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greekrage

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Everything posted by greekrage

  1. I successfully exported a few nifs with collision but mostly single element stuff... Now im stuck doing some more complicated objects that have 5,10,20 parts... I do the collision successfully and export BUT...the textures are all tied together... Example: lets say its a ship.... I assign textures to the hull and it effects all the parts of the boat... Then if i assign textures to another part the hull changes as well...etc etc.. What am i doing wrong ?
  2. Cool stuff but how does the result translate to nif and fallout4... Is it easy to export it?...... or does it need a cr@pload of changes afterward ? Im also stuck looking for a 2013 version of 3dsmax so i can get my collisions to export... Question : If you know the answer or anyone else that reads this... Does Blender need a specific netbryo/nif exporter to export collisions ? Also do i have to remove the one plugin or the other ?... I have both netmmerse and nifly installed but i get errors when i try to export with the netmmerse...
  3. True... Given the fact that the so called "update" were expecting will utilize some newer technologies it may include multicore/multithread fixes as well..... lol look at this for example... This is obviously in the CK... Where its dragging its feet while moving around in a location mod... ONLY ONE core doing the work... The others are handling background tasks that are running in the OS...Imagine if all cores and threads were active...
  4. I take any static from the game like a barrel and still dont see anything like a wireframe that i see in the skyrim vids... Do we even have to pass the vanilla nifs through elrich to see collision ?Either way i tried even passing a vanilla nif and still cant see anything... Here is one vid showing the collision mesh in nifskope...(maybe the feature is old or wasnt part of the fallout 4 version... nif should not be passed through elrich to see a collision. Your nif created in 3ds won't have collisions at all unless you run it through elrich. When you created a nif in 3ds max and didn't use elrich, you should be able to see your collision in nifscop. After elrich, you will no longer see the collision in nifscop, but the collision will start working in the game. thanks for clearing that up....
  5. thanks bro.... This was really driving nuts... It made me think that using nifskope for over a year now and not knowing it had this feature made me feel really stupid... :tongue: There was a feature which allowed you to actually create collisions by importing an obj, but there was some issue as I recall. At least, the 'version' which still needs to be processed by Elrich. but yeah, you can't see the FO4 havok collisions with nifskope. Only in CK with F4 as South8028 mentioned. Works for a single object (preview) or an entire cell. Different colors represent different types. ...so to copy and use collisions I usually copied the root node, used that to position it (rotate and move. Scale is ignored ! ) using the original mesh as a reference to know where the collision is, and then delete the mesh (leaving only the collisions data) edit: note that CK doesn't handle previewing animated collisions very well. They won't move in the preview during the animation. hitting refresh will show it in the new position. This is true even for animated statics. However, animating a static collision (rotate, move) doesn't work in-game. It won't move. Yeah im aware that we see collisions with F4... and thats how ive been doing it for a while to check models and precombines but was hoping for an easier way to test /see collision without loading up the ck every time...
  6. thanks bro.... This was really driving nuts... It made me think that using nifskope for over a year now and not knowing it had this feature made me feel really stupid... :P
  7. I take any static from the game like a barrel and still dont see anything like a wireframe that i see in the skyrim vids... Do we even have to pass the vanilla nifs through elrich to see collision ? Either way i tried even passing a vanilla nif and still cant see anything... Here is one vid showing the collision mesh in nifskope...(maybe the feature is old or wasnt part of the fallout 4 version... https://www.youtube.com/watch?v=LFobDphHdTg
  8. Is it just me or are we generally screwed compared to the skyrim community ? I looked for any reference to this topic but all i found were skyrim vids and topics where the button actually worked... Is there anyway to see the collision mesh/wire frame without loading up the ck to test ?
  9. i dont think the game uses more than 4 cores... Hence core speed is the factor that helps game performance and not more cores.. Also note the other obvious factor is the GPU and its vram (speed and size )... The further up you go from 1080p the less the graphics depend on the CPU and more of the GPU... Again this all is for this game...not newer titles...
