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Nexus Mods Profile

  1. Hi all, I'm having trouble understanding the process of modelling a weapon and making it work in the GECK. As far as I can tell, weapons must have a separate trigger, clip and ammo release switch, as well as a node to mark out where the bullets come from. How must these meshes be named, and how do these naming conventions affect their functionality in the GECK. Also how are animations properly set?
  2. Well I kind of gave up for a time but I'm going to come back to it. I tired rotating the heightmap, but I couldn't get it to import correctly into the GECK. There isn't enough information out there on how heightmap export/import works, so I'm stuck. If you could detail out exactly how to do it I would be grateful, and for anyone else who may stumble upon this. Regarding the Navmesh, I don't believe it can be rotated, since it is on a per cell basis. So I'd have to redo the entire navmesh, which I'm unwilling to do to be honest. So there ends the tale of trying to rotate a worldspace. I love you GECK, I really do..
  3. Update: I've managed to select all objects and rotate them 180 degrees, however I am unable to rotate the heightmap. It was worth a shot.
  4. I'm unable to rotate the worldspace in Fallout 3 edit. If I could select every object in a worldspace, rotate 180 degrees, then extract the heightmap, flip it and re apply it, this might work.
  5. Thank you, I think trying Fallout 3 edit might be my best shot. The world space is very large, and I'd need to rotate the landscape as well. It's a shame north markers don't work in exterior cells.
  6. I have a problem that has been irking me since I released my mod last year. I created a new section of the DC, but the entire worldspace is facing the opposite direction, so north is south. I wonder if there is a way to select an entire worldspace and rotate it 180 degrees?
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