Jump to content
⚠ Known Issue: Media on User Profiles ×

comfyseven4

Members
  • Posts

    36
  • Joined

  • Last visited

Everything posted by comfyseven4

  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...
  14. Im not quite sure how he calculated that vertex size. He doesnt explain it very well.
  15. Ok so i had a look and did some comparisons. The BSLightingShaderProperty had some tags that didn't match the vanilla mesh ones so i copied and redid the texture paths and imported it into geck. The geck now stops responding instead of "GECK Stopped Working" & crash. Doesn't ever recover or crash just says not working. New File: This file doesnt contain any collision data yet as per testing purposes, will add one later when i get 3DS installed Update: The geck after importing the mesh not working for about 5 minutes then stops working compared to before when it stopped working immediatly File Download
  16. Im creating a static load door not an animated one. And thanks for the info on the collision object like i said tho i tried with and without collision data in the mesh and neither worked and how could i change the collision data to fit my mesh? Had a look at my file and it looks exactly like what you said Collision is set to 0 as target when i loaded it up. Screenshot: PS: I have created animations in blender but no idea how to get them into the nif file or into the geck or into the game :P I wanted to get the basic model and stuff all figured out before i go snooping around in animations if u know what i mean :P
  17. Lol I used a vanilla unanimated load door as my base mesh. I followed the online tutorials of how to import them correctly. As i said i have dome it properly in wepaons but not with these its as if when im using BSNITriShapes instead of SubIndexTriShape it just gives hell But thanks for your words ill look into this stuff
  18. Ive created a simple wooden garage door and replaced a vannila garage door per the numerous tutorials i have watched. I have successfuly imported wepaon meshes fine but when i try to do anything other than weapons when i change the model in the GECK it just crashes. Garage model is linked below, if someone could point out any issues or explain what i have done wrong. I have tried keeping and removing the havok collision object data neither seem to change the output errors. PLS SAVE ME :sad: File :
  19. I think certain parts of the damage in the wall is built into the mesh but if not you could always try editing the BGSM files
  20. Now that is something i can work with. :smile: Tell me which towns and i can pull some DEM data and import it into the GECK and we can have our basic world maps PS: I alreay have a model and anmations for a giant spider :wink: PPS: Thinking about importing a 3D model of an airplane to explain how you got to Australia as well :P
  21. Only possibilty of generating the woldspace is to use DEM heightmaps which can only be exported 20 tiles at a time. The continent is about 865 tiles all together. IMO you should choost maybe just a small section of Australia... DEM Data: https://gdex.cr.usgs.gov/gdex/
  22. Sorry to burst your bubble of conceitedness, i would love to help. But there is no way in hell your going to put together a team that can accurately remodel the entire landmass of Australia in the GECK. You could potentially import Height-map data but i had a height-map of Mount Everest and it was roughly 20gb as a tga file. The GECK requires a Grey-scale DDS height-map so you would need to have some kind of converter for that probably i recommend XConvert. Respond if your interested :P Discord: Sgt Justin #7203
  23. The weapon is modeled and has a simple texture on it for now. Will be in the initial release of my mod RHO Weapon Manufacturing as a sup file of my RedHills Overhaul mod. let me know if u have any more ideas for weapons that should be added.
×
×
  • Create New...