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pickinthebanjo

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Everything posted by pickinthebanjo

  1. Well thank you first of all. I could make a tutorial but I am still pretty green, I will make a point of giving it a shot at some time but I'd still like to figure some more out. For example those last pics use the same mesh as the pics before because I could not get the updated mesh to work ("array data much too large" whatever that means?) in nifskope, but whatever I am already working on a high detail model since I seem to be able to learn more and more each day at a faster rate, so the next one will be better, this one is just for the mean while. But I'll tell you what here is a sort of list of what I've done in the form of a tutorial (It's going to be short but I'll edit later) Weapons Mod Tutorial (Replacement and Unique) Step One - You have two options: A.) Make a mesh - Time consuming and difficult at first so watch Youtube tutorials for whatever program you use for editing (I use 3DS Max 10 and Blender mainly) and you'll get the feel for it eventually. B.) Edit an existing mesh - (You'll need permission first off if your using somebody else's mesh.) - (Select the mesh you will use and export it as an .obj file through Nifskope into your modeling program) - Select the mesh you wish to use for a base and strip off the parts that you are not going to use (Clip, Bolt, Receiver, ect.). After that is done sculpt the body to the new shape that you want, remake the pieces that you still need, then place them where you want them to be. (If you are using many different textures you will need to make an equal amount of pieces) Step Two - Create the Textures that you want to use for your parts. You have various options as to which programs you can use. I usually find most of my textures on the internet and convert them from Jpeg to .dds using DDS Converter 2. S tep Three - Export the model as an obj file then import the .obj file into Nifskope. (If the size is wrong click on the main branch in the column to the left and scroll down in the list on the bottom of the screen until you find scale and rescale it to the proper size.) Step Four - Getting your model working as a proper .nif should in Fallout. This has been covered in many different ways so I will refer you to the .pdf that helped me get my models working. --Blender and Nifskope Tutorial-- This step is covered on pages 67-70 Step Four - GECK Setup Open the GECK and open FalloutNV.esp and click save, name the new esp as whatever you want your mod called and click save. If you want to replace a weapon - Load the weapon you want replaced and edit it's information to what you want (damage, name ect.) but leave it's editor ID alone. After that is done go to the art and sound tab and change the weapons model to the model that you want to replace it with (the one you made) then change the sounds and any other information that you wanted to change, click save and your done with the GECK. If you want to make a unique weapon - Open the weapons tab right click and choose new, edit the information to the values that you want to use, make a name and editor ID then click on the art and sound tab. Choose the correct animation type for your weapon (rifle - twohandrifle, axe - twohandmelee ect,) then choose your model and enter any other information that may be left (sounds, reload type ect.) Since you are making a unique weapon you have an additional step, you have to place your weapon in the game world. In the bottom right corner of the GECK you'll find the cell window, scroll through it untill you find the areas you want to place your weapons and drag them from the object window into the render window. Click save and your done with the GECK. Finish up by placing your textures in your FalloutNV texture folder, your meshes inside your FalloutNV mesh folder and the .esp in your FalloutNV data folder. Open FOMM and check off your esp and launch the game, if all went well it wont CTD for one thing and when you find your weapons they shouldn't show up as a <!> or you are probably not running archiveinvalidation. Well I hope that helps you AllanOcelot and your offer of £10 is appreciated but unnecessary, I believe in freeware so that should also apply to articles relating to the creation of freeware. Besides if your anything like me you probably got some ideas that nobody else will bother with/think off like me with my SR 1911. If you have any questions feel free to ask.
  2. http://img508.imageshack.us/img508/7761/m1911o.png http://img291.imageshack.us/img291/493/m1911n.png http://img651.imageshack.us/img651/69/m1911m.png http://img13.imageshack.us/img13/1791/m1911l.png Final wood and metal textures, still need a better texture for the bolt though. Also need to fix that barrel band since it clips.
  3. Just finished the first textures, still better res textures for the metal areas but it's good for an early release I think. - http://img84.imageshack.us/img84/6678/m1911i.png http://img89.imageshack.us/img89/9597/m1911j.png http://img266.imageshack.us/img266/3655/m1911h.png http://img339.imageshack.us/img339/7149/m1911g.png I would release it tonight but I am tired
  4. Yeah it looks preaty bad but I think I can improve it and if not I can change mine into a nagant I think, I would just have to chop the whole receiver off and redo the stock and barrel. I just installed Maya so I should soon be able to port most of your list from S.T.A.L.K.E.R COP since those are very high res models and there is so many to choose from, also I heard porting stalker stuff is allowed as they gave permission or something but I will have to check again.
  5. The only thing holding it back from release is the fact it has no textures, I could ask whoever made the mauser that I used the textures from for testing if I can use them for this mod but I'd rather just make the correct textures. I did go grab a copy of photoshop I just have to install it and figure it out. But if I get anymore requests to release it I guess I will find a way to release it even if I have to use the mauser textures (with permission) since there was also another person interested,
  6. More updated pics, still need to make textures (but I did fix much of the clipping since these pics were taken and will post them later tonight) http://img202.imageshack.us/img202/8509/m1911e.png
  7. http://img814.imageshack.us/img814/7574/m1911d.png http://img521.imageshack.us/img521/3069/m1911c.png I still have to retexture it and correct the front handguard and some small clipping issues but I will post a link for you. You want it in .obj or .nif?
  8. Sure, I'll upload on to filefront at some point this morning then I will post a link
  9. How about a simple fix-up and re-texture of this nagant from fo3 20th century weapons? http://img213.imageshack.us/img213/1549/nagant.png I loaded it up to screw with it but it seems fairly correct to me, just needs a clean up I think. It would be easy to make the dragoon model as well as the carbine version.
