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Development log Weekly updates to our progress.
#1
Отправлено 04 апреля 2018 - 14:50
Log of changes will be updated every week when we update our .esm file (main master file that connects changes to the game).
Log №1.
March 2018.
- Created model and texture for Long-term Storage Container.
- Placed containers in the basement of Brotherhood Outpost in Den, Stables undegrounds, Mariposa's first level, Sierra's second level, Toxic Caves secret level, Den's church and Navarro's undergrounds.
- Placed new forklifts at Sierra's second level.
- Designed 4th (red), 5th (yellow and violet), 6th (green) and 6th (indigo) EPA levels and filled them with basic scenery.
- Created working animated elevator doors.
- Recreated animation for Vault doors.
- Created new set of metallic floors for bases/oil tanker/restroom areas.
- Created textures for some benches with three seats.
- Created basic interior of 4th (orange) EPA level.
- Created texture of humidity control system (new and ruined versions) for vaults and military bases.
- Created corresponding effects of "Way of the fruit" perk.
- Created models and textures for 4 types of tribunes.
- Created 5 of 11 types of red goo lakes for 4th EPA level.
- Created textures for satellite dishes at Brotherhood outposts.
- Created basic textures of drink bar.
- Fully designed northern and north-western Gecko areas.
- Improved and created textures for radar at Brotherhood's outpost in Den.
- Created basic set of ceilings for EPA.
- Created navmesh and basic ceiling at 5th (yellow and violet) EPA level.
- Created basic decorations for ceilings in Navarro, EPA and Gecko's reactors.
- Improved wall design at 2nd EPA level.
- Improved decorations (floor and wall stains, junk, coffee mugs, etc.) at 5th Gecko reactor.
- Fixed some mistakes in southern Klamath area, improved terrain layout, started decorating and filling with scenery.
- Started creating mines under Redding.
- Created script for Cat's Paw easter egg.
#2
Отправлено 04 апреля 2018 - 14:53
April and May 2018
- Small improvements to mountain area near Toxic Caves.
- Created three new models for juniper trees.
- Added two new bushes models (was 1, now 10 in game).
- Started designing south-eastern Gecko areas.
- Created basic interior of Redding Downtown tunnels.
- Started creating Redding Molerat tunnels under mining town.
- Added new basic model of wooden shacks door.
- Created two new models for cinder block corners.
- Fully navmeshed 5th Gecko Reactor.
- Created a script for automatically closing doors.
- Created model and texture for external reactor doors.
- Created basic interior of 3rd Gecko Reactor/
- Fixed some models of pickable mushrooms.
- Fixed problems with ingame music.
- Created and textured metallic shack corner model.
- Started filling Den's Slave Guild building with scenery.
- Designed west and south-west of Toxic Caves area.
- Created several new details for caves and mines.
- Small fixes in Gecko's central area.
- Started designing 4th Gecko Reactor.
- Created LODs for some of the cars.
- Created LOD template for all classic trees.
- Started designing Redding's Great Wanamingo Caves.
- Created template of satellite worldmaps around cities.
- Created satellite worldmap for visually finished part of Gecko.
- Fixed Cyrillic letter "ё".
- Slightly improved caves and mines walls.
- Started designing Slags caves.
- Started designing small cave under Modoc (under toilet that blows up).
- Started designing tunnel under Modoc's well.
- Finished basic version of Malamute Saloon and Ascourti Casino ground floors.
- Finishing whole Arroyo area.
- Fully redone arroyo's eastern areas.
- Improved toxic cave's ceiling;
- Created and textured shower model.
- Created model of vent wall of brick buildings, creating texture.
- Started creating cave of fake Vault 13.
- Started creating cave of Vault 13.
- Created model of radiation scanner for Gecko Power Plants and vaults.
- Golden Gecko, baths, Buckner's, central house and living house in Klamath business center are finished and filled with scenery.
- Recreated Buckner's building as a single model with LOD.
- Recreated Dunton's building as a single model.
- Had a successful object LOD generation test.
- Small improvements to Gecko and Klamath areas.
- Shower model is finished and placed in required locations.
- Had a successful area LOD generation test.
- Started working on Redding business center.
- Started creating a lone shack at northern Klamath area (Megamod content)
- Finished basic filling of Malamute saloon
- Created basic model and texture for construction's "Warning" sign.
- Created texture for old version of showers.
- All eastern Arroyo is reworked.
- Finishing Arroyo's central (Village and its eastern part) .
