-
Posts
587 -
Joined
-
Last visited
Content Type
Profiles
Forums
Events
Everything posted by baduk
-
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.
-
Hi! I am assuming that this is a skyrim nif file and into 2.49b? This is not something i have had to do so far but I was under the impression: You open the skyrim nif in nifskope, edit it so that it is compatible with fallout 3 nif version. (different nif version) There is probably tutorials somewhere i didnt look for em yet. Then you import it and when your done then u export as a fallout 3 nif and openit back in nifskope and convert it back into skyrim nif. I could be wrong tho cause i didnt try all this stuff yet.
-
Hi, I have both 2.49b and 2.66 of blender. Havent gotten around to a project that will require the importing or exporting of skyrim nifs but i expect to just work back and forthe inbetween the programs using obj format since i would like to get accustomed to 2.66. I encountered a bug with exporting mtl file from 2.49b that was not a problem in new one. Dont know about animation. u probably want to just work in 2.49b for now? I have been out of the loop and am not aware of what differences there are betweeen the skyrim and fallout 3 versions of the nif. it would make sense that the existing features still work for the most part after u fix it with nifskope. Anyway the 2.5.8 for 2.49b 2.6.0 alpha exists for blender 2.62 and probably depends on what features you need for working/testing anyway go to the http://niftools.sourceforge.net/forum/viewforum.php?f=13 for reading about it and stuff.
-
Hi, the seam in your screenshot has nothing to do with body mods or texture mods. It is a bug that is caused by subsurface scattering effect of vanilla game. If you look on ENB website they explain the stuff. It vanishes when you use enb is true but you can play with your subsurface scattering settings for objects and you can make it appear again at will. Its in enbseries.ini (setting multuplier too high or power too low, maybe it depends on which light source and the intensity/curve you have set for these in environment for calibration) [OBJECT] SubSurfaceScatteringMultiplierDay=0.2 SubSurfaceScatteringMultiplierNight=3.15 SubSurfaceScatteringMultiplierInteriorDay=3.5 SubSurfaceScatteringMultiplierInteriorNight=3.5 SubSurfaceScatteringPowerDay=1.5 SubSurfaceScatteringPowerNight=4.0 SubSurfaceScatteringPowerInteriorDay=4.0 SubSurfaceScatteringPowerInteriorNight=4.5
-
Hi! thanks for your list of texture mods u got installed. It helped me find some ones i want to get! Texture "conflicts" between replacers actually just replace each other with the last installed version so there is no lasting conflict in the regular sense. Mods that include plugins tho have references in them and those have conflict potential when you are activating the plugins together. Separate your mods by that criteria to examine them more easily. I was using a 7200 rpm on 6 gb/s sata my hard drive with my textures on it. maybe 3 gigs in the folder or something? but i had ctds so, I got more ram, 32 gigs of ram, installed imdisk: http://www.ltr-data.se/opencode.html/ Its a foss ramdisk utility I have the whole data folder, i think textures folder is a little over 7gb right now and there is lots of textures also in bsas but its like 24 gigs of data folder all loaded onto my ram and accessed by the game from there. it solved my texture related ctd issues. ssd is another option, slower but probably fast enough. maybe it depends on mobo what option is more effective. but either way you will want to have a good amount of frame buffer on ur gpu.
-
Hi! I just uploaded my first mod for Skyrim!!! didnt do any modding for about 2 years cause i was burnt out but now im back at it and hopefully i will be making some contributions now.
-
ENB: DepthOfField.... can this be fine tuned?
baduk replied to ShadowSky's topic in Skyrim's Skyrim LE
Hi. I have been using Matsos version of the enbeffectprepass cause its got lotsa controls that u can change on it. U can pretty much customize the dof to however u want it to be. i got gaussian instead of bokeh cause of the performance hit. and distances are adjusted for gameplay etc. It is confusing so u gotta look at this post to understand what the parameters do . matso made diagram for us. http://enbseries.enbdev.com/forum/viewtopic.php?f=28&t=952 -
Do I need permission from modder to create a certain patch for his mod
baduk replied to Skaruts's topic in Skyrim's Skyrim LE
Hi. i think if u can u should make it requirement to download original mod. By leaving out some resources . If the original author does not reply its good enough that u tried to make contact and followed their permission rules. -
Yeah! I heard that also. There is a quote of the relevant section in the Niftools forum thread. This news has made me very happy! I like working with nifs anyway and it means a lot for our hopes to be making stuff for skyrim as soon as we can! It will surely be a new nif format tho and now they are using havok behavior for animation. It is also possible that they have a bit idiosyncratic implementation of the havok as in the past. All very exciting tho.
