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Everything posted by WhyThoOofmas
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I'm copy and pasting parts of the strip cell to another world space, except I can't copy and paste the activators required for the neon light animations as well as the street lights as they aren't visible in the render window. Why is the option to see these activators greyed out in the show/hide window and how can I fix it? Even stranger, activators I place myself remain visible yet the option is still greyed out... I've tried setting bShowActivators=1 in GeckPrefs and it still doesn't help. There's also little to no documentation in the GECK wikis on why this is.
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Calling All Modders! Greetings, fellow modding enthusiasts! I'm embarking on an ambitious journey to create a breathtaking mod for Fallout: New Vegas, and I'm on the lookout for talented individuals to join me on this thrilling adventure. Picture a DLC-sized project set in the days before the Great War, exploring the untold stories and mysteries of a world on the brink of catastrophe. Sounds enticing, doesn't it? Allow me to introduce myself. I'm an avid modder with a passion for 3D modeling and texture creation. With countless hours spent honing my skills, I'm now ready to tackle this monumental undertaking. However, I firmly believe that the best creations are the result of collaborative efforts, which is why I'm extending an invitation to modders like you to join me on this captivating quest. If you're an experienced modder, or even someone eager to learn and contribute, I encourage you to take a moment to visit my Nexus profile. There, you'll find an assortment of my previous works and a glimpse into my current progress on this mod. But wait, there's more! In addition to diving into a pre-apocalyptic world, you'll also have the opportunity to work alongside a passionate team of like-minded individuals. Together, we'll shape the very essence of this mod, crafting an experience that will leave players awestruck and hungry for more. So, if you have a desire to contribute your talents, be it in world-building, quest design, scripting, voice acting, or any other modding field, this is your moment to shine! No matter your level of expertise, your enthusiasm and dedication are what truly matter. Together, we'll forge a mod that will stand the test of time and redefine the Fallout modding scene. If this resonates with your modding soul, don't hesitate to reach out to me on Discord (Apollo 13#3206.) Let's embark on this unforgettable journey together! Share your ideas, showcase your skills, and let's create something truly extraordinary. Stay tuned, fellow modders, for the dawn of a new modding masterpiece is on the horizon. The world of Fallout: New Vegas awaits us, and it's time to rewrite its history, quite literally!
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Adding liquid to a mug
WhyThoOofmas replied to Floyd2739's topic in Fallout New Vegas's GECK and Modders
Add a plane or circular plane with a coffee texture to near the top of the mug and reimport it into the game. -
I have created a new sidewalk mesh and accompanying textures to replace the current sidewalks. It looks fine in NifSkope yet the moment I import it the mesh behaves as though there is an emissive texture when there clearly isn't. I believe I have tried everything. I've checked the alpha channels in both textures (pure black), updated tangents, face normals, checked normal orientation in blender etc etc yet have had 0 luck at all. The only thing that fully resolved this was setting "has normals" in NifSkope to no, but then that obviously means my mesh wouldn't have normals. The .nif and the textures will be posted below (I can't post images because of the file limit): Nif: https://drive.google.com/file/d/16j00o2i_xCHrfpJYgFpCFeZDnfC4hrzd/view?usp=sharing Textures: https://drive.google.com/drive/folders/1zqvAaCPYDV-uI5mOuTQB7DRluiR499s5?usp=sharing
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If I got it right, he wants to replace the existing broken pieces, by 'fixed' ones. Which is a bigger problem as it may seem. The developers didn't account for this and didn't care for stuff to perfectly line up. Even the models are wacky on close inspection. (pieces which don't 'fit' and/or are extending further as the road could have.) Not sure about the city, but no doubt heaps of rubble will break your roads and no piece will fit. (edit: The proposed 'brickroad piece' as cover might work in this case) I know this is true outside in the wasteland. You would probably need to redo those roads completely. If I got it right, he wants to replace the existing broken pieces, by 'fixed' ones. Which is a bigger problem as it may seem. The developers didn't account for this and didn't care for stuff to perfectly line up. Even the models are wacky on close inspection. (pieces which don't 'fit' and/or are extending further as the road could have.) Not sure about the city, but no doubt heaps of rubble will break your roads and no piece will fit. (edit: The proposed 'brickroad piece' as cover might work in this case) I know this is true outside in the wasteland. You would probably need to redo those roads completely. This is actually true, its not like NV where the roads were pretty much intact. However I had decided that such sharp edges wouldn't be too much of a problem especially considering that there's no vehicles in the game.
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Whatever buildings are closed or inaccessible will stay like that albeit with proper windows and doors instead of wooden boards. Any buildings you can enter mostly just need material swaps and slight repairs to parts of it and since pretty much every interior is already closed off it’s not too big of a problem. Retextures aren’t a problem since they take like 30 minutes tops to do unless it’s a set ( like the diner which took me a whole week.)
