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ShenmueScrolls

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Everything posted by ShenmueScrolls

  1. Well initially it was because I am not familiar with the program , but I decided to give it a go and sure enough it was a complete balls-up but In a way it lead me to the correct answer for 3DS max The first issue with these Maya Tutorials is that Nvidia drivers above 361.75 will mess up the FBX export .. which BOGGLES my mind how or why a display driver would do such a thing. Secondly although he does explain the basics of Maya Navigation because I am so used to navigating and creating things with 3DS max moving to Maya (much like using Blender) its like someone decided to pointlessly remap all of the key and mouse commands, its maddening Like playing FarCry 3 for hours and then switching to Fallout 4 and you keep pressing different buttons for run. I originally began Modeling with Rhino3D and was greatly annoyed at 3DSmax for not having a draw quad function which I see Maya does have so im sure it has its uses. I just wish there was an industry standard that all modeling programs conformed to and when it comes down to Effort Vs Reward, I am simply not invested enough to learn Maya Fortunately I dont have to because I know now that Maya2016 isnt required at all , the bone script for maya is obsolete in 3DS max with the new Niftools plugin. What I had completely forgotten was SkinWrap (or Bind in Maya) anyway I have now copied the skin weights from the original mesh and my model looks pretty good but having been through all that I cant test it ingame because I am running beta 1.5 and Bethesda have changed a bunch of stuff for the upcoming CK modding support and it seems that all existings mods are disabled For now I think I will go back to Skyrim and work on creating some new races and wait for the Fallout 4 Creation Kit (July is my guess)
  2. This is good to know I wasnt sure if he was using Maya because It was the only way to rig models for Fo4 OR if it was just a requirement to follow his tutorials When it comes to modding a game for the first time, there is always a mass of useless, irrellivant and sometimes obsolete information that needs to be sorted through and unless you are the type that arrived at the start of the modding scene and kept up with all technicallities its very frustrating to find the specific information you want. Google 'Fallout 4 Rigging' lol. I went through quite an ordeal to learn the basics of Skryim Rigging but I got there in the end http://forums.nexusmods.com/index.php?/topic/2497639-new-playable-skyrim-character-not-armour-model-rigging-tutorial/ Even now I cant find a step-by-step tutorial for 3DS Max Skyrim Rigging (although I did say I would make one :s I was planning on learning how to impliment the correct BSDismember locations beforehand) The 3DS Max Updated Nif Import/Exporter doesnt appear to be any different for Fallout 4 I was hoping for some clear instructions but since Ive only just got to grips with 3ds max I'm really not looking to start learning how to use Maya (and Blender was created by a mad-man on LSD) If it can be done with just 3DS Max I would rather focus on that Path, and even then i'm worried about how many brick walls the changed Texture (and no alpha issues?) Since Fallout 4 modding has only just begun and the Creation Kit isnt out yet I suspect I would be better off waiting for methods to advance
  3. Nightasy/BrainProof Has made some very indepth tutorials on rigging new characters . The these videos are impossible to find via youtube since he has not named them 'Fallout 4' the he has named them: 1 - Overview and Prerequisites He has stated his prerequisites as 3ds max 2016, Maya2016 and Photoshop, but in the first few videos I have looked at there is no explanation as to why 3ds Max 2016 & Maya2016 is required. I have 3DS Max 2015 and the Nif Export/Import Plugin, I really want to know WHY Maya 2016 is required and can It be done with 3DS Max 2015 and if not is it likely to be possible in the future?
