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BangARang2016

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Everything posted by BangARang2016

  1. I'll take that as a no. Seriously, all I asked is for someone to test the plugin. If it didn't work for you that answer would have been great help. But no, you all would rather just spout suggestions that any half-minded modder would have already tried. That's what's wrong with this community. Not like the early days where people actually gave a damn. Ya'll have just gotten lazy. It's almost like you look down on people who are trying to put together new content. I'll figure the s#*! out myself. Thanks for nothing.
  2. I've done this, too. Has anybody actually tested my plugin to see if it works?
  3. Already tried that. Even went back and cleared all my saves. Door still wont budge.
  4. Alrighty guys, so here's the deal: I followed this youtube tutorial to create and script a vault door. Did everything to the T according to the tutorial and had a fully-functional vault door. However, I goofed up on trying to get an elevator to work, and decided to scrap the whole project and start over from scratch. However this time around, no matter what I do, I cannot get this vault door to function at all. I was wondering if there was maybe something that the game is holding onto from the previous project that might be conflicting with the new one? I've provided my plugin file below, along with it's necessary assets. Maybe one of you might can test it to see if it works on your pc or perhaps maybe discover something I've overlooked? I would really appreciate it. You can get to the cell with the vault door by going to the console in game and entering "COC Vault86a". There will be two vault door consoles with a vault door and six klaxon lights that should light up during the open/close sequence. **You must have the Vault-Tec Workshop DLC installed to load this plugin!** All help is greatly appreciated!
  5. My friend, I gotta tell ya. It's been three years since the making of this thread. I've looked in every nook and cranny, tried many different versions of Max and the NIF plugin. Nothing is working, I keep getting told to add keynotes for the start and end of these animations, and still don't know what i'm doing. Google is not my friend. This really angers me, guy. I appreciate you assuming these thousands of search results would yeild answers. Three years man. Wasted simply because "Google is your friend" is easier for you to say rather than sharing what you know yourself so that others may actually learn something. :thumbsup:
  6. Alright guys, pretty self explanatory. I Have made a custom street light (and added the sexy inverted daylight emittance to it :cool: ) I also added a light beam and light source object as well, but the trouble is getting the light beam FX and the light object to disable in the daytime and enable it at night time. I know this is handled by scripting, but all my attempts either fail, or the GECK rejects them. Not fun. Does someone have a script for this laying around? 1500 caps for whoever can help me.
  7. If you happen to be working with SketchUp for custom meshes, I have an importable component on the warehouse that will size your meshes just to the coordinate snap system in the GECK. **Be sure to set your snap settings in the geck to 32 or 64 units. I don't know exactly if this will help you in your instance since most don't use SketchUp software, but I hope it helps. https://3dwarehouse.sketchup.com/model/67e2d9fe-4869-46db-bd6d-987e9d355093/GamebryoCreation-Static-Tileset-Template
  8. Hey guys, Almost three years later, and I still can't figure out how exactly to do the animations in 3ds max. I feel like I'm missing something very obvious. Also, even when instructing the exporter to use the BSFadeNode, my NIF still exports with a NiNode. It's just a simple fence gate that opens 90 degrees with a rotating latch. Any help is graciously appreciated.... Here is my current export configuration:
  9. I wanna reply to this and say that I have solved the problem. to enable reflections in a FO3 NIF, Enable the following shader flags: SF_Environment_Mapping SF_Multiple_Textures Then, add an environment mask texture "texture_em" in the second to last texture slot under your mesh's texture set. This can be generated here: http://cpetry.github.io/NormalMap-Online/ under the Specular section. Essentially, this em texture IS your spec map.
