Submarine Mod

I've already seen this somewhere, here at NMA...

Anyway, if you have textured 3d model what's the problem to put it into the game?
 
I don't have.
Sometimes i browse sites to get ideas for stuff and keep the images. Also i browse sites for free models (or use emule for them..) though i'm not modeler or moder enough to apply them.

For example, while browsing models sites to get ideas for the sub i came across this one:

U35_1.jpg9c8d8c60-89b1-4458-936d-a0e20d281fa1Large.jpg

U35_4.jpga3fcf175-404c-497e-9afd-724ea796edb8Large.jpg



Also came across this oilrig:

large_rig_5.jpg6023e183-c7fb-4eed-8932-840dd1d44143Large.jpg

large_rig_1.jpgc241b844-fb82-477a-8c5f-276cdea8567fLarge.jpg

large_rig_3.jpgf1e16933-f675-464a-b3fc-5b989303ecc7Large.jpg


And even more impressive:
petroliera17.jpg8d966b20-4370-4692-868f-8ae25759eaf9Large.jpg

petroliera24.jpge2a93cd2-1b22-4051-95b0-def3e4a3c67cLarge.jpg

petroliera18.jpg503e76cc-44ea-492c-9368-a2edcf2260bfLarge.jpg

petrolieraWir04.jpg7304c334-fe91-4401-84ed-c688ef79fcb4Large.jpg


Some of the models on that site are free so i believe they can be used by you guys.

Edit:

Cassidy? :P

preview_f11.jpg0A130034-C586-433F-BC85F164C27EEF6A.jpgLarge.jpg


shunP_f03.jpg321996A8-12BD-4980-B650E719A0045472.jpgLarge.jpg


And Vic?
head01.jpgd39ea579-9463-428c-b750-39baf63358e8Large.jpg
 
Continuum said:
And this is a thing that hate in Fallout 2. Game is full of retarded ideas/concepts/whatever... Talking plants and animals, some fucking yakuza and Mobsters or damn Chosen One! Confused I still don't get it why designers decided to not follow by standards of first title... Instead it they turned the game into pathetic comedy Confused

So, if you want to persuade me to something then please don't use Fallout 2 is already full of retarded ideas and let's make it more retarded argument Wink

Fair enough, but i have to ask: if you think FO2 is such a retarded game why do so much work modding it?

Continuum said:
Josan12 said:
Captain Continuum commanding!
Are you satisfied with the results, First Officer Josan (or maybe Admiral? Then I :salute:).

No sir! I respect the Captains command!

Seriously - you're making the new scenery, and doing most of the work, so you can decide on the pipes. I really like the newest door and walls - it looks much better to me. The point i'm trying to make is a) IMO 50's means big and clunky - not small and refined like modern technology (the big cars and oversized transistor electronics). b) submarines are cramped and full of mechanical stuff, pipes, cables etc.

But the decisions are up to you, captain :salute:

I made up some backstory about the sub in the design doc. It's a bit annoying to download so here it is if anyone's interested:

San Fransisco Submarine design doc

THE SUBMARINE

The CSS SHI-HUANG-TI is a 1955 nuclear submarine named after China's first true emperor. At the time of the great nuclear war, she had been out on patrol off the coast of Japan. Her crew stood on deck and watched as Japan was consumed in flames and radiation. She lost contact with the Chinese Naval Command shortly after and drifted at sea fearing to go near the devastated, irradiated landmasses.

Some time later, the subs reactor developed a leak while far out in the Pacific, and had to be shut down. The lowest floor became badly contaminated and had to be quickly evacuated and sealed, cutting the crew off from their main supply store before they had time to salvage supplies. Later it was discovered a few crew members were unaccounted for and the rest of the crew realised they had probably been trapped inside the lowest floor. She drifted for a long time at sea under the darkening skies of a nuclear winter, and the crew survived by fishing and improvised trawling, and collecting rainwater on deck. Eventually one of the crew spotted land and the Shi-Huang-Ti limped into San Fransisco bay on her deisel backup engine 1 year and 2 months after the nuclear holocaust. The Chinese crew on board then formed the Shi and chinese population of SF.

The sub was stripped by the Shi of it's 6 nukes which were squirreled away, and the hull was partially deconstructed for it's steel and other resources.
The ship was then abandoned and the people avoided it, fearing it's poisionous gases and insidious radiation. Left for many years, the rusting hulk of the Shi-Huang-Ti slowly started to sink. The rusting process of the ships underbelly, significantly speeded up by the leaking toxic waste from the reactor had breached the hull, flooding the lower deck. Noxious gases leaked up into the second deck.

