Jump to content

wubilyu

Members
  • Posts

    43
  • Joined

  • Last visited

Nexus Mods Profile

About wubilyu

Profile Fields

  • Country
    United Kingdom

wubilyu's Achievements

Explorer

Explorer (4/14)

  • First Post
  • Collaborator Rare
  • Week One Done
  • One Month Later
  • One Year In

Recent Badges

0

Reputation

  1. Try the tutorials on the forums here, there's a wealth of info and knowledge on the nexus and the wiki page. http://wiki.tesnexus.com/index.php/Category:Fallout_4 Look through the rest of the wiki too, lots of good and interesting info, some of it's still relative to fo4. There's another spec there for the visor. https://dl.dropboxusercontent.com/u/103532803/Soviet_Security_helmet_edits2.rar
  2. Bare with me, doing a few changes for ya now. I think the crashes may be caused by the .nif. Make sure the .nif I uploaded (SovietSecurityHelmet_wkz) is the .nif file you use in your game but rename it of course to the file you are using. I'm editing the .nif for ya now. Cool, now I know you're using gimp, it's easy to be able to relay any info.
  3. Just quickly, I would try loading a save where you're not wearing the helmet. Maybe rename that save and keep it to one side for working on the helmet.
  4. For the spec, I would drag in the spec map from the helmet then the visor and then compare them, work on the visor to match up with the helmet. You could even copy and paste parts from the helmet to the visor spec just to get a likeness. Maybe check through the two .bgsms and make sure the settings are the same, remembering you want to match up to the helmets spec map, being more vanilla based. I do lots of stuff with the tools, sometimes a little brightness and contrast, quite often hue and saturation, most likely all the stuff you're not meant to do!! :P I use a lot of layers, sometime duplicating layers and changing the mode, say from normal to divide (useful for UV maps) or mulitply etc. I'll take a look at the file and post back when I get chance.
  5. Nice one. It's not far off the original image you posted. The eye slit would complete it but either way, jobs a good one. At least you can work on textures at leisure now, knowing that the helm works for how you want it. You have the normal and spec map textures I sent for you which may act as a base to work upon. Good stuff dude. I quite like the look of it with the Rebel.
  6. Actually in Nifskope, click on BSShaderTextureSet, the little mauve/purple flower, if you click that it will ask you to point to the texture you wish to use. Use my .nif as a reference if need be.
  7. Try hitting Alt + S when in Nifskope, see if that does anything, ignore if not. From what I remember, as long as you put the textures into your data folder, the filepaths should all be correct. The alpha layer, I worded wrong, sorry, I meant the the NIAlphaProperty in the .nif. (9). That is set up for when you cut out the slit in the visor texture. The bit you cut out in the diffuse texture will be invisible. Textures work fine here, remember to copy the textures and .bgsms into your Fallout 4 data folder as well as the mesh. Can always post a pic of your progress.
  8. No worries, I'd worked on this helmet myself with one of my own mods so knew enough about it to believe I could help - what I know and what I believe I know is two totally different things though! :tongue: It's up to you what you do with it when you finish it, just make sure you get all permissions from the author that did the work on making the mesh if you plan to release it. I'm easy, you don't have to credit me or anything, just happy to have helped out. If nothing else, at least you are closer to being able to use a helmet you're wanting to use. I know what that's like. :smile: Remember if you want to cut out the eye slit, the UV maps may help with lining it up, it may take a bit of trial and error to get the cut right, simply pasting over the diffuse with a new texture with the eye slit will just work, it's all set up in the .nif to use the alpha layer - Nifskope is handy for viewing those kind of texture edits without loading up the game. Have fun with it and best of luck, maybe put a screenshot up here, be cool to see the work in progress. w
  9. https://dl.dropboxusercontent.com/u/103532803/Soviet_Security_helmet_edits.rar Check that out, (if the link works?) The .nif for the male is working now. I went through a cuppla crashes. I think it was the 'wet material' missing from the BSSLightingShaderProperties, also maybe the normal map missing from the visor .bgsm. I'd forgotten to mention the alpha needed changing earlier, that's all done anyways. So if you cut out the eye slit, you will see the players eyes, or shades if you're wearing any. I've included the UV maps for both the helmet and the visor for ya, you'll be able to drag them into what art software you use and place them over the textures for reference. You'll get the idea when you see them. :) The double sided-ness is added on the visor, that's the 'two-sided' option in General Settings of a .bgsm. I threw together a normal map and a spec map for the visor, you can play around with these, they may help as a basis to work from if nothing more. The texture for the visor you uploaded, it was an odd size, usually you want to work with 512x512, 1024x1024 or 2048x2048. I messed around with the visor texture to get it working here to make sure it was working correctly in game. I also added it to be craftable at the chem station in the .esp in the link, you can delete that if you don't need it or keep it for future reference to use with other mods, that was just for my own testing this end. Once the .nif was working, I found in game, the visor was alright but the vanilla vault helm texture was on the helm. You'll need to set the correct file paths in one of the helmet .bgsms. (Easy stuff after your Nifskope editing!) It's a step closer, you weren't too far off with the work you'd done in Nifskope, fairplays to you dude - you now know a bit more about Nifskope which is always a good thing. Best of luck with it.
