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kungfubellydancer

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Everything posted by kungfubellydancer

  1. I never figured out how to use the pose mode feature; I just export it and fire up New Vegas and see how it works on the body. As for the highlighted vertices, I just hit ctrl+I to highlight all the other ones, hide them, then I'm left with only the problem vertices. It seems easier than moving them this way or that. So I assigned the BP_<insert part here> bones to the vertices, which worked for exporting but didn't necessarily seem all that great in the game. I've just been going back in and playing around with the bone assignments to see what happens. How does one go into pose mode?
  2. I made some clothing and copied the bone weights, but when I go to export, it gives me a warning (shown in image below in command window). I tried deleting all the vertexes and copying the bone weights again, but the same few vertices had problems rigging. Then I tried manually assigning the bones using this tutorial but it still does the same thing. Is there something that can be done about this? http://i268.photobucket.com/albums/jj27/kungfubellydancer/4242.png
  3. Specifically, I like to model clothing but I have no idea how to get certain parts to be less rigid. In other games, things such as ribbons and strings of beads flutter in the wind, but I don't know how to do that for Fallout. What should be skirts that sway around the legs while walking/running is just a rigid mesh, and what should be loose chains or strings of beads are stiff. How can I get them to move/swing/flutter naturally?
  4. So, I made this pair of harem pants that look pretty good, except that the faces are messed up. When I go to textured mode, this is what I see. http://i268.photobucket.com/albums/jj27/kungfubellydancer/pants.png Could this have happened when I was manually going through each face trying to fix the normals by pressing Ctrl + N? I spent hours trying to fix them, but of course, it didn't work well.
  5. Since this thread is going off-topic, I've continued this conversation here My link Please reply there instead, if you're replying about rainbow sheens / cubemaps.
  6. (This is copied+pasted reply from the UV thread, because that thread is going off-topic.) Anyway, I tried making a new cubemap. I used the same method as the one for my mirror, except instead of a photo, I used a simple gradient. Needless to say, it worked perfectly on my mirror, and on all the other things I put it on, lol. Resized to 85% (was 1023 x 211) - Click image to enlarge As you can see, the results vary, and I'm still trying to figure out why. All these objects and the other ones I tested are using the same envmap (rainbow gradient) and envmask (medium grey). For The mask on the far left seems to ignore the envmask and is full-out rainbow. The coat is ignoring the envmap, and is just super-shiny, like latex. The mirror seems to work just right, and still has the specular highlights seen in one of the earlier photos in this thread, though at the angle here you can't see it. The gold lamp is, like the coat, ignoring the envmap and using only the envmask, and therefore has some nice speculars, but no rainbow sheen. Some other things I tried were hats and clothes, and all seemed to ignore the envmap, but became like latex, just like the coat. Is there any reason why some objects will ignore the mask, some ignore the map, and some ignore both/neither? Remember, these were using the SAME envmask/maps.
  7. I have photoshop for my mac, and I love it more than GIMP, but the license isn't compatible with Windows... Anyway, I tried making a new cubemap. I used the same method as the one for my mirror, except instead of a photo, I used a simple gradient. Needless to say, it worked perfectly on my mirror, and on all the other things I put it on, lol. http://i268.photobucket.com/albums/jj27/kungfubellydancer/rainbow.jpg As you can see, the results vary, and I'm still trying to figure out why. All these objects and the other ones I tested are using the same envmap (rainbow gradient) and envmask (medium grey). For The mask on the far left seems to ignore the envmask and is full-out rainbow. The coat is ignoring the envmap, and is just super-shiny, like latex. The mirror seems to work just right, and still has the specular highlights seen in one of the earlier photos in this thread, though at the angle here you can't see it. The gold lamp is, like the coat, ignoring the envmap and using only the envmask, and therefore has some nice speculars, but no rainbow sheen. Some other things I tried were hats and clothes, and all seemed to ignore the envmap, but became like latex, just like the coat. Is there any reason why some objects will ignore the mask, some ignore the map, and some ignore both/neither? Remember, these were using the SAME envmask/maps.
  8. I meant to use your tutorial, and I did, up until it asked me to save it as a cube map. GIMP's dds plugin doesn't allow it to be saved as a cube map unless it is 6 layers of 512x512 (or similar dimensions), and with the names x+, x-, etc. I don't know why, and frankly, I think it's rather stupid, as I'd much rather create a long image with 6x1 ratio, but it won't allow me to save it as a cube map. I think I might just install nvidia's dds plugin one of these days.
  9. No success... This is what I did. I opened up Blender and loaded my saved file of the mask. All the stuff I had previously imported but said was missing or invisible was there again, so I deleted everything except the mask, including the bones/skeleton. I imported another mask so that I can take the strap off of it and use it on my mesh, and use its bone too. So I press Alt+P to clear the parent of everything, then Ctrl+P and selected Armature. I then select the armature ONLY and export. In nifskope, everything seems to be okay. When I loaded it in GECK, however, I get an instant crash. Not sure why. I open up another mask mesh that works in-game, and duplicate its nodes, and copy+paste the NiTriStripsData from my mask over to that mask. They appear way up somewhere, so I use the Transform > Edit on mask parts to get them to the correct level, then I press Transform > Apply. I get a message warning me it might not look the way I want it in-game, but I continue anyway. This is when I noticed that the mask has some missing vertices for some reason. This is after the Copy+paste. I save as a new file, just in case it was just a visual error in Nifskope. So I load this mesh into GECK, and it turns out that none of my transformations worked. The strap was in the correct place, but the mask was hovering high in the air somewhere. Not only that, but it looked as if it had been shattered into a hundred pieces. All the faces were scattered or missing. But at least I didn't get a CTD. NOTE: in the image below, I simply left the textures from the original mask I had copy+pasted over. You can see the strap in the bottom corner, where it's supposed to be, but the thing in the foreground is the dragon mask, all in a hundred pieces. http://i268.photobucket.com/albums/jj27/kungfubellydancer/mask.png
  10. The hat I made looks similar, but works fine in-game. It has the bip01 head node, and then both the feather and the hat (two separate Nitristrips) are attached to some weird extra node, just like this mask. But it works in-game. I just don't get it. I'll try joining them, but I don't think that's the problem. I'll also try to move the node back to center and see what that does.
