Sole developer for the poetry-prose hybrid visual novel, Kill The Din. Environment artist for The Royal Trap, and Sickness. Composer for myself. Writer for the blog Visual Novel Criticism. The rumours are true. Not that one.
Take a screenshot on you computer, don't take photos of the monitor. You'll get clearer pictures and it'll look much better.
Oh yeah? Make me!
No, this is an unrelated matter. AVALANCHE are terrorists who will be dealt with accordingly. SOLDIER units have been deployed and check points set up city wide. It's only a matter of time before they're caught.
Better than no notification at all ;) There'll be a detailed status update in a around a month.
They practised for months to get it right.
"Even poorly voiced mods are better than no voice mods"
I beg to differ here. Having an unconvincing voice actor can really detract from the character. Also, a key difference with this mod compared to others is that its source characters were originally unvoiced.
It's very unlikely.
Wow, your stuff looks really good. It's cool that you explained the process of making your textures and where you got them from.
I took over mid-January this year and I lost contact with him then. He apparently didn't have enough time anymore and I don't think he'll be returning as a developer.
Were you on the old z9 forums?
Yep, that's the conclusion I came to after testing. The rather unsubtle usage here isn't how I'd actually employ it, haha.
Thanks for your enthusiasm :D
I remember finding this mod page back in 2009 before I could even mod. To think that I'm now the developer :S 'Tis good, I suppose :D
I'm glad you like it :)
Glad you like it ;) Hopefully I can do another more substantial release soon.
Thanks all ;)
Thanks :) I've been thinking recently of doing a recruitment drive on moddb to get another dev to help speed up production.
I was achieving similar results but in a very inefficient manner which, in hindsight, was pretty stupid. Good, clear tutorial - thanks ;)
That looks really nice. I love them old cars.
Yes, the surface they're on is flat, the model is just a six-sided rectangular prism.
"due to me not wanting to deal with GFWL"
You can disable it with a mod like I have:
Hm, if you tell me your operating system, where FO3 is installed (for example, in C:\Program Files\), and latest patch applied to FO3 then I can try and figure out what might be causing it. Also, was the lock up causing a crash to desktop? Did you get any error messages? Does the lock up happen in a particular place in the mod (or after a particular action)?
It sounds like the problem began after you used ArchiveInvalidation Invalidated so make sure you read the 'Important Notes' part under the description section of the ArchiveInvalidation Invalidated page on the Nexus.
Right now I can only suggest making sure you're patched up and not running any other resource demanding apps while playing.
It's probably caused by you needing to activate ArchiveInvalidation Invalidated. This will do it for you:
Fallout 3 won't recognise some new content without that activated. If this doesn't solve your problem, you may have the textures directory in the wrong place (though that's very unlikely).
Correction: 'You're' is the contraction of 'you' and 'are'. 'Your' is a possessive form of 'you'. So you're a dickhead. ;)
What Neo said :D NV is basically the same as FO3. Skyrim has benefits over FO3, but not many in regards to this mod. Plus we'd lose things, like computers and guns. A lot of what determines the look and feel of the game CAN be the engine, but it isn't always so. A skilled developer can make a mod feel totally different from the base game/engine.
Still, I'd be open to *someone else* porting it later if they want to.
Thanks for you interest :)
Thanks, I'm glad you like it so far.
Looks nice, I'm glad someone's had a play with it! Hopefully once I create a new top of the tower and change out a few things for newer counterparts it'll look even better.
It's in game :) This shot isn't quite up to date; some textures are a little more detailed than this shot shows as you can see with the wall texture in the first link in the description.
There is no low poly version of the Shinra Building. I'm going for something in between high and low poly with normal and possibly displacement maps. The model in this image is about 45,000 polys. The Midgar model you currently see in the mod (outside the windows) actually has a higher polycount which is mostly due to the buildings on the plate. I'm pretty confident a way can be found to model all of Midgar with a 50,000 - 60,000 poly budget ;)
Also, the model of Midgar you see out the window will have things removed such as the central column, parts of the Shinra Building and generally anything out of view. I might export the plates separately and only include them in cells where you can actually see them. The most demanding area on performance will probably be 69/70... since they're joined in an open manner rather than by doors, plus the open air balcony allows you to see ALL of Midgar basically.
floor -61- !!! It was actually surprisingly hard to fit both carriages on there :D