  10. that would be cool since i see bars for example that have seats and seen as a relaxation area often have settlers sitting around even with no one at the bar... Question is...Will they avoid going to the door or start bumping onto it ? They will likely bump into it. When you are watching. If you jump to the settlement during "closed" hours, the game will spawn them inside regardless. (& then probably try to walk out against a locked door, or just stand there) I've seen it happen all the time with places I tried to keep settler free. Basically, if it has a navmesh inside your settlement, the game will spawn a settler on top of it. (Which can result in settlers getting stuck inside foundations and stuff like that as well.) edit: After finding Preston up in my (unreachable for NPC's) tree house for the 3rd time, I never used or build one again :down: then i guess the solution would be a scripted piece of navmesh that had a schedule (if thats even possible )... Or maybe a cube/plane that made that area "unseen" by npc's during unwanted hours
  11. lol i s#*! you not when i say i have 50 gigs in my download folder alone..... So losing and having to redownload s#*! is a daily routine for me since i cant remember the names of the files im looking for... :P
  12. a lit a little over my head for now...Dont forget i just started using max about a month ago and mostly for exporting... :tongue:
  13. that would be cool since i see bars for example that have seats and seen as a relaxation area often have settlers sitting around even with no one at the bar... Question is...Will they avoid going to the door or start bumping onto it ?
  14. i always setup models with a default texture before exporting....... So like i said above i think its a export issue from 3ds...)probably something it has doesnt belong and CK refuses to show it.. ( i saw it set up as bones and had a skin instance etc.. )... I even tried putting it through outfit studio but the model wont show up there either...
  15. I think the issue was with the version...Its was 2013 but the "design" version...Maybe not compatible with the plugins ?... Because when i was installing BSG exporter...It wouldnt recognize the version saying that "it needs 2013"...etc...
  16. thanks for the offer but i moved on from it...(it wasnt a really realistic model to begin with )... I made my own with a proper reflector and lnb... It rotates using a animated fan setup as template (using the blade axis and tilted 90 degrees)...
  17. Everything works to create collision up to selecting collision group .... Result the materials are blank (empty ) Is this an installation issue or did i forget to install something ? also.. Do i need to install both havoks (anarchy and PCx ) ?
  18. yep youre 100% right...thats why im not happy with it... Going to make one from scratch (ck) and use the other axis of rotation... Btw do i slow it down buy increasing time ?
  19. hehe you missed the part where i said i used a model i downloaded... I didnt make this model aside from the 4 reflectors.. The first attempt was strictly the original model set up with materials in 3dsmax that still didnt show in CK and game ( ive learned to pre-color with all models i export ) I did find a different approach as usual though... I used the animated desk fan and replaced the moving parts on the z axis and removed the rest... https://youtu.be/RQXWQK0Sj8Q
  20. This is a rotating radar dish that i found on the net... It was passed through Elrich and then textured etc,, in Nifskope... It works fine in nifskope (even animation works)... but its invisible in game and CK... Is there something else i have to do to make it compatible ? Weird thing is that i made 2 versions but with the second i added 4 reflectors around it in 3dsmax to hide the originals feet so i can mount it to a ship mast and THOSE PARTS show in the CK and in Game. What am i missing or need to do ? In the pic below you see the second version that only shows the 4 reflectors in game and CK... The original is totally invisible...
  21. not what youre asking for but ..."it just works".... https://www.youtube.com/watch?v=rFL_2sdtxtw
  22. cool... Just a clarification... Can i copy branch from the light ive placed each time and rename it or do i have to import a fresh nif (paste branch to 0 node )and rename it . Im asking because its murder editing transform from zero each time :P
  23. btw here a simple vid about the scripts.... https://www.youtube.com/watch?v=RQA4rmEmD9s
  24. are we talking a lot of objects ? Personally i add some stuff that i make for each .location mod i do.. (like custom objects i made specifically for the location but that people want to use elsewhere).. I simply duplicate a similar recipe and rename and edit it accordingly . Ofc this isnt the "correct" way to do it ...but it works as long as you dont name and edit it to conflict with other mods or the vanilla objects etc.. A custom slot will need a script though ...thats unavoidable..
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