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Everything posted by mindboggles
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I'm not sure if there is a fix for this (like to know from someone if there is). With all my modelling and animation work I've learned to put up with it or just hide the alpha mesh. It does all export okay if that's any comfort.
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Depends if it's all the poly's in the NitriShape or just a few (I can't properly make out from the pic), if it's just a few then you could try selecting the NiTriShape and then R-Click -> Mesh -> Face Normals , which should force all the normals to be pointing the same way (since some could be flipped). If it's the whole lot of the NiTriShape then you need to select it and then R-click -> Mesh -> Flip Normals since all of your normals have been flipped somehow.
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To stop the kind of problems your having with your rigged mesh, that's why. It's good modelling practice to perform Xform on all your meshes before you apply modifiers like skin.
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Why can't you talk about mods here? What an odd question. We can and we do. (And we are.) So why do you feel this isn't a "centralized place" where users can talk to each other about mods? The mods are here, the user's are here and the mod author's are here.
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Why can't you talk about mods here?
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Did you reset the mesh with XForm before skinning? A mesh will maintain it's former overall position, rotation and scale unless it is reset. Also a good idea to make sure you don't have any multi-materials assigned either.
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Because of a few features that will be appearing in the Frontier I decided I should finally get ENB running on NV. I'm using 2.78 wrapper version with a Radeon 7800 card 2GB Vram and 16GB 64bit system. I'm running it with NVSE and 4GB exe and everything seems to be working fine, except it always CTD's when I quit from the main menu. Tried searching but all I seem to find is help for people who CTD on startup. Anyone come across this before? It's a little annoying when I'm in and out of the game constantly play testing new projects.
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I'm not sure if 2016 is fully supported with any version of the Nifscripts, I use 2012 and run Figment's plugin http://www.nexusmods.com/skyrim/mods/5622/ Version 373 and can export some pretty involved animations. It's been reported that some other version won't export the key frame sequences. Hmm, there's quite a bit of explaining to do with successfully creating and exporting animated nifs, I might be able to give you a brief guide. You need a bone called Scene Root placed at 0,0,0 and rotated 0,0,0 , it needs to have a text key track added to it via the dope sheet. All the meshes should have a parent bone and each bone in turn must be linked in a hierarchy back to the Scene Root. When you set all the up you export the nif only (don't flatten the thing on export). You will need to alter things in the nif later. Go back to 3DS and (apart from the Scene Root bone) replace all the other bones with a dummy helper (match position and rotation to the original bone) and re-build the same hierarchy. You need to add text keys to your Scene Root and that very much depends on what kind of animation you want, how many animation sequences etc. Something simple you might have "start -name Idle -loop -at y" at the start and "end" at the end of the sequence. You should be fine to key frame your dummy helps and when your done export as a single kf without nif. You should end up with a kf that will also need work before you combine it with your static nif you exported earlier. See how you go with that for starters since there is a bit of messing around in Nifskope to get both the nif and kf setup properly.
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How to Use BSAopt? (Wiki Down)
mindboggles replied to ManehattanProject's topic in Fallout New Vegas's GECK and Modders
There's a whole heap of flags that the BSA packers need to tick so the game knows what type of files are in each BSA. Apparently they aren't all known and BSAopt doesn't set the flag needed for LOD settings to work, you have to include those files loose or your LOD will fail. -
How to Use BSAopt? (Wiki Down)
mindboggles replied to ManehattanProject's topic in Fallout New Vegas's GECK and Modders
I assume you have it set to Fallout when you pack. Only thing I've had problems with is LOD settings not working when packed and I know BSAopt doesn't flag that properly in the BSA. IIRC others have had issues with audio before and it might be due to what version you are using. Also I don't compress when I pack the BSA, since it will be zipped anyway for upload. Only time I've ever had to compress was when the BSA went over 2GB but that was for Skyrim. -
How to Use BSAopt? (Wiki Down)
mindboggles replied to ManehattanProject's topic in Fallout New Vegas's GECK and Modders
Probably best just to link you to a video since the selection of files and folders is a bit strange. at 10:00. -
So Windows 10 is actually spyware.
