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Everything posted by baduk
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Hi! I think that weapon animations is hard coded, in that u may not be able to add a new weapon type to assign animation to. This would be too specialized of a weapon to want to have replacing another weapon type also. Maybe you can make an idle where u pull it out and expel the gas at em and then put it back away when u activate the hotkey for it.
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Hi! Its in hexadecimal, or base 16 so its 15 in decimal, base 10 the same number is 21 Yes i do mean that 21 = 15 I hope this is not confusing.
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nif assistance, floating object?
baduk replied to davidlallen's topic in Fallout New Vegas's Mod Troubleshooting
Hi! Ok well even if u are not interested in 3d working Blender is free and can be useful, for simply converting oblivion nif or to convert armor for different body model. There is not a software in the world i recomend more highly! But anyway, yea what u want to do for this experiment is only involving nifskope. I mean it is an experiment, cause it would be clear cut to create brand new colision mesh, but if u just replace hkpackednitristripsdata instead u can learn if this particular colision mesh shape has any effect on its function. for using nifskope to replace just the geometry data what u do is find another nif with a hkpackednitristripsdata, remove the geometry data (hkpackednitristripsdata) from original mesh, copy just the geometry data from the mesh u found and selecting the parent bhkpackednitristripsshape and find data field at bottom of blolck details window and paste new data there. It might work or not, dunno. If u want to make new colision mesh in nifskope without blender, u can use this tutorial tho. It show u how to convert any nitristrips or nitrishape into colision mesh with only nifskoep. http://cs.elderscrolls.com/constwiki/index.php/Adding_Collision_Model_-_Step_by_Step_Guide -
Broken dismemberment
baduk replied to kellogsfrostedflakes's topic in Fallout New Vegas's Mod Troubleshooting
Hi! Did u test it in vats also? I think vats wont work either, also u may not be able to see your arms in 1st person camera. So basically what u got is. special vertex groups for dismemberment. These grouops are not bone weighting it is body part alocation. They are named as : BP_TORSO, BP_HEAD, BP_LEFTARM, BP_TORSOSECTION_HEAD... etc. if u import a body into blender you can read em for yourself. The meatcaps are having a different vertex groups : BP_SECTIONCAP_LEFTLEG, BP_TORSOCAP_RIGHTARM... etc. Bone weight copy script does copy these vertex groups properly. When it ask you to name groups when u parent with control-p, it will only name bone name groups! Make sure when you export you have clicked export dismember body parts button. -
Ok.. Maybe you are not understanding, as you say "database" it is a strange choice of words. If u are loking in geck there is refs from fo3 in it. and if u are looking in bsa archives there is resources from fo3 in it. I have no idea what percentage of stuff is included form fo3 but, since data files take up more space than the ref entries do, i would assume that u see a lot more fo3 stuff in the esm than you do by browsing the archives. Because they would want to remove content they are not using to reduce file size. But its really simple tho, if the resources are not included with fnv then u cant use it.
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nif assistance, floating object?
baduk replied to davidlallen's topic in Fallout New Vegas's Mod Troubleshooting
Hi! To me, the colision geometry seems weird, 2 unconnected planes. The other ones ive seen have lines conecting em to form an enclosure of some sort. It does sem strange that that would make a difference, but maybe you might as well try replacing the hkpackednitristripsdata with a different one and see if it makes a difference. -
Hi! I have had this thing on me also,. Also i have had haircut that goes over the mouth make a tooth invisible. it is related issue of alpha blending. Havent done anything in oblivion tho. i heard that fo3 is beter at handing transparency. What part of your character is having transparency on it? is it on a armor part is it on a hair? I dono why some hair is not having nialphaproperty but its still transparent, maybe hair shader flags enable transparency without it. Maybe its helpful to try changing flags of nialphaproperty around, probly its 4845 but then u can try 4846 cause that helped me before. Oh, and gpu driver changes can affect this btw..
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Make sure u take the file from the FNV bsa archive only cause then u will not make an accident.
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Hi! Its cause the nialphaproperty flag defalts to 237! All u gota do is change it to 4845 and then u get the regular alpha blending of layers. But! try testing it, walk into water walk over decals. My outfit had just 3 layers and thats including meatacps that were hidden at the time. but it would disappear!! So i made mine 4846 and it worked, but that could be hardware specific so im not sure if u want to do that. I have hd4850 GPU btw. but anyway 4845 is the normal flags valu for body cloting when u lok at em in the bsa and stuff. I think glasses and goggles and stuf us 4333 for if u wanta do em also.
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Hi! U sure its all the texture it cant find or just not some of em? Cause if its an armor or clothing for example, unless u are using gore replacer, u have meatcaps with textur inside bsa. And if u have vanila body then its also got texture in bsa.
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nif assistance, floating object?
baduk replied to davidlallen's topic in Fallout New Vegas's Mod Troubleshooting
Hi! Its a weird nif. I guess they make it have that colision on it just for activation? funny colision object of 2 planes. Why is the center of the nitristrips in that odd position? Anyway. i think it needs mass cause your other settings sound fine. and its ol clutter and everything. And if u give it mass u proly want to give it inertia on m11 m22 and m33. Cause i seen other nifs and the inertia matrix is all 0 except for those ones.I think its worth a try. If its no good u can give it a new colision object but that way u dont lean anything. -
Hi! How about u can say exactly what part of the process u got stuck at, and then someone can let u know how to get to the next stage. Then when you get stuck for the second, third, fourth... lol dont worry everyone goes through it! Just keep posting your problem with a good description, probly best in the same thread i think. I think people here want to help u get to making mods!
