Scenery stuff and such...

.Pixote. said:
Otherwise every mod will have the same assets, and that would look strange…
Hmm... Every single mod looks identical to me... the same tiles, the same critters, the same walls... few, custom art pieces isn't going to change that. Fuck, even Fallout 2 is a exact clone of Fallout + some new AWFUL art. I think, it's time to switch engines if we want something really fresh! :ugly:

It's one of the reason why I think addons to both original games are better than total conversions.
 
Hmm... Every single mod looks identical to me... the same tiles, the same critters, the same walls... few, custom art pieces isn't going to change that. Fuck, even Fallout 2 is a exact clone of Fallout + some new AWFUL art. I think, it's time to switch engines if we want something really fresh!

So, by extrapolation of your own words.... new mods would be improved by new critters, tiles and walls.

So why not make a whole bunch?
 
New mods aren't about new graphics alone, you fools!

I am not doing my modding stuff, because I want to give players new graphics. I am doing my stuff, because I want to tell a story in the Fallout setting! It's like writing a fan fiction, just a bit more interactive. :>

New graphics shouldn't be added for new graphics sake, but for the new stuff that is shown in the maps, etc. I see no sense in adding new graphics / changing existing stuff, because "it has to be".

Also the mod looks more "true to the original" then, because to be honest, many of the new created graphic stuff doesn't blend in 100% with the original art. :>
 
New mods aren't about new graphics alone, you fools!

I am not doing my modding stuff, because I want to give players new graphics. I am doing my stuff, because I want to tell a story in the Fallout setting! It's like writing a fan fiction, just a bit more interactive. :>

New graphics shouldn't be added for new graphics sake, but for the new stuff that is shown in the maps, etc. I see no sense in adding new graphics / changing existing stuff, because "it has to be".

Also the mod looks more "true to the original" then, because to be honest, many of the new created graphic stuff doesn't blend in 100% with the original art. :>

Good points... but still, a lot of people still look at new mods to see what cool graphics there are.

We could do with some more walls / tiles etc to give some variety to the mods.
 
with the new sfall lists for walls tiles scenery and misc objects,it would ALOT of work,but could randomize the artwork that is placed on the ground,assuming every set of walls tiles etc,has corisponding one for each set of graphics within the game,i plan to try it,see what it does,pixote list of artwork in the game would be invaluable for that type of thing

Nirran
 
The success and failure of any mod will be based on its storytelling and scripting, what Conti said is true 90% of the artwork will be based on the original Fallout assets, but an occasional enhanced or new artwork does add something to the game experience. We are all so familiar with the visual language of Fallout that nothing really surprises us anymore, but look at the sub and small boat built for RP; they do add something special to the mod. But saying that the Abbey and EPA also add new and interesting locations to explore, and they are fundamentally the original artwork, just applied a little differently (who built the Abbey). So in conjunction with the writers and scriptors, the map makers will be the next vital ingredient in the mix, get the balance right then everyone can enjoy…but there are always the killjoys out there who don’t give a shit about the mods vision and will trash it anyway.
Chris Parks said:
We could do with some more walls / tiles etc to give some variety to the mods.
I personally think walls and tiles are the most important asset to build, because from those things completely new worlds can be built, scenery comes next, and then items, I would love to say critters but we all know that they are far and few between…it’s just too much work to build new critters based on the original critters, its literally thousands of man hours for one new dude with all of the weapon capabilities. We need to streamline a production system were the process can be sped up…or build the suckers in 3d and animate – render them, but that’s another thread. :roll:
 
Chris Parks said:
So, by extrapolation of your own words.... new mods would be improved by new critters, tiles and walls.
It's not about improving by new assets. This past-gen engine, all its assets is heavily connected/associated with the "story" about Water Chip and Da Cheesy One. Period. Just like remake of Van Buren isn't going to work for me.

Chris Parks said:
So why not make a whole bunch?
If I'd like to produce tons of new assets then I'd start searching for some indie game with well organized production pipeline, instead of using Fallout 2 as a base.

Lexx said:
Also the mod looks more "true to the original" then, because to be honest, many of the new created graphic stuff doesn't blend in 100% with the original art. :>
True, even copy & paste with existing critters sucks. All this glitches... :yuck:

Conclusion: adding new graphics sucks, and without new graphics mods sucks - circle closed :ugly:
 
This
snapshot20100503131749.jpg

was magically transformed into this
TEMP.gif

Grab frm here, if you want.
 
Demonslayer said:
The door height is a bit off.
You're right, but for me oversized bunker entrance looks more impressive, then small one.

Scale: 100% 90% 80%
Untitled-1.jpg

If you want so, i can render one of them special for you:)
.Pixote. said:
Nice stuff…excuse my ignorance but what movie does this reference…and where does the door lead to.

A Boy And His Dog (1975)
The entrance leads to some sort of underground vault with people, things and stuff.
 
bbmultipass said:
.Pixote. said:
Nice stuff…excuse my ignorance but what movie does this reference…and where does the door lead to.

A Boy And His Dog (1975)
The entrance leads to some sort of underground vault with people, things and stuff.

Not just some people, but girls, girls! GIRLS!!!! :lol:

[spoiler:e9f0175ec8]After all, the whole movie is about looking for girls...[/spoiler:e9f0175ec8]

But this is really nice work, bbmultipass! Does the door open?
 
bbmultipass said:
Demonslayer said:
The door height is a bit off.
You're right, but for me oversized bunker entrance looks more impressive, then small one.

I would reduce only the door and not resize all the entrance.
Bunker entrance would have the same "impressiveness" and the door would be tall enough.

Anyway, the movie seems interesting!
 
Continuum said:
Some ordinary truck...

prevx.gif


truck.gif
trucksource.gif


Been goddamn lazy to add moar details, make better texture, etc.

Not too shabby :wink: Still, is it just me, or is it too small (again) ? Also, the driver's compartment + engine seems quite big in comparison with the tank in the back - I mean - a lot of truck, not a lot of cargo.

One last thing - would you care to make other directions too? Pretty please. Thanks in advance.
 
I think the problem is lack of contrast, especially in the front part. :) Maybe you should try to make some lines a bit more visible. See this:

prevx.gif
Unbenannt1.png

(left original, right my version)

It's not perfect as well, but you get the picture. :>

And I agree with Ardent, that it looks a bit small. :>
 
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