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.nif UV map altered after Blender
AusAllerWelt replied to Crowley9's topic in Fallout New Vegas's Discussion
The issue seems to be that Blender merges the UV because they belong to the same object and lie so close together, you can fix this by simply moving the small UV island of that strip far away and put it back in the original place afterwards so the UV isn't merged on export. I don't know if there is any other way to fix this, but I also don't understand why the mesh was created this way in the first place. -
.nif UV map altered after Blender
AusAllerWelt replied to Crowley9's topic in Fallout New Vegas's Discussion
Can you share the .blend file? -
Did you check if the mesh still has the Alpha_Texture flag in the BSSHaderPPLightingProperty? If it's still there then remove it and see if it fixes your issue. I added an image to show what you need to look for. You can also remove the Alpha channel from the texture, save it as DXT1/BC1 for example, to get rid of transparency.
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Fallout 4 mod port request.
AusAllerWelt replied to DravenNG's topic in Fallout New Vegas's Mod Ideas
Yeah, Fallout 4 meshes have a completely different nif structure, of course they won't work when you just copy paste them. You need basic knowledge in 3d programs, textures and skinning/rigging. -
Fallout 4 mod port request.
AusAllerWelt replied to DravenNG's topic in Fallout New Vegas's Mod Ideas
What do you mean 'into normal form'? You can convert any mesh and texture from Fallout 4 to New Vegas if you have enough knowledge. -
how to remove this glitch from the armor
AusAllerWelt replied to Azuratume's topic in Fallout New Vegas's Discussion
Is your game set to use textures lower than the highest resolution? The issue looks like missing mip-maps which would be an issue with the mod the texture comes from. -
Model's Arm Stuck in position
AusAllerWelt replied to totorst's topic in Fallout New Vegas's GECK and Modders
Looks like messed up/missing weights. Are you sure you're using the skeleton that comes with the mod? I don't know why else this would happen if the original mod seems to work fine. Did you do any work in a 3d program? If so something might have messed up on export. -
Yeah Fallout 4âs version of âPBRâ is awful, I wouldnât really call it that either. If youâve seen these normals for New Vegas mods though then the author didnât properly convert them, they usually look off in the Gamebryo engine.
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Fallout 4 uses a 2 channel tangent space normal map for better performance while storing additional information in the red and green channel akin to BPR information. If you simply invert the blue channel you get a standard tangent space map. I havenât worked a lot with them other than converting them for use in Gamebryo. I think the Unreal engine uses them aswell. You can read more about normal maps here https://www.artstation.com/typhen/blog/GZdL/this-is-normal-3-types-of-normal-maps