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baduk

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Everything posted by baduk

  1. Is this opinion a wise one to be expressing on a modding community forum with a long history of modding for this franchise of game? U have serious issues if u feel so sad and depressed when u choose to watch a video on youtube, see someone elses mod that you describe as "shitty", and wish away their abillity to make mods. If i had a little more respect for your opinon i might feel offended.
  2. How about u post some good information about your problem. Pics of bug, screenshot of nif in nifskoep. Of course your files are not messed up as u say they are. What is armor u wear when bug appears? Do you know that every clothing and armor has meatcaps built in? Or is it only on an unclothed character? I asked u to do that 2 days ago on other thread and u dont reply my post. It is just for troubleshooting purpose to do different test to try to gain more information about your problem
  3. Hi! There might be some settings in blender u can do to enable the double sided rendering and alpha threshold. Alpha threshold cause u probly also notice seeing the outline of the mesh surrounding the opaque textured part. I dont know how to do it cause i never felt it was necessary to have just to work on the mesh. It is not a problem tho and after you export if u have the double sided button on it will automatically give the parts the nistencilproperty and your flags should default correctly also.
  4. Hi! I like this thread and I think sticy it might be a good idea, but I also have an idea tho. How about if there is a thread for people who want to learn making mods to meet each other. When u are learning along with a partner then i think u can teach one another and compare notes about what issues u are facing. There is always some tecnical difficulty that u will encounter! I gived a lot of help to people with such an issue over just the last 2 weeks but it does take a lot of time to support people. I cant make a commitment about helping people in the future. It has contributed just a number of threads on the forum with various problems that can be searched by another person. And i have also learned more stuff during the process. I did originally teach myself how to make stuff with the help of tutorials modders have kindly written. But not just that, also by searching this forum for threads containing valuable information, and on other forums. Also by looking at other mods and vanilla resources to see how they are designed. But It would have been easier if i could have met someone who wanted to learn also so we can learn together! Ok so I hope that there is a sticky thread on the various mod talking forum sections for beginning moders who want to meet each other and learn together. You can make a lot of progress over a short time!
  5. Hi! Glad u fixed it. So. what was the name before and after that u changed it? on nifskope there is nitristrips blockname listed. its the first txt string on the block details list. U can change it there also.
  6. Hi! Coming from point of view of someone who has only used blender before. Blender is the easiest, i dont know about best. All i know is that blender is an amazing program. U dont have to pay money for using it and tutorials are easier to find. If i change to different game i do not change using blender. If u are going to go to school for some kinda 3d stuff then i gues u get what they recommend tho.
  7. Dunno. Maybe u dont have archive invalidation invalidated working proprly? Cause the reason it was messed up to begin with is cause it was morphing with the old egm file in the bsa.
  8. Hi! I guess when u say the physical mesh u mean the length of the arm? I think that the meatcaps isnt rigged properly. The dismemberment texture is displayed on these cylindrical meshes, thers one for the torso section and one for the limb that comes off. If those are improperly rigged or too long or whatever it can make the gore look weird like u describe. Try getting your arm cut off while wearing a different armor to check it out.
  9. Hi! I havent had the conformulator make a problem for me. What kind of error did you get? Make sure that you have the tri file for the head your mask is for. I think there is only one tri file for fo3 or nv heads anyway atm. You can get that out of your bsa. Then u get the nif for your mask open in nifskope and select the nitristrips block and export obj. Load both those in conformulator and do nearest face and select the first option, just generate an egm. Make the egm same name as your nif file is and put it in same folder.
  10. I dono if the reset.kf is in bsa. never seen it there. Anyway look there is other person who has a sticking out limb. Maybe u can compare notes on the issue. http://www.thenexusforums.com/index.php?/topic/288893-newly-portedmodified-outfit-causing-animation-difficulty/
  11. Hi! Thats sounds real weird what u said about how the holes appear in nifskope and not in the game until you reload and everything. Well I think the holes are flipped normals, and u can select just the faces and make the normals point outward in blender. Then while your at it, try deleting the armature, select all the object things and import new skeleton + parent to seleted on a type 3 body nif. When u export that u can try it and see if there is still any problem. Another thing, is the dress is having alpha transparency, it may flicker if the flags is set wrong on it. Normally u want to put flag on 4845 so try that. for me, 4846 was better when i went into water or standing on a decal. I never had a sticking out limb tho. look on this thread it sounds similar. http://www.thenexusforums.com/index.php?/topic/288729-arm-stuck-in-out-stretched-position/
  12. Hi! I would try importing and exporting some other stuff as tests to find out whats going on. I hope that you can solve it!
