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SammyMemento

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Everything posted by SammyMemento

  1. Hi, what the title say, I known how to fragment alt+U but U can't do that to vanilla collection it does nothing. Would like to use the HighTech buildings, retexture them or change some part but even just duplicate them seem to not work as they dissapear after I reload my plugin.
  2. Ha I see kind of motivating if you're new too, similarly my goal is to be able to master to creaate my own armor but also building in the long term goal of creating a fresh dlc sized worldspace I started in the CK, good luck with project mate
  3. Yes it's a simple helmet like a hat do not need to adapt to bodymorph, finally I achieved to export it with bones (at least contrary to before when I copy the bones of the raiderhelmet03 as ref it cover my model of all the color) it does not crash the CK anymore but it is invisible, I am not sur if the problem is with the model/bones, or the material wha do you think, I would be interest to know if you achieve to make it show up in the CK/game if you want:àhttps://drive.google.com/drive/folders/17kPDxY-QHX_7Vmsjz0UHKpjUHx6FLhbZ?usp=sharingà(I have also put the diffuse, normal and specular texture of each piece if you need them) àAlso other question at first I intended to make it as a helmet divided in 3 pieces that I would later assemble in outfit studio in one mesh but I don't know if that is even working with the fallout engine, and know if I can apply each individual texture in outfit studio (can you apply texture/material in OS ?) Thanks for the help to a random stranger On your link, some textures. Why do I need textures? Throw me a mesh, or meshes of this helmet, preferably in fbx, but you can in any format. You can do it in nif too, just mess with nif more, because I have to export it to fbx for max. If there are several parts, I will link them myself, assign bethesda materials and export immediately to the finished clothing nif, having previously configured it in 3d max on cbbe. Even if it doesn't have uv on it, I'll make you uv from scratch. If necessary, I will immediately configure it in os and make an osd for bs. Sorry the nif were in the previous folder I thought you could access it but apparently not here the link to the 3 nif piece of the helmet : https://drive.google.com/drive/folders/1k3lvCVwI2Xb2UJFJpZPHF1KrFYzf6Vdx?usp=sharing https://disk.yandex.ru/d/1-yBVcBj-tBFnw In the chemical laboratory in its section. There was no UV on the model, more precisely, the UV was inoperative. Re-did it, but paint it yourself. The model is bad. First, it has disgusting polygons. Like a high-poly model crumpled by the optimizer. Secondly. Such helmets should be made hollow, with holes for the eyes and interior space. Roughly speaking, you need to cut holes and use SHELL. In fact, you have to do it again. And this is very easy to do with LOFT. Splines outline 2 dimensional projections: top, side, frontal, back. LOFT and FIT are applied. Then everything is cut out, smoothed out. A couple of hours of work and the quality will be one hundred times higher. Thanks for all your work seem i am not close at all to know how to make a working model in game, just a question if I have not bothered you enough how did you learn the skill to be able to make a working outfit ? Only thought tutorial on the internet or asking people and how much time did it take you to master all those tools you have to get trough to achieve that ?
  4. Yes it's a simple helmet like a hat do not need to adapt to bodymorph, finally I achieved to export it with bones (at least contrary to before when I copy the bones of the raiderhelmet03 as ref it cover my model of all the color) it does not crash the CK anymore but it is invisible, I am not sur if the problem is with the model/bones, or the material wha do you think, I would be interest to know if you achieve to make it show up in the CK/game if you want: https://drive.google.com/drive/folders/17kPDxY-QHX_7Vmsjz0UHKpjUHx6FLhbZ?usp=sharing (I have also put the diffuse, normal and specular texture of each piece if you need them)  Also other question at first I intended to make it as a helmet divided in 3 pieces that I would later assemble in outfit studio in one mesh but I don't know if that is even working with the fallout engine, and know if I can apply each individual texture in outfit studio (can you apply texture/material in OS ?) Thanks for the help to a random stranger On your link, some textures. Why do I need textures? Throw me a mesh, or meshes of this helmet, preferably in fbx, but you can in any format. You can do it in nif too, just mess with nif more, because I have to export it to fbx for max. If there are several parts, I will link them myself, assign bethesda materials and export immediately to the finished clothing nif, having previously configured it in 3d max on cbbe. Even if it doesn't have uv on it, I'll make you uv from scratch. If necessary, I will immediately configure it in os and make an osd for bs. Sorry the nif were in the previous folder I thought you could access it but apparently not here the link to the 3 nif piece of the helmet : https://drive.google.com/drive/folders/1k3lvCVwI2Xb2UJFJpZPHF1KrFYzf6Vdx?usp=sharing