  10. No worries, I'll take a look and get back to you. If someone had given me those kind of instructions back when I was learning stuff with Nifskope I'm sure I'd have got lost around step 1.
  11. It's okay dude, I've been there too. Took me a good while to teach myself what I know now and there's a good chance what I'm saying to you is the most awkward way of doing things! So I'm sorry for that if it's confusing matters! That would be the best way I think to add the BSLighterShaderProperty - which you've almost done. Maybe someone else will pitch in with a less hassle way of doing things, until then I'll try and help you further. It was worth you playing with the material file though, that may come in handy another time. So... First off save your .nif as a different filename. You can cross reference to the .nif you're working from if need be. To open a second .nif, in Nifskope hit CTRL + N then open the original .nif - Always handy to have a reference open if you're struggling. In your image above where you have marked with red arrows. 1/ Right click on 8 - BSEffectShaderProperty and hit 'remove'. - not block remove - just 'remove'. 2/ Click on the BSSubIndexTriShape (6). Look in block details below for 'BSProperties'. Click the little arrow beside it and type in the number of your BSLighterShaderProperty in the first entry (7 in the image above). That should then be attached to the BSSubindexTriShape (6). 3/ Click in the space in Block List, right click > Block > Insert > Bethesda > BSShaderTextureSet 4/ Click on the new BSLightingShaderProperty, in block details below, scroll down to 'Texture Set' and type in the number of the new BSShaderTextureSet (possibly 0). 5/ Click on the new BSShaderTextureSet and in block details, change the Num of Textures to 10, it may be on 6. Save then re-open. You should now have the structure to now edit the settings and to set up the textures, add material file etc. This is where it will be handy to cross reference from the original .nif. You'll be wanting to check out the helmet BSLightingShaderProperties, not the visor. 6/ Click on your new BSLIghtingShaderProperty. In block list > name, click the little bold Txt. Type or copy in the new material file path, (Materials\Armor\etc\etc) 7/ Still with the BSLightingShaderProperty, look below in block details for 'Shader Flags 1'. While it's highlighted, go to the end of the line as far as you can go and double click, you should get the little box appear, click that and a drop down menu will appear. Copy the SLF1s from the orginal helmet .nif, in the vanilla Vault-Tec helm it's: SLSF1 Specular/Skinned.Cast_Shadows/Own_Emit and Zbuffer_test. SLF2 is ZBuffer_Write and Assume_Shadowmask. Basically copy the same settings from the helmet to the visor. You may need to also change the Texture Clamp Mode to 'WRAP_S_WRAP_T. When working in the block details, it's often going to the end of the line, double clicking etc. Once done copying the texture settings I think all you have left to do would add the textures to BSShaderTextureSet. Referencing from the other .nif if need be as to where the textures go. Your Visor should have kept the NiAlphaProperty which is cool, this will be handy for the eye slit. (cut that part out of your diffuse texture). Something else handy, don't be afraid to save progress as you work on your .nif. If you want the mask/visor double sided, change it in your .bgsm and also mark it on the SLF2 'double-sided'. You may get away with the mesh being slim. I think that should have done it. Any problems post here and I'll try and help further. It can sometimes feel a bit daunting trying to mod something that feels outside your own comfort zone. The first time I opened Blender and pretty much any new software, my eyes tend to glaze over and I revert to caveman. Best of luck.
  12. Where you have the new texture on your visor, you could cut out the eye slit and see what that looks like - similiar to the first image you posted. Not sure how that would look? I did wonder if editing the .bgem would make it look still look like glass, I remember though from editing a lense on a helmet that I managed to get it quite dark looking and almost reflective. You could try the environment map. Maybe extract some of the cubemaps and take a look at them, or cross reference from another .nif. Another way would be to edit the nif and change the .bgem to a .bgsm, alpha could be used for the eye slit if you wanted it to be clear or transparent. You'd get the same texture then as the helmet, depending on the spec map. That would mean adding a BSLightingShaderProperty rather than the BSEffectShaderProperty in Nifskope.
  13. If you take a look at the .bgem for the visor (found in Materials\Armor\VaultTecSecurity\VaultTecSecurity_visor.BGEM) you could try editing the 'Effects' settings with material editor. (In material editor, you'll see three tabs, General, Material, 'Effect'). With a bit of experimenting you may be able to make the glass less transparent and glossy. Changing for instance the 'Falloff Start Opacity' to around 0.98000 might make the visor/your facemask a little more what you're looking for, especially if you leave the eye slit clear on your diffuse texture or even a different colour to your green texture/paint. It may still look like glass but it's worth taking a look.
  14. Working on something that is a little similiar - http://www.nexusmods.com/fallout4/images/45537/? The coat - once detailed will look a little like the Hussars jacket, maybe someone will do a re-texture as a Hussars jacket, it's work in progress so won't be released for a while. The bottom half is a little US cavalryesque. http://www.nexusmods.com/fallout4/mods/17830/? - this mod has just been released, there's your redcoats - real nice models. Also this mod - http://www.nexusmods.com/fallout4/mods/10764/? fits into the Napoleonic theme. Actually this mod is really awesome too - http://www.nexusmods.com/fallout4/mods/17571/? - the sword is still close to early 19th .c sabres. Keep searching there may be more hidden gems out there.
  15. Will definately come and have a game of bf1 when the time comes and rounding up some of the old Jolt posse no doubt.
×
×
  • Create New...