Early in the Shi's development as a society, men turned up in specialized armour suits and started work on the Shi-Huang-Ti with the help of robots. They shored up the sub's hull to stop it sinking any further, and then went deep into it's belly. They sent robots into the dark, flooded recesses of the highly radioactive lower floor into the torpedo room and set up an automated system that set the torpedo's to fire at the tanker or any other boat should it try to leave. They rigged the torpedo's with AI to enable them to respond independantly to threats. Over the many years in-between then and the arrival of the chosen one, the 3 torpedos refined their AI circuitry and developed quite a high level of intelligence and develped their own personalities. Number 5 went completely mad. Number 13 so englightened it says nothing. Number 3 highly philosophical but annoying. Number 3 is rigged to fire, and the player will have to disarm it one way or another in order to safely take the Tanker to the Enclave Rig. (see movie 'Dark Star' quote below)

The Enclave men left and sealed the Sub for good, rigging it with traps and devices to make sure the Shi or anyone else wouldn't interfere with their security system.


It's completely open for anyone to criticize, comment add or change ....
 
Sounds pretty good except for this:

Josan12 said:
The CSS SHI-HUANG-TI is a 1955 nuclear submarine named after China's first true emperor.

The great war occurred in 2077, which would make the submarine over a hundred and twenty years old when the bombs dropped. Why would such an old submarine still be in use?

Unless you meant to say that it's inspired by a 1955 nuclear submarine.
 
Dravean said:
Sounds pretty good except for this:

Josan12 said:
The CSS SHI-HUANG-TI is a 1955 nuclear submarine named after China's first true emperor.

The great war occurred in 2077, which would make the submarine over a hundred and twenty years old when the bombs dropped. Why would such an old submarine still be in use?

Unless you meant to say that it's inspired by a 1955 nuclear submarine.

Errrrm .... yeah! that's right 50's inspired. Then i guess it should be a 2055 sub? :?
 
Demonslayer said:
Some of the models on that site are free so i believe they can be used by you guys.
Free stuff at Turbosquid? Nah, there's nothing interesting there...


Josan12 said:
Fair enough, but i have to ask: if you think FO2 is such a retarded game why do so much work modding it?
Every game has its flaws... Main flaw of Fallout 2 are those things I mentioned, but they're not enough good reason to throw game through damn window... they're only a small part of the game... It's not FP(S) shitty shit or fantasy crap filled with dragons, elves, magic and such crap... I don't see a talking plants in every town, mobsters can be only seen around New Reno, etc. They're not present on my screen all the time...

When I have a chance then I'm always bitching about those flaws :ugly: because I know how awesome game Fallout is. Try to ask some Mutants Rising team members how I was strongly against adding some things :D, but of course everything is my personal opinion and I'm not forcing anyone to agree with me... If I'm participate in any bigger project I'm trying to eliminate things that were annoying in Fallout 2 (again, in my opinion).

Besides, no one is doing any bigger mods for Fallout (well, maybe at TeamX?), so I can only do stuff for Fallout 2 or TCs...


Josan12 said:
Seriously - you're making the new scenery, and doing most of the work, so you can decide on the pipes.
We're the part of the small team, right? Then everyone has a right to throw ideas or say that he would like to see this or that... and I'm taking everything into consideration. But if something is really hard to implement/do then I'm not going to make it.


Josan12 said:
But the decisions are up to you, captain :salute:
That newest doorways/walls are going to be used :salute:


And what with this?

Continuum said:
Small changes of plans. I'll make typical round shape of bow section, instead of that long I previously planned... Now, I need to know how wide the sub will be (dark grey: 16, light grey: 32), otherwise bow section elements will overlap themselves or there'll be a hole between them! :o



Or maybe there should be no bow (and back?) sections :scratch:

Also, what with that three versions of main doors? Is this good enough solution for person who will be doing a map?
 
So, the sub is on the beach and Enclave turned it into a death trap, as well as rigged the torpedos to fire at the tanker, so no one will use it?

Alright.

Torpedos developed high intelligence and have their own personalities? Through *what* may I say? By simply existing?

No no no no no no no, enough of the damn AI developing feelings and minds of their own - it's already in the Glow, Sierra Army Depot and San Fransisco's BoS bunker, this idea is getting old.

And because talking torpedos are just plain lame and introduce more pop-culture references into the game, while Fallout 2 has enough of that already.

I like the idea of exploring a rusty, old hull of a pre-war submarine, disarming traps and hacking old computers to turn off the torpedos, but not having to talk to lame-ass NPCs again.

Just throw in the damn tentacle monsters.
 
Well i don't like idea of thinking launchers but first part of story is fine ;)

Maybe something like this:
Robots were scavenging parts but because of radiation most of them malfunctioned. Shi programmers updated robots firmware so they could repair others with part found on ship. Stream of scavenged parts was getting lower month by month because robots were using most of the parts to repair themselves. Eventually nature has found its way toward submarine and mutated creatures started to roam on sub eventually attacking bots. Now even approaching sub is dangerous because robots are killing everything live that tries to enter the ship. They control some part of ship - so you have to make your way through mutated animals and robots. With enough science you should be able to get to terminal at some point and disable robots. Finally after getting through radiated levels you could disable torpedo/missile launcher(s).
 
I agree with my previous posters about those thinking computers attached to launchers...

Also, holodisk/diary/whatever written by one of the crew members is must have thing. You could gather an information how they get here/what happened on the sea (maybe some dark story ;))/etc. Unfortunately is written in Chinese, so you must find someone who will translate it for you...
 
