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Posts posted by baduk
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Thread view updates.
Hi!
I dont see any change in thread views lately. U get threads with the same number of views as posts and the other threads with more views than posts seem to be older ones since before the views stopped updateing. It is just what i think might be going on and i wonder if something is broken to cause that.
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hi!
Sorry but i dont think ur type of mesh u got there is supported for nifscripts or the game also. U have no polygon on it i opend ur blend and its just vertex strings. I have no experience with this type of hair and i dono how it can have textures mapped from uv without polygon or anything about it.
but hair u dont have parented to an empty. I think it exporter wil make a scene root node for u to have on it.
So basicaly hairs like this u got ur scene root ninode and an nistringextradata with referencing bip01 head and one valid nitrishape for each hat and nohat textured with diffuse transparency in alpha, tangentspace normalmap speculars in alpha, and this _hl map thing i heard its for controling opacity of facegen coloration . and having a nialphaproperty as well
Ok nitrishape is a non stripified triangulated mesh. all the 3d objects on nifs ive seen are all either nitrishapes or nitristrips.
Id say your best bet is to look a vanilla hair nif in nifskope and also import it to blender and look there and stuf. make ur hair to have polygons and use transparency to make strands at the edges of each lockof hair. It is sucks to make ur project and not have it work, that is how it goes sometimes. I have done project wrong before and have to do it over so I know how that must feel.
Then after u have the nif u gotta use scanti conformuulator on objs of it IT generates egm for each of hat and nohat using an obj of each one, vanilla head tri and egm. For comparison, ur vanilla hair file in the bsa will be located alongside the 2 egm files it needs. u gota name em with hat and nohat on the end to make it work.
This conformulator stuff is needed cause of facegen morphing that is on the heads. it lets the hair adapt to the morphing.
U can also look on nexus wiki there is a hair tutorial for fallout if u need more infos.
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Hi!
Yea ur colision on it and stuffs gona mess it up sure. So what u wanta do . goo with fomm and find the helmet or something . that is using that slot.
extract withy fomm bsa tool than u look on nifskope and compare with your own nif.
U grab both of em and put em into blender with nifscrips. get rid of the colision if u imported that.
u gotta skin it cause it replcae the head from all the way down to your neck and u can have to place a neck body section in the gap or make your own neck
thing but u can use the vanilla nif of helmet for bone weight copy script and then add the vertex group for head dismemberment partition.
U can just use vanilla meatcap.
There is another way of making the head accesory that use parented to the head bone and facegen conformulation as u see on hairs. this is not used since u are not going to have your head rendered with it on.
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Hi, I wanted to help u but i wasnt able to download from 4shared cause they are set up all weird. please up ur file to som mediafire or somewhere normal.
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I have learned, belatedly. but the recent version of nifskopes breaking uv maps when u obj import. its not good u might try selecting the destination nitrishape node prior to import and see if ur uv is not munged or missing, or maybe just use older version of nifskope cause it works on older version.
You should go ahead tho and make sure that since there is new version try export as nif and see if it still meses up ur morphing before trying the other stuff.
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Hi!
Im having trouble uploading an image today, I have not tried uploading an archive today or a readme or anything. I tried 2 images, one 1 meg jpg and a 1.4 meg jpg. I have tried this with uploading to screeny section and also to an appropriate mod user images section. each try has been the same error.
I was ably upping pics as recently as 2 days ago and also other files no problem until now.
I have checked the image share thingy and it does not appear to have had new images added since i checked about an hour or so ago. So maybe this is affecting everyone?
If so i am surprised there is not a thread on this already or that i have not heard anything about it over the chatroom.
Ok, Image share section is moving along now, the lull in activity seems to be cause it was that time of the day. still uploading isnt working for me.
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U dont want to make new head type if u can avoid it. so make new hat type but maybe u can make it not lootable? dunno geck very well.
U set hat to proper biped slot, the one for helmets that encase the head entirely. this will replace head with the object.
Yes u can do this just with nifskope.
btw, when it replaces head it will replace all the way until the neckseam , so u will want to make it apear to be conected with some "neck"
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name it back to what it was before?
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Hi!
I think ur model is really nice and before i looked at the thread i thought it was gonna be some super highpoly thing and then i see that u are being very reasonable about the geometry on something ur gona use in a game.
Im agreeing with everyone else otherwise, specialy about the wheel wells.
On proportions of your model appear slightly off, in ref it is more exaggerated the size of wheels, and the rim of the upper shell. just go with whatever looks good to u tho.
