So how come people in fallout new vegas do not clean actually?

TheHouseAlwaysWins

Look, Ma! Two Heads!
I noticed in Fallout New Vegas that in Goodsprings there are holes in the way and things like broken glass actually in the goodsprings saloon which I think is weird since they're able to get electricity and working automobiles.
 
Don't they have most of the clutter in that one closet by the toilets? Usually where I stuff Joe Cobb if I kill him on sight. Now, I'm not sure where exactly the broken glass is, but I guess you could chalk it down to a barfight or a clumsy drunk. The holes are just down to Trudy being lazy, woman couldn't even fix the radio until the mailman sauntered in the bar.
 
I can tell you why the mirrors are broken, because the engine can't show the PC reflections :lmao:.

The Khans broke the radio, maybe they smashed a few mirrors too :confused:, or maybe Cobb did it to intimidate Trudy.
It seems like Trudy might be replacing some of the broken glass poster frames, she has a couple of them on the floor leaning against the wall near her bar.

But yes, it is stupid :seriouslyno:.
 
Bethesda screwed up the Fallout gameworld setting. With them it's all about [an inaccurate] post apocalyptic theme; that includes the filth.

New Vegas reused a lot of the FO3 assets; and they basically had to make a FO3.5 game on Bethesda's leash.
 
Player character is a vampire ? Seriously, their engine is THAT bad ?!
Yes. Also, even if mirrors reflected the player, the game doesn't give a body to the PC while in 1st person either. Only a couple arms and hands. So you would be looking at floating arms :lmao:.

This is still true in Fallout 4 too. You will notice in that game that every mirror is foggy and doesn't reflect. Also reflections on stuff like shiny metal or glass in Fallout 4 are just "generic" fake reflections.
 
And somehow Silent hill 2 from 2001 able to done reflection nicely with some clever trick.:wiggle:
 
Pretty sure reflections in games are done by creating a duplicate of everything in the mirror's vicinity and reversing it. Would we really want Gamebryo to do that? We know how Gamebryo runs when it's not adding more stuff in...
 
Duke Nukem did mirrors well; and had functional ladders too.

**Consider what a Portal is in a modern game. Prey had functional portals in 1998, and when it released in 2006.



...the game doesn't give a body to the PC while in 1st person either. Only a couple arms and hands. So you would be looking at floating arms :lmao:.
This is true, but only because it is how the models are designed. It doesn't have to be done so; it is a performance optimization; also... it prevents the outfit from occluding the player/camera's view. In some cases the outfit cannot have its correct appearance, and not clip the player's camera.
 
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The real answer is because they had re use FO3's assets for a lot of things and Fallout 3 was obssesed with everything being in disrepair. When they did create new assets they tended to go for a cleaner and in order aesthetic when it was being used by regular people. Also the mirrors are broken because the engine can't render reflections.

On the subject of reflections, they are in fact quite hard to get working on something that is supposed to be constantly interactive. While a 3D rendering software can create real time reflections this consumes a lot of processing power, same with highlights which is why artists more often use reflection maps rather than true reflections on materials. Videogames that have reflections usually have them in specific rooms where they can create the desired effects in a very controlled envirorment, some are more successful than others. The recent Dontnod free game "Captain Spirit" had a blatantly bad reflection effect on the tv in the kid's room, if you look at it carefully it isn't actually reflecting anything and in fact is just showing a fuzzy version of the player camera, like the "reflection" shows you the wrong angle in the room but you are not supposed to look at it too carefully.
 
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One of the most impressive reflections I've seen in a game has got to be Dead Rising 3. There's areas where you can have multiple Nick's with multiple crowds of zombies all on screen at one time, which due to the way reflections are done can be pretty taxing. For all DR3's flaws you got to get them props for that.
 
Never mind that the games can reflect stuff on water, except the player in 1st person view. :wiggle:
 
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Don't they have most of the clutter in that one closet by the toilets? Usually where I stuff Joe Cobb if I kill him on sight. Now, I'm not sure where exactly the broken glass is, but I guess you could chalk it down to a barfight or a clumsy drunk. The holes are just down to Trudy being lazy, woman couldn't even fix the radio until the mailman sauntered in the bar.
"Where I stuff Joe Cobb" Lmao
 
I think their should be more adobe. Shady Sands had a cool vibe and mudbricks are actually pretty great.
Plus they’re relevant to western culture. Makes sense that people would resort to early techniques of home building that were used by early generation of people that lived in the area. Being raised in California, I had many field trip to Spanish missions and always loved the simplicity of their architecture.
 
Bethesda screwed up the Fallout gameworld setting. With them it's all about [an inaccurate] post apocalyptic theme; that includes the filth.

New Vegas reused a lot of the FO3 assets; and they basically had to make a FO3.5 game on Bethesda's leash.


Damn... even fo4 reuses some fo3 assets :D.
 
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