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BadPup

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Everything posted by BadPup

  1. Um, like, it's there already. Read the section of the wiki that talks about partitions.
  2. 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.
  3. 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.
  4. (1) load it up in game (2) get the latest version of nifskope and see if it looks right there. If you're doing any serious modding you want nifskope.
  5. Just export. Anything selected will be exported. The name will be taken from the active object. If you select multiple meshes they will all be exported to the same nif. If they're all parented to the same armature, that will be used whether you select it or not.
  6. 2.92. Won't support 2.7x because Blender thinks backwards compatibility is for pussies.
  7. 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?
  8. 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.
  9. 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?
  10. Does anybody know how the 3ds max plugin works? Wondering if I could make a blender plugin for it, whatever it is.
  11. 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.
  12. 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.
  13. I've just finished V1 of a Blender Import/Export tool that supports Skyrim LE & SE and Fallout 4. Yes, you can import from SE and export to LE and it just works. https://github.com/B...yNifly/releases Features Supports FO4, Skyrim LE, Skyrim SE. Import from one game and export to another with minimal twiddling (bone weights, partitions, shape keys). Handles tris and base mesh in one step. No need to separate UV seams or triangulate before exporting Handles expression and chargen tri files for Skyrim and FO4 Import tris into an existing mesh or on their own Supports Bodyslide tri files on import and export for body morphs Handles multiple bodyweights in one step. Export _0 and _1 armor weights for Skyrim from a single mesh. Handles Skyrim and FO4 partitions and also FO4 segments Handles skinned and unskinned meshes correctly. Exports head parts to SE correctly. Handles shaders correctly. Set them up in Blender and export. Import-and-forget. What you import will behave correctly on export without fiddling.
  14. I've just finished V1 of a Blender Import/Export tool that supports Skyrim LE & SE and Fallout 4. Yes, you can import from SE and export to LE and it just works. https://github.com/BadDogSkyrim/PyNifly/releases Features Supports FO4, Skyrim LE, Skyrim SE. Import from one game and export to another with minimal twiddling (bone weights, partitions, shape keys).Handles tris and base mesh in one step. No need to separate UV seams or triangulate before exportingHandles expression and chargen tri files for Skyrim and FO4Import tris into an existing mesh or on their ownSupports Bodyslide tri files on import and export for body morphsHandles multiple bodyweights in one step. Export _0 and _1 armor weights for Skyrim from a single mesh.Handles Skyrim and FO4 partitions and also FO4 segmentsHandles skinned and unskinned meshes correctly. Exports head parts to SE correctly.Handles shaders correctly. Set them up in Blender and export.Import-and-forget. What you import will behave correctly on export without fiddling.
  15. I've finished (finished, hah) an import/export tool for Blender. It's at V1 which means I think it works without bugs. There's a page for it in the mods, but really get the current version from the github: https://github.com/BadDogSkyrim/PyNifly/releases
  16. OMG, you're starting from square one. Go here and follow the instructions for preparing a nif for Skyrim. That's one page from a larger tutorial that's largely specific to blender, but the info about how to manipulate the nif is relevant to you.
  17. Dude. This is a sales job. You need to convince people who have their own projects that yours is going to be more fun and exciting than anything else. You can't just say "do stuff for me" and expect people to line up. Think how you're going to promote your mod to this audience. What do you bring to the table? how are your ideas better than anyone else's? If it's a quest-based mod, what makes the quest fun and exciting? If character-based, who are the characters and why are they fun to be with? Think about what your prospective teammates get out of it. What hard challenges will you need to overcome? What skills can they develop? What satisfaction will they get out of it?
  18. Don't try to change it. Delete it and create a new BSLightingShaderProperty. Easiest way to do that is open an existing similar mesh in Nifskope, copy the BSLSP branch from there, paste it in at the same level in your new mesh, and adjust the properties.
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