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DiodeLadder

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Everything posted by DiodeLadder

  1. Hello RayoftheSun, It might be that the compiler doesn't have the permission to write files in the Program Files directory? For the games you want to mod, I think it's best to install them outside of Program Files folder because that directory is protected. I don't know for sure if it is the cause in this particular case, but I think this install location will cause problems sooner or later.
  2. Hello SonAnima, Try this one. I've never done saving in an older version before, but it seems to open in 2013. Let me know if it worked. F4BipedCATImport2013.zip
  3. I finally got around to double check how my static assets behave when turned into SCOL, and they behave just as expected, like Behesda static assets. My static assets are all done with Mass = 0. Just to clarify - As it says in the Havok help documentation (from HCT), Havok treats Mass = 0 as "fixed in space" and turns off dynamic physics on the object to save on processing. If Mass = 0 doesn't stop an object from affected by dynamic physics, I suspect there's a problem in the software you are using to edit mass. Honestly, I doubt there's any flags accessible in NifSkope that can change the behavior. If there was, you guys would have found out how to fix it by now.
  4. Hello 84Cronos, Mass (weight) should only be added to dynamic objects, and on static meshes it should be zero. Zero that value, and you should be back in business. But - am I reading right that you can add collision in NifSkope?? I never knew that function existed. :ohmy: I just hope that MS would be more generous with accessing Havok in Starfield, or ditch it and move on to a modding friendly system that is editable in Creation Kit.
  5. I'm not sure how your method works to be honest. Just to be on the same page, I'm using MaikCG's CAT template here : https://www.nexusmods.com/fallout4/mods/16691 His CAT template has most things set up for the HCT exporter configurations, and it maybe that you are missing those? Here's my .hkx animations exported with the above method : My animations are done from scratch mostly, so the import stuff is just for reference, but the export process is just as I've described above.
  6. Correction : Between #4 and #5 of the import process, I think you need to collapse the animation layers before writing to the Clip Manager.
  7. You are welcome! The only tricky part is the handling of Annotations. Annotations in havok animations are used to tell the game engine to fire a weapon, play a sound, etc.. As explained in the discussion page of the Blender Rig mod page, you need to do this by editing .xml file. This is actually a big set back if you are doing a completely custom animation (as in, you don't have the original timings to reference to), because you can't set annotations to the exact frames using this way. The annotation tracks look like this in .xml : <array name="annotationTracks" size="94"> <struct> <string name="trackName"></string> <array name="annotations" size="4"> <struct> <real name="time">x3727c5ac <!-- 1e-005.0 --></real> <string name="text">SoundPlay.WPNSprintShakePistolA</string> </struct> <struct> <real name="time">x3e999aea <!-- 0.30001 --></real> <string name="text">FootSprintRight</string> </struct> <struct> <real name="time">x3e999aea <!-- 0.30001 --></real> <string name="text">SoundPlay.WPNSprintShakePistolA</string> </struct> <struct> <real name="time">x3f19999a <!-- 0.6 --></real> <string name="text">FootSprintLeft</string> </struct> </array> Honestly, I'm not smart enough to be able to do this part in XML myself. I hope the people from that mod page can help you. Another thing you can do is, to work on your animations in FBX and ask a 3DS Max user to convert them for you and help with annotations. Try asking around and see what they say. I use 3DS Max, but I wouldn't be able to help you since I still have 5 more custom weapon animation sets to do for my own project. I hope you'll find someone. Good luck with your project! :smile:
