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Everything posted by Fumofumo
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1. The neck seam is due to the head mesh not actually reaching the neck, it has nothing to with textures or the neck itself. It ends too short as the head wasn't built to fit this body. You will have to stretch the neck to fit the Type 3 body because you cannot add new vertices to a head mesh without breaking the .tri files. It would be easier to simply use the Fallout head as GrindedStone is doing, but the race isn't going to come out like it looks in Oblivion. 2. The Jaw and the Forehead are off position, because they, well are craning forward. If I were to post a sideview, you would see it. Thus the hair mesh does not fit properly because the head is craning. 3. Tri files are for facial morphs. You cannot simply make them using the Conformulator, it's quite a bit more complex than that and there are two resources that may help you in this endeavor, but they are rather complex. Adding Eye Morphs to FaceGen Files by Throttlekitty while the other one is a forum thread, Alecu's WIP New Head In Blender. 4. Getting the meshes to convert properly is a pain, but it is worth it. I am not referring to the dress mesh when I say meshes, as that isn't something all too difficult to convert. What I am referring to is the headmesh and other miscellanea that relate to it. Using only the textures won't get a near exact result as the original mod i.e. what GrindedStone is doing but it's a hell of a lot easier. 5. The Eyelashes are not inverted, I meant what I said in a literal form. They are literally inside the head mesh. I need to readjust the eyelashes so they fit properly. 6. There are no ears because I did not add ears yet. From what I've seen, it isn't possible to properly add ears like you could in Oblivion. They can be added through Headparts though. Anyway, the reason the eyes are all bright are probably due to the material properties. I was running out of time so I made a shot to show you what it would look like, but it isn't nearly finished. It is very difficult to get a TRUE port of the actual race given the technical aspects and all though so don't expect to get an exact replica of the Oblivion counterpart. Even Invalidfate's Moonshadow port is slightly off because the differences between Oblivion and Fallout. However, unlike myself, he's a quite a bit more capable when it comes to modmaking. If you have any more questions, I'll try my best to answer them, but by no means does that mean I can actually make a working port, head mesh and all given my skill. I'm stumbling where I would be required get the .tri working properly and or creating a brand new one and I assume you will too if you reach that point.
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Ignore most of what I said previously as it is a bit more complex than what I generalized and I doubt it's something you and I could learn relatively quickly given the lack of information about this type of stuff. .tri files do actually need rebuilding and there are probably only a handful of people that do actually know how to do this successfully. The way GrindedStone is doing it will be your best bet as it simply uses only the textures and doesn't fumble on the complexities of these mesh files. Here is an image of what it would look like. See the neck gap? You'd have to stretch the neck to fit the Type 3 body as well as rebuild the .tri files otherwise the facial morphing will not function. If you don't, the face sort of morphs and twitches into itself when ever the character blinks. Oh, and for some reason, the eyelashes are inside the head behind the eyes. Also, there are no ears. The eyes are also glowing for some reason. http://i.imgur.com/6RXk0.jpg
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Most of the Male Sim Hairs look like that actually. They are not converted to Fallout though besides the small bundle of Coolsims and Room meshes in Mikoto's or Makoto's or whatever, and in Lings that SydneyB converted for Fallout 3. Once you figure how Blender works, you could probably do a tweak of the short hair Coolsims mesh to get it to look a lot more like the one in your picture.
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You actually need to learn how to use Blender before it gets easy. Anyway, here are the links to the Fallout 3 and New Vegas Nexus Article Wikis. Blender won't inherently open .nif files, you will need to install the Python scripts and all that. LHammonds kindly packed everything you will need together a long time ago, here. Follow the instructions. It isn't as all a daunting task as it really seems. The file size primarily comes from the Coolsims conversions as well as the massive textures. Since you are converting this for your own usage, you don't really have to ask for permission... Although if you did want to release this, Anto is a cool guy and would let you use his Hair Meshes if you ask, as for the textures and other things, you would have to ask the original author of the Synx race, etc. What I suggest doing, is well, read up on the various tutorials and get a feel for the tools of the trade before you do anything. Once you gain some actual knowledge in what does what, you can apply it to other things. For instance, you can apply the basics of Quetzlsacatanango's Armor Mashups Article to the conversion of meshes from Oblivion and etc. As for that HGEC body, looks like the author removed it. Lastly, you might want to take a run through Blender Noob to Pro. You don't have to finish the entire tutorial, just follow it enough to know how to navigate the tool.
