[REL] Restored Riot Police Armor

Post » Fri Feb 18, 2011 6:44 pm

FINALLY!

EDIT: It's up for downloading again -> link:

http://www.newvegasnexus.com/downloads/file.php?id=39625

****Took me some time to set up all the files properly so I hope I didn't make any mistake somewhere. If so please let me know and I'll try to fix it asap!****

READ DESCRIPTION!!!!


OPTIONAL FILES: DOWNLOAD AND EXTRACT OVER ORIGINAL FILES. Optional files can be simply extracted to the "data folder".

Description
===========
This mod adds a restored version of the original NCR Combat Ranger armor ingame.

Details
=======
It comes in different colors, the standard version contains a weathered version of both the light and heavy
version of this armor. It is also pipboy compatible. Non weathered/clean textured version can be downloaded
seperately just as a non pipboy version. Also a darker version can be downloaded seperately.

!!!!The armor can be found in a failed delivery box inside the blue truck at the mojave outpost!!!!

Usage
=====

This mod adds 16 armors ingame,

One Heavy [fully armored] version and a Light [half armored] version

They both come in black, blue, green, grey, orange, army green, red and yellow.

+ An optional ESP for a gloved version of this armor.


Took me some time to upload everything because the file size seemed to be too big I had to cut it down to smaller seperate files. Anyways Hope everything works! I havent beta tested these files yet so if you run into any problems let me know and I'll try to fix it asap.
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Rich O'Brien
 
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Post » Fri Feb 18, 2011 11:19 pm

BOOM! lol file is offline again, seems to be an error with uploading the main file? I;ll be back in a few hrs fixing this thing :) So no release yet!
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J.P loves
 
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Post » Sat Feb 19, 2011 6:43 am

Your stuff rocks! You know I actually found an old copy of your Castle Veldoril for Morrowind on my HD and played with it again. You can barely walk through it because the collision is so jacked in some areas so I bumped the architecture up by half in the CS and rebuilt it which helped as things were kinda undersized anyway. Love that mod even with its faults. Any plans to do anything more architecture related in the future? Keep it coming!
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Devils Cheek
 
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Post » Sat Feb 19, 2011 3:56 am

I'll see you in a few hours ;o
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Reanan-Marie Olsen
 
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Post » Sat Feb 19, 2011 2:56 am

IT'S WORKING! or at least it's downloadable again. I compressed some of the textures so the filesize is a lot smaller! Anyways let me know if you run into any trouble :)!
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Floor Punch
 
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Post » Sat Feb 19, 2011 7:23 am

Thanks Geonox for this armor man i had to thank you cause i always wanted something like this man you are a genius man peace and love homie and you kats from the Netherlands are real talented cause one of my favorite music producers is from the Netherlands if you have not heard of him check him out Nicolay. But once again i am loving this armor you had waiting up every night looking to see if this is done. thankyou man.
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Lexy Corpsey
 
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Post » Fri Feb 18, 2011 7:54 pm

>700MB unpacked for just armor? Seriously?

Do you know just how much filesize you could cut down if you used texture set overrides? I bet it could weigh in under 100 MB unpacked.
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Dan Wright
 
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Post » Sat Feb 19, 2011 5:29 am

>700MB unpacked for just armor? Seriously?

Do you know just how much filesize you could cut down if you used texture set overrides? I bet it could weigh in under 100 MB unpacked.


What? lol it says 288 mb here? It has huge textures 2048x2048, 16 different armors that come with +/- 70 textures that size [dif + norm map] ? What's texture set override? :/

Nevermind I see what you mean but the thing is I made this mod this way so people have as much options to play with as possible. I've been getting so much requests about a "this and a that" that I decided to make the mod this way. So people can have both color and texture variation between the heavy and light armor. I could have easily used the same textures for both but I wanted the player to be able to make their own decisions, the downside of this is that the file size increases a lot....
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Allison Sizemore
 
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Post » Fri Feb 18, 2011 10:07 pm

Yeah, the rar is 288 MB. The whole thing unpacked is 776 MB.

I understand the aversiveness to DXTing that big ol' normal map, knowing how it tends to butcher the red and blue channels (especially the red) with compression loss. But you only need one instance of each variant of it. Heck, you only need one light and one heavy mesh too, thanks to the power of the Texture Set Override. It'll cut down immensely on file size.

EDIT: Texture set override. On practically any kind of mesh short of creature meshes, you can use the GECK to create a Texture Set, to which you can apply to a loaded NIF as an override to its default textures. That's why there's many retextures of the basic Combat Armor, but only one instance of the mesh, with the default textures. That's also how the higher-res 1stperson gun textures are handled as well.

