Jump to content

leot486

Premium Member
  • Posts

    111
  • Joined

  • Last visited

Nexus Mods Profile

About leot486

Profile Fields

  • Country
    None

leot486's Achievements

Collaborator

Collaborator (7/14)

  • First Post
  • Collaborator Rare
  • Week One Done
  • One Month Later
  • One Year In

Recent Badges

0

Reputation

  1. Thank you untolds definitely a step in the right direction. Guess I have no choice but to make the UV map from scratch. Only question for me then is.... How do I tell what parts of the UV map are what on the mesh? anyway to highlight just parts of the UV map and have that show on the mesh so I know what I'm looking at? Also, obviously after doing this I'll have to make a texture from scratch... turning out to be a lot more work then I wanted to do... any guides or resources recommended on going about doing this?
  2. Any advice on going about that? First time I've ever done something like this. Modifying the upper mesh took me most of a day. Was hoping to use the old UV map since it's mostly the same, and a new one would call for a new texture and I have no idea how to make a texture from scratch. I tried blenders smart UV unwrap but it condenses a bunch of the pieces into tiny parts at the top and I can't even tell what piece is what.
  3. So for the longest time I've been wanting a more true to real Steyr AUG A3, we have two good AUG mods but they're only A1 or A2 style receivers(and the airsoft A3 receiver). Using the model from robersonb1 I took his a2 model and loaded it up in blender and chopped the top section of the rifle to get close to the proper design. Aside from the issue it seems that the animation is on a seperate model, including things like the sling swivels which would need to be realigned(could use help with this too), my main issue is creating the UV map so I can apply the texture. Would it be easier to make a whole new UV map? or should I try to work with the existing one and some how modify the added in faces to fit? the left image is a cut of everything but the upper part of the upper receiver, some of the parts I edited on the lower half of the upper ended up stretched to the bottom left corner of the grid, so I moved them over with the rest of that portion of the mesh UV map. the right image is what I'm working with now, the area highlighted in orange that is under everything is what I've edited and added to the mesh, when I unwrapped that section that's how it came out. Obviously it needs to be condensed to it's own section to get properly textured, but I'm not sure of the easy way to go about doing this if there is one. One thing I was thinking was having a second UV map just for that portion, which although possible in blender, I'm not sure I'd be able to use two UV maps on the same mesh as a nif? I can't find anything on doing so but if anyone knows of a way that could be an "easy out" for this. thanks for any input you all can share, and if you're willing to help but something isn't clear please ask and I'll try my best to clarify.
  4. Awesome thank you I appreciate the info as that was the problem. To remedy it I just had to add a P-muzzle to the firearms nif file (How do you line up the parent and child thing on each in nif?). Wondering two other things.... one is when setting up zoom data in the creation kit is there an easier way to check your adjustments other then going into game and seeing how your sights line up with every adjustment? Also.... to make an in scope reticle I have no idea how, so I was going to use one from an existing mod. It was working at first as I was just copying the branch and then pasting it over, making adjustments as I went. Though for some reason after 2 or 3 saves of the nif all of a sudden when I look through the scope it looks like someone tinted it, severely to the point I can barely see through it. Even after deleting the reticle branch and resaving the nif the shading remains on the gun. Any idea how this is happening?
  5. On the weapon I have mod association ma_1911a1 and more under keywords and under attach parent slots I have pa_legendary and pa_gun_receiver. On each gun receiver mod which has the attach point set to pa_gun_receiver I have attach parent slots pa_gun_mag and pa_gun_muzzle. every gun receiver, and the suppressor has ma_1911a1 as the mod association. None of this is using a custom point such as what you mentioned. How do I determine in the nif file itself it if is set up to take on the mods?
  6. So over the last two days I taught myself how to add weapons from scratch, how to modify them and add the meshes to show in game, sounds, etc. Though the major roadblock I am reaching is the object template it seems. As far as I know when you create mods that make a visual change to a weapon you have to form a link to it through the object template. I made a modcol for all potential modifications for the gun I made, sights, magazine, receiver, and suppressor. But whenever I make a custom tree in the object template no change occurs to the mesh and the warning box says LOOTJOY: Failed to attach 3D for mod 'mod_1911a1_Muzzle_Suppressor' (07004DB1) or something like that depending on what it attempted to attach. Any idea what is going wrong here? This stuff was much easier back in Fo:NV days :P
  7. So last night I was doing some editing into the geck... New project I am starting mostly edits a lot of weapons. Well last night I edited a bunch of weapons no problem, now today when I turned my PC on and opened geck as soon as I right click a weapon and press edit the geck crashes. It was fine a few hours ago, I didn't change anything all I did was shut down my PC. So far I have tried running geck with admin rights, and geck power up.... Same effect. I can edit everything else it seems just weapons cause the crash. I tried uninstalling and reinstalling the geck, verifying it's cache through steam, nothing has helped. Also on another note all together, anyone ever merge .45 auto with 10mm? I would like to do this but I am not well versed in how NPC's get the correct ammo for the gun they have when they spawn, vendors selling it, etc.