-
Hi! I hope that tepco can get some more reactors up and running asap! This summer peak electricity demand will be much higher than can be supplied. There will be increased blackouts so we wont be able to use our air conditioners. There are a lot of elderly people in japan and even in normal years hot summers claim lives from heat exhaustion. I feel a lot of gratitude to the workers at the nuclear plants who are solving cooling problems each day. They are not doomed tho. I think it is a horrible thing to claim that they are doomed. Their families also would not appreciate hearing such a thing even though the person saying it simply does not know what they are talking about. There is a heavy stigma on nuclear energy because it is associated with nuclear weapons which have rightly held our world in terror for half a century. This causes a blind fear that is grossly distorted out of proportion to other things we live with that we should be cautious about. Since i live just 200 km south of the fukushima plant I think i have more reason to feel irrational fear about being exposed to poisonous fallout than many of you. When I read some particularly alarmist piece in the news i do feel this momentary sensation that is something like what you feel when you peer off the edge of the roof of a tall building. But I have to consider what effect this kind of fear has had. There was a big tsunami that laid waste to over a 300 km swath of the coast. Well over 25000 people are dead or missing. There was also a huge number of people who were displaced from the tsunami and I think that overreaction to the radiological threat played a big role in preventing and delaying water, food, and other supplies from reaching them. I am certain that the amount of danger the earthquake and tsunami represented is equal to that of the recent earthquakes in haiti and in the indian ocean. The death toll was greatly limited by the regulations on building construction, public education about tsunamis, and infrastructure. This kind of catastrophe should not be overshadowed by problems with the nuclear power plant that are by comparison insignificant from a humanitarian perspective. It is also not healthy to place fallout into a separate category from other forms of industrial pollution so that we focus on it and ignore all the rest. It is very desirable to do so tho, at least for people who have a stake in the coal industry. Their mutual cooperation forms a powerful political interest group. More sensational articles are authored about the Fukushima nuclear incident, and our news media providers are always happy to air a visceral story. Please make yourself familiar with the different things that have caused death and disease throuought history and be more objective when deciding what to be afraid of.
-
Hi! I think 2 of your questions is related. The ones about after you have pasted the geometry onto the other nif and then it is positioned wrong in game. Try applying the translation and rotation onto the object data with nifskoep! just selecting your nitristrips or nitrishape node right click > transform > apply. It will be fine for you unless you are working with skinned geometry (unless its weighted to an armature or somethign) Making stuff transparent works just fine but u gotta add a nialphaproperty to the nitristrips or nitrishape node. select it and right click > node > add property > nialphaproperty. Then select the nialphaproperty u added and in the block details window for it you can see flags set to 237, change it to 4845. Then of course tho on the diffuse (color) texture for that object you will need to be having an alpha channel with a greyscale map on it to control what parts are transparent, translucent, or opaque. black makes it transparent and white makes it opaque. U can fiddle with the threshold setting in the nialphaproperty also to adjust. Last one is the gibs. Actually fo3 and new vegas implemented dismemberment in a very similar way to the deadly reflex mod for oblivion. So instead of having just parts objects that fly off it clones the whole nif but only renders the part that is supposed to be visible. Instead of whatever skycaptain did tho, in fo3 and nv they use a special set of vertex groups in the bsdismembermentskininstance of the nitristrips node to assign the different faces to each body part for vats targeting and dismemberment. Basically it means u want to import the nif into blender and create a gibs object u need by deleting the unwanted parts of the geometry, removing all vertex groups, adding a collision mesh, and exporting it as a clutter type of object. Ok i read your bottom sig part. I think the simple exercise of making these gib objects is a good start for you if you want to start gaining 3d modeling experience. Each of us has a different learning style so working through a tutorial may not work for you. For me i started modding on 3d modeling and there are many tutorials for that. Some tutorials are outdated, others are very long like noob to pro. I read only parts of noob to pro as i needed information, just searching for the part i wanted. I started out tho reading a tutorial by malo on making clothing and that was the right one for me. But for you.. I think u need to know how to go into edit mode and select vertices, trying out some stuff like scale and extrude and whatever but for the alien head gib, delete everything except for the alien body geometry object. Get blender installed properly with nifscripts.Installation edit mode, select everything below the neck part and delete it. Select the bottom vertices of the neck and with proportional editing on at a low radius setting scale it to 0. This stuff you can use as keywords to search in noob to pro and it will let you know how to do em. After you have prepared your 3d model then you add a collision mesh to it. I think easiest tutorial Is the hull script video one, try different shapes like sphere collision video. Exporting stuff also can be an issue sometimes cause u gotta learn the settings, anyway if u get stuck go ahead and post on the thread and i would be happy to give you some advice.