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Well. I'll help you out a little here. If I'm remembering correctly about what Invalidfate said about Head Meshes when he ported the Moonshadow or whatever race it was... You can basically pass the headmesh through the Blender and export as a Fallout file assuming you know what you are doing. Conversion tutorials already exist and it's pretty simple Blender work. The .egm and .tri files, also should be interchangeable between Oblivion and Fallout so no conversion work is necessary, as that would essentially be the most complex part of all this if you actually had to do it. Textures are interchangeable. The HGEC body has already been converted to Fallout. You really only have to pass all the meshes through Blender and basically port them to Fallout form, which isn't very hard. As for the Hair Meshes, there is a tutorial on Fallout 3 Nexus article sections. Quetzlsacatanango has a tutorials that could assist you too. Basically, you just need to learn how to use Blender, NifSkope, and GECK. There are tutorials for all three of these tools. Once you do that, you can probably use the bit of information I posted above to successfully port the race over.
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Try out the TCL command. It's basically noclip so you can, well, position yourself into, and around things better.
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Oh. I thought you were doing that already so I never mentioned it... Haha. Well at least everything is working for you. :D. Edit: On another note, the blank .bsa is probably unnecessary.
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Here you go. Hopefully you can figure out a solution using this and I hope it doesn't just work for only me.
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Usually I just open a new .blend then import the .nif. Then I delete the skeleton, hit Ctrl+A to select everything, then import a fresh skeleton with Import Skeleton Only+Parented Selected. Next I select the skeleton only, then export. The only setting that differs is Stitch Strips but I doubt that actually matters in this case. Doing this usually clears up this issue for me whenever it happens to rear its head around.
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Yeah I realized that a few minutes ago. After combining them, the earring conformed properly. As to why it won't work for you, I haven't the faintest. I made an image of how I have everything though that might help. http://i.imgur.com/35QL8.jpg Edit: I don't see anything wrong with the .nif structure... Some of the shader settings may have an odd effect on it though.
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Are the .egm named the same as the .nif and in the same folder? Not actually in the .bsa because that should be entirely empty. Also, Archiveinvalidation is activated? Not really sure if it matters whether or not it is activated, but it might matter. I seem to be having trouble getting the secondary object to actually conform properly. Oh and... Hmm. Try posting up a picture of the Block List for me?
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It's sort of working, I really only tested with this thing for like 2 minutes? The first picture is with the widest head slider setting. The second picture is with the thinnest. If I were to not use the method I described above, then the metal clasp wouldn't be on the ear as it is now. It's just the little dongle part that is separate isn't conforming properly. Also, to make a blank .bsa, use FOMM's BSA Creator and don't add any files. Hopefully you'll have better luck than I am with this. Edit: Here is another image comparison of this sort of working and what occurs without it. http://i.imgur.com/yLgCi.jpg
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Hmm. Try this: 1. Make an empty .bsa with the name of your .esp or .esm. 2. Make .egms. 3. Success? From my 2 minutes of testing, this should more or less work. Which reminds me that I should really get off my lazy butt and make .egms for my own mod, but that is for another time. Oh, and the odd stretching of the actual earring is due to my conformulator settings being probably off. http://i.imgur.com/1LF7n.jpg
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Well, that helped me. I had the same issue. Apparently it doesn't like the Dynamic Time-Scale upon arrival. Switched it back to normal, got through the cut-scene without crashing. Didn't crash when I turned it back on, so here's hoping to it not bugging another part of the DLC. Kudos to you.
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Hair Mesh Error
Fumofumo replied to DeadlyWarLord's topic in Fallout New Vegas's Mod Troubleshooting
The Shader Settings you need are: SF_ZBUFFER_TEST, SF_SHADOW_FRUSTRUM, NON_PROJECTIVE_SHADOWS, SF_EMPTY, and SF_UNKNOWN_31. Here is a link to a tutorial if you still need it. Also, it's easier to simply copy the NiTriShapeData and paste it over a vanilla mesh's NoHat data. Then change the respective textures while adding what ever properties are required, such as the NiStencilProperty, etc. -
Well, I can't actually help you with texturing or nothing because I can't do that.. However, I can give you some advice on what to do in GECK. Basically there are two ways to have hats added into Fallout. One would be to simply position the mask to the head and then weight it to the head bone of the New Vegas Skeleton then add it in as a helmet that takes up facial slots... The other would be to position it using a Hockey Mask as a base which isn't weighted to the head bone. I would go with the route of the Hockey Mask because you can generate an EGM so that your mask will deform with the face of whoever is using it. To create an EGM, you are going to need the Conformulator. Simply extract the headhuman files from your BSA, use NifSkope to spit out your nif as an obj, load both the headhuman.tri and your mask.nif into Conformulator and then conformulate to get an EGM that will work with your mask. This Sticky Post about converting FO3 Hats to NV will help you too, just scroll down to the post by Vagrant0 after having made an .esp in GECK. You will need FNVEdit. If you need more specific instructions on something, I'll try to help you out.. Also, there are a couple of face mask mods for Fallout 3 that you could simply port over to New Vegas using FNVEdit for yourself if you wanted.. I can also guide you through that too I guess although there are probably a couple guides on doing this already.
