[ home / board list / faq / random / create / bans / search / manage / irc ] [ ]

/vm/ - Video Game Modding

Fixing the dev's mistakes

Catalog

Name
Email
Subject
Comment *
File
* = required field[▶ Show post options & limits]
Confused? See the FAQ.
Embed
(replaces files and can be used instead)
Options
Password (For file and post deletion.)

Allowed file types:jpg, jpeg, gif, png, webm, mp4, pdf
Max filesize is 8 MB.
Max image dimensions are 10000 x 10000.
You may upload 5 per post.


Other boards you may like:
/source/ - Source Engine.
/agdg/ Amateur Game Development.
/vmshare/ Vidya Mod Files

File: 1419458570962.png (2.98 MB, 1920x1080, 16:9, falloutcyberpunkmod.png)

 No.25

I posted this on /cyber/ and I decided to post it here since i'm working on a mod after all,
Also, would advice feedback and support from anyone who has EXPERIENCE in texture, modeling & coding, and a few pictures of concept so I can work on replicating what I see on the image you guys share.

http://www.mediafire.com/download/c7ylzajl06vmkje/Cyberworld.rar

>once you enable the mod, bring up the command and type in "coc cybertest01"

 No.76

>implying you'll finish anything

 No.77

>>76

Its not hard, but I stopped working on this mod after my pancreas got an infection from a gallbladder stone.

4 months of recovery mate, I couldn't even use the computer let alone being able to. and I sure as hell wouldn't continue this mod on my bed with a crappy laptop.

 No.78

>>76
>implying anything at all

There's no deadline to making this become - to the very least - a reality. Just depends on how much work one's willing to put in, how much of one's time they're ready to give up.

But nobody's gonna finish a damn thing with your NEET attitude.

 No.81

Made some shitty vehicle, i'll post screenshot soon

 No.82

File: 1420446098449-0.jpg (533.46 KB, 1920x1080, 16:9, 2015-01-05_00004.jpg)

File: 1420446098449-1.jpg (619.02 KB, 1920x1080, 16:9, 2015-01-05_00006.jpg)

File: 1420446098449-2.jpg (256.27 KB, 1920x1080, 16:9, 2015-01-05_00002.jpg)


 No.83

>>25
I'm sure there are tons of engine limiatations with Gamebryo, but can you actually make a new game in the sense that instead of having cyberpunk stuff in the Mojave desert, you can play Fallout: Cyberpunk?

 No.84

File: 1420484411276.jpg (274.86 KB, 1920x1080, 16:9, 2015-01-05_00008.jpg)

>>83

Yes, you can make a completely new game if you want but I could only imagine the pain of rendering LOD files for an entirely new world.

and of course, doing a completely new asset for the game.

 No.85

>>84
>Garribo


GOTY

 No.96

Just tried it out.

Holy hell that's such a comfy world space, Anon. Also, thanks to jewbot I now have an extra 36 skill points.

This almost has me willing to take a dive into the geck to learn some F:NV modding.

 No.99

File: 1420961333332.gif (192.35 KB, 500x500, 1:1, 1420184456676.gif)


 No.106

File: 1421714815497-0.png (950.19 KB, 880x753, 880:753, 7bf73f1d1ec36225133ec3778a….png)

File: 1421714815497-1.jpg (446.36 KB, 1920x1080, 16:9, 2015-01-05_00001.jpg)

File: 1421714815497-2.jpg (439.74 KB, 1920x1080, 16:9, 2015-01-05_00005.jpg)


 No.114

>>106
Beautiful

 No.206

File: 1427762643400.jpg (Spoiler Image, 174.52 KB, 1200x750, 8:5, 1411180476734.jpg)

http://www.8ch.net/fallout
since you guys promoted on our board

Post about whatever there.

 No.208

File: 1427821609672.gif (626.88 KB, 495x378, 55:42, 1425144259821-2.gif)

>>106
Jesus Christ, are you working on some sort of /pol/: The Experience?!

 No.214

File: 1428619162741.jpg (316.26 KB, 1920x1080, 16:9, 2014-03-29_00004.jpg)


 No.222

I feel this is what the fallout world would have looked like if the bombs didn't hit+ developed new form of resources.


 No.225

>>208

/pol/ and Fallout?

Where's my damn port of that "more evil enclave" mod?


 No.340

>>206

>OY VEY! You posted on our board. That will be 6 million shekels or else you have to post there from now on until you've worked off your debt, goy.


 No.768


 No.769

>>768

Yes i'm still here. creator of this mod, I frequent /vm/ although i'm waiting for the GECK's release.


 No.770

>>769

Made any further asset progress? I'd like to take a look if you're planning on switching to Fallout 4 in the future.

In the meantime I've been making a city for the mod using Cities Skylines so OSM files can be exported into blender as hub templates.


