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Yogensya

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About Yogensya

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    https://www.yogensia.com/
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    Spain

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  1. That sounds good, I guess once Bushido is out you could make an optional addon for your mod that requires Bushido and uses assets from it! :P Thanks! Yeah custom animations would be really good, but for now there are no plans for them, since I don't know any animators that mod Fallout4 and we want to focus on what we already have in mind, which is a lot of stuff. :P Might be worth revisiting the idea at some point after release, though.
  2. Thanks for the suggestion gantz382, I like how they look and how they would fit aesthetically in Fallout4. Since the swords in the mod are going to be modular, I'm not exactly incorporating any specific swords, rather pieces of them, but I'd definitely like to include handles and other pieces that fit the type of sword you mentioned. :)
  3. Hey, I think I'm gonna need a bit of help importing a custom visor into Fallout4. So far I've made some weapons and that has worked well for now, but now I'm trying an armor which needs to be skinned to the head bone and all I get is a mangled mesh. This is the mesh I want to import: http://files.gamebanana.com/img/ss/models/57236c2cebdc4.jpg And this is what I get when I try to put it in-game (notices the jagged edges): I'm using niftools, 3ds max 2015. Basically what I tried was to import the male head and a visor from the game into max, then set the skiin and BS modifiers the same way on my mesh and export to nif. Does anyone know of a tutorial i can find that explains the proces or do you have any tips on how to resolv this? Thanks in advance.
  4. I agree it would be an interesting idea to add, and that it would have to be handled with the care it deserves. For now we have to focus on the swords and other main assets of the mod though, but things like this could be added in updates. We already have a lot of stuff planed for updates that might be overwhelming to release in the first version due to time constraints. Thanks for the interest! Looking forward to publish more stuff soon. :)
  5. There is an updated fork of the niftools plugins that works on max 2015/2016: https://github.com/figment/max_nif_plugin/releases/tag/3.8.0
  6. Hey, thanks! Animations are not planned at this time, since I'm not an animator, just a modeler. They are not completely ruled out as a future addition if I find a way to make them or I find help to get them done, but it's on low priority for now.
  7. Thanks! Still a lot of stuff to do but looking forward to releasing this! :D
  8. I've been working on a few more models for the mod... Shurikens: On the initial release there will be 5 Shuriken types, each with different attributes. Shuriken will be equipped in the grenade slot. I'll most likely will make more variations with different models for an update at a later time. http://i.imgur.com/9gBP7Sr.jpg Whetstone: I've also started working on some of the props like special crafting materials. The whetstone for example will be one of the components used to craft blade modifications. As such it doesn't really require a detailed model, but it doesn't hurt to have something for it, plus It could be used in the future as set dressing/settlement prop. http://i.imgur.com/r8065KB.jpg
  9. http://i.imgur.com/pGTZJWv.jpg "Bushidō, literally meaning "the way of the warrior", is a Japanese word for the way of the samurai life,loosely analogous to the concept of chivalry in Europe." –Wikipedia ---- Bushido: Warriors of the Commonwealth is a Fallout 4 mod that will add customizable Katanas/Ninjatos and lots of other cool stuff to game. To anyone wondering "Why Katanas?", the answer is "Why not?"... Seriously if you're not into oriental swords (which is fine) then this mod is probably not what you're looking for. But rest assured there will be a little bit of background to give context to the mod. Katanas are going to be craftable and customizable, with many different blades, hilts, handguards, etc... In the initial release of the mod, there will be more than 200.000 unique Katanas posible through customization. Some of the parts are original designs, while others are inspired by real life Katanas, Movies, TV Shows, Anime, etc. There are plans to add special crafting components too, like wet stone and blade oils, as well as items for settlements like stands to display the Katanas, in case you're a collector. Other items like scabbards and even armor pieces are also planned for future updates. The mod is being worked on by MadMAX713 & Yogensia, and will include collaborations from some other fellow modders. Make sure to follow to keep informed! Media: http://i.imgur.com/J34aIbI.jpg
