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baduk

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  1. Yeah, i bet the nifscripts for max and blender are the same defaults for havok stuff cause mine defaulted to static type when i exported it.

     

    It didnt work tho for me cause i chucked it out of my inventory and it just stuck there in the air, played a collision sound effect only the first time i walked through it, and i could walk throuh it.

     

    Maybe the collision woulda worked just fine if i placed it in the world with geck instead.

  2. Duno, got a good conection but im pretty far away from the servers.

     

    I think if u are only using 56k conection its not gona matter where u are its gona be slow anyway/

     

    I think if u want to download regular mod its not so big a deal but if u get something that is having textures, or other big stuff then u should go to internet cafe or something to download it.

  3. Hi!

     

    U can make a collision mesh trishape and use nifskope to pack it into a bhkpackednitristripsshape, is what i did along time ago. but

     

    Now its better with the nifscripts to make the collision object from blender directly.

     

    Today i posted a procedure of myself doing it inside of this thread.

    http://www.thenexusforums.com/index.php?/topic/284410-a-part-of-textures-wont-show-up-in-newvegas/

     

    I linked the guide i used from niftools site from there also.

     

    Anyway on that one i am making a clutter colision mesh, but its different from the static one u want.

    It changes color depending on the oblivion layer. the one is blue but static ones are all red.

     

    so layer and layer copy to OL_STATIC

     

    Also:

     

    Motion system MO_SYS_FIXED

    deactivator DEACTIVATOR_SPATIAL

    solver deactivation SOLVER_DEACTIVATION_OFF

    quality type MO_QUAL_FIXED

     

    and the bsxflags integer data is 2 on it.

     

    I just loked on some table nif from the bsa for that.

    Those are the differences i noticed anyway from between static and a clutter one.

  4. Hi!

     

    I never used that thing before, but u know. just open another nif from fallout and compare the shader settings andother stuff.

     

    U want to reexport both of the diffuse and normalmap texture files into the dxt5 compression also.

     

    for a helmep thingy u wanta have it on shader default with zbuffer test shadow map empty and unknown 31.

     

    maybe change the tspace flag? It might be good at 16 or 240.

     

    Whats that thing do anyway? it use oblivion skeleton to deform mesh so it fits better onto fo3 skeleton?

    do u get the dismemberment vertex grups and stuf?

     

    Well anyway whenever i have nif problem i can get something out of the bsa to compare it to and that always works!

  5. Hi!

     

    There is something wrong with the blend file you uploaded cause when i open it it gives me 250 blend error. I gues its thinking its a blender 2.5 version blend file or something.

     

    Some of the problems with your model may be related to this error.

     

    The normal drawing size is set at 0.001 or something and its normaly set at 0.1

    your ribbon part of the mesh has too many polys, the uv map was messed up, and u had a group of floating vertices.

     

    You hit the new material button 7 times and set the diffuse map for the 7th time and forgot the normal map.

    Its why when you export it you get a bunch of tristrip blocks with geometry data but no normals or uv maps and just one of em with a texture.

     

    I think that you didnt actually model the box but just modelled the ribbon on it. explains why the 7th material has no uv map for the ribbon and the style of modelings different.

    Anyway thats the root cause for the texture not showing up on the ribbon.

     

    You also need a collision mesh if you want to be able to drop it on the ground.

    Here is a link.

    http://niftools.sourceforge.net/wiki/Blender/Collision

     

     

     

    It was fun troubleshooting your files and i learned some stuff also.

    So ok instead of just giving you the files back all fixed im gonna try and explain what i did to it for you to do yourself.

    Got the thingy in the blender and removed all the material datablocs on it.

    select one vertice of the box part, hit select linked vertices and then hit p to separate it.

     

    Looked at the remaining mesh for the ribbon part to remove the floating vertices.

    Tryed to check the normals. on the mesh tools panel i found i can set the normal display size so set that to 0.1 and view normals.

    renamed the box to box and ribbon to ribbon.

     

    Make a new material datablock with 2 textures on it. change imput to uv on both, top one is map to color and bottom one is map to normal.

    set em as image type. then i open your psd file and desaturated the image and maked a normalmap with a normalmap plugin. ndo is the super one to use for that. if u layer the normals or something than remember to normalize em.

    added alpha channel and made it some random gray gradient then i went and rendered clouds on it. :teehee:

     

    selected the rgb channel and normalized it cause i randomly stuck on some blurred normalmap overlays and stuff. then saved as dds. its dxt5 u wanta use on fallout 3.

    Didnt know if u are using dxt5 on your diffuse map so i opened the psd up again and saved the dds again, could have just checked the file size tho.