  10. Does anyone know of a way to convert an MMD model to an actor-compatible NIF?
  11. Is there a guide on how animations are made in 3DS Max for Fallout 3? Preferably with pictures? Thanks.
  12. So I am trying to get this door to work in-game. I animated it with Max and exported it as a Nif w/ Animation. The door animates on a single open/close animation. It works in NifSkope and has collision, bit it will not open/close in game. I can only predict one or more errors: 1) I need to make separate open/close animations (I don't know how to make multiple animations) 2) I need to name the sequences Open/Close (I don't know how to do this either) 3) I need to animate it in NifSkope instead of Max. (I REALLY don't know how to do this XD) ---------------------------------------- As always from a total noob: All help is greatly appreciated. :P **I have attached the Nif below. I use Google Drive because I'm not gonna put you through a buncha ads :P LINK: https://drive.google.com/file/d/0B9sabhOnOJ42NFdxdlFPTV9EZVE/view?usp=sharing P.S. This IS the Vault 111 door from Fallout 4. NO, This will not be a public mod, And yes, I am working on an awesome fallout 3 vault project that will be here soon :)
  13. When adding collision to a model, is it possible to add multiple meshes at the same time to the bhkcollproxy, or am I stuck adding one at a time....
  14. I have tried this. None of the vault meshes are labeled for atrium use. Just view a cell like Vault 81, find the atrium piece, double-click it, then go to Edit Base>Model and tell me what is written in that field. It will look similar to this: Meshes/Interiors/Vault/Model.nif
  15. Could someone with the CK look and tell me the file name for the vault atrium roof meshes (nifs)? my CK crashes, so I can't do it xD
  16. Prensa, you are a life-saver -again! This worked perfectly. Because pf your help, this mesh was created :D Thanks again!
  17. So I want to try and make Nifs with Sketchup, but I don't know of any helpful guides on modeling besides what is pinned at the top of this forum. I mainly want to simply create statics and tilesets. As usual, any help is greatly appreciated. **NOTE: Sketchup can export in both 3DS and OBJ formats! this is a great place to start!
  18. DaggerfallTeam - "Imported the Skyrim model as a Oblivion Model then Exported it as a Oblivion Model and it appears ingame, Just doesn't have a Collision." :D Thanks to my friend Prensa, I can help you ^.^ In 3dsMax, make SURE you have the full niftools plugin, as well as the latest version of NifSkope, then follow the steps below: 1. Import your model into Max as an Oblivion model 2. Go to the create tab, choose the tape measure icon, then select NifTools from the drop down menu 3. Click the "bhkrigidbody" button, click next to the model. it will appear as a box 4. Click the "bhkcollproxy" button, click next to the model. it will also be a box 5. Go to the modify tab and select the bhkcollproxy that you just placed and make sure the material is set to STONE. Do this for the bhkrigidbody as well. Now this gets repetative 6. One at a time, click the add button below the empty box in the modify tab, then click an object on the object list on the left-hand side of the screen. Then click the add button again, and repeat until everything is in the box above the add button. ****Impotant: DO NOT ADD THE bhkrigidbody!! 7. Once this is done, select the bhkrigid body and click the add button again, and select the bhkcollproxy 8. Rectangle select ALL the stuff in the scene, and export your model as an oblivion model WITH collision 9. Open your model in NifSkope, add textures then go to spells>batch>update all MOPP data 10. Save your model and put it in your game. 11. Enjoy not falling through the model ;D Hope this helps ~SauceGuy
  19. A better Screenshot after some progress :wink: ~Look familiar?
  20. Alright fellas, I used some textures from FO4 with some exposure/Hue and saturation filters to start the new vault. Opinions?
  21. Pixel, again you have come to my rescue XD Raff, My jaw is on the floor! With the Galley assets, I could rebuild Vault 81 in Fallout 3 XD Yea guys, It sounds like i'm a full on vault junkie (I am) I honestly consider them the heart of fallout. We got the ghouls, super mutants as well as awesome loot spots and nice high quality hide-outs XD And it looks like this community here is turning out to be alot more help than Google. Thanks again, folks! ~SauceGuy
  22. Are there any decent user made meshes for vaults out there? Like a modder's resource? Thanks :) ~SauceGuy
  23. Alright guys, you have helped out immensely! However, I'm Still having trouble. I know like me, you also have lives outside of this forum, so I'll keep this short. :D This screenshot from ingame shows the collision geometry after issuing the TCG console command. The geometry IS in the correct place, but scrambled with the floor texture. Now this is what the model looks like in NifSkope with the Collision in view: Could this be a float mistake? Or do you have magical PCs from the gods? :sick:
  24. Presna, :laugh: thank you for your help. Did you post the nif's link on this forum? or did you re-up to drive? I've been gone yesterday on family business. I apologize.
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