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Everything posted by SirSquidly
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Recently I have been trying to make a custom hat, using the Fiend hat as a base, yet the hat renders completely sideways. I've tried everything by now with no luck, so if someone could just walk me though it baby steps, I'm hoping I could get it to work
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Blender models not merging properly?
SirSquidly replied to SirSquidly's topic in Fallout New Vegas's Mod Troubleshooting
I'm intentionally trying to make two models share a single mesh so they use the exact same set texture. I need it so in the geck, a texture can be changed on one of them, and affect both of them at the same time. Like attacking a spike to a bottle, then changing the bottle texture in the geck to affect both at once. -
So, I've been trying to merge two models together in blender, with the intent of them both sharing all their properties and textures and any everything you normally expect with combining. Although, when I export the model to a .nif, I notice that the NiTriStrips are still separate, even though they are definitely combined in Blender. Some much needed help would be amazing, and I will be in your eternal debt to anyone who can help me out here!
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I am trying to export this as a creature part, so I'm not totally sure which parts I need here. I did export it the what it was said at the bottom, minus the creating a collision mesh part, cause this is a creature part, so I figured that isn't needed. Sorry for the long response, I've been working all day on unrelated stuff, and if I could get some help on porting this for creature use, that would be wonderful. Extra information: It's an eye for the robobrain. I might later on need help on getting the eye into an item, but I just need help getting the model ready for New Vegas use. Edit: Also, I think I need the same values the normal mesh has, like the material and texture setting stuff, I'm also completely ignorant on how to get that on the new mesh.
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As of recently, I have been having trouble porting a custom mesh to the geck. In nifskope there is a lack of properties on my mesh, so i'm not totally sure what might be the problem, and i'm not sure how to add the missing properties. http://i.imgur.com/RUFjnbQ.png I'm not sure if there is something I was supposed to do in Blender before I moved it into nifskope, as this is all new territory to me. If someone could try explaining this in the way you would explain how to use a computer to your grandmother, I would be grateful!
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*FLASHBACK* Oh. I must be going insane or something. I solved this problem in the past, using that exact page. I can't believe I forgot this. Thank you for dealing with my episode of retardation, and I hope you have a wonderful day good sir. I'm bookmarking that page so I never forget this.
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Recently (add 50 air quotes), I have been attempting to attach items to armors. While I have been able to get the item to properly rig onto the armor, I have been dealing with the item vanishing at random (from observation, it seems to occur when particularly close, or at some angles) Disgusting Silly Lobotomite: http://i.imgur.com/yZhJBaN.jpg Gets shy and removes nose up close: http://i.imgur.com/LrKb7if.jpg I have been able to attach other pieces of clothing together with success, so it seems to just be items. I have been dealing with this problem for a long time, and am hoping someone knows what's wrong here, and helps me fix it.
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Alright, is there an easier way to retexture the Netch's glowing belly? I am looking to re-texture the belly glow from it's normal blue to a pink color, and later do the same but making it green. I was able to easily re-texture the body itself by just changing the color balance. However, when I get to the belly things got complex. The only way I found to change the belly glow is to change all of this: http://i.imgur.com/glTcmLX.png Is there an easier way to achieve this, without spending an hour or so changing every value here?
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So, I've been working on a small quest mod that involves this building, but now have noticed the building's collision is a little... wonky. http://i.imgur.com/Xmokule.jpg THIS is how far I had to put the door, just so you can go inside. Horrible, right? I'm wondering if there is any way I could alter the collision of the building itself so I can actually put the door, you know, ON the building. I've done some small work in Blender and Nifskope in the past already, and any help on a good collision tutorial would be amazing, thank you!