     

    back onto blender i loaded the textures for the color and normalmap onto the datablock. I select the ribbon and edit mode select all and loaded the diffuse map into the uv image editor.

    it was all mesed up so i just unwrapped it again and stuck the uv parts onto the ribbon part.

     

    checked the uv map for the box part also and i scaled up the square parts for just the top and bottom cause they were real small.

     

    Then i add mesh cube and make it roughly the size of the gift box.

    Last time i made a collision mesh i used nifskope to pack the tristrips and pasted it onto the nif with existing havok bloc but this time its newere nifscrips and i wanta do it the gooder way!

    So folowing that tutorial up on the niftools site i linked for u.. set drawtipe on it to bounds and wire with polyhedron selected. went to logic tab and select bounds and choosed the convex hull prototype.

    added the property, changed datatype to string and type Havok Material and used HAV_MAT_CLOTH collision type listed in the xml

     

    I decided to change the geometry of the box tho so it followed the shape of the ribons more. just cause i was curious how it would be like that way.

     

    Then i goed to export the everything!. Its a different setting than you had in your screeny. ok so from the left column...

    turned off export skin partition.

    Collision options:

    Material to cloth, switched solid to hollow

    Between those are some settings i didnt know how to set but next time i will mess with em and get it right from the start.

     

    Right column:

    Shader options of default, shadow frustum, empty, and unknown 31

    Turn on use bsfadenode root. turn off export dismember body parts.

     

    That exports the basic nif.

     

    Oks o in nifskope i figured i had to tweak it some. But i need to see what its like to begin with.

    Moved the files into my data directory in meshes and textures respectively and fixed the texture paths.

    Looked at it in geck and it looks like its supposed to.

     

    open geck and make new clutter object "TestGiftBox" and set it to the nif.

    Maked a quest for the giftbox and set to start game enabled thingy.

    Made a script of quest type:

    scn testgiftboxscript

    short doonce

    begin gamemode

    if doonce == 0

    player.additem TestGiftBox 10

    set doonce to 1

    endif

    end

     

    Go and set that for the script for the quest and save plugin and activate it.

     

    Than i got into the game and throw the gift boxes i got out of my inventory. They are just floating there lmao.

    so what i ended up changing in nifskope is.

    Change name of bsfadenode root to Gift Box

    Change bsxflags from 2 to 66

    add nistringextradata to bsfadenode (right click > extradata etc.)

    name it UPB and edit string data "Unyielding = 0" plus some hidden character, maybe its a carriage return? look another nif file and u can copy from that one if u want.

    bhkrigidbody of the bhkcollisionobject:

    change layer and layer copy to OL_CLUTTER

    Changed Motion system to MO_SYS_BOX

    turned solver deactivation to SOLVER_DEACTIVATION_LOW

    Quality type to MO_QUAL_DEBRIS

     

    I didnt mess any of the physics settings like friction and velocitys tho.

     

    I think thats all i did. saved the nif.

    In the game it looks like this.

     

    Have fun making cool stuff!

  6. Hi!

     

    I think theres lots and lots of aliens all over.

     

    But i dont think its very likely that they ever came directly to the world here.

     

    Its cause its a lot of investment in energy, time and technology to be sending people out on galactic space travels.

    Unless they are really paaranoid and want to spy on the rest of the universe.

     

    If i was them i would be going to planets but just all the really close ones.

    Yeah eventually they will get to us but then we will just be taken over so its not much to think about.

     

    I have heard of that quantum entanglement stuff but u know how it is.

    Its gona find one way or another to be highly uneconomical.

  7. Hi!

     

    Ok U gotta make sure u have the latest version of the nifscripts.

     

    U got your game buttons along the bottom and click fallout 3 one.

    Left side on armors u can strippify em and stich the strips.

    Middle part u can ignore. The shader options are on the right hand column.

    go for the zbuffer test, shadow map, empty, and unknown 31 options.

    Then make sure u got use bsfadenode turned off and export dismemberment turned on.

    The buttons that are loking darker is the ones thats turned on.

    the lighter ones are turned off.

     

    Whenever you want to change the shader flags on nifskope tho its easy also.

    U can go to the bsshaderpplightingproperty and in the block details part you can click the list of the options and get all of em with a checkbox to select em each.

  8. If you change the weapon animation type in the weapon ref in the plugin file from 1 hand to 2 hand it will sheathe on the back. but it also will change the animation.

     

    Maybe you can create a new animation type that has 1 handed attack animations but sheathes on the back.