  11. I was wondering if Fallout's texture system supported the rainbow sheen effect, such as the image below, which is an example from the game Guild Wars. Notice how the sheen changes as the object is panned around? I'd like to create such a texture effect in the game, if possible. Any pointers on how to do so? http://i268.photobucket.com/albums/jj27/kungfubellydancer/11221shield.jpg http://www.austopalexpo.com.au/Cody%20Opal.JPG http://www.hlhologram.com/images/hologram%20card.gif http://www.environment-green.com/images/oil_slick.jpg
  12. I couldn't find the option in nifskope to calculate the faces, so I went back to blender and individually recalculated faces. Thankfully, that worked, except two or three stubborn faces remained as they are. Thanks for the help!
  13. Alright, well, here we go again. I exported a mask mesh to .nif. Thing is, there were some problems both in blender and GECK. As for Blender, everything that I imported, whether it was the skeleton or another object with which I wanted to steal the bone from, appeared to load but did not show up in the 3d window. Hiding/unhiding did not reveal the stuff that was loaded. So, I assumed the skeleton I imported was attached to the mask, so I exported as .nif. I changed some things around in nifskope to make it compatible with the game, because it was crashing GECK. After the crashes stopped, instead GECK would load the mask but it would be invisible in the Mesh Data window. Only the texture showed up, and tiled on the ground. I've had this error before, many times before, but the way I fixed it was always a different method. This time, my tried methods aren't working. I can't copy and paste the Nitristrips into another, working mask mesh for some reason, because the dragon mask would appear way over top the head, as if the working mask's Bip01 Head was the dragon mask's scene root (or whatever you call it, the floor base point.) Here's the mesh now, altered so that it does NOT crash GECK but does appear invisible. There's the bone down there that's causing all the problems, I think. I just can't figure out how to get rid of it, because Blender isn't importing things properly. http://i268.photobucket.com/albums/jj27/kungfubellydancer/234322423.jpg
  14. Some will be implemented in my Belly Dance in the next update. There will also be turbans and egyptian headscarves, but I can also do the type that you're looking for as well.
  15. I just realized now that you said "use" not "find". I'm sorry about that, lol.
  16. I believe that is already the case in game. At least, in my experiences playing, I always seemed to find the C-Finder before ever doing the quest at Helios. Just run around Freeside until you find the kids with the C-Finder.
  17. I should add that in the above image, I divided the center rows to add another, central row, which has resulted in a kind of bumping texture along the center from forehead to snout, which I want, because it's a dragon. But all the other bumpy/pinchy parts should not be there. Could it be because of the order and way in which I connected/extruded vertices?
  18. I tried that, but unfortunately it only made a similar result. http://i268.photobucket.com/albums/jj27/kungfubellydancer/11mask-1.jpg
  19. I made this custom mask, and was thoroughly disappointed when I put on the Set Smooth, and now reveals that there are some terrible pinches in the mesh. Is it possible to fix this, or must I start over? http://i268.photobucket.com/albums/jj27/kungfubellydancer/11mask.jpg
  20. Well, the watershader thing had no result, but I tried the cubemap. Good thing is, the mirror now reflects light very well, after I created both a 120x120 _e map (of a room) and 60x60 a _em map (pure white). But it seems to me that the cubemap I made is not working, only the environment map, which was pure white. For the cubemap, I used an image of a gothic room, set the dimensions to 120x120, and made 6 layers, all named x+, x-, y+, etc etc, so that Gimp would recognize it as a cube map. But it doesn't appear to work on the surface of the mirror. I did it this way, because I was following a tutorial. http://i268.photobucket.com/albums/jj27/kungfubellydancer/ScreenShot169.jpg
  21. I duplicated the mirror and added it to the mesh, but did not add collision. I changed the shader to Shader_water, and when I loaded the game, it crashed when I approached the room with the mirror in it. Was there something I forgot to change? The Shader type is SHADER_WATER and the shader flags are SF_ZBUFFER_TEST | SF_EMPTY | SF_UNKNOWN_31
  22. I was wondering that myself. Some games such as Sims support mirror features, in which mirrors have an actively reflecting surface, but I don't think Bethesda games ever utilized that. There is even a mirror in Prey, from what I can remember. But, yeah, water shaders seem to reflect nicely. I'll try to use one of those. And yes, I inverted the normals. I'm not sure why I asked that, I've done it a lot before. :/
  23. Okay, thanks for your help, everyone.
  24. Thanks for your help, folks. I did just manually straighten out each piece, before I read about 'Project from View" which would have been useful, but here's the end result. http://i268.photobucket.com/albums/jj27/kungfubellydancer/ScreenShot167.jpg There is one slight problem, however: the right-most horn has inverted normals, where it appears as if you're looking at it inside-out. I would include a screenshot but the dark textures make it very difficult to see without physically moving it around with a cursor, but I hope you understand what I mean. How do I fix it without inverting all of the mesh?
  25. Apparently I have 604 active posts, and under my avatar in the threads, 290. Does that mean I qualify? I haven't been here for so long, I forgot why the descrepency between the posts listed under the avatar and the one listed under Active Posts.
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