Ok, so the AI torpedos is an unpopular idea. Fair enough. Does anyone vote in favour of it?

ShaXbee said:
Robots were scavenging parts but because of radiation most of them malfunctioned. Shi programmers updated robots firmware so they could repair others with part found on ship. Stream of scavenged parts was getting lower month by month because robots were using most of the parts to repair themselves. Eventually nature has found its way toward submarine and mutated creatures started to roam on sub eventually attacking bots. Now even approaching sub is dangerous because robots are killing everything live that tries to enter the ship. They control some part of ship - so you have to make your way through mutated animals and robots. With enough science you should be able to get to terminal at some point and disable robots. Finally after getting through radiated levels you could disable torpedo/missile launcher(s).

I'd be happy with this idea - though remember there aren't that many robots in the game. The 'military' type security robots would probably look out of place, so that only leaves the floating eyes, skynet robot, and Mr Handy's. We could also use Sirion's new robot?

Contie said:
Also, holodisk/diary/whatever written by one of the crew members is must have thing. You could gather an information how they get here/what happened on the sea (maybe some dark story Wink)/etc. Unfortunately is written in Chinese, so you must find someone who will translate it for you...

Yes, i already put that in on the second floor. The story is that the trapped crewmen mutated into centaurs from the radiation (or the enclave left them there) either way, the player can find the journal kept by those trapped below in Chinese.

There's a bunch more quest-related stuff in the design doc on the previous page.
 
Josan12 said:
Ok, so the AI torpedos is an unpopular idea. Fair enough. Does anyone vote in favour of it?

ShaXbee said:
Robots were scavenging parts but because of radiation most of them malfunctioned. Shi programmers updated robots firmware so they could repair others with part found on ship. Stream of scavenged parts was getting lower month by month because robots were using most of the parts to repair themselves. Eventually nature has found its way toward submarine and mutated creatures started to roam on sub eventually attacking bots. Now even approaching sub is dangerous because robots are killing everything live that tries to enter the ship. They control some part of ship - so you have to make your way through mutated animals and robots. With enough science you should be able to get to terminal at some point and disable robots. Finally after getting through radiated levels you could disable torpedo/missile launcher(s).

I'd be happy with this idea - though remember there aren't that many robots in the game. The 'military' type security robots would probably look out of place, so that only leaves the floating eyes, skynet robot, and Mr Handy's. We could also use Sirion's new robot?

I liked the AI idea but I think the robot and mutant creatures works better, less dialog, potentially less issues, easier to implement maybe.

As for limited robots, are there any from Tactics that could be tweaked and introduced? (I know probably too much work :( )

A new mutant sea type creature would be great! :D (again more work :( )
 
Josan12 said:
There's a bunch more quest-related stuff in the design doc on the previous page.
I somehow missed it...

Anyway, I can skip this reference to Karate Kid movie, because I haven't seen this, so the name tells me nothing, but ghosts? :shock: Why to hell do you want to put ghosts there? One retarded ghost in Den isn't enough?
 
Let's not put 160 year old crewmen in the sub, m'kay? Because being trapped in the sub for that long probably means you'll be outta food sooner or later \ radiation kills you \ you drown.

Radiated sea animals taking residence in the sub's hull are OK though. Some mutated TENTACLE monsters are a must-have.
 
Sirren made two additional robot critters that could be used here. (I have the art standing by for use in the MM already.) He made the Hammering Richard and Freewheeling Andy. There is also a Wastebot critter that I have standing by in my mod. (Can't remember who made that art, though. Sorry.)
 
Continuum said:
And what with this?

Continuum said:
Small changes of plans. I'll make typical round shape of bow section, instead of that long I previously planned... Now, I need to know how wide the sub will be (dark grey: 16, light grey: 32), otherwise bow section elements will overlap themselves or there'll be a hole between them! :o



Or maybe there should be no bow (and back?) sections :scratch:

Also, what with that three versions of main doors? Is this good enough solution for person who will be doing a map?


Fine then, silence = acceptation :D

Here's how wide the sub will be...

1st level:






2nd level:





3rd level:





---------------------------------------EDIT

Also,

Continuum said:
Is there any 3d modeler who wants to participate in this crazy and unique piece of art?

Anyone? :look:
 
I encountered a stupid problem (because of engine)...


2nd level, critter is standing close to the wall - no problems...





1st level, critter is standing close to the wall - shitty shit! :o



his damn head is overlapping cables/pipes/whatever that are placed much more higher!




To fix that you must block two hexes from critter's left side and put something there (computers?) to fill the empty space, something that will be straight, not round... and I'm not talking about any of existing art...




or skip the idea of having round walls...



Also, sub for sure isn't going to be deconstructed, because of shitloads of cables/pipes that are placed on the walls...



-----------------------------------EDIT

Or maybe one hex will be enough (+ remove that pipe over their heads)? :confused:




-----------------------------------EDIT2

I think the best way to resolve this problem would be to make such thing:



In place of barrels computers/sonar console/radar console/etc. should be added since on 1st level a command center is located, left side can be only blocked by hex blockers...
 
Back
Top