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REB85

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Everything posted by REB85

  1. I honestly don't understand the logic of the community. Simple logic: If my idea is bad and I made a bad model, people say my hands grow out of my ass. If people don't know how to make mods, they don't download the model, they don't need it. If there are downloads, if no one said that my hands grow out of my ass, this means the model is good and my post is read by people who know how to make mods.But the logic of the community works somehow differently. There are downloads, there are approvals, but no offers of cooperation. Maybe I am doing something wrong?
  2. I created a model and placed it on the site in "mod resources". Positive comments, 131 unique downloads, but no offers of cooperation. I am making another attempt by posting the topic here. https://www.nexusmods.com/fallout4/mods/50572
  3. I also have one more bug with a scan: the selected polygon moves much further than I move it with the mouse. The bug passes with a reboot of 3D max, but after a while it appears again. And the more polygons have already been processed, the more often this happens.
  4. Good day, comrades. I have a problem with 3d max 2013 (I cannot use a newer one, since I have to pay for new plugins and buy a new manipulator, my manipulator is not supported by newer versions). 3d max starts to freeze (the speed in the viewport drops to 4 fps) when the scene is only mapped at 10.000 polygons. I have a fairly powerful computer (an i7 processor, 32GB of RAM, ssd disks, a 1080 video card, an excellent motherboard, an 800W power supply and effective cooling), it's not a computer. Moreover, when the max freezes, I go to the "task manager" and see that the resources of my computer are not used even by 1/4. When I do not scan (using materials, not textures) I can work with 1,000,000 polygon scenes without freezing. The program freezes during the mapping process. It should also be noted that I am not new to this program, you can make sure of this: https://www.nexusmods.com/fallout4/mods/50572 This means that I don't make basic mistakes. Maybe someone knows how to make the program use the GPU? Or solve the problem somehow differently? I am grateful for your attention and hope for your help.
  5. And so I modeled this: But I get 6 textures: Diffuse Glossiness Height ior Normal Reflection how can of these 6, make 3 suitable for a fallout?
  6. Always better to have multiple "Upgrades" for weapons, makes them more interesting visually, a system for upgrades to make the weapons "Scale" with the players level. Hard to answer, an insane number of Polygons means it will impact system performance, even heavier when in the hands of an NPC. The Vanilla weapons, with all of there mods and nif edits are around 2.2'ish MB +/- (combined nifs in the weapon subfolder when extracted), doubling that isn't a big deal, however having models that are MB's per model will likely hurt the performance on lower end systems Follow the standard x2 multiplier and 1,024 / 2,048 / 4,096 are the standard sizes. Having a weapon that uses multiple 4,096 (or 8,192) textures at the same time will again likely have a negative effect on lower end systems. Using the Combat Shotgun as an example it has 27 different textures for the gun and various parts, but not all of them will be shown at the same time and they range from 512 to 2,048, with a combined size of 74mb (Standard Def) If you can re-use vanilla animations, the only thing not listed are the Material files. As I understand it, most people use either Blender or 3dsMax, but getting licenses for 3ds is not easy (or cheap) Thanks for the answer. I may have asked the question incorrectly. I have no question in which program to model, since I can only model in 3D max. My question is with which program I can save files to the game format. And ideally, before that, open the game files and see how they are arranged to do exactly the same. No, vanilla animation will not be enough, for example for a double-barreled shotgun, I need to add animation of cocking and lowering the hammers. And also replace cartridges in the player’s hands: shot, bullet, bullet-explosive, bullet-atomic. You can give a link to a working plugin for 3D max (for importing and exporting resources), a certain program for opening game archives, and some training texts for working with animations and scripts (for example, adding new ammunition, integrating sellers, enemies, loot into the inventory) ? I downloaded the "development kit" but there I can only twirl the model but not export it and can not see the texture files.
  7. Tinuvia Please forgive me, but I do not speak English well. I understand the text well enough, but I do not understand speech well. Could there be similar lessons in text format?
  8. YouDoNotKnowMyName : Thanks for answering. Is at least an approximate number of polygons known? 1000 polygons? 3000? 5000? 100,000? =) I simulated a target pistol and a double-barreled shotgun (despite the fact that there is one in the game, it is not very similar to the real one and has low damage), these are about 2000-3500 polygons. Is it possible to import into the game? Could you give the exact name of the plugins? (I have 2013, my manipulator is not supported in later versions) And only plugins are needed? But what about the animation? What to do with the text in the game? Add weapons to playlist and sellers? Is there some kind of program for this?
  9. Are there any requirements for fallout models? Should the parts of the weapon (barrels, receivers, silencers, optical sights) be in separate files or should it be 1 file? Is there a limit on the number of polygons? Is there a limit on the resolution of the texture? Do I need to create any additional files besides the model, texture and sound? And could you please, tell me which program should I use to add my models to the game? Most interested in weapons and craft.
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