 No.771

File: 1449881225938-0.mp4 (1.19 MB, 800x432, 50:27, Tank.mp4)

File: 1449881225938-1.png (228.14 KB, 1246x745, 1246:745, muhtank.png)

>>770

no but my 3D Modelling workflow has been tremendously superior in comparison to my previous works.

so it'll be a lot easier.


 No.772

File: 1449886574423-0.mp4 (873.54 KB, 792x600, 33:25, Armet2.mp4)

File: 1449886574423-1.mp4 (628.53 KB, 800x522, 400:261, Armet.mp4)

2nd


 No.775

>>771

>>772

What are your plans for the mod?


 No.788

File: 1450356365620-0.jpg (171.98 KB, 890x752, 445:376, 1430931425762.jpg)

File: 1450356365621-1.jpg (728.78 KB, 1600x2189, 1600:2189, city_scape_2_by_pk87-d4pnr….jpg)

>>775

generally what you said, a "Hub" i'm planning to add a city to mostly test how the AI behaves and set them out accordingly, then add additional locations like apartments, club houses, bar, shady or suspicious looking rally with thugs and shit. etc. etc.

lots of plans, I can expand all the way to pharmacy places, illegal underground operation and much more, anything that fits the aesthetics of cyberpunk really.

when i'm done with some locations i'll start to create missions and story itself.


 No.791

File: 1450366935659.png (219.45 KB, 644x360, 161:90, snapshot.png)

>>788

Well, I have chosen a location to build, Friday Harbor, Washington. It has 3 bays around it with islands in their way. I imagine some form of alternate history where this location was acquired some way or another by the Japanese and turned into a metropolis.

Not sure how flexible it will be designing a hub, but I can take suggestions for what to build where on this thing. I can change the locations of the highways if possible and if you have ideas for road systems, just draw them on with MS paint skills.


 No.792

>>791

well if it regards to something of that scale/size we have to rely on bethesda's competence in allowing a LOD system that isn't a complete and utter shit. generating them in the old Geck was just fucking terrible

the reason why I halted this project in the first place was because of Geck's LOD system.


 No.794

>>792

You mean the maps were shitty resolution or were so high resolution it was impossible to run the program?


 No.795

>>794

the size wasn't even that big and it took ages to render. and the results were hilariously disappointing.

generally speaking gamebryo is probably just shit when it comes to creating terrain LOD for whatever reason.


 No.796

>>795

It sounds like it cannot be avoided.

The map I've made is to scale for 10km. I don't see any other efficient way of creating a believable city without simulating it first to scale.


 No.797

File: 1450399296477.png (228.23 KB, 644x360, 161:90, snapshot 1.png)

>>796

>>791

I made a scaling error. We have more islands to work with.


 No.798

File: 1450536897404.png (264.78 KB, 644x360, 161:90, snapshot 2.png)

>>797

Added some cyber dockland land reclamation.


 No.803

>>84

dude that is great texture, but I would mess with the levels of the whole picture


 No.804

>>788

will you leave open quest lines for other modders?


 No.806

>>803

Why not do a block out and show us?


 No.807

>>804

Yes. I'd love to leave the mod as an open community thing because unfortunately for me I am already a busy person. but i'll try my best to include as many assets as I can.


 No.810

>>807

What assets have you made already? Just so I know which ones I don't need to bother starting.


 No.811

>>810

Well if you really want to know, they are all outdated and I really want to retire them as they were used for NV.

I want to start new/fresh, I might get some older models to restore but that really depends on how less shitty it is.

so far I got some building assets, usually exterior objects like pipes, some outside cantina, a couple of shitty rugs which is just a plane model with texture, some posters, lots of windows that glows at night (literally) some scifi vehicle/generators etc.

its been awhile since I messed with this mod so I'm probably missing a few things I did.


 No.837

File: 1451545556993-0.png (609.5 KB, 1081x874, 47:38, hong kong.png)

File: 1451545556994-1.png (178.48 KB, 1081x873, 1081:873, penrose-ripon.png)

File: 1451545557004-2.png (131.19 KB, 1081x870, 1081:870, hakai luxvbalis.png)

File: 1451545557004-3.png (106.57 KB, 1081x868, 1081:868, stirling nalau.png)

>>798

Ended up adding more and more artificial islands until it just became unrealistic and shitty looking.

Here are some new islands, with Hong Kong for comparison.

If anyone is even here, please ideaguy your shit all over these maps in MS Paint. None of these islands have any natural resources that I know of, FYI. If the main guy is here, let me know what you think.


 No.950

man, that creation kit sure is taking a fucking decade to release.


 No.978

>>837

>natural resource

you going to add the ability to mine metals and smelting them or what?


 No.988

>>978

the only thing you'll be mining is the radioactive wastes in the massive sewers.

the whole place will be surrounded with neon skyscrapers.


 No.989

>>988

>mining radioactive waste

for making dirty bombs?




[Return][Go to top][Catalog][Post a Reply]
Delete Post [ ]
[]
[ home / board list / faq / random / create / bans / search / manage / irc ] [ ]