  4. When installing Repaired Sanctuary Bridge http://www.nexusmods.com/fallout4/mods/7722/? A requirement for this mod means you have to add "bUseCombinedObjects=0" to the ini file causes a collison issue when placing objects EG: When you try to place a turret ontop of a preexisting house in sancturary hills it will pass through the house and not rest ontop It also creates an (almost) game breaking bug
  5. A Supermutant and Power Armour is the same size , so why not cut up an existing supermutant into the individual power armour parts. Ideally I'd love to see Ghoul, Supermutant, Synth, Races etc
  6. I had really hoped races would be a part of Fallout 4 (as in being able to be a Super Mutant/Goul as well as human) It might not be possible yet but I'd like to see a Power Armour Suit that looks like a Supermutant and preferabally one from new vegas I dont like the Fallout 4 'small head' super mutant design
  7. No, I'm talking about the Base Terrain that you mould in the creation kit .. it is not saved as typical 3D data, It is certainly not a NIF , I suspect its random text data stored in the ESM files, but Im sure it would be possible to render the data outside of the creation kit
  8. Searching for these terms is a nightmare since they all relate to extracting game meshes and FOMM. Needless to say the terrain meshes are not NIFs , so has anyone tried extracting them to 3DS/OBJ ? If not I will ask on Xentax
  9. Nevermind, I found this it explains how to export statics with collision
  10. There are many things that could be wrong, unfortunately if 1 small problem exists this annoying red sign appears , instead of just showing a broken or non textured mesh You create the models in 3ds max , weight them by using an original mesh and then import them and setup the textures with nifskope https://www.youtube.com/user/NightasyTutorials https://www.youtube.com/user/madllixivia These tutorials should help
  11. This is a question relating to Fallout 3/Vegas & Skyrim The GECK & Creation kit reads a file to 'draw/load' the scene by finding all the nifs and loading them in those programs. So It must be possible to get 3DS max to do the same and import all scene/map objects with their placement coordinates and rotations. I know I have enough information from GECK / Ck to load each Nif seperately and manually place them in 3DS max , but that just sounds exausting. I seriously doubt something like this exists so I was wondering if someone make a script for MAX 2009/ 2012 or 2015 to do this? I know that the base terrain isnt a NIF but I was also wondering if it was possible to get this into max too ? EDIT: I found a way to do this with 3D ripper DX but it isnt perfect
  12. For this: Thank you, for your help x http://s30.postimg.org/69idl03f5/hunting.jpg Turns out it was the BSLightingShaderProperty stuff in Nifskope And yes I wanted to avoid as many steps as possible in order to learn the very core basics of what is needed. And no I wont ask why the model looks shiny (I know why) I dont like blindly following tutorials, many say "Do This" with no explanation but I ask "What for?" This is how I learn things , and ultimately learn more than others following the same steps. Then I start thinking about how to improve the current standard process. For example files need editing in Nifskope after they are exported 1) Could the Nif Plugin be updated to include options and settings to negate using Nifskope entirely (it clearly exports 'junk' data into the new Nif. 2) Could there be a 'Nif Checker' Program to identify any issues in a Skyrim Nif file You may think that these are lazy, childish, noobish ideas , but In the 10 years Ive been modding different game file formats you'd be surpised how often a programmer comes along and says "thats a good idea" (ever ripped a model using DX ripper and NullDC ... You're Welcome!) I may come across as a lazy douche' but I really just percive things from a different angle. Thanks again x FYI: The ! Exclamation mark ingame means there is a problem with the mesh If the mesh is invsible its a problem with the BSlightingshader Property Its also possible to set up NIFshader in 3DSmax material editor (technically you shouldnt need to copy values in Nifskope if they are setup properly, I personally cant export the texture with the right texture/armor path...yet)
  13. You're not wrong , but honestly my brain 'learns' and interperets information differently either because I am a genius or retarded (possibly arttistic) Point is I need to be focused on a singular goal and not get weighed down by additional cluttery information. I feel I am very close , my current guesses are 1) A problem with the exported bone structure 2) A dumb issue regarding the _0 / _1 weight slider thing ( I duplicated the same mesh for 0 and 1) 3) A dumb issue regarding the fact that its in a DaedricCurass_0 slot and the engine is looking for missing stuff related to the armour 4) If its something to do with the textures that'd be really dumb.. and I say dumb because usually In game engines when a mesh is wrong , it at the very least TRIES to render the object ,, this exclamation mark means the skyrim engine regognises a problem and replaces the mesh with that exclamation mesh (which really isnt helpful) I just assumed that Skyrim editing would be fairly painless , but after 4/5 years it still seems quite buggy, oh well , nothing easy is worth doing x http://s12.postimg.org/l86kt3b4d/noob.jpg
