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TTW - Tale of *Three* Wastelands?

General discussion of Tale of Two Wastelands
streichung
Posts: 14
Joined: Mon May 13, 2013 9:00 pm

You can always convert :

Post by streichung » Mon Dec 18, 2017 5:23 pm

You can always convert :

[quote=RoyBatty]

You can believe that all you want, it doesn't change the following facts.



  • You can't make the landscape have 7 colors per quad in Fallout 4 because it only supports 4 per quad.

[/quote]
In this case you're just gonna loose some data.



[quote=RoyBatty]



  • The collision is entirely different.


  • The scripting language and how it's VM is implemented is entirely different.


  • The lighting is entirely different.


  • The model (nif) structure is at least 50 percent different.


  • The dialogue system is completely different.


  • The LOD is entirely different.


  • The weather system is entirely different.


  • The audio and lipgen is completely different.


    • [/quote]
      It doesn't mean it's not possible to do a conversion, actually it's the goal of converting things to go from something to another different thing.


      [quote=RoyBatty]


    • The skill system is *gone* and everything related to it.


    • The perk system has been replaced by a different one which is based on trees like Skyrim.

    • [/quote]
      Just keep the FO4 one.


      If everyone had this kind of logic nothing would happen.


Nostalgia
Posts: 73
Joined: Tue Nov 14, 2017 6:14 pm

streichung wrote:

Post by Nostalgia » Mon Dec 18, 2017 6:34 pm

[quote=streichung]


You can always convert :


RoyBatty wrote:





  • The skill system is *gone* and everything related to it.


  • The perk system has been replaced by a different one which is based on trees like Skyrim.



Just keep the FO4 one. If everyone had this kind of logic nothing would happen.


 


[/quote] Yeah. No matter how you do it, it's really going to be tough and extremely tedious- I think. I just told a modder friend about TTW. He has worked on FO4 quite a bit. There are specific problems with modding FO4 already, pre-combined meshes comes to mind. Then you have cell resets which can be a real pain. I only know what I have read though. The lighting is a real performance hog. Haven't try making anything for FO4 myself. ChuckSteel and others could tell you much more.



User avatar
zilav
Gary
Posts: 225
Joined: Tue Apr 09, 2013 4:03 pm

Fallout 4 engine simply doesn

Post by zilav » Mon Dec 18, 2017 6:41 pm

Fallout 4 engine simply doesn't deserve a conversion project of any type. The worst engine from Beth in the last 15 years, very unfriendly to modding with plethora of limitations unlike previous games.



Mystical Panda
Posts: 750
Joined: Wed Mar 30, 2016 2:02 pm

RoyBatty wrote:

Post by Mystical Panda » Mon Dec 18, 2017 11:16 pm

[quote=RoyBatty]


 


You can believe that all you want, it doesn't change the following facts.




  • You can't make the landscape have 7 colors per quad in Fallout 4 because it only supports 4 per quad.


  • The collision is entirely different.


  • The scripting language and how it's VM is implemented is entirely different.


  • The lighting is entirely different.


  • The model (nif) structure is at least 50 percent different.


  • The skill system is *gone* and everything related to it.


  • The perk system has been replaced by a different one which is based on trees like Skyrim.


  • The dialogue system is completely different.


  • The LOD is entirely different.


  • The weather system is entirely different.


  • Only one person has the expensive and unavailable to the public tools to create new skeletons in the engine.


  • The audio and lipgen is completely different.


Among these and many other changes, direct porting is just not possible and would take the same amount of time as just remaking it from scratch using the assets that Fallout 4 already has and additional ones created from scratch. Cascadia has also created a dialogue system that mimics the one used in F3/NV which is being put to use, as well as adding back DT and possibly degradation.


[/quote]


That's doesn't seem representative of all game data... there has to be some that can be direct converted and 'interpolated' (best guess or even 'hard-coded') algorithmically. So both? In some cases data simply isn't there and is built on new 'constructors' which would need to be built with the current tools to include those structures, yes. Every single piece of data, probably not. 



User avatar
RoyBatty
Gary
Posts: 7742
Joined: Sun Apr 27, 2014 10:26 am
Location: Vault 108

Except what I listed is 90%

Post by RoyBatty » Tue Dec 19, 2017 12:07 am

Except what I listed is 90% of the game. Also what zilav said, very unfriendly to modding. Get some modding or development experience in actually how these engines work before stating it's just data that can be ported into something else. May as well port it into Unreal 4, would probably be easier.


Image

Mystical Panda
Posts: 750
Joined: Wed Mar 30, 2016 2:02 pm

RoyBatty wrote:

Post by Mystical Panda » Tue Dec 19, 2017 1:03 am

[quote=RoyBatty]


 


Except what I listed is 90% of the game. Also what zilav said, very unfriendly to modding. Get some modding or development experience in actually how these engines work before stating it's just data that can be ported into something else. May as well port it into Unreal 4, would probably be easier.


[/quote]


I'm working on it. :) 



Mystical Panda
Posts: 750
Joined: Wed Mar 30, 2016 2:02 pm

Isn't the audio for Fallout 4

Post by Mystical Panda » Tue Dec 19, 2017 1:11 am

Isn't the audio for Fallout 4 the same (outstanding sampling rates and the like), just in a wrapper now? I've opened them up using regular audio tools IIRC- but it's been awhile. 



James_T_Quirk
Posts: 47
Joined: Fri Feb 02, 2018 11:40 am

Bugger Another Forum Post I

Post by James_T_Quirk » Tue Feb 06, 2018 2:54 pm

Bugger Another Forum Post I missed, Sorry I will try to do better, anyway, I have a Idea ..


https://taleoftwowastelands.com/content/question-regarding-spawning-t3w


But I think it Possible ...


 


 


 



BelGarion
Posts: 139
Joined: Fri Mar 15, 2013 8:10 pm

Well, someone is converting 3

Post by BelGarion » Sat Feb 10, 2018 9:53 am

Well, someone is converting 3 and NV to 4 already. ( https://www.rockpapershotgun.com/2018/01/18/fallout-4s-new-vegas-and-fallout-3-remake-mods-show-off-progress/ ) If those get complete perhaps use those mods as a jumping off point for T3W? I am thinking 3 (being born), NV (courier), then while exploring a vault you run into some weird temporal experiment that zaps you back to several years before the bombs fell and strands you. So you integrate yourself as best as possible, get married, have a baby (Shawn), see the bombs fall, get flash frozen in Vault 111, and wake up several years after you conquered Hoover Dam. Would probably need some form of CAGE. Also be neat if (and I stress "If" here) you do this you include a few extra lines of dialog in 4s version of Dr Li to indicate she recognizes you as James' son/daughter. :D



samoja
Posts: 37
Joined: Thu Oct 26, 2017 1:02 am

Story is completely

Post by samoja » Sat Feb 10, 2018 5:27 pm

Story is completely incompatible, 100% will not mesh, FO3 and FONV meshed well because for LW we don´t know the future, while for the Courier we don´t know the past, one may bring himself to believe they are one and the same. On the other hand FO4 you know both the past and (ostensibly) the future, no place to fit any other story. Besides i hate what they did to PA in FO4, in FO3 it was rather common but not every schmuck had it, only the Enclave and Brotherhood, in FO4 everyone has it, it is completely ruined, and the addition of fusion cores makes things even worse IMO. I mean there is IIRC a story about an in universe Brony making PA out of his Pony toy some raiders broke, you could not make PA a joke more then that if you tried. I could see TTW eventually migrating to FO4 engine, but as far as merging the story, no way.



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