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Hi! Dont give up! Its good that u are doing oblivion head. Thanks to alecu there is a new program for creating head morphs! Here is the very informative head creation process detailed by alecu. http://www.thenexusforums.com/index.php?/topic/242642-wipnew-head-in-blender/ Here is facemix! http://www.tesnexus.com/downloads/file.php?id=35037 I am hoping we will eventualy have this for fallout 3 also.
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How do i convert a nif from oblivion to fallout 3?
baduk replied to Nadimos's topic in Fallout 3's Mod Troubleshooting
Hi! U cn use nifscripts importer to import oblivion nif in blender. Use nifscripts exporter for producing a fallout 3 nif. http://niftools.sourceforge.net/forum/viewtopic.php?f=3&t=2726 -
ecksile is right. The normals are pointing the wrong way on those faces. I do not agree with the use of stencil property to fix this, it is best to fix the normal direction of the faces. If the lid is opening you can use a stencil property for when its open, but otherwise it is a small performance drain. It is all adding up with every performance drain in the game.
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Hi! The reason your imported models are made of triangles are they are triangulated on export by nifscripts for ingame use. It is preferable to have a mesh of quads when modeling it because you can use the editing tools to manipulate it much more effectively. You can use axes to guide the direction you are moving vertices, global ones are default but you can use local and normal axes. For example when you grab or scale verts, u can hit x one time to lock movement to global x axis, hit x twice to lock it to local or normal axis. There is a lot of different ways to model a sword. I never made a sword, just been doing outfits and stuff, but I will consider these methods. You can start from a plane that is defining the outermost boundary of the entire blade. You could start small and extrude your way to the size of the blade. You can use a nurbs curve to define the curvature of the blade, duplicating and flipping it for a symmetrical blade. Or positioning the curve against another curve or straight line for assymetrical. Then you create faces between the 2. After this you can make subdivisions along the mesh and manipulate it before mirroring the underside. Blender is a magical forge. I also recommend highly some mesh tools; 3d cursor snapping, proportional editing, lattice modifier, and geom tool. http://glender.hybird.org/ <- link for geom tool, uv tool, and pattern selection. I never used the mesh copy paste one tho, seems i can just import datablocks from other blend file if i want. This is really all i have been needing at my basic level. Here is a thread on mesh topology for further studying. The focus is on high poly modeling, organic modeling, models that undergo deformation. It is not the case for a sword but It is an enlightening thread. http://blenderartists.org/forum/showthread.php?t=93651&page=1
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Hi! Its good u got nifskope and blender all installed. U cant import and export the nifs tho yet cause u gota get some more good stuf. Just go here to find out how! http://niftools.sourceforge.net/forum/viewtopic.php?f=3&t=2726
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Hi! That sounds good. the problem might magically fix itself. been known to happen. Anyway, to recalculate the normals facing out just hit control n in edit mode. I dont have any idea why it might have an effect on double sided, probably nothing. Infact there is no reason to believe the nifscripts does not automaticaly handle that tangent and binormal stuff. I really dont understand anything about them tho. If u click on em in nifskope u can see they are pointing all perpendicular to each other. Its in the block details of the nitristripsdata. U cant do it on oblivion tho cause its all stuck in the nistringextradata. It got me wondering about how normals work, and i found this nice article. its actually comprehensible unlike all that mathematical mumbo jumbo on wikipedia. http://www.pixologic.com/docs/index.php/Understanding_Normal_Maps Makes sense that u would want to have all the data organized for real time rendering.
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Blender Modified outfit crashes game on equip
baduk replied to jonas66's topic in Fallout New Vegas's Mod Troubleshooting
Hi! I think the best way for you to solve your problem is to open the unaltered fo3 nif and the edited one you exported from blender side by side in nifskope and examine it carefully. If there are differences then you will know what is causing your problem! -
Hi! I dont know anything about oblivion nifs, so i dont know if i can help you well enough. The one problem is clear on the nif but I dont see why it would affect rendering of double sided texture. fallout 3 nifs have bsdismemberskininstance instead of niskininstance. This is for vats and dismemberment to work. You should use bone weight copy script to rerig the armor in blender. It will make you have the bodypart vertex groups u need. On the other stuff, i didnt know on oblivion it uses nistringextradata for binormals and tangents. I dont know if it got properly imported and placed on the nitristripsdata of the fo3 nif. Maybe it helps to recalculate normals for each object in blender before u export.
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It maybe the case that you have not joined this forum to learn anything, but the discussion is likely to help others understand more about what a mod is. There are mods made because u want to have something in your game. The best mods may be made for this reason but it is the secondary reason. The best mods are made because the creator wants to make something. Modding is an art and it is challenging and stimulating. You cannot buy something that does not exist, and you cannot be challenged and stimulated by seeking the easy way. when you buy some game content you will not feel the same as you would if you had created it.
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Hi! Here is the instructions from LHammonds about posting brand new page if u didnt find it so far. http://www.thenexusforums.com/index.php?/topic/284539-nexus-wiki/page__st__50__p__2628003#entry2628003
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Hi! I am not seeing what can be happening to your model. If you have not solved the issue yet it can help to post screenshots of the nifskope with node list and some relevant block details visible.