  10. Well I want the fils but you should name the rifle Swiss 1911 insted of M1911. M1911 is the name of a pistol. But if u want it as M1911 I wount stopp you. Just what I would have done :) The reason I named it that is because when I bought it and had shipped to me, the crate was stamped with "Schmidt-Rubin M1911" and my registration forms label it as a Schmidt-Rubin M1911. Most people call them K1911's (Karabiner) but they are wrong since it is anything but a carbine. Maybe I should call it the Schmidt-Rubin 1911, I don't know but anyway here is the updated action and rear sight - http://img521.imageshack.us/img521/5857/m1911b.png
  11. First I'd like to make proper textures. I fixed the sights and made a scoped version but still have to add a bipod. I figure a couple more days but I can E-mail you what I got so far. Also take a look in your other thread I just posted some pics of a weapon I had lying around.
  12. Here are some pics of a rifle I ha lying around in my mesh folder - http://img16.imageshack.us/img16/2729/ak1y.png http://img227.imageshack.us/img227/7935/ak2.png It was made from Imp's AK-47 and a G36 from some "tactical weapons pack". I didn't make the models I just used them as parts for that so you would need to as permission from both authers if you felt like using this rifle in your mod. (I can figure out exactly who made it if you want to ask permission to use it in your mod) On another note I started work on your nagant but I will probably take a bit longer than I did with the 1911 since I really wanted to get that done.
  13. Well I can make it a pkm, but I will have to think if I'm going to do that. Reserch time:P Edit: Its a pkm :D Also I am going to change the name of the bullets... Yay? In my opinion the bullet names are quite innumerate in NV like AP ammo is generally known as steel core and surplus ammo can often be better than factory (Google GP11 for example) and so on. If you want real world examples go look up a site like say nosler, sierra or hornady bullets and you will see what there is to choose from.
  14. I recently made a weapon mod to add a new rifle to the game and I would like to know how I add the proper ammo for it since right now it uses .308 and it is supposed to use 7.5x55 swiss.
  15. I fixed it, it was an early morning mistake. I mistakenly clicked twohandmelee instead of twohandrifle animation. Thanks anyways. So now I will clean it up and find a way to make textures and I will release it. The sights are all crooked right now but I still managed to pop that idiot that keeps raking the ground in the head from doc's doorway
  16. I just got it going like 10 min ago so now I just need to clean it up and sight it in. But maybe you should post a link to the thread I started about the 1911, that thread basically shows the process of a weapon mod from request to model and finally into the game through nifskope.
  17. Alright I managed to figure it out and I got it into the game but the problem now is that I can't fire it and it is held like some sort of melee weapon. - http://img687.imageshack.us/img687/5269/1911e.png If anybody knows how to fix this I will be able to release this finally.
  18. Thank you for the nifskope tutorials, I made a mesh of my old hunting rifle because nobody has ever heard of it before but I couldn't seem to figure out how to take it from being a mesh to a complete .nif so with these tutorials I think I should be able to figure it out, though it will have to wait till later this week.
  19. A bender companion would easily make my day. I am all for it and I hope somebody pulls it off or at least tries.
  20. I too wouldn't mind some "white willies" (WP grenades) but sorry I don't know how to make .dds textures, but it can't be that hard and I have been looking for either a converter or a program that can make them. Maybe you'll have better luck with someone else, if not I will eventually try and get around to it. I'm new but re-texturing is easy, easier than porting FO3 mods and that is pretty easy (at least the armor/weapon mods are anyway)
  21. I was reading over the past posts again in an effort to figure out if I missed something, then I read this above paragraph again and wondered how I should go about merging them because in both 3DS Max 10 and Blender there is only three pieces - Bolt, Magazine, Body/Receiver but when I import the .obj it shows up as a 21 piece mesh, which suffice it to say boggles my mind. The way I see it is if I can get it down the the three main parts I could probably try importing it into a different mesh. (The mesh I am importing it into in Nifskope contains the same pieces since it was what I used as a base template for modeling my mesh in 3DS Max) On another note thank you very much for your help so far, it has been invaluable to completing this project and learning the process in general. Can't wait till step #11 lol, GECK time
  22. How do you relode this rifle? Like M1 Garand or the Hunting rifle? If you mean how does the action move when you reload, it is a straight pull bolt action meaning you grab the handle and pull back then push forward, no lifting the bolt. Aside from that it loads just like any other rifle using clips here is some video of one being fired -http://www.youtube.com/watch?v=BRl0rbKSTC0&feature=player_embedded I just watched like a dozen other videos of that rifle and they all say the same good things about that rifle, I recommend you watch a few others as well to see just how good this uncommon rifle is considering the 1911 is 100 years old this year
  23. Hi I was wondering about making a few scope reticle's. I am curious about how they are made, I have looked at a couple in nifskope and 3DS Max 10 and they looked like this- http://img203.imageshack.us/img203/183/33512178.png In 3DS Max it's just a big hole and in Nifskope it is a big square but if you look at just the right angle you can clearly see the crosshairs. So I guess my question is if I felt like making a new reticle how should I go about it?
  24. Alright so I started off by Loading the rifle I modeled mine after into NifsKope, then I imported my .obj mesh in. After that I stripified each piece of my mesh then added a BSShaderPPLightingProperty node to each piece. Then copied over the texture set numbers inside the BSShaderPPLightingProperty nodes. Then I set the texture paths to use the correct textures. Then I copied over the values from each piece. Then I copied each branch and pasted them on the other rifles parts. From what I noticed is that when I started I had two lists in the block list, now it seems like I just have the one list with my parts mixed in. Now I am confused as to how I replace each part with my parts.
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