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I'm assuming you went and downloaded each part separately or something? Blender on FO3 includes everything you actually need to run it with nicely written instructions by LHammonds.
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That... If I remember correctly, it comes in as a part of the installation for one of those things you listed if you don't choose a custom selection thereby selecting to disable that feature from being added to the right click menu. What it does: Basically it optimizes a Nif file which is the basic model format that Fallout and Oblivion use. It isn't necessary for most users. Mainly it is more helpful to 3DSMax users than Blender users. It is also less useful to Fallout modelers as it tends to screw up things.. When ever I install a program, if it allows for customization during the installation, well then I customize it otherwise you end up with things you don't want like this. You shouldn't need to worry about it as it opens up a command prompt that still requires a yes or no confirmation.
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You are talking about something like OSR or FSR right? There is NVSR (New Vegas Stutter Remover). Unless you are specifically referring to that Purge Cell Buffer function that Streamline had if I'm remembering correctly...
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If you made a new nif, then you might need to set the Vertex Colors to yes in NifSkope in order for the colors to change with whatever is selected.. However, it might just be that the changes aren't noticeable. In-Game it's hard to notice any change at all unless the color is rather exuberant like a bright yellow or pink or something. Anyway, to set Vertex Colors, open up the NiTriShape in the Block List and select the NiTriShapeData. It could also be Strips instead of Shapes or something. Once you select the NiTriShapeData, look at the Block Details and scroll down to Vertex Colors. It should say yes, and if not, double click it and it should change to yes. After you do that, click on the circular green arrow thing below it to update the array. Then save. If it was already set to yes, then you really don't have to do anything with it.
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Modelers Contributations Here
Fumofumo replied to simplywayne90's topic in Fallout New Vegas's Discussion
Hey, I made some Dice as a modder's resource if you want to put that up in your list. ;3. -
Looks like it has been weight to more than one bone. Just remove anything other than the forearm and it should be fine. BP_"Whatever" you still need to keep as that is for dismemberment though. If the armguard is a separate mesh, well, that makes it a lot easier. Simply select the Vertex Group and hit apply giving it a full 1.0 weight turning everything inside and out red. Then just delete any other vertex groups that don't pertain to it. I'm sort of busy so I can't get into Blender to give you exact details though.
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Stupid question about load order
Fumofumo replied to Mi7Sama's topic in Fallout New Vegas's Mod Troubleshooting
FOMM is your best friend because it already has BOSS implemented. Once you get that installed, go under help then Check for Update. After that is done, go under Load Order and use BOSS Auto Sort. That won't get everything though as you will have to reorganize some stuff yourself. As for the file you are referring to, I haven't a clue. Unless... Are you talking about FNVEdit or something with it's master update feature? You would sort of need to get your load order straightened out before hand. -
As for Transparency, use an Alpha Mask on the Diffuse texture forming that checkerboard thing or adjust the NiMaterialProperty alpha level. I ain't no texture expert so.. You'll have to figure that part out but there are probably a ton of guides on it. Anyway, you will need to add a NiAlphaProperty to the NiTriStrip or Shape also. Then you simply hit the paint button next to the NiMaterialProperty and adjust Alpha from 0 to 1. 0 being invisible 1 being completely visible. You can leave it at one if you already created a texture with an Alpha Mask because then that mask will take effect or you can do without and try adjusting the alpha level through the property.
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Rigging a backpack model
Fumofumo replied to mouzerball1000's topic in Fallout New Vegas's Mod Troubleshooting
Step by step? Not for GMax.. In Blender, its a hell of a lot easier. You would just select everything that needed to be parented, then import the skeleton simply selecting import skeleton+parent selected.