     

    There are weapon body location buttons on the nifscripts export menu and on the block details for the bhkrigidbody there is layer and layer copy things that u can change the "oblivion layer" from ol_weapon to ol_side weapon or back weapon or whatever.

     

    You can try messing with that but I am guessing that oblivion was a bit different in that respect cause all it did for me is make collision not work.

  9. The way things are, intermingling the threads of mod development and people using mods is kind of interesting i guess.

    I know that this site mainly is focusing on getting the mods out to everyone.

    Probably most of the threads going on are about using mods and it may be beneficial some of the time to have mod developers around to make a comment on it.

     

    But i kind of get the feeling that more experienced modders get tired of following the section cause its a lot of the same questions over and over again.

    I think there should remain both a mod talk and troubleshooting forum for the majority of people who are using the mods.

    But i agree it would be good to have one more section called development. If you call it modding people will be confused cause some people refer to using mods as modding.

     

    Some of the mod development discussions are very precious i think, because it has a lot of educational value to enable people to make something new.

    Probably most people are like me and they get into making mods after being introduced to em as a user, and since they are introduced to mods here they can begin modding here also.

     

    I think there will be slower thread accumulation on a development sections so it will be easier for people to find the answers to the common questions and they wont need to be answered as often.

    Also interesting discussions or difficult questions may not end up falling really far back in the page list and dying.

  10. Great investigation your doing!

     

    After reading your explanation i think that a random node is chosen for decal placement just to make it so the blood doesnt show up at the same place all the time.

    Or maybe it is in a set pattern.

     

    Is it the rotation of the chosen decal placement vector what is determines which faces the decal is displayed on?

     

    Your idea of making it have more vector groups is interesting to try tho depending on how its set up it may not use all the groups or there might be some kind of bug.

     

    You could also just try changing the p rotation a bit for the decal placement vector groups. Rotating the individual decal placement vectors is not easy to do because there is no visual indicator drawn in nifskope.

    The rotation of the child node does not change when you rotate the parent and it might not help if it is a global rotation but since it is called a decal placement vector maybe the vector is the displacement vector between the child and parent node, so the rotation of the child node may be relative to that vector.

     

    But. that description is probably completely wrong cause when i look at a projectile node I know what direction its supposed to shoot it would seem even more strange and convoluted if they arent set up just like the decal placement vectors. The projectile nodes i have seen are all y-90 p0 r-90, so if that means they point forward at the target and its a euler rotation I think it means that the rotation is on global axes and it points straight down if at y0p0r0.

     

    Btw, I would have hoped that projectiles just move straight forward on the y axis by default but i have read a thread about someone who had his gun shooting straight up before. :wallbash:

     

    Maybe we should request a node rotation display for nifskope cause nifskope displays other stuff like normals and constraint settings.

  11. My favorite characters are:

     

    Argyle, he is so cool i wish he wasnt dead tho.

     

    Bumble, she is so cute in the blastoff outfit.

     

    Fawkes, he really personifies the humanity of the wasteland.

     

    I am neutral to Sticky. I dont hate him at all.

    Infact Gary is about 14 times worse than Sticky.

     

    My hated Npcs are:

     

    Eulogy Jones, he wants to enslave children.

     

    Stanislaus Braun, he is a monster using people as toys.

     

    Paladin Bael, soldiers like him get the job done in a crude manner that aggravates collateral damage.

  12. Sorry i just missed your hole sequence of threads..

     

    I hope u get it working tho!

     

    I did quick test to see if i can make skin texture show up on my armor, it looks funny.

     

    In bsshaderpplightingproperty where u can set the shaders, i changed from shader default to shader skin and added shaderflag window environment mapping.

     

    It makes the skin texture show up over the top of my regular texture, lmao. :laugh:

     

    I bet if i turned up specularity in my normalmap alpha i can make the skin texture overpower the regular one?

     

    Try and switch that to shader default and turn off window environment mapping.

     

    Now u got me wanting to test out different shader settings and probly end up crashing my game a bunch!

     

    Oh, and maybe they changed reserved words on fallout from oblivion. I never called anything skin before but the skin colored body parts is always called arms01 so i think that "arms" is the reserved word on fallout, but you can call something arms just to make it show up in 1st person view, and the texture will be whatever you want.

  13. Yeah!

     

    What he said about collumns 1 and 2 and you should be just fine.

     

    Column 3 tho u gotta just have the default shader options and for Armors, turn on shadow map as well.

     

    below those make sure use bsfadenode is off and export dismemberment vertex groups, or whatever its called is turned on.

     

    Now when u export it basically works directly in the game! :biggrin:

  14. Hi!

     

    Thats real good that u want to learn how to make stuff.