- Created basic version of The Shack (Megamod content) .
- Created model and texture for frontal wall of Vic's shack.
Сообщение отредактировал CourierSix: 27 мая 2018 - 07:56
Причина редактирования Weekly update
#3
Отправлено 03 июня 2018 - 16:33
June 2018.
- Finishing Arroyo's western area (Hunting Grounds).
- Started reworking Arroyo's canyon (except for a part near bridge, it will have a unique model).
- Started creating one of secondary caves in Arroyo's area.
- Started filling Southern Klamath's forest area.
- Created a model of ventilation pipe for industrial roofs and other surfaces (from Fallout Nevada sprite).
- Created basic model of Velvet Elvis.
- Added a number of old parts for cave set.
- Created a template for one of three future sets of shack roofs.
- Created the UV map and first (clean) version of textures for Radiation Scanner for power plants and vaults.
- Started designing desert worldspaces that will serve as a base for random encounters.
- Small improvements to the western part of Arroyo's canyon.
- Small improvements in Arroyo's Hunting Grounds.
- Created the UV map and basic texture for Velvet Elvis, now usable in game.
- Created a first model of Brahmin Wagon with the UV map, making textures.
- Five new graffiti are created.
- Created 6 types of Radiation Scanner.
- Industrial ventilation pipe placed in game.
- Finalized all western side of Arroyo.
- Started working on a Vault City PIP Boy model.
- Created basic construction set for Brotherhood of Steel bunkers.
- Status Monitor is created, textured and placed in game
Сообщение отредактировал CourierSix: 05 июля 2018 - 14:36
Причина редактирования Weekly update
#4
Отправлено 06 июля 2018 - 20:36
July 2018.
- Created basic version of Brotherhood of Steel bunker in the Den. Bacic scenery objects are placed.
- Created basic version of Brotherhood of Steel bunker in the NCR. Bacic scenery objects are placed.
- Created basic version of Brotherhood of Steel bunker in the San Francisco. Bacic scenery objects are placed.
- Reworked a script for glowing fungus.
- Small improvements in sewers area of Toxic Caves.
- Navmeshed the basement of Desperado's casino.
- Small improvements in the Northern area of Klamath.
- Started designing a path between Klamath and Toxic Caves.
- Created one of the "park" areas in the northern Vault City.
- Set of rocks for exterior designing is updated.
- Created an area to the south of the Bridge in Arroyo. Playable area is mostly finished.
- Started working on Vault Suits.
- Changed the location of Sierra Army Depot due to it being visible from New Reno.
- Reworked the areas between Klamath's regions.
- Klamath's Grazing Grounds are layed out.
- Started working on a Rangers Safehouse near Klamath.
- Added a couple of destroyed buildings to Klamath's area.
- Two versions of a big conference room tables are created, textured and placed in-game.
- "Red 888 Guns" sign is textured and placed in-game.
- Three new elements of Brotherhood of Steel bunker construction set are created.
- Basic version of first floor of the Salvatore's Bar is created.
- A bunch of LOD models are fixed.
- New LOD models are created (cisterns, different trees, rocks, BoS outposts).
- Reactor 6 Access Tunnels in Gecko are navmeshed.
- Navarro's basement is navmeshed.
-Three BoS bunkers are navmeshed.
-Started placing scenery objects at the eastern Toxic Caves area.
-Started designing southern Klamath areas.(edited)
- Basic version of canyon the the north of Klamath is created.
- A few new melee weapons modifications are created.
- Selected a places for Den's Slave Run quests.
- 3d model of Vault City PIP-Boy is created.
- Minor additions to Salvatore's Bar scenery.
- Minor additions to the scenery of The Harp Bar in Gecko.
- Punching Bag model is finalized and UV map is created. Making a texture.
- Created a model of Nuka Cola bottle.
- Added more props to the Toxic Caves sewers.
- Navmeshing the Toxic Caves exterior.
Сообщение отредактировал CourierSix: 07 августа 2018 - 12:03
Причина редактирования Weekly update
#5
Отправлено 07 августа 2018 - 12:03
August 2018.
- Modoc area landscape mockup is created.
- Modoc and Ghost farm positions are laid out.
- Fire trigger script is created.
- Arroyo's central area is navmeshed.
- The path from the Arroyo to the Temple of Trials is navmeshed.
- Stubs of a Modoc's church and slaughterhouse are created.
- Started designing Modoc's main area.
- Created a stub of Broken Hills landscape.
- Continued working on the Ghost Farm caves.
