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Everything posted by kungfubellydancer
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I am doing that, but it doesn't seem to make a difference, as each part unwraps in the same messy, distorted shape as the picture above. I'll try to straighten them out manually.
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When do we earn a customizable member title? Some forums have them, and I'm guessing this one does too. I've been a "fan" for years now.
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It get on my every last nerve that straight and simple objects that I make in Blender have unwrapped UV maps that look like crap. Is there no way to keep the dimensions (except scale, where need be) while unwrapping? This is supposed to be a mirror, and will use highly detailed textures and normals, but the UV will make that very difficult to achieve. Does Blender offer a sort of script or setting to make the UV's much, much neater? http://i268.photobucket.com/albums/jj27/kungfubellydancer/ssaass.png
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Pressed something, now my interface is missing....
kungfubellydancer replied to kungfubellydancer's topic in Blender
Thanks, that did it! -
My baby was kicking the keyboard and must have pressed a hotkey that disabled all the menus, leaving only the 3D view and the main toolbar at the top of the screen. How do I restore the menus to default without ruining my project?
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Alright, the mesh works nicely in-game, but for some reason the sides of the hat reflect the light as if it's coming from the opposite direction. As you can see, the light looks like it's coming from below rather than above, but the top of the hat works okay. Does this have anything to do with the fact that I extruded the entire hat to make a kind of double-layered mesh? http://www.newvegasnexus.com/downloads/images/39336-3-1295591321.jpg
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Alright, I'm doing this right now, it's just my Blender is taking a while to run the script. I'll let you know how it turns out. It didn't work before, because apparently I had somehow deleted all the vertex groups of both the tuxedo and the cloak/cowl, probably after exporting and trying to fix the ninodes in Nifskope and then re-importing to Blender.
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I don't really understand what any of this means....I found the bone weight copy scripts, but when I used it, it removed all the vertex groups and corresponding weights I had manually applied to the mesh. Before I tried that script, I had typed in all the bones and painted the weights, then exported the mesh but it was doing a weird thing where it made all the bones into their own ninode, making it incompatible with the game. After I deleted that ninode branch and copy+pasted all the bones back onto Scene Root, the mesh was still unplayable. I tried another thing where I just copy+pasted the cloak pieces onto another mesh of the tuxedo by itself, and seemed okay, but when I put it in GECK, only the tuxedo appeared while the cloak remained invisible/missing.
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I made this hat in Blender using the HeadHuman.nif as a form to build over, but even after I removed the headhuman.nif I believe it has left some information I don't need here, and messed up the nodes. How do I fix this to make it compatible with the game? I also need to to get rid of all the extra skeleton bones I don't need, as you can see, as it only needs bip01 head. http://i268.photobucket.com/albums/jj27/kungfubellydancer/2222.png
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Mod causes -1 sleep hours
kungfubellydancer replied to kungfubellydancer's topic in Fallout New Vegas's Mod Troubleshooting
Wow, I guess I should. I forgot all about cleaning mods. Isn't there a FNVedit, or should I get the FO3edit? -
I constructed the coat below using parts from a dress, for both the coat portion and the shoulder portion. However, they are still attached to the leg/thigh/knee bip nodes, and I don't know how to reassign them to the shoulder/upperarm/spine/etc where they should be. How do I do this? http://i268.photobucket.com/albums/jj27/kungfubellydancer/22224.png
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It was already set to 4845. When I set it to 4846, it made the partial transparencies solid but otherwise worked. Thing is, it looked terrible for the lace. So I just removed the alpha properties of the bottom skirt. Anyhow, I'll remember in the future to set it to 4846 for other clothing items that don't use lace.
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MP3 playback issues
kungfubellydancer replied to DorostheConqueror's topic in Fallout New Vegas's Mod Troubleshooting
I have this same problem with my mod, except my Belly Dance mod is using .wav files. Funny thing is, this happened AFTER I compressed the .wav files which were previously uncompressed and worked fine, but were upwards of 50MB a piece, and so I lowered them to <15MB each, so that people weren't downloading huge files. I still haven't resolved this issue, so people are using a mod that only plays about 4-5 seconds of a song then it skips to the next one. I'm thinking about gathering up the old, uncompressed ones, seeing as to how they play perfectly, and then upload them in a seperate file. That file is going to be around 200MB, which is insane. Has anyone figured out what the problem is? It certainly isn't compression, at least, not uniformly for all file types. -
I have many clothing items that require alpha maps, sometimes layered over each other, like this dress, that has two meshes over one another that both need partial invisibility. But instead, they cancel each other out and make the boots underneath visible where they shouldn't be. Is there a way to work around this? http://i268.photobucket.com/albums/jj27/kungfubellydancer/234224.jpg
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I've had complaints that my most recent update for the Belly Dance Dresses mod causes a strange bug that, after entering and exiting the djinn realm, players that try to sleep for any number of hours will instead have the hour marker pushed to -1. I haven't seen the bug myself, but if it's being caused by my mod, it's my responsibility to fix it up as soon as possible. Quoted from the original private message: My mod adds no new scripts. However, there's 1 radio quest, 1 vendor quest, and new worldspace, complete with its own climate and weather. Any ideas on what might be causing it? Also, if someone doesn't mind, could they install my mod and see if the bug could be reproduced, or at least look over the data and see if anything looks out of place? Belly Dance Dresses Thanks.
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I had a custom radio system that was working great for my belly dance mod. It broadcasted great during the pipboy reception test, and after I set it to no-pipboy, it broadcasted through speaker activators throughout the cell. Then I added one more line to the dialogue in the radio quest, and it stopped working! It no longer broadcasts at all, through pip-boy or through speakers. I removed that extra dialogue line, and it still doesn't work. This is how the dialogue was set up BEFORE it stopped working. The newer fifth line that caused the problem was deleted. http://i268.photobucket.com/albums/jj27/kungfubellydancer/22311.png
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In the image below, I combined the vanilla headband and the feathers from Miss Fortune's costume. I imported the headband first, with its skeleton attached, and then imported the feathers as Geometry Only + Attach to Armature. Well, I got an error message but I'm not sure what it means, but the geometry was still imported. When I rotated it to its current position from the default, being upright, this extra node follows, relative to the rotation. The first time I exported, the feathers didn't show up at all. Then I exported again after I selected them all and attached them to the armature. The feathers showed up at last, but then there's an extra node. What should I do about this? I haven't tried it in the game/Geck yet, so I'm not sure if it will caused issues, but it's certainly annoying. http://i268.photobucket.com/albums/jj27/kungfubellydancer/aasfa1231.png
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Well, the GECK shows me that I have water in the world space cell at the desired level, but when I play in-game, it's gone! Or so I think. I made a small courtyard pool, that is supposed to be filled with water. But what appears to be happening is that there is a border, cutting the water neatly across in the middle of this pool, because on one side, I see/hear no water, but on the other side, I hear it and see the splashes (which occurs at about knee-level), but it is still invisible, and has no DRINK option like normal water does. This is happening no matter what water type I set it to. Right now, it's at NVCleanWater03. Is there something I am missing or doing wrong here? The pool is in the very center of the cell, and the cell is at coordinates 0, 0 of this world space. http://i268.photobucket.com/albums/jj27/kungfubellydancer/ScreenShot126.jpg
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Here are some useful tutorials on how to edit armors. My link For Fallout 3 but uses the same concept for FONV My link Older, for Oblivion, but still useful. My link You'll need nifskope. My link You'll also need Blender. The second link down has useful info about what programs you need to download. Download them all, install, and when you have the programs up and running, feel free to come back and ask for more help. There are lots of talented modders and designers on this site that will help you.