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Everything posted by Interfer0
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I think the website readme and putting ads on the site would be acceptable. I don't see how that would break the EULA. It is not a game material. Though its not a huge money maker either.
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Thats how WoW gold farmers attempt to justify their business. You aren't purchasing the gold. You are purchasing the time spent on acquiring the gold. Its an idea that has been around since long before WoW. I don't know that it has ever stood up in court.
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I wonder if you created a mod, and had the install instructions and readme on an HTML webpage, and then added advertisements to that page if you would be breaking the ToS. Or perhaps had a installer for your mod, and the only way to install your mod is with the installer that you must purchase. This installer uses no Beth resources, you would even need to input your own game path. I think this would bypass the ToS.
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Just get the use info, switch to the top item, and change to that interior. Then change all in that cell. Then repeat until the list is exhausted.
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That makes sense. You will have to do each interior separately. I'm not sure if there are any mirrors in any of the exterior worlds. I think Cell refers to an interior, and world refers to an exterior. Cells and Worlds are processed very differently. When you are editing a world each Item connects to its neighbor. In the Interiors, they are not connected. There may be another way to do it with an external program like FNVedit.
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You may need to load the overpass nif, and redo the collision. If they weren't accessible before, then they would have no need to make a collision mesh.
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If you click CRTL+F with one selected, there is a box that you can check that says World Only, Cell Only, or selection only. Try World and I think it will replace every occasion in the world.
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If you create your own worldspace it starts off as 0,0 as you scroll around the world grows quickly. Just zooming out will change your world from 1 space to 16. Which sucks immensly when you have to LOD mesh your landscape. I am sure there is a limit, but I think it is mostly a random generation outside of the main area. It much easier to create a worldspace and work with it then to expand the map. If you create to world mesh so everything doesn't look weird, it take days to run. My world is 79 spaces compared to the thousands of NVWasteland. and my computer crashes after nine or ten hours of trying to mesh.
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Files you will need - Google Sketchup - http://sketchup.google.com/ GIMP (or photoshop) - http://www.gimp.org/ GIMP DDS plugin - http://registry.gimp.org/node/70 7-zip (or any unzipper) - http://www.7-zip.org/ Blender 2.49 - http://www.blender.org/ Python 2.6.6 - http://www.python.org/ PyFFI 2.1.5 - http://pyffi.sourceforge.net/ Blender nif plugin 2.5.5 - http://sourceforge.net/projects/niftools/files_beta/blender_nif_scripts/2.5.x/ Nifscope - http://niftools.sourceforge.net/wiki/NifSkope Geck - http://fallout.bethsoft.com/eng/downloads/geck.html and of course FNV - http://fallout.bethsoft.com/eng/games/fnv-overview.html Python 3.1.2 won't work with the PyFFI and the nif plugin for Blender. You need the 2.6.6 version. Blender is used mainly just to export again. On the tutorial make sure you watch the other video I uploaded. It goes over a step I have discovered that may be necessary to do in blender. So Basically, 1. Create the object in SkUp 2. Texture your object with any texture. 3. Export the file as a KMZ file 4. Rename your filename.kmz to filename.zip 5. Unzip the filename.zip 6. In blender, Import the file as a Collada 1.4 (dae) file. 7. (optional) Group like objects 8. under the editing tap on each object unclick the double sided box under mesh. 9. Create a box and resize the box exactly where you want your object to have collision 10. With the box selected, under the object tab. Set Drawtype to bounds, and Draw extra to wire 11. With the box still selected, under the logic tab. Click bounds, then Change the collision type to that you want it to look like. If there is only one box using the box option is best. 12.Click Add Property. Change Float to String. Change Prop to HavokMaterial. Change the last box to HAV_MAT_WOOD, or HAV_MAT_STONE, or something of that nature. 13.Click a view window, and press A until everything is selected. Press CRTL + A. and select Scale and Rotation to ObData. 14. Now export the file with filename.nif
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Good news for you though. Google Sketchup has a ton of free open source models. I have a tutorial on converting sketchup files to nif format. I have made about 30 different furniture pieces so far, making everything from scratch in google sketchup . I am not releasing the pack until after my mod is done, which may be a while. SKUP to FNV
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G.E.C.K. ins't woking right, why?
