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Everything posted by baduk
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Texture reassignment to nifs
baduk replied to DrakenGuard's topic in Fallout New Vegas's Mod Troubleshooting
Hi! I recommend to use dxt5 compression on your dds files cause you get to use more colors on your alpha channel. The texture is looking too bright on your model cause of the reflection of light off it. That is mainly controlled by the specular map, which is on the alpha channel of your normalmap (_n.dds) So open up the normalmap and look at the alpha channel of it. it is greyscale colors. The darker to black that you make it the less shiny it will be. You probably want to make it pretty dark, test it outdoors under the sunlight in daytime. -
Hi! Glad it helped you, although i have never written a tutorial for blendering or nifskoping. Only just posting on threads so far.
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Maybe i am not understanding what is the rotation issue that you are talking about since I have not done any animation work yet. I have one project tho that i will be making animations for and this thread will be a valuable resource for me then. Anyway i do use animations tho when weightpainting cause it lets me see the changes i make to clothing deformation during whatever animation i want. I have been able to import multiple kf files into my blend by importing from other blend files or by importing additional skeletons. I do not have more than one skeleton at a time because i delete the old one before importing a new one. If you delete the skeleton without unlinking the action it will apply the deformation to the mesh so you must unlink the action before deleting the skeleton. My observation tho is that when i import say, mtfastforward.kf it will appear in the 3d window with everything rotated x-90, so if i am using a walking animation the character appears to move sideways along th y axis while doing the running animation. But then say i need another one so i unlink the animation from the armature, delete the skeleton then import a new skeleton.nif with sneakmtforward.kf. It will display the sneaking animation and rotated x-90 like the other one was, but then if i need the original running one again i can select it in the action eitor. But after switching from sneakmtforward to mtfastforward I will see in the 3d window my character facing forward on the y axis and appearing to run forward properly. You just said that the problem is not in blender but i have observed this discrepancy within blender. I am suggesting that maybe it would be helpful to open one instance of blender with a freshly imported animation, and another one that has had the animation relinked to compare the differences in the 2.
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Hi! In action editor there is a little dropdown box that you can use to add new action or browse existing choices. When you import animation it will have the action listed in this box and if you click the x button next to it it will unlink the action from the armature. then the armature will return to the bind position, and you can delete it and import another animation, but when you do that there will be now 2 existing choices in the action editor list. You can also duplicate the action to make more available choices, it might be useful for comparing 2 variations of your animation to decide what looks good also. These are saved in the blend file as datablocks and like other datablocks such as geometry or material, they can be imported into a different blend file with file > append or link (shift f1) it is a nice design feature of blender :) Anyway if u do that u will see what i mean about the rotation of freshly imported animation vs relinked action.
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Hi! I dont know if it helps at all, but when i import animation into blender my animation is rotated 90 degres to the left, but then when i relink the animation datablock, if i imported it from other blend file or if i imported different animation and then wanted to go back to previous one while using them to help weightpainting, the animation will be facing straight forward on y axis. Maybe the differences between the freshly imported and relinked action can be compared to better understand what is going on.
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Hi! You need to make the object have the same material cause the exporter will separate the mesh based on material. If you dont want to redo the texture and uv maps then you can put all the existing maps on one texture, just stick one ontop of the other, so ir it was 2 512x512 textures you can make it a 1024x512 texture.
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Thank u muchly for your exciting work with head and facemix tool! Good luck on your university, I hope u have time for modding once u have graduated.
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Hi! I havent packed a bsa for 3 years or so and it was before i got into modding so I dont remember clearly, but i was not able to find documentation enough to pack proper bsa with bsa commander without some trial and error. Maybe it is written some where, some flags u gotta set or something but u dont know what they do. well. I just ended up using obmm for paking the bsa and that worked good. The fallout mod manager can pack bsa also.
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Hi! Sorry but i dont know how to make the thing in blender and export it. maybe its not so hard tho? There is an export animation + geometry option in the exproter. For how your nif should turn out its good to use a simple animated nif example to look at like vdoorsliding that u can find in bsa. Only thing ive done before is changing name of involved nodes on vdoorsliding, changing animation keys, and copy over to prepared destination nif where i just added parent ninodes for the animated parts. It was thanks to the good instructions of ghogiel to use this vdoorsliding nif for experimentation. http://www.thenexusforums.com/index.php?/topic/211325-animated-static-meshes/ Ok well i looked at the tutorail u used for animating the object. Looks good. Anyway what u gotta do is have a child ninode of bsfadenode root in your nif. bsfadenode root is the one that has rotation and location applied globally in the game. so the child ninode can get a local animation applied to it. I dont know if you ned to use an armature to get this hierarchy. U may need to do some nifskoping at least until you get the process worked out.
