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Ive honestly no idea what you just said, but Ill attempt decipher it. First off, which image are talking about? Theres alotta images here. Secondly, are you asking what shows/movies/media the images come from?
Bubblegum Crisis good sir
Nostalgia bomb, inbound :)
Which armors were those? The BoS advanced infantryman armor? Thats the only one I kitbashed for TJP. Its unfinished, but I guse I could up it. Its rigged an stuff, but you gotta add it to the game yourself in the geck. The other 2 being the Jin Roh an Fallout Tactics Powerarmor are ones I just got permission to use. They should both be available on nexus.
Likely, when its ready ^^
The geck hasnt been altered, its just you can make mods with the geck, then host those on your own vaultmp server.
Oo paper craft! Thats actually really popular with patlabor an gits models. Additionally, that wouldnt be a bad idea, seeing as the point of uvmapping is to 'unfold' the mesh an lay it down like an unpacked box. Hmmm.
Im not sure I follow
Hopit, Your whats wrong with the world.
Please refer to the newly added FAQ on the front page before posting questions as you'll likely find your answers there :)
We really need to add an FAQ to the front page..
Will be using the rig setup from turrets already ingame, with a simple friend/foe ai package. Expect to see them dotted around military installations :)
Its an early alpha build, this should be expected. Also, please stop spamming this page with your comments. Head to the official forums Vaultmp.com to report your bugs.
You can use FOSE with 1.7
'1.7.. To use this version, download FOSE v1.1 beta 9 or later.'
Yep, its gonna be bigger then huge :) Now if only we had a few low-level debuggers, that would really help!
2 shields* :D
Yep its still pretty buggy, it takes some trial an error to join some servers. Also, there seems to be few random servers where users are starting to experiment with the code which is good, but they are very unstable.
We may host a small deathmatch event to allow people to get a taste of the pvp, just need to make sure its stable enough for that many players :)
Yes mods will be fully supported down the road. Just understand that any mod that has geck scripts, will need those scripts converted to c++
Hamachi is your friend ;)
Just experienced my first ever taste of PvP action in an Bethesda game, and it was goooooddd. Just thought I'd share some tips. If you see other players with guns suspiciously chilling, get some distance immediately.. yes Im looking at you Volumed lol.
FYI this mod is for both Fallout 3 and New Vegas ;)
Cheers lads ^^
Cheers. Regarding the helmet, thats from another mod. Spetsnaz Armor I think its called. I happened to have all the mods I usually play with still active in my load order when showing of the THE5 texture replacer I made for Wargame. This has caused a bit of confusion, my apologies :)
Mod support will be added down the road once core functions are completed. I for one am looking forward to playing this with my own mod, Wargame: 2073 AD :)
Hey man, thanks for the support. In a nutshell, I personally found the pipeline really unfriendly. Modding Sins basically forces you to use XSI mod tool, and seeing as Ive already spent years learning how to use 3ds max and blender I was not prepared to do that all over again with XSI.
There were some tools for 3ds max, but they were totally outdated. Thats why there was a VS resurgence several months as I thought Id give it one last try with those. Granted I did get some ships ingame, with correct hardpoints and flying in the right direction, I was never able to get the textures to show up properly.
I even had canadaman from the halo project helping over msn and the dmg guys on the forums and still was unable to get it to work. Perhaps Im just an idiot, who knows. One thing I do know is I just dont have time for something thats so troublesome.
Man, Recyclers really goin the whole 9 yards with this thing. Im proud to be able to work with such great people.
I know right? Were the first mp mod for a Bethesda game that actually managed to pull it off. Hats of to Recycler :)
Bigdog? Haha, nah I didnt really explain my previous comment properly. Obviously theres plenty of 4 legged creatures in fallout, what I should have said was crab/spider like creatures.
Think of all the 4 legged creatures in fallout as rectangles. If I used those, I would end up with AT-AT type things from starwars, which I dont want. I want squares, like the 4 legged mechs from armored core an ghost in the shell. That make sense?
Lastly, if I did any type of heavy walker (which would be awesome) It would likely be 6 legged. Something about a 6 legged heavy, just feels 'right' haha.
Perhaps once Ive finished getting my current line of vehicles, weapons an props ingame, Ill start experimenting with more exotic types of creature-vehicles. Ive only really just scratched the surface of whats possible in NV ^^
Also, the way I'll be rigging the mechs onto the human skeleton.nif, its basically exactly the same as you would view 3rd person normally from the player character, only difference is the setscale script that increases your size, which inturn increases the camera size.
Add a couple of tanned beauties, a few hammocks and a long island icetea - im there :)
yea im curious as well, hopefully it'll work out as i imagine it, using this as a behavioral reference if your wondering Youtube.com
Downloading as we speak, good work matey.
been following the emotiv epoc for while now, super glad to see a dev finally supporting it. best of luck lads, tracking!
