Since we’re busy working with London-based studio Splash Damage on an unannounced title (no, we can’t say what they’re working on…yet), here’s an update on some news out of their office.
The 2008 Mobius Awards for advertising have been revealed, and the Enemy Territory: Quake Wars’ site, Stroyent.com, was honored as this year’s winner in the New Media category. Stroyent is just what you need if you’re suffering from…ummm, projectile dysfunction. Be sure to check out the hilarious video.
Modders and aspiring game developers might be interested in reading the March issue of 3D World magazine, where Splash Damage artist Paul ‘MoP’ Greveson gives step by step instruction on how to skin and export a zombie model. Additionally, on 3D World’s site, Paul has video tutorials on skinning a zombie in 3D Max. Also featured in the magazine, animator Chris ‘Hauser’ Bull covers working with MotionBuilder to create animations based on motion capture data.
Finally, in their first edition of “Currently Hurling Controllers / Mice At” for 2009, members of the Splash Damage team discuss their favorite games of 2008. Hey, there’s even a few mentions for Fallout 3.
That’s it for now. In the coming weeks/months, we’ll continue to keep you up to speed on what’s going on at Splash Damage.
GS_Seyda Neen Complete by Gianluca: This mod gives the port town of Seyda Neen a more authentic look — adding shops, a tavern, various homes, and more.
Cobl by Cobl Team: Abbreviated for Common Oblivion, Cobl adds a world enrichment mod that adds lots of little things that enrich your gameplay experience, as well as a shared library that serves as a resource for other mods, and an integration tool that allows different mods to “talk” to each other. Read the full details here.
Here’s more Fallout news/coverage we thought you’d be interested in…
We’ll start at Planet Fallout, where they’ve started State of Modding — a new interview series where they talk to modders within the community. The first two interviews, JaySuS and DarN are up, with more on the way.
There’s a couple interesting articles elsewhere worth reading. At IGN, Rus McLaughlin has put together an eight-page History of Fallout feature — that discusses the franchise all the way back to its Wasteland roots. Meanwhile, Clive Thompson reacts to post-apocalyptic atmosphere of Fallout 3 in a column for Wired. Here’s a snippet:
“The big difference with Fallout 3 is that it depicts — with remarkable fidelity — a city that actually exists, and that I’ve often visited. When I emerged from Tenleytown Station, I knew what it was supposed to look like: a bustling city scene of briefcase-toting wonks, trucks delivering packages, people buying coffee at corner stores. When I visited the location in Fallout 3, I saw nothing but the rusting hulk of a bombed-out blue car, with smoke billowing over the buckled asphalt and buildings as brittle as fall leaves”
On a lighter note, I suggest checking out 1Up Editor Kurtis Seid’s blog on entitled, “What I eat when I play Fallout 3.” Check out the brahmin feast above. Mmmm…..brahmin!
Back in June, we posted about The Elder Scrolls Fan Union, who were working on a Morrowind mod project to bring community members into the game as NPCs. I recently checked in with members from the site about their progress and received the following email (thanks Ibis), written by BGS forum member redsrock.
If you’re interested in joining the project, head here.
Take it away, Redsrock…
The TESFU Town Mod Project is going rather well. Somewhat naturally slow due to us not having a whole lot of modders on the job, but as they say…slow and steady wins the race. And for what we lack in numbers we more than make up with quality. Ibis at the helm is doing a tremendous job of keeping everything organized, as well as keeping tabs on everyone else’s duties. She is truly a wonderful Director/modder, and the mod definitely wouldn’t be alive without her.
Also worth checking out at Nexus is Martigen’s Mutant Mod that makes creatures and NPCs more unique throughout the wasteland. Check out some of the features below:
Every creature and NPC is unique with its own stats, size, confidence, health, damage and even skin (texture)
Creatures and NPCs suffer improved wounding effects such as visible bleedng and statistic penalties
Creatures and NPCs can loot the corpses of fallen enemies, after which you can find this loot if you kill them
Creatures and NPCs have improved behavioural AI based on class — in any given group some may be aggressive towards you, some may be ambivalent, and others may avoid you outright.
Configurable increased spawns allow you tailor how many creatures and NPCs spawn in the game at any given spawn point
Improved faction system to better reflect inter-faction relations and ensure the player isn’t the center of the universe
New creatures and NPCs to add variety to the wasteland — all hand-crafted with their own stats, abilities, loot, weapons, textures and in some cases scripted AI behaviour.
Martigen’s Mutant Mod is currently in beta and can be discussed here in our forums. While you’re at it, you might also want to check out his Increased Spawns mod to add a little more challenge to your game.
In our continuing series of tips for using The G.E.C.K., Fallout 3′s PC editor, Level Designer Jeff Browne put together the following video, entitled “Bunker Kit & Snap to Reference.”
Below is a quick note on the video from Jeff about the video:
Because of the scope of our games, it’s necessary for our artists to build robust, flexible kits that allow us to re-use a relatively small number of assets in a wide variety of combinations. Thanks to these kits, level designers can create unique Vaults, offices or utility areas without the need for specialized art.
Learning to work with a new kit can be a time-consuming and sometimes frustrating process. Kits are composed of inter-locking pieces and it can take a while to get accustomed to the nuances of working with each one. The Enclave Bunker Kit is relatively small, but working with it can be as difficult as the larger kits. In this video, I explain the kit and how it’s to be used. This tutorial will also teach you how to work quickly with Reference Snapping.
Yesterday our office was closed in celebration of (and to avoid a chaotic travels due to) President Obama’s Inauguration. While around 2 million people watched from the National Mall, MTV Multiplayer’s Stephen Totilo decided to visit what’s left of the Mall playing Fallout 3. A cool idea, but maybe he needed a modder to add a couple million Super Mutants.
I wish I could find a good pic of the Mall after the two million people left. Might look closer to the image from Fallout 3.
One of our forum moderators, Rohugh, brought to my attention an interesting thread for all of you that get into cosplay or dressing up for Halloween. BGS forum member MightyJohn has begun work on a Brotherhood of Steel costume for Halloween this year.
If you click on the links in the thread, you’ll see he’s only posted shots of the helmet, which looks amazing. Should be interesting to see what he’s got put together come October.
For over a year, Thorlak Island Team have been working on a pretty expansive Oblivion project, entitled Thorlak Island: Blood in the Snow. This mod offers a new (snow covered) island to explore, all new NPCs and towns, nine new quests, and more.