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Hi.
I want u to do this with blender ok so make sure u got it all installed and stuff, that would be the blender 2.49b and ur nifscripts unless anythings been updated yet.
Sorry about the arms001 thing, I always thought u gota have a geometry node named arms something to appear in 1st person but maybe the game use skin info instead or something.
In blender u will be able to import nif and also import a body nif, u can use a vanilla body also u can import any modded bodys to make version for body mods.
delete the vertex groups from your imported nif cause ur gonna reskin it. use bone weight copy script to copy approximate values for each vertex group onto your nif then u can go in and remove the portions of the body that will be hidden underneath your armor to make it easy . There will be vertex groups created for animation and dismemberment and those infos will be exported onto bsdismembermentskininstance in the geometry nodes of ur nif.
If u want to check the skining u can import skeleton.nif with animation attached and run the animation to see if ur getting the good bone deformation. u can tweak with weight painting.
The specifics of each process u will probably find just in nexus wiki tho it will probably also take u an evening to get used to basics of blender interface also.
I know the upperbody biped replaces the entire body and as i quick fix i tried changing biped to headband, but the armor is skin tight and didnt fit some areas and the left forearm plating (were the pipboy normally is) got removed/hidden (i use a pipboy remover), showing the characters bare arm.
1. The body mesh need to be added to the armor.
or
Tweak the geo to fit on a different biped slot and
2. Somehow remove the "remove left forearm plate for pipboy function" (something to do with Pipboy On,Off i can guess).
OK in your option 1 u will have same problem as fixing biped slot. armor is too tight to fit body. Option 2 is for pipboys and i dont like pipboys so i never modded for em. but yeah u make a popboy on and pipboy off geometry node for the left arm.
For that u just import the pipboy mesh. separate a section of left arm of armor from main armor and name it pipboyoff and then duplicate it, cutt it off where it intersects with pipboy mesh and adjust it to appear to fit pipboy, delete pipboy mesh, call the cut version pipboyon. probly all there is to that.
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look at ur nif in nifskope and u will see some nodes and some are geometry ones and others are bone markers, the geometry ones have child nodes that have stuff like ur nialphaproperty. but one is called probably arms001 or something. and it is the one u can remove to get rid of the body that has holes in it.
biped slot is selected in the plugin so thats all in geck and it is what u probably meant when u said EQ slot. maybe they called em biped slots instead of eq slots to avoid confusion with inventory.
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Hi!,
I dono about anims cause i only ever imported em to test my weights. but . U should pm Fore about it cause hes pretty good with that stuff.
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Yeah, u can make custom head east with blender there is a tric to it.
It is not easy but it is alot easier than making a real custom head.
The thing is that if u dont have same vertex count and vertex order the facegen system will destroy the mesh cause its not compatible with existing morph files those are the tris and mtl or something.
been like over 2 years so i haved to jog the memory a bit, hope im remembering it right.
Import the head mesh on blender. u got head mesh and u can modify it but no removing or adding vertices . now u cannot export this as nif or it will change vertex order and mess it all up, also keep the object center at the same spot it was before. then u move the head to xyz000 with ur 3d cursor. The reason for moving it to xyz000 is so that the obj will contain its proper location so u can nifskope it bakc on without having eyes that fall on the ground in the game and stuff.
export it as obj file and nifskope it back onto the head nif. U gota use translation control to replace the head where its supposed to be high enough to rest on the body. note that eyes,teeth etc are not included with your head mesh and u gota mod those separately if u gota. i dont know the details about it tho but its probly just like making hairs so, u know the drill with those.
good luck on ur project.
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it is worth it to learn blender, but anyway u could just nifskope it onto a naked body mesh and that might work unless the weights are all screwed up cause they could be cause u dont have to have it skinned as carefuly if u remove body geometrys that would normally be hidden under the armor. put in the right biped slot will probably work also but u gota remove the skin body part that is on the armor. This method is used on one mod i am aware of called tailor maid but that is all skinned properly in blender so it doesnt clip the body. so if the armor is bulky chances are u will have no need to use blender.
to anser the questions.
black body mesh in geck is the arms001 or whatever its called skin body part of the nif that u would want to remove, either to replace it with arms mesh that is wholesome in the gooder way. or the other way i mentioned.
check on nexus wiki for lots a tutorials about blendering and stuff.
good luck to u.
