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Deadeye_Rob

Fallout 4: Vault-Tec Modular Blueprint Set Development

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Posted (edited)

Here's a screenshot of my upcoming project. Its an overhauled and redesign of an earlier project I did years ago!

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Edited by Deadeye_Rob
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Will you animate the door 😳

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7 hours ago, zarwil said:

Will you animate the door 😳

Hopefully the following screenshots will answer your question!

I built a fully working vault based on the fallout 3 architectural style sometime around Ylands 1.0 release. It looks very dated now so I thought I'd create a new & improved version! 

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Enclosed at the back of the Drill is an animated motorized cog that rotates and spews out sparks as it engages with the Vault Door's 4 bolt locks. Once the drill engages with the door, the cog spools up, withdrawing the bolt locks. Once released, the drill pulls the door from its frame, and rolls it to the right, clearing the entrance.

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My favorite little detail is the locking indicator. The two indicator windows will show the status of the Vault door locking bolts. Exactly as it does in the game!

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-I've begun to test my entrance way by embedding it into a mountain face. I think it looks rather good! I also like the way the light shines thought the door when it's opened!

 

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-You cant quite see it but in the top left of the door is a rotating siren light. When you initiate the Opening Sequence, all standard lights go out, replaced by flashing warning lamps and indicators! Sadly there isnt any audio alerts I can use in the preset sound effects bank. Maybe something for future updates?

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-There's another alert siren on the  outside which operates when the door is opening or closing. I must say it looks pretty imposing!

 

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-Here's a shot which shows off the extending gangway.

The sequence goes something like this

  1. BUTTON IS PRESSED, OPENING SEQUENCE BEGINS - ALL AMBIENT LIGHTS GO OFF AND HAZARD LIGHTS COME ON.
  2. DRILL MOVES IN TO POSITION IN 2 STAGES AND ENGAGES WITH THE VAULT DOOR.
  3. DRILL ACTIVATES. ROTATING GEARS CAN BE SEEN SPOOLING UP AND SPARKS ARE NOTICED.
  4. 4 VAULT SHOOT-BOLTS ARE WITHDRAWN UNDER THE CONTROL OF THE DRILL.
  5. SHOOT-BOLT STATUS WINDOWS CHANGE FROM RED/LOCKED TO GREEN/CLEAR
  6. AFTER A FEW SECONDS, THE DRILL FORCEABLY PULLS THE DOOR OUT OF THE FRAME AND ONTO THE ROLLINGTRACK.
  7. ONCE IN PLACE THE DRILL DRAG-ROLLS THE DOOR AWAY FROM THE FRAME ALONG TO IT'S STOWAGE POINT. BOTH DRILL AND DOOR REMAIN THERE UNTIL CLOSING SEQUENCE.
  8. EXTENDABLE GANGWAY USES THE SAME OVERHEAD RAILS AS THE DRILL TO BRIDGE THE GAP, ALLOWING FREE PASSAGE IN/OUT OF THE VAULT
  9. HAZARD LIGHTS EXTINGUISH AND AMBIENT LIGHTS COME ON AGAIN.
  10. -SEQUENCE COMPELTE-

I am absolutely loving this project. As usual I have no idea why I'm doing it, but I just love the idea of making a self-sufficient base! I want to imprint and embed a number of clever little scripts and systems such as lighting, automatons and other quality of life inventions. Maybe this could be the level-design to a rather clever 'one of us' kind of game? who knows! Enjoy for now guys! I shall continue working!

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after the release of 1.8, a tile was implemented in the game with which it is possible to efficiently create different sounds by adjusting the length, frequency and speed of different tones. I was quite interested in it, but since lot of players(me too) played game with the sounds turned off, I didn't devote myself to it 100%.maybe we Can create sounds fór alarm with this tile. 🤔 Btw amazing Job,as always!

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I’ll have a look into that! It would be great if we could import sound effects. The opening/closing sequence is pretty much perfect in terms of timing and mechanics. All that’s missing is the infamous sounds and the odd bit of sparks coming from the door being dragged out. :D

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Here's the new version of the interior doors. This includes a door control box that's fully animated. I've even applied some sound to great effect. The door feels heavy and clunky as it should! It's been designed to traditional Fallout style!

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The build is progressing well. The main entrance hall is structurally complete, incorporating a little security office where players can make use of the external security cameras. Now for the meat of the project!

 

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This is my concept of some of the heavy duty doors that I've encountered when exploring Vault 111 in Fallout 4. They aren't really seen anywhere else, which is a shame because I like the design. I've decided to include it into my design as the primary way into the main living space of the Vault. It has preset hazard indicators above the bulkhead which show a Steady Green for Open, Steady Red for Closed, and a flashing orange for In-Transit. I have also included a few soundeffects to reflect the doors material.

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WORKING TERMINALS!

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...Or at least I hope so! After much micro-positioning of objects, I've finally created a welded entity in the form of a retro-sci-fi computer terminal! It's my hope to create some basic scripts where a player can interrogate a terminal and perform certain pre-written instructions. These could be anything from lighting controls, door locks or security cameras. Not to mention any story-driven narrative! I spent an embarrassing amount of time building this so I hope it was worth it! =D

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The Computer Core is pretty much complete save for a few more wall details, pipes, vents etc. I added a Logic Timer to trigger every second in order to make the green cursor block on the terminals flash to add more realism. I must admit, they look brilliant! The cassette cabinets behind also rotate in different speeds and directions.