  10. Great model and textures, and very nice suppressor too, looking forward to this mod. :)
  11. Try removing all previous versions of nifskope (keep backups if you need to). As for the textures, I'd just worry about the .BGSM file reference, make sure that's pointing to the BGSM you want to use, and make/edit it with Material Editor to get the textures working ingame.
  12. Hey, I've been working on a little script that some of you might find handy, if you work a lot with textures and use Photoshop. I made it for myself but if it helps anyone then much better! To summarize, you make your textures for a Fallout 4 model or whatever, and separate each texture map you want in to layer groups with a special name like ~_d, ~_s, ~_n, and when you run the script it will take whatever is in those layers and export them accordingly on the same folder as your PSD. If your PSD is called pistol.psd, you'll get pistol_d.dds, pistol_s.dds and pistol_n.dds. You can see a quick video of it here. The script supports alpha channels for diffuse maps, you just need to have an alpha channel in the channels panel and the diffuse will be exported accordiingly.The script uses the same compression formats as the vanilla assets from fallout4 (DXT1 for diffuse/glow, DXT5 for diffuse with alpha, BC5 2 channel for spec/gloss/normals).It requires Intel's DDS plugin (not the NVIDIA one which is out of date and much slower). It should works on Photoshop CS6 and above. It's still a very early version, but I think there aren't any bugs. If you do encounter any let me know! If you want to be safe remember to save your PSD before running it, but keep in mind the script doesn't change anything in your psd document other than layer group visibility, so actual data loss is extremely unlikely. That said I claim no responsibility for any misuse of this software. Doenload from Github, or fork it and edit the code to your needs! For more details and instructions see the readme. If you like it and use it, feel free to leave any feedback you want.
  13. Hi, Hope I'm posting in the right section... I'm running into some trouble while trying to import a custom weapon into the game. I followed this tutorial to get the mesh in-game: After a few issues I managed to get the model in-game, but the UVs are still completely messed up, and I'm out of ideas on how to proceed. First of all Outfit studio v3.2 is not loading any OBJs like in the video. Only FBX seems to work for me.Secondly, the moment I import the FBX file the UVs are imported incorrectly, and these issues end up in game.Here's an example of the UV issue, left model is the correct one, right model is what happens when i import it into Outfit Studio: (click to view the problem better) As you can see some areas are streched, but the overall coordinates are broken as well, nothing matches the original UVs. Does anyone know a solution to this? Thanks! Edit: i've managed to Import an OBJ by exporting from 3ds Max with everything disabled, but I fear this is causing issues because of bad smoothing groups, since the model now has clear normal map seams in-game...
  14. EDIT: After taking a closer look at the textures and the way they are made, it doesn't really match PBR very well, so this comment might not be accurate for Fallout4 afterall. The engine does use PBR. PBR can work with a Specular workflow (ie: albedo, specular, gloss) or a Metalness workflow (ie: base color, metalness, roughness). It depends on what the engine is programmed to use. When using specular workflow in PBR, the specular will usually be a dark grey for everything non-metal. Usually, only metal should have bright specular values (emphasis on usually, there's always exceptions). Specular also is where metals draw their color, so the albedo color for bare metal areas is usually black or almost black. For a visual example of PBR specular textures you can check this revolver 3d realtime preview: https://www.artstation.com/embed/1416780 Click on the three diagonal bars button on the top right to see each texture separately (here the specular texture is referred to as reflectivity). You'll see the chamber and trigger are the some of the brightest areas in the specular channel, since they are bare metal. The rest of the gun's metal parts are covered in paint which is not metal so it is a lot darker in the specular. So to make a machete shinier you'll probably want to tweak both Specular and Gloss. Just note that specular is usually a measured and rather specific value for the material (see guide below for more on this). Gloss on the other hand can be tweaked with a bit more liberty without messing the appearance of the model. For detailed PBR info I'd recommend checking this guide: https://www.allegorithmic.com/pbr-guide
  15. Thanks guys :happy: In case you want another peek i did post 1st person view earlier today http://www.skyrimnexus.com/imageshare/image.php?id=23718
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