During the Combat Missions, as you hold key 'Strategic Positions' or SP's on the Battlemap, you earn points known as 'Combat Data'. When you capture a Dropzone SP, and have captured all the enemies forward Anti-aircraft SP's, you then access to a sort of vendor, from the dropzone.
From this vendor, you can spend your combat data on new units, which will then be flown in by this dropship and placed under your command.
Just finished uvmapping this badboy :) And my apologies to the comment that was here previously :< accidentally clicked delete instead of reply due to retardation.
Yeah Im definitely gonna be looking towards the Battlefield series in terms of map design.
Look like Scottish samurai.. strange mix, but cool!
Mad impressive as always, glad to see such talent behind this project ^^
I played Blacklight Ret for a few months and yes there design style has most defiantly rubbed off on me.
I basically combined future soldier concepts from the 80's and 90's and 15mm scifi miniatures with Blacklights style, this is the result :)
Almost finished this beasts uv map :)
The one your talking about, i suspect is the flagship, Dreadnought II, which is very similar to the battleship seen here.
Also, the caseless ammunition was pretty fragile, another reason for it being discontinued. The first caseless weapon developed was in 1848, a charge of black powder was placed inside a hollow at the back of a specially shaped Minié ball. These rounds were used by Hunt in a prototype repeating lever action rifle.
Really liked this gun ever since I first saw it in the movie 'Demolition Man' where in that universe it was some sort of crazy advanced energy weapon. I toiled with the notion of doing the same, but this is good as it is.
Pipboy will re appear once the inventory script has been fully rewritten.
Lol, the duck people, wont appear in chapter 1 or 2 (TJP), but when we go multiplayer (TJP: Online) with the addition of chapter 3 (Sector: 22) and chapter 4 (Fallout: New California) they will then make an appearance.
Yes theres a large selection from mecha to tanks and vtols.
The concept behind the rts functions is the dynamic intermingling of mods other modders have already made and leveled scripted events focused around bases and citys.
Its all built around the 1st person, so the rts functions arnt meant to smother the 1st person gameplay, instead, they should compliment each other.
Im not denying that happened, just saying, why would I post new gameplay pics if the mod was still dead? The obvious conclusion would be that the mod is infact not dead anymore, like say a mutated rad-phoenix, rising from its irradiated ashes.
Oh and check the front page if you wanna know whats up with this mods dev, not alot of effort to do so..
That tends to happen when everyone leaves the project. Ive since then restarted it and merged it with project blitzkrieg. This allows me to focus on vehicular functions while they work on locations and quests.
Aucutally its not anymore.
Should read some of the comments on the front page, weve allied with another mod team to combine our mods. Faction Wars: Sector 22 + Project Blitzkrieg = The Journeyman Project.
Details related this merger will be posted in an upcoming news update.
This is me venting my frustration. And no I didnt kill that duck, my tachikoma did :D
Makoto would be proud.
But yeah this mods basicially dead. Look out for Project Blitzkrieg, Ive given them everything weve made so far.
Lovin these textures, really done the model justice.
Nice mod bro, be keeping my eye on this.
Drive in real time :)
Your indeed correct, this is the JGSDF AH Hellhound, only difference is that this versions engines an wings are alot smaller then they should be, something I didnt notice till it was textured.
Will try an get one of my vermillion sector artists to correct this soon.
thats alright mate,
weve basically replaced all osprey style veritbirds in the game with more advanced jet powered vtols.
on top of that, each now gets a cheap helicopter gunship. vtol gunships in this game will be transports and highly armored an maneuverable gunships. nearly es expensive as mecha to depoy, if your a high enough level to deploy them.
Tactical, challenging and reasonably realistic is indeed the goal.
If we made them op and easily obtainable - people would just get bored of the lack of depth of this new almost unheard of feature. The engines old an buggy, but also pretty capable if you put your mind to it.
All you have to do is take a look at what happened in Iraq and Afghanistan.
Vehicles are assets which must be treated with care and supported with infantry, its one of the oldest rules of warfare.
Hardsuit vs Tanks:
In this mod, its all about combined arms tactics. The deployable Mecha (armored bipedal fighting vehicle)and personal command variants wont become available until much later in the game and even when you get them, wont be invincible.
They will however be hands down the most powerful unit you can purchase or pilot (if you can afford them). They are the ultimate weapon, just dont be careless.
i know, want peeps to see the final version when its textured an ingame, this is jus a teaser :)
Yep its on there an we both have youtube accounts, cheers anyways bro.
I agree to an extent, will look bit different once im finished with it ;)
Sure, check out Crest of the Stars, Banner of the Stars, Detonator Organ, Gallforce, Star Ocean EX, Project A-ko.. Macross II.. to name a few..
Thanks for the vid, well deff help my mod Vermillion Sector make some much needed headway. Those danm pdf guides are a pain!
Yeah man, after sniffing around fallout3nexus.com for tools to make my own f3 mods, I discovered the excellent blender.
The fact that its free! and the ui is so easy to navigate makes it a complete winner for me.