  8. Hello South8028, Yeah, when I wrote the post, I wasn't importing the .hkx skeleton before importing the animation. The havok max script works, I should have followed up on my post, sorry about that. As for the export, are you sure you are doing the steps correctly? You might be missing a step, as this is not as simple as it looks and I don't think it's explained well anywhere. This is my workflow (you might know parts of it, but I'll just post the whole process, so that others who don't know can follow) : Import (transferring .hkx animation to the CAT rig) : 1) Open "F4BipedCATImport.max" document in 3DS Max. 2) Import the human skeleton .hkx located at "Data\Meshes\Actors\Character\CharacterAssets\skeleton.hkx" 3) Import the desired .hkx animation. The CAT rig at this point is constrained to the skeleton, meaning, the animated skeleton can drive the CAT rig, so that the just imported animation can be saved in clip manager : 4) Click on the triangle + arrow object called "Bip_", and go to the motion tab. 5) Save the imported animation using Clip Manager. The clip saved contains animation for the CAT rig. 6) Now close this project file, and open "F4BipedCAT.max" In this "F4BipedCAT.max" project file, the skeleton is constrained to the CAT rig, so that when you animate the "Bip_xxxxx" CAT parts, that will be transferred to the skeleton. This is the actual project file you work on your own animation with. 7) Click on the triangle + arrow object named "Bip_" and from the Clip Manager, load the clip you just saved above. Your import process is complete. Exporting .hkx using Havok Content Tool : In my experience, the quirk with HCT is that it can only reliably save to the same directory level your current 3ds Max project is in. So, before you hit "Run Configuration button, make sure you are pointing to the same directory as your max project file is located at (Root). It will throw errors otherwise. :-/ 1) Make sure "Fallout4Rig1st.txt" or "Fallout4Rig3rd.txt" is placed in your project folder. 2) After your animation is completed, click on the "Export..." to open the Havok Content Tools File Manager. 3) In the "Configuration Set" panel, choose "AnimationExport1stPerson" or "AnimationExport3rdPerson" depending on your project. 4) In the "Configuration Set", click on "Create Skeleton" and then in the panel on the right, choose your skeleton text file by clicking on "..." button in the "From File" section. 5) In the "Configuration Set" panel, click on "Write to platform". In the panel on the right, at the top you can set the target directory, which is the same as your 3DS project file. (You need to set this every time you quit and start 3DS Max to make sure it exports to the correct directory.) 6) Click on "Run configuration" button. This will write your animation to an .hkx file. At this point you'll likely to get one warning, but you can ignore it. 7) Done! I hope that helps. :smile:
  9. Hello there, I don't personally use this one, but take a look here : https://www.nexusmods.com/fallout4/mods/60005 Give it a try. (I think some processes are still 3DS specific, though. In any case, it is more work if you go down the Blender route.) If you are new to animation, take a look at Pierrick Picaut's tutorials : https://www.youtube.com/@PierrickPicaut_P2DESIGN I have his paid ones (rigging + animation) for Blender, and those were very helpful. He's got a very heavy French accent, though, and can't pronounce the letter 'H', for example, lol. Frustrating to follow him, but what I learned from him was directly usable in my project (even though I'm using 3DS Max 2015 for animation). About rigging the gun itself, here's mine in Blender : (Perhaps you know this already, but I'm going to post this in case anyone else needs the info) Here's a list of available bones for weapon animations : Here's the NIF file of the above after processing in 3DS Max : Anyway, watch TheRizzler's tutorial series here : https://www.youtube.com/playlist?list=PLGGw--fFEeZd5HM9shaaANPuXP9zAgmAN This should give you an idea of how a weapon implementation process goes, so take a look even if you don't have 3DS. Knowing the process would probably help you communicate better with 3DS Max users when working together. Good luck!
  10. Hello there, The node you are looking for is "ProjectileNode". Give that one a try.
  11. Hello swaggcp, If this is a do-once quest location, you could just keep the enemies on upper floors disabled, and use triggers to activate them as player move through the building. You would need to think of choke points that player have to pass through for sure and place triggers in those spots. If you want to keep enemies in certain positions during combat state, you could use "DMP_Combat_HoldPosition" keyword variants. Linking an actor to an object ref using "DMP_Combat_HoldPosition_256" keyword would make this actor to stay in 256 units radius from the linked ref during combat, for example.