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How to make dangling/loose clothing objects for Fallout?
baduk replied to kungfubellydancer's topic in Blender
Hi! Yea that would be cool huh. But anyway i think in order to do that you either have to script it to follow aroun the player or you have to modify skeleton.nif. I am not aware of such a skeleton having been released for fallout 3 or new vegas tho. You can look up coronerras maximum compatibility skeleton for oblivion to see an example of what they got. It has wings and a whip bone and 9 tails on it, pretty cool looking. no havok on the added parts tho. but thats not hard to add, at least its pretty easy to make a normal havoked object. I dont know how to get the bonelodcontroller and transform interpolator thingys on there tho its something i was gonna look into but havent gotten around to it. The keyframed animation tho will only use havok for animating the skeleton when the player is dead. I dont know if you can just add dangling bones with havok on em to the skeleton.nif and have em bounce around as you move. With the oblivion one, you need to create animations for the cape parts, i guess you just change the existing animations to include movements for the bones you need. Its nice but you may find there are people complaining about compatibility issues. For other cape rigging, on oblivion the khajits and argonians have tails and so you could use skeletonbeast.nif to rig the capes to the tail bones. on fo3 and nv tho u dont got that so u can try rigging it carefully mostly to the pelvis or spine and maybe a little to the legs. if its positioned correctly it should move a bit but i think it will go through the floor when you crouch. So dont make it a very long cape if you go that route. -
Hi! I would assume that bone weight copy gives reasonable results on the outfit you have pictured. It is possible that you didnt click on no x crossing button to keep thigh.R bone influence from affecting the left pant leg or some such issue. You can always delete existing vertex groups and redo the bone weight copy script if necessary. Sometimes boneweightcopy is gonna fail to assign the body part vertex groups needed for fo3 and nv to some parts of your mesh and i dont know why, but yeah u fixed that already. In weight paint mode, edit panel, paint tab there is a x mirror button and you can click that to make it mirror changes on x axiss , so what change you make to bip01 thigh.R is also made to thigh.L automatically. Ok so as dazzerfong suggested it is good to import skeleton.nif for your armature so you get the bone hierarchy and everything affecting changes you make to the armature in pose mode. Its also good to get some animations and import it along with the skeleton. such as sneakmtfastforward.kf. So delete the existing armature, and select all your objects and then go to import. import the skeleton.nif, select the button import skeleton only + parent selected and also click on import animation. Then look down and there is a little x and ... button next to a box that says import kf. clikc on the ... button and select one of the animations. Its good to use one of the fastforward ones cause it has a bit more exaggerated poses. then you click on the ok and when its imported you will see that your outfit and body or whatever you have is now in a pose. It will also be turned to the left, but thats just how it is. dunno why. It also moves forward along y axis while turned to the left and its funny looking. anyway split the window like when you want to bring up the uv image editor, but select the action editor. select the armature and it will show you all the little yellow dots and you can drag the green bar across to change the frame of the animation. When you have the pose you want then select the object for rigging, and enter weight paint mode and you can fix the weights. with x mirroring on you can see what effect the change makes on both legs while they are in a stride or whatever. hit the f key to use the face mask and select the faces you want to paint on. it makes it so you dont accidentaly paint on the wrong part. try to make smooth gradients of bone influence between vertices, cause if there is too big differences, it may make alarge distortion when you are in a different pose. I only use the mix brush and clicking on one vertex with different weights to find about what amount i think it shoudl be at, switching to the other bone influence and checking against that one. then making a gradient to neighboring vertices. The main goal is to prevent clipping and the secondary one is to prevent texture stretching and mesh distortion. Then when you are done with the one animation, you gotta import some other ones so you can check it once more. select the armature and go in the action editor and click the x button to delete the link to the animation datablock. then go into pose mode and hit w and select clear user transform. When u do that then the armature goes back into the bind position and then you can delete it without messing up your meshes. After deleting it you can import another skeleton.nif with a new animation on it. but dont forget to delete the headanims cause it will be left behind. its just a little axes looking thing positioned at bip01 head or at xyz000 if you deleted the armature first. If you haev blend files with animations in them you can click on file append link and then select the blend file and choose an action from it to import the animation to your current blend. but also when you import more animations into the blend you can switch between the action datablocks in action editor with the dropdown list box. OIne weird thing tho is when you open an animation that you ahve imported before but unlinked from the skeleton, blender rotates the skeleton forward on the y axis so it looks "correct". But anywa when u weightpaint remember that you always have the option of moving vertices instead of putting too extreme bone influence on a part cause you dont want to create problems with a different pose.
