moment, but from what I've read, we can do them.[/QUOTE]
The issue, as far as I'm aware, is getting the animations into a format the game can use. People can create the animations, and (in theory) it should be much easier than before to add custom animations, but nobody can really do that untilpeople actually work out how to get custom animations into that format.
[QUOTE=DiscoInferno;50723721]How hard would it be to make a mod that just halves the value of the Cryolator ammo? That gun is literally my fetish but it's too darn expensive to be a main method of killin' folks.[/QUOTE]
It's super easy to do that in both FO4Edit and the Creation Kit, and it should be pretty clear what you need to do once you've found the record for it.
[QUOTE=GHOST!!!!;50723750]I'd love to back up what I'm saying with the knowledge of how to create new animations, but sadly I don't know how to, chances are it'd have something to do with 3DS Max or some shit, that's usually what I've seen when people create animations for stuff, and I don't know how to use 3DS Max, if I did I would gladly animate in it and create custom animations, I've logged 1,600 hours into SFM, I know HOW to animate, I just don't know how to in anything but SFM.
[editline]17th July 2016[/editline]
Oh my god Neverending Radium Rifle. :lick:[/QUOTE]
People know how to animate, they just don't know how to put them in the game. That is the problem.
Has anyone actually tried ASKING Bethesda?
[QUOTE=GHOST!!!!;50723750]I'd love to back up what I'm saying with the knowledge of how to create new animations, but sadly I don't know how to, chances are it'd have something to do with 3DS Max or some shit, that's usually what I've seen when people create animations for stuff, and I don't know how to use 3DS Max, if I did I would gladly animate in it and create custom animations, I've logged 1,600 hours into SFM, I know HOW to animate, I just don't know how to in anything but SFM.
[editline]17th July 2016[/editline]
Oh my god Neverending Radium Rifle. :lick:[/QUOTE]
iirc you have to use a middleware tool
it was once available during Skyrim's run but not anymore
someone correct me if i'm wrong on this
Custom animations were possible in Skyrim, I don't know how.
[QUOTE=Tuskin;50723838]People know how to animate, they just don't know how to put them in the game. That is the problem.
Has anyone actually tried ASKING Bethesda?[/QUOTE]
Have you seen their animations? Do you think THEY know?
[QUOTE=Tuskin;50723838]People know how to animate, they just don't know how to put them in the game. That is the problem.
Has anyone actually tried ASKING Bethesda?[/QUOTE]
Ask them for what? They use a proprietary format owned by Havok (meaning Microsoft). Unless you're willing to fork out the cash for a license to the tools they use, you'll have to wait until someone reverse-engineers the stuff.
[editline]17th July 2016[/editline]
[QUOTE=cdr248;50723847]iirc you have to use a middleware tool
it was once available during Skyrim's run but not anymore
someone correct me if i'm wrong on this[/QUOTE]
An SDK which contained Havok Animation (now called Havok Animation Studio) was available for a brief time free of charge. Until Microsoft bought them.
[QUOTE=The Rizzler;50723454]I might have to retexture my gun, I textured both it and the claymore in the metal rough shader like an idiot. But yeah sure;
asset_d = BaseColor RGB
asset_n = Normal DirectX RGB
asset_s = Gloss in the Red channel, Specular in the Green, blank Blue channel
Your assets are going to look a lot different actually in the engine. I'd refrain from doing anything subtle and just slap the rust and damage on. The SBSM (material) file is quite important, make sure it's using the DefaultOutside1.dds env map texture instead of the DefaultOutside1_dielectric(?) one if you're doing a metal asset, I made that mistake. Post in the digital 3D art thread with your progress if you need more advice![/QUOTE]
99% sure gloss is green and spec is red. Also normal maps are swizzled two channel derivative maps.
[QUOTE=GHOST!!!!;50723618]I'm pretty sure we can, but nobody has done so yet, not sure if anyone knows how to at the moment, but from what I've read, we can do them.[/QUOTE]
I swear if you post that one youtube video of that guy's flipping the bird custom animation as your source I'm going to blow.
If you have documentation or tutorials though, please link us!
can the tools not just be pirated?
[QUOTE=cdr248;50723943]can the tools not just be pirated?[/QUOTE]
Disregarding the fact that it would be warez, Havok only sells their products to videogame development studios.
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