Lemme go look around the GECK wiki to see if there's a tut...
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Jessica White
 
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Post » Fri Feb 18, 2011 6:05 pm

Editing posts back and forth will be confusing so I will just post again...

They can still have their variations and stuff and the mod can still weigh in at a far lighter size unpacked if you use texture set overrides. That's the whole reason the Texture Set Override system exists; to eliminate the need for otherwise redundant textures and meshes in the content archive.

You could get by with just one monster normal map for each armor size, and then bundle all the color variants into the same folder with it. You could have just one instance of the light and heavy mesh. And then you can vary to your heart's content with the GECK's tex set override system and still keep filesize down.

There's only one vanilla Combat Armor nif in the mesh BSA. But there's many variants: Talon, Rivet City, Reilly's Rangers... This is done via Texture Set Overrides.
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priscillaaa
 
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Post » Sat Feb 19, 2011 5:24 am

Editing posts back and forth will be confusing so I will just post again...

They can still have their variations and stuff and the mod can still weigh in at a far lighter size unpacked if you use texture set overrides. That's the whole reason the Texture Set Override system exists; to eliminate the need for otherwise redundant textures and meshes in the content archive.

You could get by with just one monster normal map for each armor size, and then bundle all the color variants into the same folder with it. You could have just one instance of the light and heavy mesh. And then you can vary to your heart's content with the GECK's tex set override system and still keep filesize down.

There's only one vanilla Combat Armor nif in the mesh BSA. But there's many variants: Talon, Rivet City, Reilly's Rangers. This is done via Texture Set Overrides.


Im actually a modeller and texturer and know very little what you can do with the g.e.c.k but wow I really have to look into this, I didn't know this. It will make things also so much easier and will save me a lot of time next time :/! I'll just leave the file as it is right now and try to look into the texture override stuff later. I'm already happy that I managed to get this thing released! I have so little time on my hands to create mods anymore these last few weeks...
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Phillip Brunyee
 
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Post » Sat Feb 19, 2011 2:21 am

I can PM you a Q&D tutorial on texture sets if you want, I can't seem to turn one up on GECK Wiki.
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Damien Mulvenna
 
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Post » Fri Feb 18, 2011 8:56 pm

Awesome - I was really hanging out for this. :)

I do have to echo what MadCat said, though; texture sets are your friend. I highly recommend doing what he said. They're very easy to use, too. The WMK 'Adding Content' tutorial (on WMK's Nexus file page) covers how to assign texture sets to a mesh, actually - though it doesn't cover how to create new texture sets... so if MadCat is writing a more targeted tutorial, that might be better anyway.


Edit: Oh yeah - I noticed you have a separate download for 'no pip-boy' use. I haven't downloaded any of the files yet to check (hoping for a reduction in file size ;)), and sorry if you do already know about this, but do you know about using 'pipboyoff' and 'pipboyon' mesh objects? Basically you have two left-forearm objects in the one nif file: the one to be displayed when the character is not wearing a Pip-Boy is named 'pipboyoff', and the one to be displayed when the character is wearing a Pip-Boy is named 'pipboyon'. The game automatically displays the correct one. This is what I did in DTO, and I imagine most - if not all - clothing/armour in the game is set up the same way.
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stacy hamilton
 
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Post » Sat Feb 19, 2011 9:27 am

Awesome - I was really hanging out for this. :)

I do have to echo what MadCat said, though; texture sets are your friend. I highly recommend doing what he said. They're very easy to use, too. The WMK 'Adding Content' tutorial (on WMK's Nexus file page) covers how to assign texture sets to a mesh, actually - though it doesn't cover how to create new texture sets... so if MadCat is writing a more targeted tutorial, that might be better anyway.


Edit: Oh yeah - I noticed you have a separate download for 'no pip-boy' use. I haven't downloaded any of the files yet to check (hoping for a reduction in file size ;)), and sorry if you do already know about this, but do you know about using 'pipboyoff' and 'pipboyon' mesh objects? Basically you have two left-forearm objects in the one nif file: the one to be displayed when the character is not wearing a Pip-Boy is named 'pipboyoff', and the one to be displayed when the character is wearing a Pip-Boy is named 'pipboyon'. The game automatically displays the correct one. This is what I did in DTO, and I imagine most - if not all - clothing/armour in the game is set up the same way.


Yeah I'll just leave the file as it is right now and see if I have some time to fix it somewhere this month! I know about the pipboy on and off settings but I forgot to do that while creating the mesh. And I didn't felt like re-doing the mesh and having to assign all the textures again in nifskope manually. That would have cost me another day that's why I fixed it like this this time. But IF I ever get to work on the texture sets thingie then I'll definitely fix that one as well. Thanks anyways ;)!
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Miguel
 
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