  12. I don't think it's a good idea to move the root, since this is where the game engine thinks your character is, and root should stay at 0. Instead of moving the camera, you can just move the Bip_Pelvis forward. I've been doing it this way, and it works well. I just did a bit of trick on a pistol reload animation by moving the pelvis forward while the hand is too close to the camera, and move it back to the normal position as the hand goes back to firing position, so that the size of the hand will stay constant during the whole animation. It's pretty useful. :smile:
  13. Hello there, What you want to do is to setup an IK (inverse kinematic) and a Link Constraint on the left hand, so that left hand will be attached to the gun and stay there. Inverse Kinematic can drive a chain of rig, such as the whole left arm, from an end point, like the left hand. You move the left hand, and the forearm and the upper arm would adapt to whatever is natural. Link Constraint will keep the hand attached to the gun by dynamically linking it on the fly. To do this (assuming you are using the CAT rig template from Nexus) : Inverse Kinematic : 1) Select "Bip_LArm_IKTarget" (top right in your schematic view. 2) Select the Motion panel on the right. 3) In the "Limb Animation" section, you'll find IK system. This is where you can switch between IK and FK (forward kinematic / normal mode) by using the slider value (0.0 is IK, 1.0 is FK). Before you switch to IK, click the button "Match IK and FK" to move the IK target to the hand itself so that IK and FK pose will be identical, then move the slider to 0.0. Link Constraint (while Bip_LArm_IKTarget is still selected) : 4) Click on the Assign Controller section in the Motion panel and open it up. In the hierarchy, click and high light the Animation Layer, then click on the Assign Controller button right above the hierarchy. In the menu just popped up, choose Link Constraint. 5) Scroll down and find "Link Params" section. Go to the first frame, click on Add Link button, select the WEAPON rig (writes the Target at the set frame), and click on the Add Link button again to get out of the selection mode. Now when you move your weapon, your left hand should follow. I hope this helps. :smile:
  14. Of course, AI is a tool, and whatever unethical happening is a fault of the user. I don't think I've stated otherwise? Anyway, I just don't want the community here to be demoralizing for the actors to be in. That is all. I was a professional audio recording engineer at one point in my life, and I've done my share of editing audio, lots of it. I've put together amazing performances that never happened, sure, but that sort of things were always done in accordance with the intention of the artists. The issue with the AI is, it is so powerful that anyone can use it. The thought that voice lines can be edited by anyone, and may end up in places they've never consented to with no quality control, is pretty scary, especially as the voices can be recognized to come from the actors themselves. Voice acting is a very hard work if you want to make it a career, and it takes a lot of efforts to learn and master the job. Random people playing with their voices and misrepresenting their work, I think, would be very demoralizing for the actors. Human voice is a very delicate and personal thing. In my experience, an actor having any kind of doubts or mistrust will directly result in a subpar performance. Imagine a Nexus member is insisting how human voices are not unique and not as special as texture files, and that is what an aspiring actor reads on his/her first visit here? If that actor was me, I'd just get the hell out of this site and never come back, to protect myself from such a demoralizing and toxic comment.
  15. As a person who will be needing voice actors for my own project in the near future, I just hope that mod authors on Nexus do not alienate the voice actors who generously dedicate their time and offer their talent for free. You can come up with all kinds of theories and rules to justify the use of AI and you maybe able to score your win, but if the actors start saying, "f-ck this Nexus place, I'm out", then it will be worse for everybody. I don't understand why mod authors here can't be respectful of others.
  16. Looks like having Java installed is mandatory? I thought the note track import which requires Java was optional, but there doesn't seem to be a way to skip that part. It just throws errors for me. Since I don't want to install Java, I can't use this one. :confused:
  17. Thanks for mentioning this, pepperman35, it looks to be quite useful! Importing havok animations used to be a real pain, having to convert Fallout 4 .hkx -> 32 bit .hkx -> .hkx to FBX converter -> then import back the FBX into 3DS. :teehee: I only use Bethesda animations as references, but it's annoying how many steps it takes just to see them.
