Jump to content

pickinthebanjo

Supporter
  • Posts

    285
  • Joined

  • Last visited

Posts posted by pickinthebanjo

  1. I released a Saiga-12 some time ago, it suffered from zero spread even though I have both the spread and minimum spread set fairly high. I recently recreated the .nif (I assumed the projectile node had something to do with the problem) based off of the riot shotgun .nif. I basically just transferred my mesh into that .nif as to make use of all the existing nodes. I then entered the geck and created an entry by renaming the riot shotgun and changing only it's model leaving every value untouched. It still has zero spread even though it's using the same data as the riot shotgun with the only difference being the model used ingame. I am at a loss trying to figure this out and decided it's probably best to ask if anybody has any ideas as to how to correct the issue.
  2. I have found that it is usually the bumpmap alpha channel that is to bright. I would check this first and make sure it is dark grey to black on the section representing the glowing part of the sight. I should mention this is the case if the sight looks fine in darker areas but to bright in lit ones. If the actual glow in darker areas is to bright, check the glow map and make the white areas more grey. Some key things to remember:

     

    Bump/normal map alpha channel-the alpha channel in the bump map regulates how "shiny" an object is. The lighter the alpha, the shiner the object: white=crome/polished effect and black= matte/flat effect.

     

    Glow map- the lighter (white) the area, the more it glows. Pure white can appear to bright in lit areas, so a light grey may be more desirable. Black is no-glow.

     

    It may also be possible that the mesh itself may need the settings adjusted:

     

    NiMaterialProperty-I have found that most of the time for glow emitting models the top two "triangle' thingies should have hollow dots located at the top of the triangles and the solid white dots to the right tips of the triangles. The bottom two triangles should have the hollow dots on the tops of the triangles (same as above triangles) with the bottom left triangle having a solid black dot on the left tip, and the bottom right triangle having a solid white dot on the right tip.

     

    BSShaderPPLightingProperty-This can control certain effects of the model also. I am not very knowledgeable about many of these settings, but for objects and such, the shader flags under the "block details" window should be "SF_ZBUFFER_TEST" , "SF_EMPTY" , "SF_UNKOWN_31"

     

    I hope this helps -Peace!

     

    Thanks man, I'll have to give it another go and see if I can get them to turn out well. I've never really understood texturing but this time around I've been trying it again so this is pretty helpful. It sounds like you seem to have a pretty good handle on texturing, your stalker items turned out very well.

  3. I found the problem was that the Emissive Color was not set to white and I did not know how to make a proper glow map at the time, that is a great tutorial and it solved the issue. Though while the green sights look great, I tried to make white sights and they were glowing way to bright, any idea on dimming the brightness of the glow would be useful and appreciated.
  4. I am trying to set up a set of Night sights that glow at night as well as during the day. The sights I got set-up here seem to show up fine if there is any light behind them but in complete darkness they are not visible at all. I took a look at the .nif files for the plasma weapons since they usually got parts that glow but I could not figure out how to get these sights to glow.

     

    I am wondering if there are any modders out there with experience in this area that are willing to give some insight into this.

     

    It seems at the moment they work like Fiber optic sights but I am trying to make Tritium Night Sights so this would go a long way. Thank you.

     

    http://s13.postimage.org/61aa2d81i/m30.jpg

  5. Could I ask for a screen shot of all the weapon setups? Mostly damage,Spread etc, I don’t have new vegas or NV Geck. So I don’t know the values

     

     

    I'll find a user that will PM that info to you since I got the same problem.

  6. I am interested, I will have ago at it once I reinstall fallout3, geck,etc

     

    lol, thats the reason I posted this thread, I am just too lazy to do all that at this current time. But yeah go nuts on it.

  7. I'm wondering if anybody feels like porting my stalker weapons pack from new vegas to fallout 3? I have had a number of people ask me this already but I do not even have fallout 3 installed, much less the time to convert the mod. So if anybody feels like porting the whole pack, or just a weapon or two, feel free. If anybody does port anything, obviously you must credit me and all others involved in the stalker weapons pack.
  8. Porting is simple, contact the author and gain permission is the first step. Then remaking the .esp is the second step, then you are done. So I would suggest picking up the geck since I have seen almost that entire list on here. The M1, Thompson, and the bar are already in fallout, I have seen an STG-44 mod recently and added a sighting node for the author so that one works, Camon has made a few of these models already like the FG-42 and the Bren, pretty sure he also has an MG, the 20th century weapon pack will contain the rest.

     

    Modders are willing to do requests and add new weapons to the game but when someone requests weapons that have already been made you probably wont get many if any modders that are willing to fill that request since some other modder already went and built them.

     

    I will however link as many as I can find.