  5. Yes it's a simple helmet like a hat do not need to adapt to bodymorph, finally I achieved to export it with bones (at least contrary to before when I copy the bones of the raiderhelmet03 as ref it cover my model of all the color) it does not crash the CK anymore but it is invisible, I am not sur if the problem is with the model/bones, or the material wha do you think, I would be interest to know if you achieve to make it show up in the CK/game if you want: https://drive.google.com/drive/folders/17kPDxY-QHX_7Vmsjz0UHKpjUHx6FLhbZ?usp=sharing (I have also put the diffuse, normal and specular texture of each piece if you need them) Also other question at first I intended to make it as a helmet divided in 3 pieces that I would later assemble in outfit studio in one mesh but I don't know if that is even working with the fallout engine, and know if I can apply each individual texture in outfit studio (can you apply texture/material in OS ?) Thanks for the help to a random stranger
  6. Thx for your reply I don't understand about the correct side of the meshe or the side, all the side of the helmet must be seen in game, or do you mean something else and I am probably don't understanding, I don't know how to make red or blue face on my model if you could explain how and what it does, am new to all this the only thing I have done is: -sculpted a helmet based on a UV sphere -wrapping model using sphere while being in the front orientation and selecting all the line vertex not the faces or point of model(the UV image was opened before this action as a 2048x2048px png) -exporting layout png -then starting to paint png in phtoshop to get the diffuse and etc People told me of baking but I knid of pass that just to see if you I could get any form of working helmet in game, after 3 weeks trying having achieve nothing in game is kind of depressing -exporting
  7. Thx for your reply I don't know how to apply material in outfit studio, but after what you told me I tried to apply a diferent material to my current model and an other texture to a previous model, both without success maybe I am all wrong about making diffuse, normal and specular texture I have tried follow exactly how this tutorial do ; ; I have like him making the basic texture the diffuse, then make 0 saturation resulting in black and white inversion of diffuse for the specular, and last using the specular in the app crazybumps to create the normal saving all in DDS. But I have never achieve to get working material or texture or visible models helmet in game (in the screenshot you can see the texture and what it look like when I apply them in nifskope to the model) I am kind of lost to whats the problem.
  8. How do I do that ? I only know how to add the material path inthe BSlightingShaderproperty and the BSshadertextureset, I don't see how to add it on the BSsubindextrishape, could you guide me ?
  9. Sorry that my post didn't clear that but I did just as you say opened my obj in outfit studio applied weight and bones and then exporting it as nif to be able to open it in nifskope. My problem on the other end does seem to have something to do with the applying texture of my model in nifskope, when I write the correct material path it does not make my texture show up correctly, the model go from pink to black, I don't understand why and it turn invisible while doing a model preview in CK
  10. I created a cutom helmet, applied weight on it in outfit studio and then I opened it in nifskope to add the material path of the BGSM file I made in the BSlightingShaderproperty (material\Myhelmet\thehelmet.BGSM) but when I do my pink textureless model turn black not the color I have made. Something go wrong when applying material or even mannually adding texture I got the same result. I have checked the diffuse, normal and specular texture are all dds 2048x2048px so I don't why they won't show up on my model in nifskope. And I had once achieve to make show some other texture on an other helmet I made when I added them manually in the shader texture set but forgot how now that I try again. On top of that when I open my model in the ck replacing the Assaultgreenhood gasmask armor addon model with mine the preview window don't show my model it's invisible. Stuck on this if someone can help thx
  11. The full step: created 3 models in blender, then I unwraped them so I can paint them and exported their models as obj. -photoshop and crazybump used to paint and create the diffusen normal an specular texture for each of the 3 models -then I imported the 3 obj in nifskope and defined the path to the BGSM file for each model (that I previously put in the material folder and it's texture in the text folder) -then outfit studio where I loaded the RaiderHelmet03M nif as reference, and after that my 3 model as a working outfit -I copied all the bones/weight -finally I opened the CK and you know the rest
  12. My bad, the step I took before CK was exportation of my helmet nif file, then I opened the CK and modified a raider helmetcloth and it's armor addon. In the armor addon I changed the model path with my armor in the meshe folder, then it crashed.
