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baduk

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Everything posted by baduk

  1. Hi! I sure hope that you are able to fix your problem. It sounds like somehow the skinning got messed up on your body mesh and now it wont animate properly. Try getting the original version of the mesh, import that one, u know with defaults so it doesnt get that apply skin deformation or any other settings that can damage it. then you can make sure the neck and wrist gap on your problem mesh is lined up exactly and then delete all the vertex groups and make new skinning with bone weight copy script. And then keep using default settings for importing cause that will avoid future problems.
  2. Hi! Your new mod looks cool. i am going to download it and play! The game sound files are supposeta be mp3 mono cbr@128kbps That means its suposta be a fixed bitrate, There is a converter thingy somewhere that LHammonds uploaded but i havent found the link yet. Anyway when i made this radio station mod that plays songs i had to take the converted files and put em in a folder, and then add references for each sound pointing to the files in geck. I think that will let you use em for what u want. Thats really all i know atm. So on voice stuff, well i just got a pm from andyno and he had some questions about making npc dialogues work but he has voice files and stuff for his npc added in already. So it seems like you two could help each other by comparing notes. I hope u guys post about it tho cause i want to read about some deatails cause i got this mod im on and its gonna need that stuff also.
  3. Hi! My first guess is shadow map missing from shader flags. U can look on your other thread cause i posted some instruction for u about that.
  4. Great! Ok just look into the shader flags in nifskopoe. its in nitristrips block\bsshaderpplightingproperty in the block details window, make sure you have block details window enabled in nifskope view settingss. There u can doubleclick on shader settings and make sure that field isnt to wide so the small arrow appears to the right when you doubleclick. Click the arrow to make dropdown menu appear to select shader flags. Just add shadowmap one and see it in game.
  5. Hi! U got some lovely seams there! Edit: Ok about your actual separation of body at the gaps I added another suggestion, but i have not experienced it. was only looking at the visible texture seam in the blender pics when i wrote the post. Also on your import settings, you do not want to apply skin deformation to your mesh, Please click the restore default settings button. And then when you import skeleton and then import body parts separately u can just change the 2 buttons for skeleton only or geometry only and leave the rest the way it is by default. Yeah i beeen looking into methods for reducing seams on my outfit that are currently like yours, I think i do this as the very last thing before i am finished with it. Anyway There are some other methods people have been using to deal with it. Such as copying all their outfit over to an existing body. This is not exactly what i want because first of all you get unnecesary polys underneath the cloths, and also if you have the clothing tight on some areas or otherwise modifying the shape of the body its no good either. The other way that i have seen used is to import head and hands and join them to the body removing double vertices at each connecting edge loop. U make sure the datablock for material is different for the head and hands and while blender smooths the normals between the objects as they are joined, the nifscripts exporter will separate the objects for you. You need to discard the head and hands tho afterwards for compatibility reasons, and the head vertex order will be destroyed by the process anyway, but it should get the bodys normals closer to what you want. If there is actually a physical seam, then you can use the 3d cursor to snap the vertices on the edge loop to the location to corresponding ones on head and hands meshes before joining em. And it is possible that there may be more vertices on one side than another, well then modify the body to remove the extra vertices. Kobayne, in that thread seemed to have accomplished quite a lot with texture work as well. The most interesting method was kobaynes last suggestion about making a neck strip to go directly over the gap area and using transparency to fade it out on both sides. I am certainly going to give that one a try. This is the thread i was referencing for a lot of the ideas. http://www.thenexusforums.com/index.php?/topic/184668-nifskope-blender-keeping-smooth-normals/
  6. Hi! I would advise you not to use the mesh scripts for poly reduction cause those will do horrible damage to your topology. Not sure what you want to use the subsurfing for? If you want to make the edges rounded there is other ways for doing it from beveling the edges to using a smoothing modifier on it or just makeing it like that manually. You can also add a new box mesh and scale it so its the same as your existing one but with only 6 faces.
  7. Hi! On the face morphing question, I dont know how its activated at all, if you want to investigate, then it is a good idea to download a mod that activates the facial expressions for reference. The good information from helpful posts by fore on this thread is where i recomend you look to learn about making new animations. http://www.thenexusforums.com/index.php?/topic/290908-importing-a-kf/
  8. Hi! Please look on this thread cause i think its got great info on what u want! http://www.thenexusforums.com/index.php?/topic/290908-importing-a-kf/
  9. Hm i duno. i think if u got photoshop u should try that and its also got that neato ndo thing for making normals maps on it. or you can try paint.net cause i keep hearing good stuff about it.
  10. Hi! Yea its a lot similar like u said. And for nifs, it is the best reference for you to examine vanilla nifs by using fomm to extract them from meshes.bsa and viewing in nifskope. And the other best reference is to use notepad++ opening up nif.xml in blender foundation\blender\.blender\scripts\bpymodules\pyffi\formats\nif\nifxml\ folder and read it or using search keywords such as havok. U just have to be able to tell what parts is for fo3 and new vegas and what is for other game.
  11. Yeah ok i am glad that it worked for you. Um but i dont know about creapy on my avatar? He is just very nice and funny man who i admire a lot.
  12. Yeah,. headgears are confusing cause theres the different types of em. I am suggesting that you try the static object way, and not have any armature, just position the object as i explained before and export with no armature.
  13. I get that also! I dont know how to fix it. I think you need to create a distant lod mod that redoes all of that stuff. so it is including a number of aspects of modding, distant lod models are easy to make tho just not in the large quantity that u are talking about. I dunno how much work or how to do the geck part at all.
  14. Ok it must be something different, Just remember tho if you are needing to have a conformulated hat at some point, with the egm file on it then u gotta generate the egm file with the obj of the nitristripsdata with the same vertex order as in the nif or it wont work. One thing about conformulation tho is that u dont have to rig it to the skeleton at all to get it to position correctly cause facegen takes care of it, or so i thought. I guess tho that the game really just parents the headgear to the bip01 head when u put it on tho, and the facegen just adds morphing to that. I dont know if its bad to have it both rigged and conformulated. i guess its redundant. Ok so. try making it a conformulated one, join the objects into one mesh in blender and then position the center of the object where it should be on the head. Then go into pose mode and select bip01 head bone and shift s to snap cursor to it. Object mode and select mask and center the mask on the cursor. Now the center of the mask is positioned right at the head bone. Then u hit n to open the transform properties window and set the loc xyz to 0 for the mask. