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Everything posted by dazzerfong
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Problem with retexturing
dazzerfong replied to AGreatWeight's topic in Fallout 4's Creation Kit and Modders
FO4 uses DXT1 for diffuse, no alpha, and DXT5 for alpha, and BC5 for normal/spec. Nvidia's DDS plugin works for diffuse, but not for normals and spec. Let's just clear that misinformation up. Anyway, for your case, I don't know which texture you used, but if there's an alpha channel, you can easily load it by selecting Select -> Load Selection. If an alpha map exists, you should be able to choose 'Alpha 1' for the channel. Don't see how that helps at all, because that's a completely different problem. You're trying to save an alpha: OP wants to grab the alpha to use as a mask. -
I'll assume your sights are colinear (i.e. your rear and front post is level). If so, you can adjust the offset with the ZoomDataCameraOffsetZ property for weapon modifications.
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If you use FBX, it preserves the weight. I took advantage of that, and ignored most of the stuff from Part 2 coz it was long. Exporting from Blender to Skyrim was relatively easy: all you had to do was change a few flags and it was good to go. I'm gonna find back the method I used to easily do it.
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In an ideal world, we'll have plugins for all our software. Until then, we'll have to make do with workarounds. Besides, if you started with Blender, the workaround isn't too bad: Make model Export as FBX Import to Max Export as .NIF Fix up in NifSkope The importing and exporting from Max takes like 2 minutes max.
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This is what happens when you support console modding.
dazzerfong replied to Mitigate's topic in Fallout 4's Discussion
Alright, Mr. Tinfoil Hat Wearer. If you expected the interaction to turn into a 'pissing contest', why bother posting? If you're looking for an echo chamber, well, it won't exist here, thankfully. Oh, and how about your info regarding Skyrim 2? Got any sources? -
Dead simple question: Bethesda or Nexus?
dazzerfong replied to cattywampus4's topic in Fallout 4's Discussion
Why not both? It's not like your mod has to be mutually exclusive. From what I've observed so far (and practise myself), Beth mods tend to be older versions but more stable, whereas Nexus is used as a testbench. -
It is necessary because there's no other way around it. Sketchup is by definition simple to use (unless you go Pro) because it was designed to be. Push-pull works great until you actually need to define vertices. Not to mention, the .nif format has a lot of other oddities that don't directly translate over easily.
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This is what happens when you support console modding.
dazzerfong replied to Mitigate's topic in Fallout 4's Discussion
Gimme an address, I'll be sure to send some tinfoil and a used Faraday cage. How about you don't tell me what to do? See the irony? PC mod user making demands of mod authors. Whether you like change or not is inconsequential. The 'paid mods' fiasco wasn't so much Beth trying to split the community up: it's PC mod users who showed their true colours. Or, as some might put it here, the 'vocal minority' who you're trying to pin. -
Stuff you made from Sketchup aren't suitable generally. In addition to the very high vert counts, you'll also need to generate a UV map and (optionally) create a hi-res version so that you can make some normal maps from it. It's complicated right now because Bethesda hasn't released any tools for exporting until now. So, while I'll assume people are decoding it, we've been left in the dark for a long time. Nothing bizzare. Each .nif is actually substantially different from the previous generation: FO3/FNV's .nif is not compatible with Skyrim, and Skyrim is not compatible with FO4.
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This is what happens when you support console modding.
dazzerfong replied to Mitigate's topic in Fallout 4's Discussion
Funny how for someone who hasn't released anything, you talk smack about console users not contributing anything. And people wonder why us PC users are full of s***. The only way you're better than them is that you have a shinier and more expensive toy. The fact that you're proclaiming superiority shuts down that 'entry fee' mindset, which is BS. For the record, I don't mind console modding. If anything, I'm glad they have it: it allows my friends to use some of the stuff I've made. I've received 3 requests so far for me to put my mods to Beth, and when I stated 'eventually', all I got were all polite 'thank you's'. Have you ever thought that people respond differently when you act all high-and-mighty? -
This is what happens when you support console modding.
dazzerfong replied to Mitigate's topic in Fallout 4's Discussion
I find it ironic that quite a lot of those who are complaining the most about console modding are those who don't make the mods themselves. In other words, more or less the same as console users. How about people get off the high horse every once in a while and see how silly they are, eh? From memory, the main difference is how the BA2's are structured. If you've ever used the BA2 tool, you'll notice that one of the archive type options is 'XboxDDS'. And the usual consideration of hardware (i.e. 4k might not work nicely on consoles). -
It was fixed recently (one of the patch notes mentioned it). In the past, it was pretty close, then when Automatron came out, it was as you described. Now it's back to normal (as it should be).