Interfer0 replied to Pinheadius's topic in Fallout New Vegas's Discussion
This is a known issue, posted 2-3 times a day. -
There are only a handfull of people that have worked with any game animations. There are tutorials for Oblivian, but F3 and FNV is a different process. I believe it is possible though. I was working on a blumpkin animation for F3 a long time ago, and I got as far as getting a rough animation in game. But it was extremely time consuming, so I moved on to other projects. I believe blender is more compatible with the .kf animations. Then you also need the niftools exporter, python, nifskope. 3DS Max also uses the niftools exporter, but I am not sure if 2010 is supported. I think Jaysus has done some work with animations, or he will knows who has. But he hasn't been around the forums much, I think he is working on mods still. He has been around on the Beth forums though I think.
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Google Sketchup to FNV tutorial
Interfer0 replied to Interfer0's topic in Fallout New Vegas's Discussion
If anybody is using this, I uploaded a fix for a major lighting/texture problem I ran into. -
How do i use a NIF to make a new item?
Interfer0 replied to ObLars's topic in Fallout New Vegas's Discussion
So it seems like you have figured out how to extract the nifs and ddss. Move the nif to the game folder, then data\meshes. Then in GECK create a new static item, or activator or something of that sort. Then in the model field just browse to the nif. For it to show up correctly you will need the ddss the nif points to in the correct location. They should be somewhere in the data\textures. -
Seems a little more complicated even just getting the visible at distance selected. I am trying a few things. and will post what I find here
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Thanks, its not just a lod texture, there is also a lod mesh. It still doesn't seem to work though. I just shrank my canyon a bit so there is not a problem with this. Adding a new lod nif to the folder does enable me to check the Visible at Distance box though. and I created a new simple box nif as a placeholder. It never seems to swap these out though. It just disappears like it did before.
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I created a new six story buiding, the problem is I want it to be visible so that you don't have to be right next to it. The problem is the Visible when Distant checkbox is grayed out. Is this a nif thing or a GECK thing?
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loop script to add caps?
Interfer0 replied to Scheer1988xyz's topic in Fallout New Vegas's Discussion
This script will come in very useful. Question though, if you sleep will it keep multiplying? -
Weird problem with GECK
Interfer0 replied to RideTheCatfish's topic in Fallout New Vegas's Discussion
This is a known problem. There are a bunch of topics started every day because of it. -
increase max weight incrimentaly mod
Interfer0 replied to mast3rshake2049's topic in Fallout New Vegas's Mod Ideas
You could make an invisible backpack that increases your max carry, and the larger you get the more it costs. -
Export from 3ds Max8 to .nif
Interfer0 replied to mike01010101's topic in Fallout New Vegas's Mod Troubleshooting
Check the NiMaterialProperty, the Alpha channel may be turned down. I believe I had that problem before when I was using 3Dmax. -
I am working on a mod that will use 30+ new modeled items. My question is will I force the use of more memory by creating duplicate models with different textures on each, or using Alternate textures to re-skin my items on the fly? So basically if I have two buildings, and each has all 30+ new models. But each building has a different color scheme. Would I be better off to use two sets of models, or one set with alternate textures? I am leaning towards alternate textures, simply because my download may quickly exceed the upload limit here. I am also considering a separate downloaded/updater for all of my mods. Something where you would run the exe and it will show checks for each mod I have out, and you click the ones you want, it will check your version and download any newer content.
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Google Sketchup to FNV tutorial
Interfer0 replied to Interfer0's topic in Fallout New Vegas's Discussion
Has anybody tried this out yet? -
I was just about to link to my file, you beat me to it. I suck at texturing though, so if you want to do a new texture for it feel free, and I will add it to the mod.
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Your brother's argument makes no sense whatsoever. It runs very different from the game itself. It is loading a lot more polygons at one time. However it is not running the Havok engine all the time. This is what slows down the computer when the game is running. The GECK isn't a 3D modeling software, which would take up more RAM. If I loaded an entire interiors worth of stuff into a 3d modeling program like blender it would bring my computer to its knees. As far as hard drive space is concerned, as long as you have a modern hard drive (60+ Gigs) you won't have issues. I have never unpacked all of the BSA's but the files in them are fairly small. One Dresser model I made is 250k which is a huge model as far as the usual Bethesda models go.