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flipdark95

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Posts posted by flipdark95

  1. Hey there. I'm Flipdark95. I've been modding and making models for modding projects for a couple years now, and I'm available for commission work on models for your mod. I'm a modelling lead on Project Arroyo and have been a modeller involved in plenty of the community's larger mod projects, making everything from weapons to items to outfits and more.

     

    If you want to contact me for details regarding a custom model for your mod, my discord handle is in my signature no matter the post, and we can discuss what you want made for your mod. I should mention that I have many active projects, some of which involve models that already might match up to something you might want for your mod, and in that case, there's no need to commission anything, just sling a message my way if you want to use that existing model. This is mainly meant for completely custom work that is unique for your mod.

     

    If you want to see the kind of work I've done or arm working on, here's a link to my artstation profile :)

    https://flipdark95.artstation.com/

     

     

  2. What are the main tools people use to extract models and textures from Origins? I'm a 3D modeller working on a total conversion mod for Medieval II Total War, and we're aiming to try and stick to using models from the games themselves before going for custom models. However since BSN has been closed for a while now, a lot of the tools and projects on there have been scattered.

     

    So is there a guide out there for pulling the models and textures out of Origins in particular?

  3. The principles for making any weapon stay the same. For guns for example, basically you just need to make sure your weapon aligns to the vanilla reload animations, and in Nifskope you copy and paste your mesh pieces into a vanilla file which acts as a template.

     

    That's the simplest means of making a weapon.

  4. Hey there, I'm working on a remake of the Fallout 3 Super Sledge, with custom models, attachments and unique variants - the whole shebang. And I want to know if anybody from the forums wants to volunteer a bit of time to help me test the files. I've been running into a few problems getting them to work on my install and been trying to fix them for a while, but I have previous versions of the mod that do work.

     

    So if someone is up for it, just PM me for details.

     

    Some pictures of the mod so far.

     

    73H6aTE.png

    x2VuO01.jpg

    CV6Cytl.png

    3vhcgDR.png

    qC3uz3X.png

  5. So I've been working on a remake of the FO3 Super Sledge for a while now, and I've managed to get the models working correctly in-game. However I'm running into problems when it comes to making sure the attachments I've made for the sledge show up in their respective categories.

     

    I've organized the attachments for the super sledge into Hammerheads, Grips and Melee Mods. I have roughly 11 attachments in total made, but only a handful of them even show up in the crafting menu for the sledge, and on top of that the sledge doesn't spawn with a head mesh attached, only the handle.

     

    Here pictures of my work so far. My goal basically is to be able to equip multiple attachments at the same time, like how vanilla guns can have scopes, magazines, grips, stocks and muzzle mods all attached together.

     

    Super Sledge in-game.

    http://i.imgur.com/chSW5GSl.png

     

    The Super Sledge's crafting menu in-game. None of the grips or hammerhead mods show up on it, only attachments with ap_meleemod assigned.

    http://i.imgur.com/DTgntVyl.png

     

    Super Sledge Object Window.

    http://i.imgur.com/kxKrUall.png

     

    Super Sledge Grip Mods (They all have the AP_MeleeModGrip attach point assigned to them)

    http://i.imgur.com/t1jyrisl.png

     

    Super Sledge Hammerhead Mods (They all have the AP_MeleeModHammerhead attach point assigned to them.)

    http://i.imgur.com/IioEkPnl.png

     

    NIF files for the sledge's meshes.

    http://i.imgur.com/ClZe1kzl.png

     

     

    Essentially I'd like to know what I can do here. Because if I assign everything to the basic ap_meleemod keyword, than I can only equip one mod at a time on the sledge. But I'm not sure how to get the mods to show up on the sledge's menu otherwise.

     

    Would really like some help figuring this out.

  6. Hey there, is there anyone who can help give me a few pointers on converting weapon models for my custom weapon mod? I'm making a mod adding in the Whitney Wolverine pistol but I'm having trouble getting the weapon mod meshes to behave and they're making the CK crash to desktop when I try to assign them to the mod records in the CK.

