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dazzerfong

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Everything posted by dazzerfong

  1. As a fellow rookie artist/modder (I made the MK14 mod), yeah, it's a slap in the face. Still, eh. Funnily enough, before making the MK14, I was considering remaking the FO3 sniper rifle. Good thing I didn't: you did it much better justice. I would've tacked on rails or some s***. :smile: That guy who made the PEW mod must've gotten one hell of a payday. At least a GPU for replacing some sounds. My God, that sounds like heaven.
  2. Modelling: Blender, Maya or 3DS Max (Max recommended) Texturing: Adobe Photoshop, DDo, Substance Painter Baking: Xnormal, Knald, Handplane Probably a few more that someone else could think of, but that's more than enough to get you started.
  3. Read the above reasons to see why we can't say thank you to donaters. If the Nexus made donations a bit less strict and open, I think most of us will be more than happy to send a 'thank you' message (except Darren, he's a bit off his rocker right now). I do have the names of the people who donated, but considering the current rules, I'm not sure if I'm allowed to say at the top of my page: Thanks to ...................... for donating! I mean, it was pretty clear there was to be ZERO mention of donations AT ALL without question.
  4. I have received donations before, but here's the thing: the only thing on my PayPal account is their name. I don't have their email nor their username. I deeply appreciate it, but it's kinda hard to thank an invisible person. So please don't make this into a 'manners' thing, or a generational thing (eurgh), it's just reality. Not to mention, solicitation for donations here is incredibly strict here, so we mod authors just tend to clamp up on the topic. Even the PM thing you sent is murky: to be honest, if someone sent me that, I won't be sure how to respond. I'm not sure if if I say one thing, that'll lead to solicitation or not. I don't know if it's entrapment, I honestly don't know.
  5. In response to post #39477785. #39477905 is also a reply to the same post. Do you develop mods yourself? If not, you're reaping our rewards too. See the irony? Let's not beat around the bush here, I know you make mods, but the overwhelming majority of PC players of this game are not modders, and are more or less identical to console users except their toy is shinier. Thing about selling points, if you don't adapt, you die. Remind me to tell people that cars are banned as they ruined the horse riding business. Protecting your own 'selling points' is a surefire way of knowing that -that- is the only advantage you have, and it's a tenuous one. Oh, and you'll be surprised how much money Nvidia and AMD make outside of the gamer market. Open your mind up and don't be a peasant, eh?
  6. If you're editing meshes, beyond moving them as a whole or scaling them, don't touch them. Don't use the knife tool, don't bevel, don't do ANYTHING to it besides general stuff. Unless exporting them from .NIF to .OBJ destroyed the doubled verts, check your import settings for Blender: make sure it's set to 'Keep Vert Order' on import.
  7. Modelling is not supposed to be a press button to make stuff. I know but Zbrush when I tested it years ago wasn't as complicated. Zbrush really isn't made for accurate modeling especially hard surface. It's mainly used for conceptual work on organics which is then retopoed in another modeling program (like max or blender) if it is going into a game to reduce the poly count. If you are serious about making weapons you should learn one of them even if its complicated. You don't seem to understand Zbrush then... Back in Zbrush 2, that would be true, but not in the modern world. http://pixologic.com/blog/wp-content/uploads/2013/05/130510-turntable.jpg All done in Zbrush (not my work, just an example) And Zbrush does the retopology work for you in about 20 seconds. 3 clicks and you already have the low poly with the normal maps baked for you. You can do hard surface in Zbrush. Doesn't mean it's ideal. That being said, Zbrush's remesher is some top stuff: well worth the price of admission IMO. That, and its ability to disregard poly count on a whole.
  8. Honestly, if you only wrote the last paragraph, this would be a good post. I dunno about the whole part about there being a war. It's not like people try to tell other people to stay away from technical stuff, people are just naturally afraid of what they don't know much about. I remember being afraid to do technical stuff when I was very young, not because I was told the computer would explode on me, but I just didn't know and assumed the worst about the consequences of a mistake. Don't mind him, he always has a conspiracy theory ready for any circumstance. That being said, ZBrush and Blender/Max/Maya operate on different principles. The principles can be somewhat blurred, but on a whole you'll need to understand quite a few technical stuff (coding, not so much) to model somewhat decently. What's not helping is that a lot of tutorials online don't deal with current tech: instead, they use legacy techniques that don't apply much anymore.
  9. Did you use the 'Remove Doubles' function. Don't: that will weld vertices that were separated to accommodate for smoothing groups.
  10. I wish I could forget it... Awwww? No love for Blender? Granted, the UI is still a bit ways off compared to most other programs, but you should check out <2.5!
  11. Be very wary of tutorials on YouTube: the overwhelming majority of them are now outdated in terms of workflow. The first is last-gen (non-PBR), the 2nd uses n-gons a lot (which is a big no-no) and doesn't cover baking, hi-res model nor UV-mapping.