- Punching Bag is completely textured.
- Textures of cave construction set are fixed.
- New lines for game starting sequence are written.
- Broken Hills buildings layout is completed.
- Finished navmeshing most of the Arroyo's western parts.
- Barns in Modoc and Ghost Farm area are placed.
- Created two more models for the Temple of Trials ceiling.
- Navarro's Undegrouds are navmeshed.
- Electric shock trigger is created.
- Western arroyo areas are navmeshed.
- Dynamite timer animation is configured.
- Minor changes in Sierra Army Depot areas.
- Shark Club basement template is created.
- Toxic Caves entrance area is navmeshed.
- First pieces of shack roofs are created.
- Built the roofs over several buildings in Gecko.
- Lone Shack near Klamath (Megamod content) now has a roof as well.
- Basic model of Boxing Ring is placed in-game.
- Minor improvements in Shark Club basement.
- New floor meshes for Shark Club basement are created.
- Different timer options for Time bomb are implemented.
- Main parts of Klamath Downtown are navmeshed.
- Destroyed door for the Temple of Trials is created.
- Finished the Temple of Trials ceiling.
- Random animations for wall fans are implemented.
Сообщение отредактировал CourierSix: 24 августа 2018 - 12:18
Причина редактирования Weekly update
#6
Отправлено 23 сентября 2018 - 20:43
September 2018.
- Texture swap on poisoned weapon is implemented.
- Minor changes in Shark Club basement.
- Minor additions to Ranger Outpost near Klamath.
- NCR saloon basement is created.
- Broken Hills store basement is created.
- Minor changes in Klamath canyon, started navmeshing.
- Started filling Broken Hills with basic props.
- Started laying out Den sewers.
- Klamath areas around Grazing Grounds and to the east are laid out and soil is painted.
- Large slate fence texture is fixed.
- Broken Hills caravan office and refinery are laid out.
- Barbell and bench models are textured and UV is created.(edited)
Сообщение отредактировал CourierSix: 29 октября 2018 - 13:16
Причина редактирования Weekly update
#7
Отправлено 29 октября 2018 - 13:19
October 2018.
- Placed basic scenery props in Broken Hills (first map).
- Started laying out Golgotha.
- Created two new assets of paper and box piles.
- Five new assets of stakes with corpses are created.
- Open grave model for Golgotha is created.
- Golgotha's west is laid out.
- New soil texture for New Reno is created.
- More areas surrounding Klamath are laid out.
- Cosmetic changes in the NCR saloon basement.
- Placed basic scenery objects in Eastern Broken Hills buildings.
- Klamath canyon is almost completely navmeshed.
- Klamath Grazing Grounds areas environment is completed.
- Minor changes in Klamath and Den worldspaces.
- Added new assets to Redding undergrounds.
- Navmeshed southern Klamath Grazing Grounds areas.
- Navmeshing Redding underground tunnels.
- Placed scenery objects in Modoc buildings.
- Pip-Boy 2000 Mk VI as a game asset is finished, UV is created.
- Pip-Boy screensaver is implemented.
- Machete weapon mods are added.
- Normalmaps for Pip-Boy 2000 Mk VI are created.
- Patrol combat armor UV is fixed.
- Major changes in Klamath's Trapping Grounds.
- Optimized some of the scripts.
#8
Отправлено 10 января 2019 - 18:20
November 2018.
- Ceilings in Toxic Caves are redecorated.
- Large part of Arroyo to the south of the Temple of Trials is navmeshed.
- Hubologists Stash (second floor) is laid out.
- Minor changes in Balthas tannery in Modoc.
- Basic scenery objects are placed in Broken Hills shop.
- Bicycle asset is created.
- New basic car assets are added.
- Minor changes in Klamath Canyon.
- Functional clocks are added to PIP-Boys.
- Improved one of the trucks.
- Finished working on Pip-Boy 2000 Mk VI.
- Imroved the "coast" line of Klamath Canyon, real world references are added.
- Most of the Arroyo east is navmeshed.
- Western playable areas of Klamath are laid out.
- Minor changes in south and south-east Klamath.
- EPA ground areas are laid out.
- Placed the scenery objects in several buildings in Modoc.
- Created a texture for wall-mounted BoS logo.
- Finished working on male vault suit model, basic texture is made.
- Working on female vault suit.
Log №9.
December 2018.
- Created new pieces of destroyed ceilings for concrete buildings.
- About 500 new item descriptions are written.
- New sign asset for Klamath Marina is created.