     

    The only problem is that people who are past the big learning curve hump in the very beginning, although all of us are still learning of course.

    Well its their time to be making stuff they wanted to make to begin with and not focusing on teaching somebody.

     

    You will need your hands but not your ears, it is your googles that u will use too make the progress.

     

    First of all i would like to assure you that you wont destroy your game by experimentation as long as you dont change your vanilla resources.

     

    I just read about this quick and concise starting point here u can use. Yes you explicitly asked not for this, i push it onto you anyway! :laugh:

    http://www.tesnexus.com/articles/article.php?id=82

     

    At this site i have heard they do have a mod teaching program that you may subscribe to for a modest fee. I am sure this is worth it since you expressed this as your need.

    http://www.invision.tesalliance.org/forums/index.php?/index?quot;

     

    Modding for oblivion and fallout is almost the same, really. There is places where its different but you can ask a specific question by that point, and get a specific answer.

     

    One last advice would be to join a modding project. If you let them know you are reliable and have gained a modest skillset they will be happy to provide support on completing the tasks that are given to u.

     

    So just get in there and poke around, have some fun. There are people who tell u no0t to poke around, bah! U just need to get your act together before you upload your files.

  15. Hi!

     

    Thanks for starting a thread about your problem.

    Having threads like this is helpful and reading threads like this is what helped me get my stuff to work.

     

    I forgot to suggest that you try updating the tangent spaces on your nif. its under the spells>batch at the top menu.

    IT might help cause it fixes weird normals that i get sometimes.

     

    Can you post a screenshot of your nif in nifskope?

    I dont know what block details u want to have open tho. i guess just have your nitristrips block selected.

  16. Hi!

     

    I dont know much about rigging with oblivion skeleton, but I guess you can just ignore that scaling stuff.

    I have seen what you are talking about. the geometry scales down when bones theyr rigged to are bent at very acute angle.

     

    But during normal and natural animations its not going to bend that far and i think the constraints on the skeleton will prevent it from bending so far on ragdolls also.

  17. I looked at the incinerator from new vegas and its probably the same as the flamer from fo3.

    Its using dlc03flamerprojectile.nif for projectile and dlc03flamerexplosion.nif for the explosion effect.

    And then for when you are on fire there is a flames shader effect that does not use a nif.

     

    dlc03flamerprojectile.nif has a complicated particle system.

    the megaton water sprays also are having a complicated particle system.

    U can read about particle systems here.

    http://niftools.sourceforge.net/wiki/Oblivion/Oblivion_401_-_Particles

     

    I also want to make particle system for my nif but i want to do something simple u know just to learn the basics.

     

    dlcflamerexplosion.nif is having an animation

    http://cs.elderscrolls.com/constwiki/index.php/Basic_Animation_Tutorial

    That page has an article about animated nifs.

     

    I havent made any of those either. sorry.

     

    I think it is more advanced than you were expecting, but if you keep working on this please post about what you learned.

  18. Hi!

     

    There is something to know about this situeation.

     

    The nifscripts and pyffi have gone through updates over the years. It has improved lots.

     

    There is no reason to copy and paste stuff. between nifs.

     

    Many tutorials become outdated this way, so it is good to keep this in mind so you dont waste a bunch of time using nifskope tricks.

    But nifskope tricks are still useful. depends on what you are trying to make. no need for armor.

     

    Notice in the op screenshot of export options, Shadow map is not selected. If it is selected then it will show up in game correctly.

    If you simply select everything u want to export at once, select default settings for fo3 plus shadow map for your export option in blender, export your nif straight into data folder.

    It will work in game the way it is.

     

    Just make sure that your shader options are set correctly and u can change em with nifskope if u want.

    it is zbuffer test, shadowmap, empty, and unknown 31 for regular armor parts and including your meatcaps.

    For your showing skin parts (arms01) just add enviroment mapping and change shader type to skin.

     

    Keep in mind there are other settings that fo3 default button will not change back. using bsfadenode and exporting dismember body parts You will need to set manually, if you were previously making nifs that require those settings to be different. For armor u turn off bsfadenode root and make sure dismmeber body parts is on.

  19. Hi!

     

    I dont use max but your probem is just normals pointing the wrong way.

     

    Select the afected faces and flip the normals.

     

    You can add nistencilproperty to a nif to get 2 sided if you need but you dont need that since you should not see the inside of your knife in the game.

     

    It is good if you can turn on a normals view in max. it would make it look like a cactus, so i call it always cactus view.

     

    That can help u see em sometimes.

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