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I dont know about the specific problem, but if ur using latest binary of enb u dont need to have enboost on cause its already included. altho it would be impossible for you to install booth enboost and enb at same time without enblocal.ini make sure u have enblocal.ini along with enbseries.ini and if u are using an old enbseries.ini preset you will have to go in and make it compatible with new enb binary, since the ini files was split into 2 pieces, enblocal and enbseries. who knows, just doing that might solve your problem.
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Hi im on the whql 327.23 and enb v 0229 and these are your most recent ones as i know.
So i have noticed not a problem in particular, I dont know what version of binary you are on with your enb but i encourage you to stay up to date on the enb cause its getting so much improvements all the time. i dont know how well setings migrate tho u might be needing to do some reconfiguring the preset? and of course there is new settings that u gota put stuff in but those all make it easier to get the look ur going for anyway.
Oh i gotta add, i have my driver profile for skyrim stored and imported that so maybe it has something to do with mine working fine.
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Hi,
Yeah, believe what neomonkeus said to u. except for that thing about obj format.:laugh:(I recently learned obj importing to nif destroys ur uv map on the newer nifskope and thats a lot worse for obj than it used to be so i guess neomonkeus was right about avoid obj if u can and everything.)
Skeleton.nif is for animation, it has the bones arranged in the parent child hierarchy and the constraints and collision meshes on skeleton nif is for when u die and the body animation is then controlled by havok.(ragdoll)
When u are importing the skeleton for rigging it will be in your nif now but consider it as simply bone markers and they associate with the skeleton nif in the game to animate your character. Its a bunch of ninodes on the nif and also referenced in bsdismemberskininstance of the geometry parts.
U really dont have to make any new skeleton.nif unless it is for new animatable appendage or new creature.
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Hey, Its not necro only a couple months and i havent even logged on since before this thread. all summer actually. But i did accidntaly necro another thread on this cause i got mixed up when posting.
Lemme reiterate about using imdisk software because it is free and does not have limit on your ramdisk size.
Anyway i also want to add that the ramdisking does reduce disk i/o to almost nothing and this can be great benefit to longevity of your disks.
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Hi!
I think it really depens on your system whether its a benefit for using the ramdisk. For me it makes game smoothing without stutter as i travel on horseback or whatever. I can go fast with console commands even like 100 mph and no stutter as i cross map.
So u want use imdisk cause its foss. imdisk lets u mount and format a ramdisk of however much ram u want to use.
rename your skyrim data folder to Data_bu or something and copy that folder onto the ramdisk.
and use console command just use text file and name it .bat extension:
mklink /d (yourinstallpath)\Steam\SteamApps\Common\Skyrim\Data (yourramdiskLetter)\Data_bu
this creates a symbolic link called data in your skyrim folder that behaves like a folder. and contains the contents of data_bu in your ramdisk
Just make sure that when you make changes to the contents of the data folder that u will have to save your data_bu back to hard drive before shutdown or whatever.
My personal experience, i have just hdd and have 32 gigs of ram . I never used a ssd before so although ramdisk is over 10 times as fast as ssd i do not know how much improvement this translates into in practice, u probably dont wnat to go out and buy lots of ram if u dont need for other reasons and u alreayd have ssd. I put the data folder that is 24 gigs on my ram, leaving 8 gigs left for system and skyrim. it is a reasonably lots of mods in my game. results for me are flawless. -
woops wrong thread
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Hi neomonkeus!
I am sad to learn that you are a clone tho. it will take me time before i am accustomed to the changes in our brave new world. by then i expect there will be even more changes.
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Hi,
Uv mapping your mesh is not an easy thing to get right starting out. its a good idea to picture how you will unrap the face layout early on your mesh creation and plan along side the rest of the object.
but.. the way you want to do it is marking seams for unwraping. ok so.. in edit mode you select say the edge of your blade all the way down just marking the edges all the way round, then mark the edge where it connects to the handle.
with the edges selected hit control e and select mark seam that will make em change color.
then when you hit 'u' select unwrap and you will see that your uv islands are separated based on where you marked your seams at.
Blender Hair Exporting Problem
in Blender
Posted
Hi, Good luck on your project.
One thing that its maybe good to add. Its triangulated mesh. When u are doing blendering u want to model with all quads as u can. This lets u subdivide your mesh to add the detail or doodads with freedom. cause u cant subdivide a string of adjacent triangles, tris give u bad topology. but when u export the nifscripts triangulates the mesh for the game cause the engine can optimize the rendering of triangles more.
U can look at information for mesh topology in subdivision modelling is really good to help u with making everything that u want without restraint.