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How to make dangling/loose clothing objects for Fallout?
baduk replied to kungfubellydancer's topic in Blender
Hi! If you want to make the skirt move real nice you need to add bones to skeleton.nif and then add animations for it for all the animations and thats a lot of stuff to do. U can find on youtube a video of sephs outfit with such animations, but i dont know if those are released, and its for oblivion anyway. For making the skirt move along nicely with the legs, not clipping when you sneak and stuff there is a shortcut from manualy painting it. Try copying the body mesh and delete all its vertex groups. then take all vertices inside thigh and legs and stuff and delete em. then make faces between the outermost vertices from global y axis of the legs. Then you can use linear algorithm of proportional editing to flare it a bit on x and y axis so you have something shaped kind of inbetween the body and the skirt. use bone weight copy lowest quality setting to copy weight from original body to this modified body mesh. Then subdivide it with control r and make it about as dense as the rest of the body. Then in object mode give it subsurf modifier and then Then copy with quality 3 of bone weight copy from the modified body mesh to your skirt. This should get a more smoother rigging on the problem area, the inside of the thighs. You still are going to want to delete armature and import skeleton.nif with animation for testing and tweeaking the weight. You can have it in a pose and turn on x mirroring for weight painting and do just tiny edits to one leg side of the skirt to see how it affects both sides, while in a pose such as crouching or striding.When the skirt is deforming smoothly congratulations! you have very nice rigged skirt. Make sure you save before running script. edit: i cahnged the order of some of the operations cause i had em backward. :) u take advantage of blender bone weight automatic gradient creation when subdivide mesh. to get smoother weights. -
Hi! If its for fo3 or nv then it might be that your missing shadow map shader flag cause that one u gotta click the button for or click the cloth presets button to turn on in the export options.
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Ingame alpha issue on bottles
baduk replied to lordinquisitor's topic in Fallout New Vegas's Mod Troubleshooting
Try 4846? it helped me when i had disapearing parts when entering water or standing on decal. -
Dear Friend, They start out with this, well i hope they dont expect to be making friends this way. Violating blenders GNU GPL, using stolen artwork to promote "their product". Yes they are also offering video and text tutorial materials. U want to guess where the tutorials are from? They deserve all kinds of bad stuff. I have also helped to spread the publicity of this, i feel a lot of gratitude for blender.
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Blender export problem ?
baduk replied to Kentsui's topic in Fallout New Vegas's Mod Troubleshooting
Make sure it has shadowmap shaderflag selected on the bsshaderpplightingproperties of the nitristrips nodes. -
How to remove a shading effect from mesh?
baduk replied to Andyno's topic in Fallout 3's Mod Troubleshooting
Hi! Is that vanilla pipe? It looks like a vertex coloring to me. Please tell the filename. -
Reducing Glare On A Mesh?
baduk replied to pickinthebanjo's topic in Fallout New Vegas's Mod Troubleshooting
Hi! Lots of different shader flags, You can extract a vanilla nif file as example of what you should put on your item. There is a list in the documentation files. /NifTools/NifSkope/doc/BSShaderFlags.html Most of those i havent seen on anything and no idea what they are for. Most of the time the glossiness of your item can be controlled with normal methods. In the nimaterial property of your nitristrips node u can find the glossiness in block details. This controls the scale(?) of the shine effect. As stated earlier, the color of the alpha channel of your normal map is the specular map for fallout 3 and controls the intensity of reflection, make it whiter to increase and blacker to decrease. -
Hi! You want to choose the cloth shader presets button instead of the skin one. The skin one is only for humans unclothed portions. Or you can choose default shader (not default preset, or it will turn off shadowmap shaderflag) and turn offf window environment mapping shaderflag. ITs same thing tho.
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Hi! Please review the diagram i sent you on pm a couple days ago, you are having the same problem as you had that time. Rename your nitristrip blocks, and remove names from nimaterialpropertys. remove the unparented block at the bottom as well. You can remove the nistencil and specular properties from your nitristrips blocks also.
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Hi! Apparel and wepons are different because apparel is having skin instance on it for deforming mesh to bone movements. While weapons diplay fine with just empty and unknown 31 shaderflags on em, skinned items require shadow map shader flag. Even though the shirt is positioned and weighted correctly, it will render like the screenshot ingame without this shader flag selected.
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Hi! I recomend to look in nif.xml located in the blender foundation\blender\.blender\scripts\bpymodules\pyffi\formats\nif\ folder or the nifskope documentation files in doc volder of nifskope installation folder. Search for bhkrigidbody and it has good listing and some simple explanation of the options.
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Hi! Its good you are interested in making stuff! It looks just like you need to turn on shadowmap shader flag in bsshaderpplightingproperty of the nitristrips nodes that you have exported. Please ask more questions if you happen to run into another snag.
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Creating a mesh for a scar (not the assault rifle)
baduk replied to ClayPidgeon162's topic in Fallout New Vegas's Discussion
Hi! For making normalmaps with photoshop You should try ndo cause you can get a lot of control over the result. http://www.thenexusforums.com/index.php?/topic/244691-ndo-normal-creation-toolkit/