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capmac

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  1. Thanks guys for the extensive help. Much appreciated. To answer the question what I'm trying to achieve upfront. I'm trying to import a specific NPC face from FNV into Blender. With Fallout 4 and its creation kit this is possible through the Ctrl F4 function which generates a NIF file from an existing NPC. Might by possible with Skyrim too and its creation kit. I do still have the 3.5 version of the Facegen Modeller demo. The problem is that the free version does not allow to use a custom head model, specifically the standard head mesh from FNV. So even if you import the NPC specific facial settings as .FG file, it will only be applied to the demo head model and look differently compared to in-game. The FG file only contains 50 float values for storing the facial settings. And Facegen Exchange basically copies these values from one place to another. The only approach I can think of is extracting all morph data from the FNV head TRI file as obj files and import them into Blender. And then somehow apply those 50 floats in Blender. Or 3ds Max if that has better support. But I have no idea how to apply morphs like that. It seems excessive compared to a single Ctrl F4 in the creation kit.
  2. Thank you Dubious for the link. Actually I've come across this information before, but haven't looked at it in detail. I did go over it again including the input from ThrottleKitty on Adding Eye Morphs to FaceGen Files. Unfortunately I didn't find an obvious solution on how to export a face to an obj file. A face being a morphed head mesh in game. The collected articles seem to focus primarily on how creating the morph files which can be used in game. The conformulator I have used before to create the morph files for a hair mesh. FNV is using facegen modeler as part of the game. But I wasn't able to reproduce the same face in the facegen modeler tool demo which can be downloaded separately. Am i missing something? Thanks again for your help.
  3. Hello I'm looking for a way to export an in-game face and head mesh of a character to a wave obj file or another 3D file format. Basically what the mod RaceMenu can do in Skyrim I would like to do in FNV too. RaceMenu has an export head function for writing a head mesh to a NIF file. Tools like FaceRipper and FaceExchange only copy the differences to the default head mesh, i.e. what makes the face specific. For example the width of the mouth compared to the mouth of the FNV head mesh. So they can't be used for exporting a complete head mesh. Facegen Modeller can export heads. But I wasn't able to reproduce the same face with the tri and egm files from FNV, and combined with an FG file containing the above face differences. Any advice would be greatly appreciated. Kind Regards capmac
  4. Hello I'm trying to create a mirror which reflects the environment including room, objects and characters. The game is actually already doing that at cottonwood cove for example. The canyon walls are reflected there in the Colorado river. I removed noise and depth from the water configuration which gives me a flat reflective plane. And it reflects everything, The idea is to use placeable water. So used for water in a bathtub and tilt it 90 degrees. The problem is that placeable water somehow only reflects the sky and nothing else. I'm using the same water type used for the Colorado river as for the placeable water. I also set all tick boxes in GECK for what the placeable water should reflect. But somehow they get ignored. At Lake Mead only the sky is reflected. Is there a setting I missed? in GECK or FalloutPrefs.ini ? Any help would be appreciated. Thanks capmac
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