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Weeman0000

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  1. Hey Interfer0, can you write down that you done? im working on remodeling a gate but altho it runs fine in nifskope iv got the problem with the animation not running rather than actualy being able to click it, the text works gine altho it doesnt seem to run the animation, have a look at it or tell uz how you made the other one work so we can all be as good as you :P http://www.filedump.net/dumped/data1295318711.zip Thanks. Jay.
  2. Thats what i cant understand lol, it has a collision model, all my models have an exact replica collision model. Iv set it up in such a way that the part that moves and the corasponding collision are grouped so the animated part still has a collision, on my first one i could go up to the gate and get the "Open Gate" text but it wouldnt run the animation. Ill make the V3 gate [a lot more detailed] to test it again. i know something simple would be better but meh, i dont like simple :) One questions if you will. Can it be animated in blender? Thanks. Jay.
  3. Ok, do iv moddeled a gate, done the animation in blender and exported it, in theory it should work fine, however how do you set the trigger? You know how you just run up on gates and bash on E and they start there animation? Well mine wont, i can stand there shouting and all sorts but it wont run the animation :P Iv resorted to building my way over the gate... i would have knocked it down but my collision model was just too good, but all thats just not practical. So anyone done a simple animation that is triggered? like a gate? How do i get it to open or run the animation? Thanks Jason.
  4. in FOMM you can snipe the mod to find the ID and type [player.additem XX?????? number] or you can just use the RTS mod, sure it has a chest that dupes items every 24h so 1 of something will turn into 2 in 24h then 4 in 48h then 8 in 96h [ingame]
  5. Impossible given that they are textured on both sides however i fixed it like two sec after posting [always the way] Its nifskopes material editor darkening the model, only some faces darken tho, i dont know why, if i lighten it you can still see it ingame if you REALLY look but its pritty much fixed :) this should help others with this.
  6. Ok, Iv got a few models with this sort of texture anomalie. http://img833.imageshack.us/img833/9241/hmmzerz.jpg The model its self looks fine in all 3D apps and the textures look good aswell, once i get them into nifskope a few faces randomly darken altho its all the same texture over the model. Any ideas on how to fix this? Thanks Jason.
  7. Im sure doing it in nifskope is about the hardest way of going about it, if you just copy your model twice in blender and place it ontop of the model and change the propertys so its a collision model rather than a textured face if you know what i meen? Is anyone else finding sizes the most annoying part of modding lol :\ either my models like 50 billion times too big or 50 billion times too small LOL Anyway get back to me if you cant do it and ill see if i cant help ya out more.
  8. Ok Nifskope is back up and running correctly [not that] What do you meen try paths? like save it to the mod's texture folder? [EDIT] Another thing u need to add to the tutorial. [for more complex models] A collision part. Basicaly all u need to do is copy the model and paste it ontop [maybe clean it up abit if you want] Then just use that in blender unstead of creating multable meshes to make the collision model. [Another apiffany]haha [EDIT2] Seems to be working :O finaly got more ram and thermal paste so im back in the game! Bet the house blows up or something before im finnished the mod tho :\
  9. OMFG thats me just got ma pc back up and running after a power surge blew it to bits however iv not got any thermal paste yet so cant do much just incase i over heat and break something, still, ill get working on something again. I think iv found the problem with the textures not working right but it was through an apifeny not actualy testing so i cant say for sure, ill try it and get back to you tho. [EDIT] Unable to test anyway seems only one stick of ram survived the surge :\ just so happens to be the crappy 1gig one so cant play new vegas hahaha. One problem after another huh.
  10. Ok the 5 texture camo drum in the middle of goodsprings worked, no texture inconsistances. HOWEVER i grouped all same texture faces... ill try that with the box and get back.
  11. Yeah you will see why thats more problematic for me once you load the file in blender HAHA Ok textures are 512x512 pixles but its still picking up textures from neerby objects and throwing them onto the model, iv got a house ingame aswell but thats the same story as the box. [EDIT] Ok ill try that, altho the box should have all the textures repathed, the house has about 1200+ texture paths due to me not grouping stuff, but theres so many bits to group its rediculise LOL Ill try the box one more time, or make a new box, use 3/4 textures, path them exactly and test it :) atm it only takes like 5minz to get an item from sketchup to NV ;) Thanks again for helping, id still be stuck at the blender texture path error haha.
  12. Ok kool, well ill resize them to 512 in a sec, as for cleaning up the file, yeah its a mess lol, too many faces to texture i think, dont know / havent bothered to look into grouping just yet, altho i think that can be done in sketchup? Dont know it it will stay grouped when exported and stuff tho :\
  13. Ok Well i done it again, SOME textures work and some dont, iv uploaded it and heres a link: http://www.newvegasnexus.com/downloads/file.php?id=39052 Theres screenshots of how it looked in sketchup and screeny of ingame lol :\ totaly different.
  14. Thanks, however this model was scaled to 2.5m wide, 5m in length and 1m deep in sketchup, after sketchup, blender and finaly into geck [and scaled by a facter of 10] here is V2 [EDIT]This is still on the top step of the docs house hahahaha http://img151.imageshack.us/img151/314/littlebigchestv2.jpg [EDIT2] Well i resized it but now im getting this sort of texture destortion and model glitches where the main part of the body [the main box] vanishes but the handles and stuff remain, take a look, have you seen this level of retardation before? http://img808.imageshack.us/img808/354/littlebigchestv3.jpg I believe it might have something to do with the havokmaterial or the options when exporting? just a guess but it seems that it texture of the box is a sort of wood at 100% with my texture of beveled iron at 1-5% so i can see the texture, just, i can also see the shade of the underlying texture but there seems to be some mad thing ontop of it, any ideas? Will my houses need to be modeled using miles rather than meters? [PMSL]
  15. Yes you were right, the door handle was a "color" rather than a texture, however i still got the error when i changes it to a texture and saved it, HOWEVER im pleased to say iv got an item ingame! Yes you heard me! a textured ingame chest to be exact haha, a basic one but its function is the same..... ALTHO with every achievement theres always, side effects, my chest seems to be no bigger than a match PMSL!!! great if you plan to have 50 billion chests but even at a scale of X10 its no bigger than a match box. Well see for yourself lol http://img98.imageshack.us/img98/3288/giantchest.jpg When i done it in sketchup it was knee height and twice as long, are there plans for adding a scale part to the tutorial? Maybe sizes of houses and stuff, ie "Human height = X, Human width = Y" It might help me and my miniture pocket "giant chest" hahaha Ill have a look and see if i can find "X" and "Y" If anyone knows the mesurements of X and Y then please reply :)
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