mindboggles replied to Vagrant0's topic in Hardware and software discussion
So far I've been able to keep win 7 updates running and block all the 10 stuff from my machine. Turn it on this morning and svchost.exe is chewing up lots of resources and the only way to put a stop to it is to stop the updates. I did want to keep updates going for security but after this it's off and staying off. From what I was reading this morning despite their claims they will auto install 10 on older win OS computers by the end of this year. Don't know if they have just started trying something new to force it onto me. I don't care for having to problem solve issues created by them and especially don't like the idea of having to mess around with FNV GECK just to get it to run with 10. -
Wondering about creature sounds...
mindboggles replied to Jokerine's topic in Fallout New Vegas's GECK and Modders
That would be the cause of it then, those idleanims are conditioned to run randomly when the sentry bot is just standing around. They do that kind of thing to give creatures more variety than just relying on the mtidle animation alone. Bit moot now the new skeleton and anims are almost finished. -
Problem: Disappearing Object(s)
mindboggles replied to Athelbras's topic in Fallout New Vegas's GECK and Modders
If you click on the little flag next to those values Nifskope will bring up a small window menu, you should get an idea what they do from it. -
Wondering about creature sounds...
mindboggles replied to Jokerine's topic in Fallout New Vegas's GECK and Modders
Should be pretty easy to do. -
Wondering about creature sounds...
mindboggles replied to Jokerine's topic in Fallout New Vegas's GECK and Modders
Well I can't find it buried in the skeleton, the .kf's, or your esp. :confused: Don't know if it will help but you could try making up a new blank audio template and get it to use that. If you still have no luck I can knock you up a new skeleton and anims without too much trouble. -
Wondering about creature sounds...
mindboggles replied to Jokerine's topic in Fallout New Vegas's GECK and Modders
Sorry to hear about your headache. I had a quick look in the animation files and couldn't find any sound calls from the text key tracks, so I don't think it's coming from them. When you cleared the sounds tab data make sure you also clear the "Inherits Sounds From". There are some changes you can make in the GECK which the damn thing won't save, so it's best to head into FNVEdit and check that all the sound entries are cleared there. -
It appears to not actually be the inertia but the moment of inertia, so instead of linear resistance to motion along an axis it's the rotation resistance to turning motion around an axis. This has a fairly good description of it http://www.engineeringtoolbox.com/moment-inertia-torque-d_913.html So for a solid sphere m11 = m22 = m33 = 2/5 x mass x r2 If you do a few image searches on the web for "moment if inertia" you can find some good tables relating the shape to the right formula.
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Maybe a bit premature posting this thread? Got the poos with it and with the help of a glass of wine, calculator and some old textbooks think I've worked out what the damn thing actually does represent (other than the misleading Nifskope description). It appears to be nothing other than the moment of inertia as defined in Engineering / Physics for rotational inertia of a body about an axis, and can be calculated using standard formulas.
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I'm just wondering if anyone has a rough formula for calculating a collision bodies inertia matrix based off it's mass? For standard sized creatures I can get it pretty much right first time with values the same / similar to the bodies mass itself. This changes when I step away from "normal" sized creatures and find myself having to do a lot more play testing before I get it right. The Niftools documentation says to get Blender to calculate it when exporting, which is a little difficult when you're using 3DS. I also cut and paste in Nifskope when building a skeleton's collision and find it to be the fastest method, only issue being the inertia matrix. So I'm hoping someone has a rough formula (or Blenders scripted formula) and I can calculate it on the run.
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Interior Cell Combat Problem
mindboggles replied to Athelbras's topic in Fallout New Vegas's GECK and Modders
Athelbras, check your PMs. "Am kind of wondering now if it is attempting to invoke an unknown (to me a least) animation file (that is not used in exterior cells), and when failing to find it is getting confused. <shrug> But who knows." If it's an attack animation causing it then it fails universally, only time I know when the game will swap out anim files is when the creatures mobility is crippled (if setup properly) and then the game swaps to using the hurt folder animations, then only if the same files (unhurt versions) reside in the locomotion folder. You might not be that far off the mark, I've had issues with unique embedded melee weapons where the Reach was 0 and caused the creatures try and get right on top of the enemy.