-
Bolt Animation not working?
baduk replied to Satoshi_Yuki's topic in Fallout New Vegas's Mod Troubleshooting
Hi! Ok well if u look on the vanilla weapon guns and you can find that there are child ninodes of the bsfadenode root. The child nodes are controlled by the reloading animations to move the parented geometry nodes so you see the weapon animate. I think normally the cause of a problem where a weapon is not animated will be that the parts of the weapon that should move are not properly parented to the animated node. Your method of fixing this will vary depending on the particular nif. First the geometry must be separated into different objects so the objects can be parented to the different nodes. You will need to use blender to fix such an issue. The other one is if the gun geometry is already in the separated objects then you need to place the nitrishape or nitristrips nodes as a child of the proper animated ninode like ##bolt or whatever its called. You cant paste the whole geometry node in there cause it is not mapped properly but you can create a nitrishape or nitristrips node inside the child ninode and then paste the geometry data into the created geometry node. Or you can just parent it to the empties that represent the animated nodes in blender and export with "flatten skin" option turned off and the nif will be created with the geometry nodes parented properly. BTW. lol do u recognize my avatar pic? Maybe it is just a coincidence tho but your name is quite familiar. -
Hi! I really dont know a whole lot about weapons but anyway. Maybe it has something to do with the center of the object. Try placing the center of the object onto the controlled parent node. You can do this by importing the sniper rifle nif into blender along with your other stuff. Select the empty for an animated node and hit shift s to snap the cursor to it and then selecting your child object move its center to the cursor. Its worth a try anyway.
-
Modelers Contributations Here
baduk replied to simplywayne90's topic in Fallout New Vegas's Discussion
Lol That was me. Hanging Horror I hope it helpfully demonstrates a good way to give a frayed end to the rope also. That is, add some black to the alpha channel for the frayed part. Then have 2 subdivisions near the end, select the end edge loop and scale it with proportional editing on. Duplicate it 3 times and selecting the edge loop move each one along normal x and y a little ways in opposite directions. -
Modelers Contributations Here
baduk replied to simplywayne90's topic in Fallout New Vegas's Discussion
Oh hey simplywayne. My resource i just posted about, well its in fallout nv section but its actually useful for any game, like for oblivion or fo3 or dragon age or some other game from another community. Feels redundant to reupload it tho on nexus other site.. can you at least place it into various game categorys section on your resource list? -
Modelers Contributations Here
baduk replied to simplywayne90's topic in Fallout New Vegas's Discussion
Hi! I just uploaded my Rope resource for people to make stuff with. You have to do modelling on em like subdividing and deforming them to make the shape u want and then you can just go and bake an ao map for it cause its on separate uv islands. -
Hi! Ok i am not understanding what the issue is on the scaling problem. I never experienced scaling issues and i havent even messed with changing scale corections or anything. the OL is called oblivion layer and there are various types of collision in the game that corresponds to each oblivion layer. ol weapon is the one you want and you can select it with the havok presets button. If you can get the gun working and not worry about the reloading animations then that will be good, you can tackle the reloading animations later on :D
-
Hi! You can import the armor or clothing or just the body and make a statue out of it. importing all the other parts but delete the armature as you import them. Join the hands and body and head and you can snap the vertices together between them and remove doubles to make it just one single mesh. The hair and eyes and mouth parts are not going to be skinned tho so you will want to use bone weight copy to get those to move around with the skeleton. I dont know about the vertex coloring on the hair. Never messed with vertex coloring. I think you can set that in blender tho. I belive that skinned nifs cannot be used with vertex coloring ingame for some reason. So if you want to make a mannequin that will deform items placed on it i think you have to color the hair texture on the diffuse map. I dont know about the mannequin mods tho, never used one and dont know how they made them. Just a statue with hair should be easier to do tho. but then you cant change the clothing afterward. After the eyes and teeth and stuff is skinned then you can import the skeleton.nif and pose it. I never had any trouble importing animations attached to skeleton.nif tho. Maybe you should try again cause that part of import scripts may have been improved. Then after it is posed the way you want just apply the armature deformation to the parts and it will make the mesh stay and then you can delete the skeleton, add a colision mesh and export as a static mesh. Edit: Ok well anyway i think that there may be some complication you could run into and so please start working on it and then if there is a difficulty post back and then we can help with the specific issue. Btw, i just made a test export of this and it looks just fine, a white haired character (didnt mess with the vertex colors) in a globular collision mesh stuck in a pose. I can roll it around ingame. lol.