  14. My main concern with my altered Daedric mesh is the NiNode name is 'scene root' which seems important lol I don't see why breaking the mesh into separate armour slots should be that complex since The Daedric armour boots overlap the body when in use together ... (unless the armour MUST allign with naked feet... again these are just variables I may be unaware of) I'm also going to want to create general armour meshes in the future anyway. Nightasy does a lot of re-importing the base body mesh to avoid "errors" , which given those tutorials are now 2 years old suprises me these bugs may still exist. He also uses a Downloaded 'Diamonised UNP' Naked Female body as his base (which I also don't want to use). Everyone seems obsessed with editing the 'Female' model. (I'm gay and I find the 'Better Males' also extremely immature and pretty discusting) Skin Wrapping only copys the data from the base mesh being used, the body doesnt have head and neck weights , hence my desire to copy them from sepeated head,body,hand,feet sections. The Exclamation mark appears In-Game as a replacement for the problem mesh. I havent touched the Creation Kit yet and have no desire to use it untill I want to script events. Nightasy imports new meshes without using it either. I also assume I shouldnt need to 'Clean' skyrim bsa's untill I start making significant changes. I will now practically follow Nightasy's tutorials, following every step... (although his workflow and file structure is horrific lol)
  15. Not having much luck exporting the meshes following the tutorials So I imported an original item , moved a single vertex and exported it back into skyrim and the entire mesh is replaced with an '!' ... so It seems my problem is really a NIF export issue (or a shader issue, but why should textures affect the mesh load??) .. Im using the lastest version The export is Totally different ... zzzz With so many variables its difficult to know what to do differently http://s7.postimg.org/wm0zqx4a3/issues.jpg
  16. By doing them individually , I hope to copy the original 'skin' assignment (and also get a better idea of what bones need linking with what mesh) I've seen Nightasy use skin wrap. (ironically he breezes through its use unlike everything else) By 'Bone Rotations' I assume you mean 'Rotate Only' ? (as is the usual custom) http://s4.postimg.org/4ue9anupp/T_pose.jpg The T-pose fits really well, I'd just like to 'Move' a few bones for the Finger locations (However Its also possible that 'Moving' any bone (other than the pelvis/root during animations) will result in failure). I could change the mesh I'd just rather not have to distort my model. Skin_wrap only takes data from the original seleted mesh , This base body doesnt contain data for hands/feet/head. hence my reason for wanting to do them individually.. getting closer , I shant sleep again untill it is done!
  17. Seems I'm clearly trying to run before I can crawl (and do something fairly unique and not what I want for my mod anyway) Between 3dsMax, Nif Plugins & Nifskope my current failures to export could be the result of 1001 errors I'm making. At this point I feel it would be simpler to turn the entire body into seperate individual Head,Body,Hand,Feet armours, instead of this player.item object Eventually I would like to turn the Race Menu into a Charcter select Menu, and every NPC will be their own unique Face/Body Mesh. #TotalConversionProject
  18. I am currently going through Nightasy's tutorials , my current frustration is that he is importing armors Mesh and bodys Mesh that are already rigged to the bones.. I will continue watching but If anyone knows of anything more specific regarding adding bones to new plain editable mesh's I would be most grateful
  19. I have extensively searched the internet for a clear 'step by step' explanation and I have wasted hours watching Unscripted, Unedited, UnVoiced Videos On Youtube What do I want? I want to import a completely 'new body' character model Much Like this Goku Character Nearly all tutorials videos talk about creating new armour and adding them ontop the existing body and skeleton meshes. Nightasy is probabally the clearest and easiest to follow, and its possible if I keep watching his videos I will eventually be able to put 2+2 together, but its also frustrating. I took a look at the Goku Model http://s23.postimg.org/le2v3q6e3/lost02.jpg I was surpised on import to see it in the T-pose and not the ususal relaxed T-pose. When I then imported the standard skeleton it moved. It has 13 Meshes I understand the meshes have the skin modifier and they are rigged to each reigon of the body, I only have 2 meshes The Goku model also came with an esp file and requires the console command Press ~ to open console command, than type: help Goku and you'll see a list with items codes: player.additem 2DAAAAA1 1 Goku Playermodel For now I'm happy to follow this process (later will require a complete overhaul of the 'race' selection menu) I've added the modifiers , but now I need to edit the envelopes and attach the bones to the mesh , but I also want to do it in the T-pose. I know the basic principles of rigging but instead of creating new bones this is selecting the bone to the mesh and I dont understand how to do that. http://s11.postimg.org/pne5npe5v/lost01.jpg Eventually I may change the Base Male body and turn the clothes into armour , but for now I just want to be able to import my character into skyrim.
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