  18. If I got it right, he wants to replace the existing broken pieces, by 'fixed' ones. Which is a bigger problem as it may seem. The developers didn't account for this and didn't care for stuff to perfectly line up. Even the models are wacky on close inspection. (pieces which don't 'fit' and/or are extending further as the road could have.) Not sure about the city, but no doubt heaps of rubble will break your roads and no piece will fit. (edit: The proposed 'brickroad piece' as cover might work in this case) I know this is true outside in the wasteland. You would probably need to redo those roads completely. Well, I was posting with an assumption that he's making all new pieces, as I know Bethesda roads won't work. :laugh: I was suggesting making "connecting pieces" which would cover up whatever is underneath, so that "close enough" reusable road pieces can be used without exact match, just as you interpreted. Otherwise, you'd have to create the exact matching pieces, like you say. In this context of Harvard Square, there is something from real life which can be used for "connecting pieces" = those brick parts in the photo. Anyway, if you want to make the exact pieces : 1) Load the cell in CK, and select all the object refs which can help as a guide for modeling, such as sidewalks. 2) Hit F2 and export the selected as an FBX. 3) Make note of the cell coordinates (like X = 2, Y = 6 for example) 4) Open Blender and set the unit system to Metric, unit scale to 0.01, length to Centimeter. 5) Import the FBX with orientation -Y forward, -Z up (this reversed orientation is to counter the 3DS Max specific modifier present in CK export). 6) Calculate the offsets by multiplying the cell coordinates by 4096. So, if the Cell coordinates are (2, 6), the offsets would be (8192, 24576). 7) Select the top most object of the hierarchy (the parent) of the imported FBX, and hit "G", and subtract the offsets. If the offsets are (8192, 24576), you'll enter "G" + "X -8192" + "Y -24576). Now the imported cell should be centered in your blender project screen, and you can model the new road pieces using that as the guide. (I'm going by memory on this, but hopefully I got the instructions right.) Modeling it should be straightforward enough if you are familiar with the software, I think. I still think it's better to use "connecting pieces" and "close enough" pieces as a reusable kit, though. Call me lazy, lol. :tongue: (Edit : If you are doing the hills and such, of course you'll need exact pieces. I didn't think that was the kind of thing he's working on, but maybe I misunderstood the context.)
  19. I mean like this : You see how the road is not made of continuous asphalt pavement? You can make the brick part as a separate piece to sit slightly higher than the asphalt, and cover up the imperfect connection below. The edge of bricks can be blocks of stones or something, to make the transition clean. Unless you come up with a strategy like this for kit pieces, you'll end up with a lot of unique pieces which get used only once.
  20. You might want to think about how you can break up the roads, and identify how much can be done with reusable assets and which parts need to be unique. In real life Harvard Sq., you'll find roads aren't just asphalt, and some parts are old style bricks. Parts made of bricks can be used as in-between pieces to cover up road pieces that don't have perfect matching connection, and perhaps that can make it easier to reduce the number of unique pieces needed. Good luck with your project! :smile:
  21. Hello niston, Yeah, I think the actual limit is 6 per quadrant, but CK sometimes refuses to let you work with more than 4, or some such oddity. In my case, my added own texture set (not replacement) worked inconsistently for some reason. I think my workaround was something like painting with a vanilla game land texture and then replacing it with my own later.
  22. I'm pretty sure that the painted terrain includes a physics property. It's been sometime since I've looked at it, but I have a new stone pavement material created for my project, and remember picking stone physics material for it. I remember testing the transition from dirt ground to stone pavement for sounds. The biggest challenge for me was getting the paint to show up at all. Each quadrant can use 6 materials, if I remember correctly, but it would refuse to work from time to time randomly even if you stick to that limit. I remember I had to use some tricks to make it work in the particular cell I was working on. (Edit : About the paint not showing up - I just remembered it was just my additional material stopping to work randomly, and vanilla ones were fine.)
  23. Make sure the vendor NPC is properly set up with a merchant faction. Take a look at how the other vendor NPCs are set up in the vanilla game, and see if you missed anything. :smile: As for the container, yes, it's the same approach. Set up a container NIF as an activator and make it target the actual container : ObjectReference Property TargetContainer Auto Const Event OnActivate(ObjectReference akActionRef) If (akActionRef == Game.GetPlayer()) TargetContainer.Activate(akActionRef) EndIf EndEvent
  24. Ah, nice! I mean, it won't replace the BGS exporter yet, but hopefully they can work out the necessary parts to get there one day. The frustrating thing is, Microsoft was the one who shut down Havok's Project Anarchy, which was the HCT distributed for free. We are all suffering because of the company which owns Bethesda, lol. :confused:
  25. Thank you, Pepperman! Everything in my video can be done if you go through the Autodesk tutorial I've posted earlier, by the way. I believe that one is the clearest, and it uses the 2013, too.
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