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comfyseven4

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  1. The first region we will be working with is Melbourne
  2. Right ive added the updated file WoodenGarageDoor01.zip with what i have currently still crashing.
  3. xD thats the file tho as u can see in the screens i fixed all of those already. I uploaded the wrong mesh :tongue: that was the broken one the one in the post that loads invisible i will reupload now Vanilla Mine I have also located the crash when i disable vertex flag VF_Skinned the geck crashes. But with it on the model still invisible
  4. Also you were speaking about HalfVector3 is 3 hfloats, 6 bytes. HalfTexCoord is 2 hfloats, 4 bytes. ByteVector3 is 3 bytes. but what do these actually translate to as i look in the vertex data section and vf flag section and i cant find where these are relating to anywhere in the file.
  5. So what can you do about the UV flag which is equal to 2 shorts I calculated 14 but must be wrong still crashes
  6. O i think im getting the picture, the vertex size is calculated with the byte data of the VF flags? VF_Vertex = 6 bytes VF_UVs = 2 shorts VF_Normals = 3 bytes VF_Tangents = 3 bytes VF_Vertex_Colors = 4 bytes So is this the case?
  7. Is that for the crate? If thats the issue with the crate then why doesnt the crate crash the geck like the door does. the geck just displays the crate inivisble where as when you load the door it just crashes. Both of these issues are vertex size? Ps. I removed that skinned flage a while ago after i uploaded the post so its not the issue
  8. I ended up forward the vault to the new area already but while i was in the middle of finishing it off i accidently kicked my pc power cord and rip work lol so not to big a deal to set up
  9. Im perfectly down with that but it was something the mod requestor suggested
  10. Could you take a look at another modeling issue i had @ https://forums.nexusmods.com/index.php?/topic/6026098-custom-mesh-invisible-in-geck-render-window/?p=53911993
  11. xD my bad lol, as i understood it the Vertex size was calculated by the values of the vertex data bite sizes using the equation shown in the image. But im not sure how to get the byte values from the equation data and ill look into getting the right value from a vanilla model. I just want to understand the calculation process for future endeavors.
  12. https://www.nexusmods.com/fallout4/mods/27143/?
  13. So things we are gonna need > Scripters > Voice Actors M/F > Texturing artists (landscape painting) > Modelers (Custom objects, weapons, others stuff) > General modders Almost all of this mod can be accomplished with just the geck (Excluding modeling, texturing and voices) I will get the DEM data done and upload the initial file to Nexus tonight. PS: We could create our own vault idea instead of the plane thing so we can keep the beginning of the game where u run into the vault and then have that exit into one of the 4 towns...
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