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Posts posted by FavoredSoul
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Started playing Fallout 3 again a few days ago and thought making this suit of armor might be fun. Its that BoS flavored metal armor you see in Fallout Tactics that no one's ever come close to making yet (those repurposed vanilla metal armor mods never quite cut it for me).
This is the high poly model (520k), the game model is (14k). I'm just an amateur so its more than likely flawed in some way or other; should turn out pretty swell nonetheless. Time to unwrap and bake!
http://www.morganfavre.com/scrap/Untitled-1.jpg
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No fair!
I'll trade you the zombie game screaming ads for the Justin Bieber ad that I continuously keep getting. It doesn't scream, but I do if I don't shut it down fast enough before he starts singing Baby!
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My favorite character is an Imperial Nightblade.
Speed and Agility. I like to run fast and jump high.
The Lady or the Thief choice of birth sign.
Blade and Bow with lots of Sneak and Security for combat style.
Alchemy is a must as I LOVE making potions, especially poisons like my Corrosive Xivilai Urine (mix things like daedra heart with spiddlestick and harrada).
Magic is also a must and my favorites are Restoration and Alteration, in that order. Mysticism would be 3rd, but it seems to have been pulled. (I can't play without Telekenesis; How else will I reach those Welkynd Stones so way up high! I also love to disarm opponents and then use telekenesis to throw their weapons a million miles away)
Best looking Light Armor I can find.
Fun!
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This is exactly what I want too.
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What you're thinking about is called Compound Selection.
Just hold SHIFT, and whatever new selection you make will be added to the previous one; so on and so forth. Many programs out there share this standard.
Alternatively, if you can't figure it out, you said you had about ten nodes... You can JOIN them together again by selecting two or more objects and hitting CTRL+J in Blender.
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Hmmm.....
Words escape me when I see this. It looks promising.
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Almost everything custom armor wise is for Type3 or some other replacement body. You should catch the same train, and its unlikely you'll regret it.
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Just in case Quetzlsacatanango's instructions were too vague....
- You get into "Edit Mode" by selecting the mesh that has the boots attached to (In Blender, selection is Right Click) and then hitting the TAB key.
- Now you can start selecting the vertices belonging to the boots (also rvia ight clicking). Make the process easier by only selecting a few vertices and hitting CTRL+L to select all the connecting ones.
- When you've got all the vertices you want, hit P on the keyboard then Seperate Selected.
- Exit Edit Mode by pressing TAB again.
- The boots should now be a seperate object from the body. Delete everything you don't want.
- A to select all, whatever you've got left, then you can do your export.
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This threads a bit outdated now, but nevertheless, I ran across someone whose made a Frank Horrigan.
http://newvegasnexus.com/imageshare/image.php?id=5849
http://newvegasnexus.com/imageshare/images/2177994-1294014624.jpg
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It should be the same even if you are using GIMP.
Channels are selectable just like layers. To select the alpha layer you should just be able to click it, and then use the eyeball to switch off visibility of the red, green and blue channels. To put something in the alpha channel, it should still be cut and paste once you have the alpha channel selected.
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You need BOTH a special texture AND a simple setting adjustment in nifskope.
Here's how.
EXAMPLE:
All objects have 2 textures.
mytexture.dds (left image)
mytexture_n.dds (right image)
http://www.brotherhood-tech.com/scrap/1_textures.jpg
The difference between the texture map and the normal map is that the normal map always has an extra channel. This channel is the alpha channel. You need an alpha channel to create shininess/glossiness.
If your normal map doesn't already have an alpha channel, create one. In the image below, a new channel was created and I pasted an image into it. If you already have an alpha channel, you will need to edit this image.
http://www.brotherhood-tech.com/scrap/2_newchannel.jpg
The image contained in the alpha channel is always black and white. If yours is empty, copy your main texture and paste it into the alpha channel. You'll get a black and white version of it once its been entered.
http://www.brotherhood-tech.com/scrap/3_grayscale.jpg
Controlling how bright and dark this image is will control how shiny or not-shiny your object will be. Black means not shiny, white means maximum shine, grey is somewhere in the middle. Using my example, I want the knife part of the combat knife to have maximum shine, therefore I will use the lasso tool to select the areas I want to adjust the shininess of, and then use Adjustments => Brightness/Contrast. In the image below you can see i've made the blade portion very white. White means lots of shine, so now I can rest assured my blade will be very shiny
http://www.brotherhood-tech.com/scrap/4_adjustment.jpg
Thats it. Now save your texture.
WARNING: Sometimes when you've created or manipulated an alpha channel for your texture, you'll get an error when you try to save it as DDS: Too Many Channels to Export (5) . If this happens, the solution is to save your texture in 32Bit TGA Format, close the file, load the TGA, then save the TGA as *.DDS. When saving as DDS I use DXT5 ARGB 8bpp | interpolated alpha because the other formats have a tendency to ruin the resolution of your alpha channel image, which can lead to very undesirable results.
Now you are ready to make the necessary adjustment in Nifskope. Look at my image below if you don't know how to do it. I select the object which uses that normal map texture I just edited. The object I selected is the knife, and its been highlighted in yellow. In the Block List Panel, I select the NiMaterialProperty node owned by that object, and then scroll down to the Glossiness property in the Block Details Panel. These entries are highlighted in blue. A value of 0 means no shine. A value of 100 means maximum shine. Both the glossiness property and the alpha channel work to create shine and glossiness. Most objects have a default glossiness index of 60. It is the whiteness and blackness of the alpha channel that is used to exercise desired control over glossiness.
http://www.brotherhood-tech.com/scrap/5_nifskope.jpg
Now go have ice cream.
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I only recommend google when the question a person wants answered is very simple. Its only going to do you a favor, because you could have gotten an answer in seconds, and wouldn't have to wait hours, if not days for someone to give you an answer. That's the benefit of initiative.
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This is very nice.
Those previews of the inside are just renders though, right?
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Oh right, you were referring to this mod... lol.
I really want to get into weapons mods myself, but I still haven't figured out how to do all those different mesh parts and the reload animations and such, so messy. I really want to make that winchester combat shotgun!
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There already is a Pancor Jackhammer, along with just about every classic weapon from the early fallout games inside the Classic Fallout Weapons Pack
http://newvegasnexus.com/downloads/file.php?id=37002
Don't set your hopes too high though, cause the weapons in that mod come in varying degrees of quality; some are really nice, some are downright awful.
For instance, the Wattz 1000 laser pistol is the best remake i've ever seen, but the Winchester City Killer Shotgun makes my eyes bleed.
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I've been mulling over thoughts of jewellery recently as well.
Ive made a few gemstone necklaces myself, but the only way i've ever gotten them in game was to attach them to my own custom outfits.
Does anyone know which body part slot they should occupy?
Headgear? Are there other alternatives?
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I've downloaded maya and max several times over from the autodesk student site, and its always worked for me. Its probably just a temporary thing, and you should just try again another time or day.
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I can vouch for TALLGEESEIV's suggestions. I do exactly this for my own character to get a barcode tattoo on the back of his neck.
You CAN create custom races in GECK which will allow you to apply different set of body textures to a character, BUT, as far as creating numerous races, and dynamically changing an NPCs race to these races multiple times during gameplay to simulate the changes you desire is another matter entirely, purely dependant on scripting possibilities.
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That "awesome" mod got expelled from the nexus because it violated nexus policies. The asstes were direct rips from the game.

Real Fallout Tactics Metal Armor [WIP]
in Discussion
Posted
I like to think i'm evening out the playing field regarding the lack of quality content for male PCs on this one :P
Besides, I think the female version is ugly.