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Isn’t that the truth haha. I knew I would need a team of at least 2 or 3 others before I even started this project. There is absolutely no way I could get it done on my own so my best hope is to work on small areas and make posts until someone gets interested lol. The biggest obstacle really are just the road models. I could do everything else by myself but those roads are so pesky and complicated.
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You can generate some pretty decent collision hulls with NifSkope. No. You can generate some convex hulls, which are used for creating collision data, but you can not assign its type etc. The authors of Nifskope themselves say you shouldn't use it / it doesn't work as it should. (for fallout 4) There is even a unofficial dev 2.8 which will let you import an .obj to be used for this (again, as it was there before), but this is not endoresed or supported by anyone but the guy who created the 2.8 version. Better stick to Nifskope dev. 2.7 & do your collisions with Autodesk 3D Studio 2013 (as it is correctly called) & the official plugin. I have 0 experience with 3DS and the download process/requirements for fallout 4 are kind of deterrent, so i resorted to generate collisions with Nifskope (Dev 10 beta) and it worked for me (both static and movable static). I even used it in SCOL with no problem (you can export a single trishape as .obj in the last build). Then you should write what you did down in a 'tutorial'. A LOT of people will love you for it :wink: Someone far more experienced than me already made a good tutorial: (don't forget the videos) https://docs.google.com/document/d/1dR0FU5HQrWsBiU6BtKg-dNXLSUVVlhT72fGCVyWmw3w/edit As previously mentioned nifskope only really allows two different types of collisions. In short one would have a severe performance impact considering the amount of assets needed and the other one would cause the player to sink through the object if they are standing still on it.
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painting. That’s a very good idea! Although this does unfortunately pose some issues. For one it means I wouldn’t be able to make use of the HAV_MAT feature and there almost certainly will be complaints from people ( myself included lol) about the sound that’s made when walking over what’s essentially painted road. It’ll also look strange and will cause gaps to be visible under the map since the road models are quite convex and fit perfectly with the pavement models to prevent the whole.”See under the map thing” which frankly would be the biggest problem. I’ve done such a thing in FNV before where I replaced all the roads in freeside and the strip with remodelled and retextured roads. However it was much easier in that game considering the fact that the models were already pretty intact. It’s possible to go the madman way and I fully understand the workload needed hence the search for more modders.
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I'm a lone wolf. I don't join groups & have my own multi-year project(s) going, so not much spare time either. Having said that, If you realy need a model or texture done, you can always ask me & I'll see what I can do. In all honesty, I just need someone to remodel the city road set so that they are intact with proper UVs (Which is quite a lot to ask) as well as someone who can generate collisions for any custom assets I remodel myself. I could remodel the road set myself however I don’t want to spend too much time on a single set of assets hence the need for a team. I appreciate the response! As long as its not like a hundred, complex, assets, I can do the collisions for you. No problem at all. As for the roads, I'm capable to do the modeling, UV mapping & texturing (incl. creating them), But I would need to check them out to estimate the total workload & see if I can fit it in somewhere/sometime. There’s no need for the textures, I’ve already created one myself! The workload is realistically quite a big problem, especially considering they have to be accurate to their destroyed counterparts in terms of size and the angle at which they turn so that they all fit together while also encompassing the sidewalks. There are 86 different models in the pack however we’d only have to make roughly 5 remodels to complete a pre war set since most of them are just the same road but broken in a different way iirc. As for collisions I’m more than happy to model the collision object myself, I simply just need someone with access to the 2013 auto desk so that a proper .NIF with the correct collision type can be generated.
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I'm a lone wolf. I don't join groups & have my own multi-year project(s) going, so not much spare time either. Having said that, If you realy need a model or texture done, you can always ask me & I'll see what I can do. In all honesty, I just need someone to remodel the city road set so that they are intact with proper UVs (Which is quite a lot to ask) as well as someone who can generate collisions for any custom assets I remodel myself. I could remodel the road set myself however I don’t want to spend too much time on a single set of assets hence the need for a team. I appreciate the response!
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Hello! I’ve been planning a mod that essentially converts a medium sized portion of Cambridge into a pre war area as part of an undetermined story. I am capable of modelling and retexturing. Current progress on this mod can be viewed on my Nexus profile. It realistically should not be too much work if we can muster a decent group of people, especially considering most models are actually intact and just need a retexture (like the diner in College Square) or need minor remodels. I'm most interested in people experienced with creating unique npcs within the CK along with someone with auto desk 2012 so proper collision can be generated for custom assets, I would also really appreciate more modellers and scripters. In other words whatever you can do I need it!!