- Placed ceilings in Klamath Trappertown.
- About 5 acres of wasteland around EPA are designed.
- Three more buildings in Broken Hills are filled with scenery objects.
- Minor improvements in Modoc.
- Minor improvements in Toxic Caves worldspace.
- About 5 acres of Arroyo surroundings are navmeshed.
- Several shack walls are improved.
- Minor changes in Klamath trapper town.
- Several acres of Arroyo surroundings are navmeshed.
- Placed scenery assets in a several Broken Hills buildings.
- Three Broken Hills buildings are navmeshed.
- New item descriptions are created.
- New BAR sign is created, making texture.
- Minor changes in Modoc, Cornelius' house is laid out.
- Dry riverbed in a western Klamath territories is laid out.
- Punching bag interaction script is created.
- Fixed a teleport marker to travel between the locations without doors.
- Minor changes in Klamath's Trapper Town.
- Laid out mountains around Broken Hills north.
- Several acres of Arroyo grazing grounds are navmeshed.
Log №10.
January 2019.
- Downtown Klamath is navmeshed.
- Shacks in Vault City courtyard are created and filled with basic scenery objects.
- Minor changes in Modoc.
- Farrel's home in Modoc is laid out and filled with scenery objects.
- Broken Hills toilet is laid out.
- Adding scenery objects to several Broken Hills houses
- Ascorti's Ace sign is finished.
- Hospital sign for Redding is created.
- Jungle Jym sign UV is created, making texture.
- More areas of Hunting Grounds in Klamaths are navmeshed.
- First and Second Street in Den are navmeshed.
- Minor changes in Den, Den areas and Broken Hills.
- Minor changes in Modoс.
- Downtown Klamath is mostly navmeshed.
- Klamath Canyon dock is navmeshed.
- Added minor clutter to the Temple of Trials.
- Grisham's house in Modoc is laid out.
- First street of Broken Hills is navmeshed.
- Laying out Vault 15 cave.
- Dry lake in western Klamath surroundings is created.
- Western Klamath Canyon is partly navmeshed.
- Jungle Gym sign is created.
- Klamath Bob's Liquor shack is navmeshed.
- Cave set of assets is improved.
- Basic texture for the old SUV is created.
- Created two new walls for the shack set.
- Minor fixes in second floor of Mariposa base.
- New set of metal shack roofs is created.
- 5 new assets of trees are finished.
- Minor changes in south east of Modoc surroundings.
#9
Отправлено 13 марта 2019 - 16:00
February 2019.
- All classic graffiti are recreated.
- New set of metal shack roofs is created.
- Navmeshing main Gecko road.
- Started working on the official project logo.
- Created a texture for the Poseidon Gasoline sign.
- Two new wall stickers for the New Khans are created.
- Several new wall stickers for New Reno are created.
- Fixed some mistakes in Modoc level design.
- New poster texture is created.
- Several acres of Gecko surroundings are navmeshed.
- Mariposa first floor is navmeshed.
- Started navmeshing second floor of Mariposa.
- Several cells of Gecko area are navmeshed.
- Minor changes in second floor of Mariposa.
- Brahmin pastures and Farrel's garden in Modoc are laid out.
- Scenery objects are placed in Broken Hills clinic.
- Minor changes and improvements in Modoc.
- Finalized most of the Modoc buildings.
- Pep Gas sign is textured.
- Foothills around Modoc are laid out.
- Minor fixes and cluttering in Broken Hills bars.
- Placed scenery assets in Modoc slaughterhouse.
- Laid out the shack and fence near the gas station in Navarro.
- Fixes in game start sequence.
- Fixes in AR rifles settings.
- Fixes and optimization in Gecko navmesh.
- More Gecko cells are navmeshed.
- Minor fixes in Broken Hills clinic assets.
- Fixes in Mariposa third floor.
- Mariposa second floor is navmeshed.
Log №12.
March 2019.
- Mariposa third floor is navmeshed..
- Laying out environments around the Navarro gas station.
- Fixes in damage calculation formulas.
- Added armor damage from electricity, fire and goo.
- Working on Farrel's garden in Modoc.
- Added more scenery assets to Markus house.
- More Gecko cells are navmeshed.
- Additional fixes in scripts.
- Corrections in Broken Hills houses.
- Fixes and optimization in several scripts and quests.
- Minor corrections in Gecko level design.
- Gecko north is mostly navmeshed.
- Navmeshing Modoc's main street.
- Started working on Colt Rangemaster model.