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Everything posted by DiodeLadder
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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!
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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.
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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.
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Texture Mods, better method?
DiodeLadder replied to Rcmo's topic in Fallout 4's Creation Kit and Modders
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. -
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
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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?
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How to make a "Homing bullet"?
DiodeLadder replied to JadeMoontail's topic in Fallout 4's Discussion
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? -
A Quick Reminder For All Whose Games Are Broken After Update
DiodeLadder replied to Djibli's topic in Fallout 4's Discussion
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? -
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.
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Identifying Cell Grid Coordinates in Game.
DiodeLadder replied to worm82075's topic in Fallout 4's Creation Kit and Modders
Here's a Commonwealth Grid Map, by the way : https://www.nexusmods.com/fallout4/mods/18601?tab=description -
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
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SKK, the best way really is to look at the differences between formats by just trying. Once you look at what the textures look like in game, you have evidence to base your opinion on. Personally, I use the exact Bethesda formats for most environment assets because I want my assets to blend in with Bethesda's in harmony. Here's an example : The kitchen stove/table, floor, wall, milk cans are my new assets. Because I'm not replacing all the assets in the game and I would need to use them side by side with Bethesda's, I need my assets to pretty much look similar in feel. That's my reasoning for using the Bethesda specs for those assets. I do, however, use BC7 for clothing and weapons : The pistol (my own 3d model) and the trench coat (Bethesda's model retextured) are in BC7. My reasoning for using the modern format here is, often times in FO4, the environment is so noisy that the actors tend to not pop out against the backgrounds. My consideration here is to make the actor easier to see by using the less noisy BC7 format. The hat is a vanilla asset, and you can compare it against how the trench coat looks. Anyway, I'd highly recommend just testing it and seeing for yourself. All this format stuff may, or may not make a difference for you.
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SKK, try turning down the Fresnel Power amount to 1.0 in your material file, and see what happens. It's right after Specular mult and smoothness in the material editor. Fresnel power changes the amount of light reflected on the object depending on your viewing angle. I haven't tried this myself in FO4 (never had a need really), but it's one thing you could try in your situation, I think.
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Help Setting Up Annotations and Other Stuff
DiodeLadder replied to SonAnima's topic in Fallout 4's Creation Kit and Modders
Hello SonAnima, I'm sure you've followed the Rizzler's tutorial, but that's not working for you? I don't think I do anything differently here to get the annotations to work. Just to be sure, are you selecting the "Root" (in schematic view, you can find it in the top left area) when editing the annotations? -
Can't find .dds file.
DiodeLadder replied to olnorton's topic in Fallout 4's Creation Kit and Modders
Hi guys, Those files are in "Fallout4 - Interface.ba2". -
Does anyone else think the aiming mechanics in this game sucks?
DiodeLadder replied to a topic in Fallout 4's Discussion
Honestly, I don't remember. I said "a couple of vanilla guns", but I can't say I've tested everything, since I'm more of a first person player. It's been a long time since when I was testing, but I think it was Deliverer that had the problem with third person aimed shots landing a little off to the left of reticle, and another one was also ballistic. I wouldn't be surprised if there were more guns behaving like that in third person, though, and the Musket is one of them. -
Does anyone else think the aiming mechanics in this game sucks?
DiodeLadder replied to a topic in Fallout 4's Discussion
Karna, just so that there's no misunderstanding, what I wanted to say was : 1) There are a couple of unmodded Bethesda guns that would shoot off to the left of reticle in the third person. I'm suspecting this to be caused by wrong metadata (AnimTextData) in the shipped game. You can see what this metadata is at the bottom of this page : https://falloutck.uesp.net/wiki/Subgraphs I say this because, I can take the same Bethesda animations and use them with freshly generated metadata without any issues. 2) There are Bethesda gun models with iron sights not properly aligned in X axis, and they need to be tilted slightly in the animations to look aligned in game, in first person view. So, I'm not saying that the animation affects the aiming mechanics of the game. -
Does anyone else think the aiming mechanics in this game sucks?
DiodeLadder replied to a topic in Fallout 4's Discussion
Thanks South, that's interesting! In the case of weapon 3rd person anims, though, by nature they are layered unlike the animObject use. For example, a regular pistol 3rd person animation would have 1) walking / running animation, 2) the base pistol archetype animation (which takes over the upper body), 3) an "assembly pose" which would specify how a particular gun is held for use with the #2 base pistol animation. These layers are blended using the layer masks (which would control which part of the layer would be blended into the main anim, like, only right arm layered on top of another base anim, for example) and most of us working on gun mods are only adding the Assembly Pose, which is literally a pose made of 1 frame. We don't have much control over the 3rd person animations when working like this. So I think the issue using your idea with weapons would be, blending and transitioning of multiple layers may not work correctly without the TextData, and also, I wouldn't go that deep to override the base anims to make use of the annotation hack you suggest. I'd rather not mess with how Bethesda did things because this part is frustrating enough as it is, lol. 3rd person gun animations actually involves a fair amount of guess work as to which part we have control over. For example, it took me a while before realizing that I can't change the rotation of right hand in a pistol assembly pose, because the hand rotation is hardwired in the base animation for recoil handling. Totally off topic. Sorry guys. -
Does anyone else think the aiming mechanics in this game sucks?
DiodeLadder replied to a topic in Fallout 4's Discussion
I do suspect that is very much the case, too. I'm trying to think of any other peculiarities with the gun mechanics in this game, but what I've said already is all I can think of at the moment.