  13. Hi, I started trying to modelize my own helmet meshes from scratch starting with blender and then painted it with photoshop creating the diffuse normal and shadow texture puting them in BGSM format and applying them on the 3 obj file in niskope for then copying the bones/weight of the raidermalehelmet03 as reference but it crash my creation kit when I change the armor addon with my model (I also had some error message that not all vertex of my 3 model where containing bones/weight when I was in outfit studio) I know it might be the problem but I just wanted to try to put even a half working helmet in the game just to see if I could achieve to put something in game, 3 weeks since I try to do a helmet and youtube tutorial on making an armor from scratch are scarce if anyone has any tips or tutorial to point me to that would be great, thx for your read.
  14. It worked fine when I was working on the file but now that I try to open it it crash and won't. I was working with option 6.00px and detail: relative. The file is only 20 715 ko so is that normal blender user are limited and need to worry about the level of detail of their sculpture or it's a problem on my end ? Here's the file if someone's willing to check it out to see if it work with you or if the problem is with the model https://drive.google.com/file/d/1ABcQAy0rgL0OqhQJSwxnFH4kF7azACv6/view?usp=sharing
  15. Thanks for your response, that seem kind of technical I am really new to blender know almost nothing, but I now get the process of baking (had no idea what it was before your comment ^^) I'll try to figure it out with a tutorial thanks for the help
  16. Hi, just started to sculpt with blender and was trying to make a mask to put in fallout 4 which ended up looking like Frank from Donnie Darko. BUT whatever how much I simplify the meshe with remesh or clean up by decimate geometry there is still too mush triangles for outfit studio and it crash on opening I know model must be downgrade to a level that fallout engine can handle but is their a way to simplify my model for outfit studio to read it without making it looking awful ?
  17. Hi, just started to sculpt with blender and was trying to make a mask to put in game which ended up looking like Frank from Donnie Darko. BUT whatever how much I simplify the meshe with remesh or clean up by decimate geometry there is still too mush triangles for outfit studio and it crash on opening I know model must be downgrade to a level that fallout engine can handle but is their a way to simplify my model for outfit studio to read it without making it looking awful ?
  18. Ok so do I need to do it trough nifskope or an other programm I am kinda new to all this if you could give me details ? Yes. Some models or parts do not have a material assigned to them, only textures. These can not be swapped. In order to do so, you need to edit the nif file of the object using nifskope, to add a material file to the part in question. Depending on what texture its all about, you might need to create a material (BGSM) file. (there's an excellent material editor available) Each mesh part using a certain texture is called a 'shape' or 'TriShape' (all faces are triangles for FO4 meshes) So you need to look for something like a 'BSTriShape' Under the TriShape node you will find a: 'BSLightingShader'. This is where the material needs to be assigned. This node also holds the 'BSShaderTextureSet' where you can find all texture maps (Diffuse, Normal, Specular etc.) Info you'll need to create a material file. If needed. The second property for the 'BSLightingShader' node is called: 'Name' and it takes a txt entry. Here you should add the path and filename for the material.bgsm file to use. Note: the path should be relative to the fallout data directory. So something like: materials\myModels\MyMaterial.bgsm However... If you are planning to release a mod, instead of just for your personal use, you should NEVER edit vanilla assets, but use a copy instead. Using a copy might actually negate the need for a material swap, as you can assign the new textures or material straight inside the new nif file, unless you want to use several different swaps. Thx for the detailed explanation thats a lot I never used nifskope before I will get it and try to do as you said, thx for your help
  19. Ok so do I need to do it trough nifskope or an other programm I am kinda new to all this if you could give me details ?
  20. Hi, I become capable to do material swap for a bunch of obejct but now there is the redrocket door and pump that don't have original material in their swap window so how can I replace their material I don't get it, if someone know
  21. Hi, trying to create a custom Mrs Nanny Paramedic, started with the DLC01dummyMrHandy as a base I know how to change the appearance of robots trough the object template and add parts and armor but for the 3 legs & Eyes of Handy I don't get it the other base model have like 3 times DLC01Bot_Torso_eye part and same for the arms but even if I add those to my custom model I can't achieve more than one eye and arm do someone know how to do it ?
  22. Thanks for your response, I tried copy as override into but get the same result, so let's say I want to copy a static object in a new file how do I make it independant how do I suppress its link or reccord linked if I understand so that when I click clean master it suppress the master file, could you guide me through the step ?
  23. If I do copy as new reccord into (in FO4edit) it automatically add the original mod as master and I can't remove it by clicking "clean master", if someone know a way plz
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