  12. If you isolate everything to its own folder (i.e. for Modern Firearms, keep everything in ..../Weapons/Modern Firearms/), it'll be easy to spot anything amiss. And also, make a separate folder just for your mods. At least, that's the way I keep things organised and without any possibility of spillover.
  13. Even though I'm personally not a fan of porting, I salute you and your team for your integrity. I'm glad that the moderators have (IMO) very wisely decided to give you a second chance, so y'all can do what you do best: make loads of guns. -meanwhile, sits in corner with 1 gun-
  14. Nah, it's not that. There's an 'invisible' mesh that is actually just a model of your sword with special flags. http://i.imgur.com/inGhHuy.jpg So, copy the stuff from the highlighted top left to your duplicated blade mesh. Then, change 14 to 15 in 'Flags'. Blood should then disappear.
  15. Looks like Beth is intending to link modding accounts to their Steam accounts, as they plan on owning FO4 as a pre-requisite for using CK. Wonder if that'll stave off guys running pirated games just to upload the mod. http://au.ign.com/articles/2016/06/09/bethesda-outlines-fallout-4-mod-roadmap
  16. Considering you're an artist, there's a lot more stuff out there besides be a mod maker, so I'll say you can translate those skills to a job if you cared enough about it. As much as the idea of paid modding and how much it excites me, it's deniable that the first attempt was executed very poorly, with very little announcement and poor transition. That being said, not quite sure why you made that video and give it such title, or the title of this thread TBH. Also, be careful of your topology of your armour and the flow of it: still looks a bit like a clay structure now.
  17. Jeoshua, if everyone was rational, this world would have no problems and we'd have no conflict. But reality is a bit different, and anarchy is fun as f***, so we have chaps like DD do crazy s***. Because internet, that's why. Anyway, jokes aside, besides the mountain of requests you get in the comments section, really not that bad. I mean, provided your mod works, if someone tries to bad-mouth it, expect a few other guys to jump him. That being said, I have no idea why DD continues to mod for a game whose company he hates considerably. I mean, it's not exactly paying the bills, is it?
  18. Considering that all console modders are, by default, PC modders, eh. That being said, some edgy individuals are exclusively uploading on consoles as a counter-statement.
  19. It was the assumption based on knowledge of what PS4 & Xbox One's hardware is based on. PS4 GPU = custom AMD HD 7870, Xbox One GPU= Unique variant between AMD HD 7770 and HD 7790. Those GPUs are originally from early 2012. Not very powerful by today's PC standards, not at all. Compare the X1 GPU to Titan X(GTX 1080 is even better than the Titan X), Titan X has 5 times the data output in floating point operations over the Xbox's GPU. This is a nice mod! You've used it on Xbox One and it's the same as it is on Nexus? http://www.nexusmods.com/fallout4/mods/12238/? The truth is that something like this is possible(I didn't know for sure if it would be but this mod is living proof) on console only if the author is quite knowledgeable and can do a really good job optimizing his mod. This is an exceptional job, I'm genuinely surprised it was possible on the Xbox. 2048x2048 textures that are extremely well optimized, which is really difficult to do without significantly losing quality. An unskilled modder attempting to do this will either cause major lag(No compression, hogging resources) on Xbox or terrible visual quality(High compression but a poor visual result). Either way, running multiple mods of this caliber will probably cripple the performance on Xbox One. And snobs who are no different from so-called console clowns. Any perception of "higher financial status" is meaningless. If you want to actually create your own mods, you're going to need a good PC to do it so there's one great reason. Check out this build with RX 480, which will do 1080p with Fallout 4's max settings probably even at 60. Maybe even 1440p/30fps which is unbelievable for a $199 GPU. https://pcpartpicker.com/user/pandaforest/saved/nVFMnQ. Only a $550 machine. I want the very best experience for Fallout 4 modding(+TES VI in the future) so it's worth it for me to buy a PC. I want 4K @ a reliable 60 fps even when using mods and possibly ENB so it's worth it for me to go for a GTX 1080, 6700k. I want to be able to add however many mods I want without reduced performance, 250+ like on Skyrim. Around US $2000-$2500 worth of parts doesn't seem unreasonable to me. Not with that CPU it's not........hahaha! I'm not sure what angle you're trying to go with here, so if you don't mind, I'd like you to elaborate. Anyway, that P99 has 4096x4096 for literally every part of the gun (the optional file, not talking about the main one). That's absurd for even a PC, let alone consoles. The normal version is fine for the Xbox One. That being said, there's literally no skill in choosing how much compression you use: the choice is even simpler now that we have BC7. In the past, you only had a choice between BC1/3 and uncompressed. Now, you can have the best of both worlds. Think about it like: you have 3 choices. BC1/3: 1/8 of uncompressed, horrible banding with darker textures. If you need alpha, then it jumps up to 1/4 of uncompressed. BC7: 1/4 of compressed, practically lossless Uncompressed: well, uncompressed. That makes things easy to choose, yet people are still choosing BC1! For sake of brevity, here's my MK14 and its texture sizes (Xbox One version is identical to PC): Receiver: 2048x2048 Chassis: 4096x2048 Barrel: 2048x1024 Flash/brake: 512x512 Scope rail: 1024x1024 Scope: 1024x1024 - 2048x1024 (depends) Stock: 2048x1024-2048x2048 (depends) I did practically s***-all optimisation on it (no LOD, only used mip-maps) and people weren't noting performance issues.