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ORIENTATION SESSIONS

Adjusting to your new life in the vault is an overwhelming experience! "What is my purpose?", "What's going on outside?", "Where can I get a Nuka Cola?".

All new Vault residents should attend an Orientation Session. This part of the Vault will allow new players to enjoy a cup of tea and watch a series of slides explaining their new life as a functioning member of the Vault community! I'm still tinkering with the scripting but I think you'll love how I've used custom camera's slide imagery and dialogue!

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@Deadeye_RobWhere can I find a Nuka Cola? LOL Love the reference. Was wondering if the vault will have an underground greenhouse? You mentioned having a cup of tea.

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@spiritchaser28 Believe me when I say that I’ve got a full Hard Drive of Fallout Vault concept art, screenshots and videos! It takes me hours just to do the preliminary work on an area!

That being said, I do have plans to include a hydroponics area, which players will be required to operate to maintain their food supply!

Reading the lore behind the Vaults, they were touted as the most technologically advanced shelters the USA had produced. They’re purpose wasn’t just for preserving life however, which is what I’ll expand on later! 😁

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I've made some great progress on recreating certain structural assets that are common in Vault-tec Architecture. This screenshot show's a particular buttressed archway that I believe is very eye-catching and further adds to the Fallout-theme.

It's only a minor feature, but with enough assemblies like this, you will actually feel like you're playing a Fallout-esc game!

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So i've ditched the energy-based lights for glowsticks. I've created little light emitters where I can place them. I think you'll agree, the lighting looks far more subtle and superior in comparison to the previous one. To achieve this off-colour white, I placed a Yellow & Blue Glowstick in close proximity to each other. The low light works great underground and picks out the little details of the rest of the structure.

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Being locked away in a Vault for a lifetime requires that we have a renewable food source! I present to you the 'Grow-N-Prosper 1000' This revolutionary device will bring out the green thumb in anyone! Plant your seeds inside and the ZAX AI Mastercomputer will do the rest!

 

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As you can see, I'm toying with the retro-futuristic technology. Ice blocks are the perfect material for my tech catalogue as it's a nice clean texture that I can overlap without any visual collisions. I also used Stone Letters for the Screen boarders.

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I decided to update and improve the main entrance to the Vault. This includes creating an entire catalogue of structural assets and objects made to be identical to those in the game itself. This includes but not limited to, structural supports and joists, wall panels and some furniture (RAD Scrubbers).

I put together this nifty vault label made from 2 layers of blocks. Layer 2 being placed underneath and painted blue. It matches the original game design perfectly! Hopefully im reaching the point where the design is looking more bethesda and less Ylands.

 

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Posted (edited)

Your work is amazing! I'm inspired to make my own interactable computers in yland XD

Edited by JonathanHunt
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15 hours ago, JonathanHunt said:

Your work is amazing! I'm inspired to make my own interactable computers in yland XD

Thanks mate! I'm playing around with various dialogue-based scripts & HUD changing features to essentially use the terminals like you would in the game. It's proving tricky in some areas however and I've paused development on it until I complete the vault's primary structure!

As you can see, there is still plenty left to be done! Here is a screenshot of the Atrium area. It's a big task which requires a lot of detail to be implemented.

 

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It took me a solid 20 minutes just to find and match a suitable colour for the walls! The railing struts took another 3 minutes of design also!

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1 hour ago, Deadeye_Rob said:

Thanks mate! I'm playing around with various dialogue-based scripts & HUD changing features to essentially use the terminals like you would in the game. It's proving tricky in some areas however and I've paused development on it until I complete the vault's primary structure!

As you can see, there is still plenty left to be done! Here is a screenshot of the Atrium area. It's a big task which requires a lot of detail to be implemented.

 

 

It took me a solid 20 minutes just to find and match a suitable colour for the walls! The railing struts took another 3 minutes of design also!

I see. I'm sure what ever you can make will be ahead of most yland games in detail.

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@JonathanHunt

I’ll upload a screenshot of my progress with developing a working terminal at some point.

Basically all I’ve done is welded the terminal into a single interactive entity with its own First-Person Camera.

On interacting with the terminal, the players viewpoint zooms where the terminal screen fills the FOV.

At this point I can either initiate a dialogue network or introduce a set of custom HUDs.

I’m looking into developing the HUD option as it will look like the terminal screen is actually working. :)

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Sorry I've been away at work this week, but I've managed to quickly complete and test out some ceiling segments for the Atrium Zone of the vault. Enjoy!

 

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It is n early structural phase of development. There will be more details such as pipes, ducts etc.

As I said before, I want to create a set of modular pieces so that I can accelerate the construction of the Vault! =D

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The structure of the atrium is pretty much complete! I shall either press on with the remaining Vault structural layout or decide to add the details, fixtures etc.

Stay tuned!

 

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Greetings Vault dwellers! I've started work on the residential sectors of Vault 14! These will essentially be empty rooms for the player to furnish later but here's a couple of screenshots I've thrown together. I'm undecided to include bathrooms for every resident quarter or to have some sort of communal facilities. The general rule of thumb with Vault-Tec designs can differ (Vault 76 residents have their own bathrooms where as Vault 81 prefers communal bathrooms)

 

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Please let me know what you think of my progress, including anything I should include in Vault 14. I'd be grateful for any feedback!

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