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Speculars are just the alpha channel, which photoshop will let you manipulate directly. Separate pants and top aren't a thing in vanilla skyrim. You'll have to look at the unofficial slot assignments (nifskope shows them) and choose a different slot for either bottom or top. Make sure both nif and AA record reference the same slot. Dunno what's up with the boots, but there is a calf vs foot armor slot and it's possible that they were partially knocked out because of that.
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Applying modifiers on export is on the wishlist. If by "color map" you mean the UV map, the game shows that bright pink/purple when it can't find the texture file. Have a look in the nif to see what texture files got written, if any. Make sure they aren't overwritten by a texture set in the esp (unless you want them to be). There's a few things that can cause armor parts to not show up. Check it in CK and see that you can see the mesh itself in the armor addon. If that works, it's probably the body part numbers--check that the one in the nif matches the AA.
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Import/Export FO4 nifs directly from Blender
BadPup replied to BadPup's topic in Fallout 4's Creation Kit and Modders
K I'll have a look not immediately now but real soon now. I've got max but never installed it, so I'll have to do all the things just to get to the point where I can look at it. The other alternative is Anton's havok tools which are maybe independent of the Max route? I've used them for Skyrim (VERY minimally) but do they work for FO4 at all? -
Import/Export FO4 nifs directly from Blender
BadPup replied to BadPup's topic in Fallout 4's Creation Kit and Modders
Yup there it is. And yuck, it's an installer. Have to see what it creates. I can't do much with an exe. Collisions are on my want-to-do list too, but FO4 collisions are represented as a byte array in the nif and I have *no* clue what's in there. -
Import/Export FO4 nifs directly from Blender
BadPup replied to BadPup's topic in Fallout 4's Creation Kit and Modders
I'm in contact with DocClox. What I'm thinking is, a plugin doesn't care who calls it and it's designed to be called from an external program. So if I can reverse-engineer the 3DS Max side of the plugin, I might be able to figure out how to call it. Then I could build a Blender plugin that calls it the same way. I have CK but I'm not seeing a Tools folder. It should just be there, no special download required? -
Import/Export FO4 nifs directly from Blender
BadPup replied to BadPup's topic in Fallout 4's Creation Kit and Modders
Does anybody know how the 3ds max plugin works? Wondering if I could make a blender plugin for it, whatever it is. -
Import/Export FO4 nifs directly from Blender
BadPup replied to BadPup's topic in Fallout 4's Creation Kit and Modders
I don't. I don't know anything about animations. But now that the basics are done maybe I'll start looking at that. I don't do animations myself and I don't know what all the parts are but it would be fun to look at. -
Import/Export FO4 nifs directly from Blender
BadPup replied to BadPup's topic in Fallout 4's Creation Kit and Modders
Yup, rigged. The tricky thing is that the bones in the nif are usually not a complete skeleton, so the rest have to come from a reference skeleton which nifly (the OS/BS code) already knew how to do. I'm about to add an option for that tho because the FO4's supermutants use a variant of the regular skeleton which doesn't have all the bones, so they shouldn't be added in.