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JDGameArt

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About JDGameArt

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    https://www.artstation.com/jdgameart
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    justindewey
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    United States
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    Skyrim
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    Skyrim, WoW when it was good...

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  1. https://www.blender.org/ This is what everyone uses if you want a free 3D modeling package.
  2. Was wondering if someone could help me out with a vsync issue? For some reason after the garage loading screen V sync seems to be enabled and I can't turn it off. (kiling fps) I started playing Fallout when the game first launched. I let the auto settings run at Ultra, turned off vsync and the game ran like a top. I quit playing Fallout for maybe a month until last night. Steam did an update, and ever since then I'm unable to turn off vsync. I've manually set the nvidia settings, changed the .ini file in the game folder and in the documents directory (iPresentInterval=0), yet for some reason it's just stuck on. Anyone know what I might try next?
  3. This will work in max 2013 and 14 but I don't know how reliable it is. I've used it in 14 and seems fairly solid but I didn't use every feature. https://tesrenewal.com/forums/tools-and-coding/nif-importexport-plugin-for-3dsmax-2013
  4. I'm kinda tired right now, so I'll answer this the best I can but... There are no written in stone poly limits as far as what a game can have in it, and since we're all using different PC's each one will handle the scene better or worse. If I remember right, default Skyrim will jump from 1.5m - 2.5m triangles at any given time outdoors. If this were all quads it would be up to 1.25 million quad polygons. A game engine handles 3d assets in triangles and vertices so that's a better way to look at it. Another thing to consider is the draw call, this has a HUGE impact, and the number of materials and lights in the scene being called will affect this greatly; so it kinda goes beyond just raw vertex / tri-count. The limiting factor is the CPU / GPU / and available memory (everything is sort of a pipeline, one affecting the other); drivers can impact the performance too. The physical size of a mesh is sort of relative; games are built on a power of 2, sort of base scaling, and everything is built off of that. An example is a character being 128x32 units is size. 6' ish. Skyrim was released in 2011, with consoles in mind. Considering current desktop hardware id probably keep the entire scene around 3-3.2 million tris, but even then, how many lights and materials will you be needing? Also, here's a great read on building modular environment related to Skyrim. http://www.gamasutra.com/blogs/JoelBurgess/20130501/191514/Skyrims_Modular_Approach_to_Level_Design.php
  5. You probably already know this, but the game engine is designed to call files from the .bsa archives if no mods are installed. Even if I have no .esp's active but I do have files installed that are of the same path and name as the .bsa, they will overwrite the default .bsa call. Do you know how to use nifSkope, and do you know the name / location of the meshes that are having issues? If so I'd start there; check the mesh in nifskope, including the texture file path. BS Num UV Sets should be set to 4097, it should have a material, and normally at least two textures; Diffuse and Normal.
  6. Yes exactly. And make sure BS Num UV Sets under NiTriShapeData is set to 4097.
  7. Ok, this should give you a base mesh to work with. It loads into nifskope and CK with no crashing / errors. I just put a generic dragon material on Neovenator: 0 and that's it, so anything else it might need you will have to add / tweak. I never messed with any of the weighting / skin so I don't know if it was correct coming into max, or was exported out correctly; probably, but not sure. Let me know how it goes. Mesh >>> https://www.dropbox.com/s/oc712ycrzi3n0gb/SkyrimNeovenator.nif?dl=0
  8. Export it from Blender. Sorry I don't know the situation with Blender, I thought you were using Max. It looks to be juts that one thing so focus on that.
  9. Here's the first issue; re-export the mesh, not selected, but the entire scene. Don't forget to check "remove extra bones" I don't know what this shape is; It crashes max when trying to import it. Just make sure this is right. http://static-1.nexusmods.com/15/images/110/1566738-1428017698.jpg
  10. Some pics of the stack in nifskope, or a link to the mesh would help.
  11. .obj will handle the mesh, and 1 UV channel, no animations / bones. It's a simple format in terms of options, but for going from one 3d package to another is rock solid reliable.
  12. This means you're missing texture / mesh. The engine is calling up something that isn't there. Double check the file paths.
  13. Since I don't fully understand your question I'm just going to ramble off a number of things had hopefully it solves the issue. :) First off, materials don't properly export out of Max if you're using the exporter off of Nexus, no one ever updated it. So you have to make one from scratch, or do a Copy Branch / Paste Branch operation in NifSkope; copying a material from a vanilla mesh with a similar look / material. If you're trying to duplicate a mesh in nifSkope, this can be done no problem, but Id probably just set this up in max first, attach them (same material), and export it like that. I have a tut on the nexus, it's not extremely detailed but covers some nifSkope operations related to what you're doing. >>> http://www.nexusmods.com/skyrim/mods/6152/?
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