  8. A new issue I have that I only recently noticed... I must of messed something up along the line of editing this that now if i drop the gun in game (currently using FO:NV to test) I hear a sound like it hits the floor, but it is floating in the air and I can't pick it back up. Seems I messed up the collision, any idea how to fix this or whats going on?
  9. Yeah I figured out how you some how in the nif designate the points the texture are applied to the mesh... Haven't tried to work with that yet... Right now I am trying to do two things that I was hoping for a bit of help with... Now I extended the barrel on this gun to just make it seem like it was threaded... but for the last hour or so I have been trying to make it actually threaded... now once I do this I don't really know how the texture will respond... but we will see. Anyway the attached barrel picture is what i have to work with... most guides I find use methods I can't seem to incorporate on this.... So was wondering if someone more experienced would have a better idea. Also the other image is the current issue with the texture that I tried to edit (same on the other side) any idea what's causing that? I have a feeling it will be mesh related. Edit: so I was going to attempt to port what I have to Fo4... going off this guide: https://www.youtube.com/watch?v=ppTXCJ0SZ88 Upon attempting this when I load the nif into bodyslide and then attempt to export it it says "at least one vertex does not have any weighting assigned to it fix it with a brush etc..." then from there go into nifskope when it loads in it gives an error message and the frame of the pistol won't display... Now the frame is what I have been editing in blender so is there a possibility I messed something up? BUT if I skip the bodyslide part and just load the nif I saved from blender it shows up, but when I try to move it into the fo4 file as the guide tells me I get "could not update array items -- array material name invalid"
  10. Okay so I edited the model in blender, it now looks like it has two normal grip plates and not wrap around grips. Problem is the texture... Not sure even in the slightest how to go about this.... I have no idea how these flat image textures even know how to wrap around their designated object the right way :tongue: Also under the grip in the existing texture the maker put the textures for the sights their, and some other pieces so now those are visible without the front strap.... I can't just erase that because then the sights and such wont have a texture.... Strange instance: so one of the areas I had to fill in from deleting the front strap, even though in blender it shows having a face doesn't have one in nifskope or ingame (testing in new vegas).... In blender only thing I am noticing is it looks shaded, or shadowed in comparison to the rest of it. Any idea why this face isn't showing? As for the texture... still at a loss.
  11. No the new 1911 mod for fo4 is not this one, I like that 1911 for what it is meant to look like but it seems a bit off to me, a little big in hand for a 1911 (looks almost desert eagle size) and minor things that aren't accurate to the real thing. This one from ahzteks mod is and I would like to basically make the texture closely represent the one already in fo4. as for uploading it.... I won't then unless I can see permissions for it... Though it seems ahztek borrowed it from else where as well and the place he picked it up from is open source?
  12. Yes that was my thought process as well and what I was going to attempt to do, but as I said I am entirely uneducated in using gimp effectively. Not sure if it would be easier to start from scratch or if doing the edit makes sense (I say it does), and the best way to go about it from there. As said also think I will need to do some mesh edits.... Lots of work, it seems like unless I am just over analyzing it.
  13. So I have a 1911 mod that I have had since Fo3 days.... I originally acquired it from ahztek weapon replacement pack. I was planning to port it over to Fo4 for myself, and if successful everyone else :D But... One thing I have always wanted to change edit is some of the texture (and it looks like a bit of the mesh may need to be edited to). I want to make it so the grips aren't full wrap around grips, and then have the color options of black or wood, I tried playing with it in gimp but I know how to splice things well, never really have taken a try on doing custom things. Also it looks like the area where the grip wraps around is slightly raised, hence why I would think some blender work would be needed to flush up the frame.... Only other thing would be maybe to clean up the end of the barrel I attempted to make look like threads. In blender i stretched the barrel then just edited the texture to make it appear like it was threaded, though it doesn't look that great. So essentially... would it be easier to edit these or start from scratch? If edit any tips on how to start this procedure? Thanks in advance.
  14. So I always hated how from most 1911 mods these games see it is the generic ww2 style 1911. I was thinking why not have a 1911 with some more modernization to it? novak style sights, flat main spring housing, AN ACTUAL THREADED BARREL(in all those mods how are the suppressors held on? tape?), etc... I actually have a 1911 from a mod that was on fallout 3 a long time ago ahzteks weapon replacers. It is a 1911 MEU style, most of the features I listed, it didn't have a threaded barrel but using blender I stretched the barrel and textured the area to make it appear as threads, though it wasn't if you looked close at all. I was just going to port this over for personal use but I feel the mod is a bit... dated in terms of graphics and we have still yet to see a non alpha nifskope version, and the geck. Anyone thought of taking up this mantle? Oh and let's port milennia(and friends) amazing work from FO:NV over while we are at it ^_^ once the geck comes out and a stable nifskope I may even go at it...
×
×
  • Create New...