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DiodeLadder

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  1. Honestly, I myself haven't worked on a completely custom set of animations for the 3rd person, because I'd just use the AssemblyPoses like how Bethesda is doing, and call it a day. I think the base gun animations are in Meshes\Actors\Character\Animations\Weapons\Pistol (or Rifle). Meanwhile, whatever is placed in the specific weapon directory is supposed override or work as a top layer. If you can find the base animation you want to override, you could try placing your edited animations in your specific weapon folder and see if that'll work? That's about all I can think of. Hopefully someone who's actually done things more in depth than me would chime in, and help you with this. Good luck with your project!
  2. Hello pepperman, I haven't used their service yet, but generally speaking, this kind of thing usually generates very high poly meshes that aren't suitable for game engines (unless you are using UE5 and nanite, I guess). You will need to know how to create 1) a low poly mesh, 2) unwrap the UV, and 3) bake normal map from high -> low poly mesh. Blender, for example , has a pretty horrible "decimate" feature to reduce polygons, but it worked just fine in the end when I tried it (went from around 1 million poly to 30,000 poly). If you have ZBrush, the remesher in that software generates very usable topology in such a situation.
  3. Do you mean WPNAssemblyPose.hkx? In 3rd person, normally you just set up an assembly pose for a weapon, which will work as a slave layer for the main animations. WPNIdleReady.hkx is for 1st person. As for the custom pose including the left hand fingers, for humans I haven't had any issues with any of my guns yet, but rifles for Power Armor seem to have that issue. I think there's a wrong layer mask in the behavior, or wherever that's supposed to be set up. IK won't affect this issue, and you pretty much need the IK to be active for the 3rd Person anims. I haven't found a solution yet.
  4. Hello rcmo, Pretty much everybody who is doing more involved texture work is using Substance Painter (Adobe), and I don't think Photoshop alone would cut it. This is what it looks like. Substance Painter used to go very cheap during Steam Christmas Sale, and I think I got the Painter/Designer bundle for 130 euros. Today, they never go on sale, and the Painter alone costs 200 bucks. Thanks Adobe. About the textures : _d = Diffuse (color) _n = Normal (This basically maps which direction the surface is facing, and creates an illusion of having more geometry, Fallout 4 uses DirectX format) _s = Specular (Red channel, shows which part is metallic) and Gloss (Green channel, shows smoothness of the surface) _g = Emissive (lit element) The reason the textures don't have clear borders corresponding to UV islands is, because when engine uses the mipmaps the textures no longer would be very precise, and seams/gaps could appear in game. Those overflowing colors are meant to cover the gaps in mipmaps.
  5. Hello orangedeal, I think that is an issue with bounding sphere setting in the nif itself (it's set to zero, so when the origin is off screen, it disappears), because that problem actually happens everywhere with that asset. Try this : 1) Load the nif in Nifskope. 2) Click and select the mesh in render panel, and then right click menu -> mesh -> update bounds (my version of nifskope has 2, but the lower one works) 3) Verify the bounding sphere value had been updated in the block details panel. 4) Save. I haven't tried it in engine myself, but here's an edited nif. Let me know if it worked. WorkbenchWeaponsA_BSFix.zip
  6. Does this happen using mods with NPCs with baked meshes and textures? If your mod doesn't have the baked face assets, what'll happen is that the engine will run the face gen at run time when those NPCs get loaded (in exterior, when crossing relevant cell borders), and this always was an issue even in the older versions if you had a lot of NPCs like this. I suppose the problem is made worse with the latest update? If your mod has an issue, try this (see Workaround section) : https://falloutck.uesp.net/wiki/Actor/Dark_Face_Bug It says it's a workaround for Dark Face bug, but you are just pre-baking face gen data for these NPCs (just like how vanilla NPCs are treated), which should help in this case. If some older mods packed these baked face assets in the old .ba2 format, those files won't be loaded in the new version of Fallout 4 (face gen will happen at run time), and this maybe the reason why some people experienced the issue? Or - is the new version of Fallout 4 simply not loading the baked face assets in mods?
  7. Hello JadeMoontail, Take a look at the projectile for MissileProjectileSeek. It's the checkbox at the lower right which says "Seeks Target". Guns normally use "beam" as the Projectile Type, but I wonder if you would need to switch to "missile" type in order for "seeks target" to work?
  8. I thought all CC contents were pre-downloaded to be unlocked for any Fallout 4 installation because of how things work for consoles. What is showler accusing you of?
  9. Okay, so here's a test : I've created two nif files. Both are 256x256 plane with Dirt material type, but one is Static, and the other is Terrain object type. Try them and let me know if they work. DirtTest.zip
  10. Hi SKK, I don't know for sure, but have you tried the Object Type "Terrain" instead of "Static" for your collision? That's about all I can think of at the moment.
  11. Hello worm82075, I *think* it's the Havok material type. Every LandTexture object (under miscellaneous category in object Window) actually has a Havok Material Type Data associated with them (that's how you get the change in footstep sound effect). Havok collision has 2 main data; material type (metal, wood, dirt, etc.) and object type (static, clutters, props, etc.). If you have a static mesh with dirt characteristic, try stealing that collision object from the nif, and see if that'll work.
  12. Here's a Commonwealth Grid Map, by the way : https://www.nexusmods.com/fallout4/mods/18601?tab=description
  13. Hello SKK, Try checking the "Is Full LOD" on your boat. I think I had this same issue when I was testing train stuff a few years ago, and I "think" that's what I did to get around it.
  14. Hello Lincolnshooter, The 3rd person animations for weapons are handled by the common base animations for the weapon type (rifles, pistols as whole), and Assembly Pose for the specific weapon. The base animations provide firing, lowering gun during idle, running motion, etc., while the weapon specific "poses" work as a layer on top to place hands correctly. So, an Assembly Pose is just 1 frame, a pose. The important detail in doing this is that, the left hand in 3rd person is driven by the "WeaponIKTargetL", the Inverse Kinematic bone (this needs to be aligned to the left hand bone). And also, you don't have control over everything in AssemblyPose; for example, a pistol base animation would need to take control of the wrist motion for firing, so whatever rotation you have for the right hand in your assembly pose would be overridden. I just found out the left hand fingers positioning in power armor Assembly Pose is ignored in rifle animation as well (I really don't see how this was necessary to the Bethesda animator, annoying). Anyway the 3rd person PA animations usually are : WPNAssemblyPose.hkx (a 1 frame just to provide a pose) WPNFireAutoReadySlave.hkx (this is actually the same pose as the first) WPNFireSingleReadySlave.hkx (This is also the same) WPNReload.hkx (This, you actually have to animate yourself) If you don't have the power armor rig for animation, get it here : https://www.nexusmods.com/fallout4/mods/39089
  15. I guess any further posting from me is unnecessary, but just for the sake of providing a reference : This light grey (188, 188, 188) looks like this lab coat in game : This is about as bright a white as I would go, and the asset looks white under any lighting conditions.
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