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TTW - Tale of *Three* Wastelands?

General discussion of Tale of Two Wastelands
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zilav
Gary
Posts: 225
Joined: Tue Apr 09, 2013 4:03 pm

I have some spare time for

Post by zilav » Fri May 13, 2016 6:54 am

I have some spare time for the next month, if nothing will happen regarding meshes/textures conversion by that time, then I assume the answer is "no" for T3TW.


Fallout 4 is already 6 months old and that's already a lot, the interest will be steadily declining in any big modding projects. The time for T3TW is right now while it is possible to attract contributors, or never.



TrickyVein
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Joined: Fri Mar 29, 2013 3:04 pm

I don't know if that's true,

Post by TrickyVein » Fri May 13, 2016 7:31 am

I don't know if that's true, necessarily. Not even all of the DLCs have been released for this game, and a Tale of Two Wastelands was started, worked on and finished* in a span of time much farther beyond 6 months after NV's release. 


*As much as it's finished, at least.



Dead Sirious
Posts: 105
Joined: Tue Nov 19, 2013 5:37 am

Wouldn't hurt to begin the

Post by Dead Sirious » Fri May 13, 2016 1:54 pm

Wouldn't hurt to begin the converting process for necessary items now than later :) I got some free time on the daily basis and rather pave the way to introduce TTW to the new engine than deal with constant out of memory shut downs in my free time
We are so the baddest gang in the Wastes!

rockitten
Posts: 139
Joined: Mon Oct 14, 2013 4:40 am

Switching to the new engine

Post by rockitten » Sat May 14, 2016 6:25 am

Switching to the new engine will also provide much better support for new graphic cards and more importantly, finally free from that bug that forbid FNV/FO3 to have 225 mods like skyrim does........



And not to mention the new engine may makes playing FNV/FO3 with VR headsets a possibility.



So yeah, I do see T3W is the way to go if we still want to play FNV/Fo3 in the next decade.



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zilav
Gary
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1. 255 mods, not 225

Post by zilav » Sat May 14, 2016 7:35 am

1. 255 mods, not 225


2. This is not a bug


3. Fallout 4 has this limit too



Dead Sirious
Posts: 105
Joined: Tue Nov 19, 2013 5:37 am

Actually, it's 136 esm / esp

Post by Dead Sirious » Mon May 16, 2016 6:17 am

Actually, it's 139 esp / esm for the FO3 / FNV total based off the information I constantly come across. Regardless, Fallout 4 can run with much more memory (textures for example) thrown into the engine than New Vegas.
We are so the baddest gang in the Wastes!

TJ
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Joined: Mon Sep 17, 2012 1:06 pm

I'd throw my support behind

Post by TJ » Mon May 16, 2016 1:58 pm

I'd throw my support behind this project. Unfortunately I have no idea what is required to write a MAX script and do not have the ability to do any of it by hand.


My project Dash is on Kickstarter!



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zilav
Gary
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Instructions from the

Post by zilav » Tue May 17, 2016 5:28 pm

Instructions from the official forum



Step 1) Create Mesh


Step 2) Create Collision Shape -> name does not matter at all ever not even a little....!


Step 3) link Collision to Mesh.


Step 4) Assign your Meshes Material BSBlinn or BSLightingFX or BSEffectFX dependant on use of that mesh.


Step 5) Select Collision and hit Create Single Rigid Body -> Proxies are generally only used for Skeletal Collision but they are not really any different overall except that a Proxy collision will be linked under the same NiNode as the Mesh where as the other generally gets placed under its own NiNode, In terms of an animated Mesh that alone creates a parent NiNode for the animation to be linked to and the Collision  will be a child of that so its irrelvent as to which you use.


Step 6) go to the modifier panel and select Shape -> Shape Type then RigidBody -> And set its Quality Type otherwise it will export as Invalid which is useless overall.


Step 7) Goto Utilities -> Collision Group and set the default Materials and Object Type then Apply To Selected.


Step 8) Export.



Step 9) Process exported nif with Elric tool (included with CK). Nif mush have "meshes" folder in it's path for Elric to work properly, though Beth said they'll fix that eventually.



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zilav
Gary
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Joined: Tue Apr 09, 2013 4:03 pm

And a video guide on creating

Post by zilav » Wed May 18, 2016 7:02 pm

And a video guide on creating custom collisions in 3dsmax using official tools


https://www.youtube.com/watch?v=-oPvOx2KH4s



retlaw83
Posts: 279
Joined: Sun Mar 17, 2013 8:40 pm

The real bitch in all of this

Post by retlaw83 » Sat May 21, 2016 2:23 pm

The real bitch in all of this, if we do it, is going to be manually recreating all of Fallout 3 and NV's characters in the new engine (unless someone can write a converter for that somehow) and then manually slicing down Fallout 3 and NV's dialog to fit the new scene system.


If it were somehow possible to backport the power armor mechanics and shooting from Fallout 4 into NV, which I doubt it is, I'd be an extremely happy camper as those are the only gameplay improvements made by Fallout 4. Everything else aside from the graphics is a step back.


Good news is skills and traits look like they could feasibly be added back in with some work.


30 Helens agree that I am, pound for pound, the strongest man in a group of ducks.



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