     

    - I built an M1 Carbine you can find it in my signature. (may not be on the list but it is a WW2 weapon)

    - Track down this machine and you will have your M1

    - Track down the BAR from deadmoney

    - Track down the Thompson from Honest Hearts (also contains a .45 similar to a colt)

    - Mg-42 With outfit

    FG-42

    Bren Lmg

    20th century weapons pack - This one contains the rest but I notice it is currently under review so it will either eventually get removed or they will complete the review and it will be back up.

    There is a mosin nagant in the stalker weapons pack but I do not currently have a standalone. Until then there is this - Mosin Nagant and SKS

    STG-44

     

     

    If you request anything that I feel like making then I will give it a shot.

  9. The geck wiki was my first source of learning the geck so any links to it will be be redundant, I don't mean to sound demeaning but like I said I have a good handle on the geck so I do not need information from the "geck wiki" as half of the entries are listed as unknown and I have already read it all already. Thanks for the comment anyway.
  10. I have made a number of weapon mods already so I got a good handle on the geck but I would like to learn about 3 options in the geck that I do not understand yet.

     

    Sight Usage

     

    Aim Arc

     

    Kill Impusle

     

     

    I have never had to use these before but I would like to know what they do just in case I am missing something important by not changing them.

  11. Yeah I also noticed that post was edited out, which I found amusing. I am not saying let people rant on I am just saying better words could have been chosen (on both sides) that's all. You make it sound like I agree with FlyingHigh10000000, which I in no way do.

     

    And on that note I am out, I am not really looking to get into a multi-page debate just felt like leaving a comment.

  12. Yeah alright then, I take the threat part back since that seems to be the focus on my comment but then there is still the fact that the staff should probably show respect to all rather than meeting ignorance with attitude. (that makes it sound like I mean all staff, but I just want to say that this is the only case I can think of that I have seen)
  13. I am not debating anything being removed, images or otherwise. What I am saying is that is not the attitude the staff should have. Respect should be given regardless, sinking down to there level is just as bad. (well not quite down to that level)

     

    Edit - I am not really looking to debate anything either, I just felt like voicing my thoughts on that particular post. Thanks for the reply anyway.

  14. lol, thats pretty funny in my opinion. Thanks, I sort of agree with it but I do not like giving -99 just because it would take something pretty bad for me to want to give -99
  15. @ LHammonds - I have the utmost respect for the Nexus staff, administrators, and moderators but that seemed to me like a pretty rude attitude for an administrator. I know that FlyingHigh10000000's views are pretty extreme but still an administrator should not meet ignorance with the attitude that was shown in your post. Now I am not saying you were being incredibly rude or insulting or anything like that but in my opinion saying comments like " Yep...that is exactly what you sound like. A filthy pirate with yet another justification story." and especially " You want freedom to own a gun (or whatever)? You'd better not try and steal mine in order to own one because you would be in for a rude awakening" (which where I come from is called a threat) are not the sort of things the administrators should be posting.

     

    Just for the record, I have reported many pirates in my time on the nexus and I in no way endorse piracy.

  16. Hello, I have noticed that whenever I rep a comment on a mod page either +/- it will usually give the proper 1 point but when I rep comments for any of my mod pages it will give +/- 99 points. This has happened at least three seperate times and just a few moments ago it happened again. I wondered if anybody else has that problem or if it is just me, and I also wondered if there is some way to fix it.
  17. @pickinthebanjo: I think he's trying to port the content for personal use, not for distribution.

     

    That is what I imagined but I just felt I had to inform him in case he felt like releasing since I do not like seeing members get banned (unless they deserved it then I very much enjoy seeing it happen) .

     

    @Mrspeakers - I read that article and it is useless to the OP. It seems to contain some odd information on porting from fallout 3 to nv but it seems to be going about it all wrong since the only things that need to be changed from porting from fo3 to fnv is a new .esp needs to be written, nothing more.

  18. Well most game developers do not allow porting of their assets though some do (Stalker is a great example) so the first step is to read the EULA for whatever game you plan on porting from because it should tell you if they allow it. After that if it's all good all you really need to do is extract the meshes and textures and make sure they are in a format that can be used in Nifskope, .obj and .3ds work fine for mesh formats and .dds is the only format that nifskope reads for fallout as far as I know. Then just set it up in nifskope, save it as a .nif and load it into the geck.

     

    If those steps are confusing then I would strongly recommend reading the geck wiki as stevie70 mentioned until you have a strong grasp on using the geck.

  19. I have had similar problems in the past, it got to a point where I had enough so I cut and pasted the mesh/texture/sound ect folders from my install and pasted them to an empty folder so I could uninstall new vegas then redownload it (from steam) and do a complete reinstall. After that I reinstalled the geck, NVSE, and my mods and all has been well since. Also aside from stabilizing my install it seems to run better as well (less junk I would have to guess)
×
×
  • Create New...