  20. This is the thing a lot of people are just ignoring. There's no reason really simple things like texture swaps, companions, new items, settlement additions, etc can't be on console too. Other than just spite. I understand if someone can't test it themselves due to being on PC only, but reach out to console people and ask them to test or just flag your mod as untested. People on console would be more than happy to take a chance with something than not have it at all, I think. Stuff like ENBs, mods that need script extender to work, that's not going to happen on console. People will have to deal with it. And I think they will, it's just the idiot Dewritos crowd harassing right now. They'll all drop off for the most part once mods are out and they realize it's not going to happen. But I think forsaking consoles from having even the simple stuff completely, just to spite people, is completely childish and it honestly disgusts me. I can agree with this for the most part although I feel strongly that the default recommendation for console players griping about no script extender based mods, no high res armor/weapons basically not having the full complement of visual enhancements available to a strong PC should remain the same: If you want the complete mod experience you should invest in a custom build PC. The picture is more clear than usual for building a PC right now because we're right at the launch timing of Nvidia Pascal 1000 series, AMD Polaris, Intel's next gaming processors won't be out for a while(they're currently launching Enthusiast 6/8/10 core processors). In just 2 minutes I made a complete guide right here. Pick your GPU, based on your budget: Full Experience: $599 = GTX 1080, Latest and greatest GPU Mid-High Tier: $379 GTX 1070 Lower to midrange: AMD R9 480X $199/$250 Mid range: Wait for GTX 1060 Processor: Full experience: i7 6700k = $339 Mid range: i5 6600 = $230 or maybe wait for an AMD Zen Lower: Wait for AMD Zen or buy like a 4690k. Monitor: 4K if you bought a 1080 or 1070 1440p if you bought a 1070 and can't stand to play around with the settings or if you bought an R9 480. Get a motherboard that's compatible, a 512GB SSD like Samsung EVO, 1-2 TB HDD for like $50, 16GB RAM with DDR4 for ideal and DDR3 for cheaper, power supply unit with enough power, a case, KB+M, maybe headset and you're done. I can tell you, from experience, that the whole 'no HD weapons' is absolute BS. I feared as much in the beginning, but it turns out it's all just rumours and conjectures. As far as my rifle goes, at least. If we're talking about something that uses absurd texture sizes (i.e. P99), I have no idea. And snobs who are no different from so-called console clowns.
  21. Brevity is the soul of wit! Trust me, even as a weapon modder, that 2500 really makes me careful with my words!
  22. Brevity is the soul of wit! Trust me, even as a weapon modder, that 2500 really makes me careful with my words!
  23. Considering how simple it is to upload mods for XB1 (literally, you press XBox 1 rather than PC), I'll say he's trying to make a message. Especially since from what I've gathered from quite a few people testing my mod out, that performance doesn't seem to be a big issue, or at least when you're appropriate with it (i.e. no silly 4096x4096 textures for everything), as I've received no complaints so far on the performance side of things. One problem I can already see is that it's hard to disseminate where his assets came from, and the accountability of it. This is troubling as I can see the above member already voicing his concerns about the possibility of unlicensed assets.
  24. By writing all that, you just stereotyped everyone. If you're willing to believe PC mod users are all patient and understanding, you're in for a very rude shock by some fellows here. If you ask the average PC mod user if they're willing to jump through hoops for a mod, most will say 'no'. Most of what you wrote is more dilineating between mod creators and mod users rather than console users, i.e. most mod users don't have to go through days or weeks to script and test: they just pop it and run off with it. A lot of the argument the OP made was maliciously misleading: he only focused on the 'good' of PC modding and the 'bad' of console modding, while ignoring everything else in the middle and other side. Honestly, it's more convenient if you split the community by differentiating between 'mod users' and 'modders'. That actually has some dilineation, because modders tend to sympathise more. But, as usual, this generalisation falls apart very quickly, especially with some of the more arrogant ones.
  25. Same could be said for any program, really, especially one you're not familiar with. I started learning Blender around 6 years ago, and I've only started becoming good enough to release stuff without becoming embarrassed by it. That being said, it used to be much worse: 2.5+ was a godsend.
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