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comfyseven4

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Posts posted by comfyseven4

  1. 1. It is skinned.

    2. It uses BSSubIndexTriShape instead of BSTriShape.

    3. Wrong shader flags

    4. Wrong BSX flags

     

    Just find a similar vanilla mesh and compare yourself, it is that simple.

    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

    xDb4Jb7.png

     

    Mine

    c3gMxy7.png

    I have also located the crash when i disable vertex flag VF_Skinned the geck crashes. But with it on the model still invisible

  2. 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

  3. He (me) explained it well enough. If you don't understand calculation, then find any vanilla mesh with the same VF flags and copy values from there.

    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.

  4. 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...

  5. 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

  6. 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: nyBP9y7.png

     

     

    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

  7. 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

  8. 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 :

  9. 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

  10. 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

  11. 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.

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