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Bug when attaching items to armor
SirSquidly replied to SirSquidly's topic in Fallout New Vegas's GECK and Modders
Sorry to cast Thread Necro, but I now seem to have come across a new problem. Like an idiot, I only tested the armor on the player, which works fine, but when on other npcs, the pieces disappear when up close. When not near the npc, it seems to work just fine, so i'm not sure what to do now, or if it's some weird setting in nifskope. Disgusting Silly Lobotomite: http://i.imgur.com/yZhJBaN.jpg Gets shy and removes nose up close: http://i.imgur.com/LrKb7if.jpg If you or anyone know some fix for this, probably a radius thing is required, not sure, it would be greatly appreciated! EDIT: If in a week I get no response, I'll create a new thread, sorry! -
Bug when attaching items to armor
SirSquidly replied to SirSquidly's topic in Fallout New Vegas's GECK and Modders
The 1st one I didn't even bother due to it being a vanilla object, and the 2ed one WORKED LIKE A CHARM! Thank you very much for this, for not I shall reign supreme over the world of stupid armors! Mu ha ha ha! (But seriously, thank you for your assistance addressing this perplexing issue I was facing) -
Bug when attaching items to armor
SirSquidly replied to SirSquidly's topic in Fallout New Vegas's GECK and Modders
Nope, that seems to have done nothing i'm afraid, and my armor is an edited vanilla armor, so it already has a UV Map to it. The item (the part that is vanishing at angles) i'm trying to attach is also a vanilla item, so it also has a UV map. -
So, recently, I have been fiddling around with some custom armors, and have run into an odd bug. When I attach any items onto it, while I can get it in-game, it has a odd effect on it where it sometimes is right where I put it, like it's fully working, then at certain angles, it completely vanishes. While this isn't too breaking of a bu, it's an annoying one, which I assume is caused by mesh differences between armors and items. Every attempt of attaching an item to armor has this same result, while armor and other armors, and even armor to creatures seems to work just fine. If someone could help me understand this odd thing, it would be awesome.
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Added bullet holes onto the logo of the machine: http://i.imgur.com/RNhzlN4.jpg So, the mod is basically finished, so i'm going to get ready for upload! Thank you guys for sticking around with me (and dealing with my idiocy), now, I'm probably going to start making Nuka Dark, or make my Halloween textures!
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I'm almost certain that the glass is colored in Fallout 4. Besides, the bottle recoloring isn't too difficult. Also, the bottle's normal texture has colored glass (look at the edges of it), I just had to make a new texture due to using the vanilla empty bottle's nif. It was just an edit of the normal bottle's texture too. I might make an optional texture for non-colored glass, although, i'm kinda trying to finish this up along with another side mod, because I need to start pumping out Halloween textures. If anything, a normal glass retexture might come out a bit after the normal mod does, which I plan on releasing VERY soon. EDIT: I re-read your comment and was really confused at first, before realizing what you meant. I'm going to have to try that! EDIT 2: Nevermind, i'm lost.
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Hello once again, I was busy with other mods, and how I have these textures done! http://i.imgur.com/kiv9eUY.jpg I got the empty bottle texture done, which was rather fast! http://i.imgur.com/sfi2tuj.jpg And I learned that brushes exist in Gimp, and re-designed the logo for the vending machine to make it unique! I plan on giving some decals of cactuses and tumbleweeds on the machine, and maybe a revolver. Sorry for the lack of updates!
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Sorry, I was busy, but I got a few around in game! http://i.imgur.com/KEyucul.jpg The Nuka Cola machine (I also increased the size of the logo on it) http://i.imgur.com/uZ06gHH.jpgA normal Bottle of Wild, next to a hobo bed. http://i.imgur.com/05um5mf.jpg Also, a Bottle cap, and an empty bottle! (Empty bottle currently using normal texture, will fix soon!) Also, I've been thinking about adding a few decals on the machine for a more unique look, and maybe changing the logo on it. Any ideas on what lil' things to add on it?
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I think it would make sense to use the generic nuka-cola machine for multiple flavors, cause they would only loose money if they make a machine for every flavor. I just made one for Wild because it was a drink made specifically to push Sasparilla off the top of Nevada's market. Also, I think it would be easier just to make the machine be able to be talked to, and doing all the purchasing through dialog. Along with that, I think it would make more sense for it to work like classic soda machines (cause that's how the model is made) where you pay, open the side door, and can pull out a drink, then the mechanism locks the rest in (so you only take what you payed for). It would require a bit of animation work to do so... if anyone has a tutorial, I could try making some of these! Even if I can't make the machine function, it would be a good opening animation! Also, I think i'm going to move this to a new thread, due to the question being answered, and now i'm just showing my progress on the drink now. Unless that's not against the rules.