     

    Is this process usually what you need to do to get weapon models into the Creation Kit? I have access to 3DS Max for making mods as well, but I'm just wondering if there's anything I'm missing with this process.

     

    1. Export from Blender/3DS Max as triangualated OBJ file
    2. Open OBJ in Outfit Studio, rotate 90 degrees and export as FO4 Nif
    3. Open up vanilla weapon nifs (in this case the Deliverer) and copy BSSubindexTriShape files into NIF. Convert them to BSTrishape nodes.
    4. Remove vanilla weapon mesh nodes and clean up NIF.
    5. Create weapon and weapon mod records in CK and test to see if mesh file is working.
  7. Oh man this is awesome!

     

    I can also put in some work. We're you wanted a ragged well worn look or something more new?

     

    I was thinking maybe both or something? Like there could be 'paintjobs' for the weapon that make it more rusty and decrepit looking at the lower rank while another 'paintjob' could be it looking brand new because it's being cleaned and maintained regularly.

     

    Also, sorry for being late on the replies. Wasn't expecting them so quickly :smile:

     

    I've got a presentation to do for uni very shortly, so later today I'll post a link to the OBJs as well for either of you to work on. There's not really a set deadline or anything I want the textures done by, but there are a couple of other modders who want to use the weapon in their mod fairly soon. So at the very least I want to make sure it can be ready for that.

     

     

    Oh man this is awesome!

     

    I can also put in some work. We're you wanted a ragged well worn look or something more new?

  8. Hey there. I've remade the Laser RCW from Fallout New Vegas and am working on putting it into a Fallout 4 as a brand new weapon that can be found in the hands of Gunners, Triggermen, Goodneighbor guards and Diamond City guards. However, at the moment I'm extremely busy with my uni assignments and presentations for the next fortnight, so are there any texturers out there good with weapon textures that can take a whack at texturing it? I'm also working on it for the Junkmaster mod by Kungfuman10 on Bethesda.net, so just wondering if there's anyone available to lend a helping hand :)

     

    http://i.imgur.com/UOYUvnZ.pnghttp://i.imgur.com/JC5PMJr.pnghttp://i.imgur.com/wzAwLc2.png

     

    Here are the UV maps if anyone is interested. They're in 4096 by 4096, so whatever textures you make need to be downsized to 2048x2048. Thanks for whoever takes this up.

     

    https://drive.google.com/open?id=0B1CHDAQZGElveGFheXJFOG1rdFE

     

     

  9. I'm working on a suit of power armor for Fallout 4 and I need some help trying to export weighted (but not rigged) objects from Blender to 3DS Max so I can import them into Fallout 4's file format. Is there a export method that keeps the vertex weight groups on each object and preserves them so that in 3DS Max I can open up the object and see them ready and waiting in the Skin modifier?

  10. One of the first weapon models I made was a survival rifle you could find in every Vault's security armory or office. It was issued to security patrols heading outside into the wasteland. So I've got that going.

     

    And I've got these 10mm variants as well.

     

    http://i.imgur.com/hwPFeFX.png

     

    http://i.imgur.com/iw6PJiQ.png

     

    http://i.imgur.com/eUsZOj2.png

  11. They've actually got concept art for what looks like plasma or tesla receivers for the Laser Musket in the artbook. I'd actually love to model them at some point, but right now I'm working on the Institute Power Armor and some stuff for other big mod projects.

  12. Yeah, I aim for it to. There's gonna be a crank-style receiver and a normal receiver. The crank receiver basically allows you to overcharge your shots but also can have unpredictable results if done too much. I'll be attaching a script effect that basically allows for a chance for a misfire to cause knockback and a bit of damage to the player if they overuse the crank.

     

    There'll also be a rifle receiver and a pistol receiver too.

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