  13. Hi! Weapons in the game are either guns or solid melee weapon. The guns have animations for reloading and the meelee ones they got decal placement vector arrays on em. Both have collision mesh on em. I dont know who makes a nif from scratch with the gun animation or decal thingys. Its more complicated than what u should start out with. Making collision mesh isnt so hard tho but u can start out and just use the one from another nif. Ok so basically all u need is your nitrishape data. u take that and paste it into the correct nitrishape node on the vanilla weapon. I think this is good for u to read for details. http://geck.bethsoft.com/index.php/Creating_A_Custom_Weapon
  14. I dont know what cause your problem, but it is not your mod that make it happen. It is animation failing to reset. Try playing reset.kf U can get it in an animation mod, poses and dances mods. The clothings and armors u make are having a "skeleton" it is only just bone markers. Anyway readius mod adds new animation for pipboy activation. This is known to be perfectly compatible with armor mods and other animation mods that do not alter male and female pipboy animation. If u do not hav readius installed, u should not find the pipboy kf files in your meshes\characters\_male folder or subfolders. Consider it a blessing that u are a magnet for technical difficulties! It make u stronger in the long run.
  15. Hi! I have on rare occasions experienced a sticking 1st person animation. But it always starts working properly again when i holster/unholster my weapon. Does this fix it for you?
  16. Hi! Thanks for your tutorial on shader effects in geck! If i am loged into the nexus wiki i can edit only an existing document, but not add any entries to directories or categories. Maybe this is not as intended, or maybe an article submission form is in the works. Lets make sure this is getting bumped enough until its put where it belongs.
  17. Hi! That problem is not gonna happen with regular armor. just stuff that goes on your head. Its from the facegen morphing. and u can use conformulator to generate the egm file that the headpiece needs to form itself to the face properly. first step is I think the headgear must be one object per nif file. Hairs have 2 objects but i think it is a special hat and nohat names that is allowing it. To make it one object make sure that there is only one material datablock in your object. U may have to combine textures into one file depending on what you are doing. Get the conformulator http://www.tesnexus.com/downloads/file.php?id=9360 And do what the readme says. then u are all good.
  18. Thank you for your understanding.
  19. Hi! I think u get that when your texture is in the bsa. So. U can extract the texture, and if its still not on right then u can go on 3d window edit mode slect the verts and open the texture in the uv window. I dono why the textre is not going to show up tho when u just set it in the material. but its gonna work the otherway so u are fine!
  20. And I had originally been thinking at least u didnt single out any modders work for an example about what you mean. :sad: Personally i really admire his work and i wish he would return to our community. It is not maybe the wrong word.
  21. Hi! Seems like u are on the right path on that.. Whenever i think my uv map is coming out weird i just make more islands. Like i would go and make the handle and spout separated with a seam and make another seam down the middle of each. Then probly separate the top and bottom and the little nub on the top also. putting a seam down the middle of each cylindrical part so it unwraps into a rectangle instead of a ring shape.
  22. Hi! U have something called cube. lol! Anyway hit alt h to unhide stuff cause maybe its hidden, if u use h key it hides stuff. and go into the outliner window, u can switch window with the little dropdown list thingy in the corner of the windows. outliner window gives u a nice list of everything that u have on your blend file.
  23. Hi! Thanks for sharing your tips! I have a question tho. Is it able to use these techniques on skinned armors also?
  24. Hi! Looks to me that there are unweighted vertices on it. But I thought that the newer version of nifscripts at least is yelling at u when u missed vertices, or maybe that was just with the dismemberment vertex grups. Anyway. its the pipboy arm isnt it so u gotta check both versions of the sleeve.
  25. Hi! I hope that your problem is very simple and u can enjoy your working model soon. What is your model? Is it an armor or a static or a wepon or something else? It is important to know the details because different types of things require different settings a lot because of how the game is set up. Anyway if it is an armor or clothing or creature body, it is common to have a problem that your shadow map shader flag is not selected in the bsshaderpplightingproperty of the nitristrips node. Please when u ask a question again take some time to explain in greater detail about the problem u are having. If u do not have any ideas on how to provide details on your problem i think it means that u have not researched the issue as much as needed before asking.
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