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trying to add new gun mod, need help with animation
dazzerfong replied to srsparky32's topic in Fallout 4's Discussion
You have to move the part itself, not the top NiNode. -
I'm a 3D modeler, and I'll say 5 years ago I started modding. IMO, they're different challenges but equally hard. Modelling is tricky because stuff like guns have a lot of parts to it, and texturing is hard because getting something to look realistic is very hard (PBR helps a lot). If you're into 3D modeling, go to Polycount.com instead. It's a bit dry here, with most people porting from Gamebanana and actually having little to no knowledge of the processes involved.
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I think I must be the only person who liked it......... The final one was lovely, BTW. The first ones, I didn't even break a sweat!
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I hate to be the one to say it, but it's not very hard. It's frustrating as hell when you keep falling off, sure, but you have more than enough blocks and angle correcting thingies to do it.
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Making new slide and a lot of other stuff both for this and other projects. Rest assured, when it's ready you will see it :)
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This ingame mod bulls*** has to stop
dazzerfong replied to BeingShotAt's topic in Fallout 4's Discussion
Yep, that happened when the patch first came online. My fix? Get rid of the mods plugins file (both of them). Problem fixed immediately (except for one rogue mod which didn't have a master and was playing havoc on everything). -
Diffuse sometimes uses BC1 or 3, which is DXT1 and 5 respectively. These are easily opened with all DDS plugins. However, normal maps and some diffuse maps use BC5 and 7. You'll need to convert it to another format like TGA using "texconv" before you can edit it. The Intel Texture Works plugins only works with Photoshop.
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Does this game lack directional audio?
dazzerfong replied to Understandout's topic in Fallout 4's Discussion
It is for me: however, sounds aren't affected much when travelling through walls. In addition, height is also missing, which is a bit shame. -
Anybody Have Anything Positive To Say About 1.5?
dazzerfong replied to Royhr's topic in Fallout 4's Discussion
Well, the area around Goodneighbour is still laggy when shadows are set above Medium. Besides that, it hasn't destroyed my game yet, and I've only had 3 CTD's over 100 hours and Survival Mode is fun. So all in all, yay? -
Bethesda ruined my save file
dazzerfong replied to antiquatedCreator's topic in Fallout 4's Discussion
Trying going to: %localappdata%\Fallout4 And nuke Plugins.txt and DLCList.txt. Renable your mods and see if it still loads. -
Cheers guys! Just need to mop up a bit of work on the X400V, and after that, a few (hopefully easy) stuff. Right now, fulfilling a friend's request for a tomahawk. Probably not: don't see the need for it TBH. And it's also a lot of hassle to manage that many things at once.
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Is there a mod that has true reflextion on Codsworth?
dazzerfong replied to happyskunky's topic in Fallout 4's Discussion
Hahaha! Hohohoho! You, my friend, have exactly zero knowledge how current game engines work. You've obviously been watching too many CGI cartoons, and imagine we are close to seeing that form of rendering in a game. Non-planar (non-flat-surface) reflections and even most planar reflections (with the exception of water reflections or polished floors) in a game use what is called a 'reflection map'. This 'map' is usually a semi-spherical PRE-RENDERED image used to project a picture onto reflective surfaces. Most games use REPRESENTATIVE refection maps, which don't even properly show the location the gamer is currently occupying- the reason being that the reflections are supposed to be impressionistic, NOT accurate. But even if you have a refection map built from the same assets that you see in a given location, dynamic objects (like the player and other 'sprites') won't be included in the reflection. To do a REAL realtime non-planar refection (planar reflections, like mirrors, can use a cheap technique called PORTAL) requires either hyper expensive RAY-TRACING methods, or less correctly a tile-based render of the inside of a semi-spherical viewing volume (like many lo-rez screenshows from every angle around the non-planar reflective surface). Now some games have tried fairly realistic reflections, but only in extremely limited circumstances (like in an enclosed room) where there is tons of excessive rendering power available to the engine. But Fallout is a GENERAL PURPOSE open world rendering system and so uses only SCALABLE rendering methods that work well under 99.99% of all render requirements. Well, this is going to be embarrassing, considering you're wrong about several things. Look at CryEngine 2/3: there are real-time screen-space reflections. You don't need ray-tracing for reflections: however, screen-space has some limitations, as it only reflects what you're already seeing on-screen. http://i.imgur.com/wgUDjBm.jpg -
Is there a mod that has true reflextion on Codsworth?
dazzerfong replied to happyskunky's topic in Fallout 4's Discussion
Raytraced reflections? In a game? Whoa....... No, you're forced to use cubemaps. Why? Much cheaper computationally.