-
Hi! I havent done any guns either but. Anyway guns are more complicated than sword to begin with. Do all the stuff that quetz said and also your gonna want to apply scale and rotation to object data. I think you can do that in nifskope after exporting but you can do that before exporting in blender also. I think you can get an error trying to export a skinned object without doing that but im not sure about the static objects. Oh but maybe it is the wrong size and orientation when you made it to begin with, so import a similar weapon nif that is already working to use as a guide for scaling and rotation of the object. I think that your non interactive floating situation is because your collision mesh is the wrong type. You want to have a weapon OL on the colision mesh and it will be colored yellow i think. There are preset buttons across the top of the middle column when exporting and you can select the havok type there. IT sounds like you will have other problems with your weapon, like having trouble with the animations and stuff. but take everything one at a time i guess. BTW the weapon animation part you have to deal with by parenting different sections of your weapon geometry to the correct animated nodes on the weapon nif. That is why i said that guns are more complicated than swords. swords just have this extra blood decal feature on them and thats about it.
-
Hi! It looks really cool how u have it in your render. Without uv map tho to have it colored in game you will want vertex coloring. I have not messed with vertex coloring to know what types of objects it is used on in fo3. My guess is that it works on conformulated headgear and static objects but not on skinned armors and stuff. So it should work on your object but. It will look very clean and new ingame. But i dont know what to do with your specular map and ambient occlusion and ramps and stuff. I think it will end up being completely dependant on ingame lighting and stuff. Uv mapping can be tricly to do but its totally worth it. Yhen you can add any kind of cool texture to it and normalmaps.
-
Hi! Just wanted to let you know that i think your resource is awesome. I recomended it to some people also.
-
NifSkope Mesh Edits won't stick
baduk replied to VincentIcarus's topic in Fallout New Vegas's Mod Troubleshooting
Hi! I dont know what a chinese stealth helmet looks like. Does it cover the entire head? It matters cause there are different ways to do headgear for different situations. But you gotta use blender anyway not gonna be able to do it with just nifskope. If you want it to be like a hat on a head cause there is parts of head skin visible then you probaly want to do with facegen morphing method that uses this conformulator program to generate a egm for it to be able to fit different face morphs. This one you gotta have just one object and since exporter splits objects that have different materials you have to combine the texture files into one file and just slide all the uvs onto the right part. Then export without strippification, well i cant remember if strippification is bad for a helmet cause it does not have to have matching vertex order with any tri file. The rest of the directions are given with conformulator download. The other way that you want to do especially if the helmet covers the entire head and is joined with the body armor is skinning it to the skeleton. You can make most of the helmet 100% weighted to the bip01 head bone but the parts near the shoulder will want clavicle bone influence and stuff like that. What you can do is import the body model and head model and then join those 2 meshes into one object. remove any stuff like envelops or other skinning data from the armor part and then use the bone weight copy script to do your skinning automatically. That area really does not prove troublesome so you are probably going to be good to go then. There is tutorials for using boen weight copy on the wiki. Although this particular project you wont be able to upload as a mod or anything you will learn how to do some cool stuff and then you probably will feel like doing some serious modding after that :D -
Hi! I hope people enjoy trying out your Vegas Tonics mod! Its nice that there is a lot of crafting ingredients in new vegas.
-
Hi! Yes the rope texture tutorial works fine for blender users also. It is sort of an advanced tutorial tho cause it isnt too explicit about how to do the modeling or rendering in max or blender. Really nice results tho :D On my rendered texture base i used the other tutorials on that page for adding depth and then making it horizontally tileable. Then. Since it is a rope i recommend to make just a simple cylinder and create the uv right away. You get one rope segment with a tiling texture on it so you can extend it by just adding a duplicate to the end. Also the uv map is a simple rectangle and that can be helpful later on. Subdivide it horizontally later and then you can use any number of methods to deform the rope into knots or bends or loops or coils.
-
Yes it worked well for me. I have a rope segment now with a simple rectangular uv map on a tiling texture. Using the simple deform modifier to bend it in any direction relative to the rotation of an empty, then rotating and translating the cylinder itself I got it into a smooth tight coil without distorting the texture or thickness of the rope. Pre uv mapping it is a scheme i am hoping to allow me to tie the rope into other knots also without having to uv map it afterwards :D Edit: After modelling the rope and everything I decided i didnt like the twist i had so i redid it and its a lot better now. New base texture Its also an improvement to in photoshop render fibers horizontally and apply them with a displacement map.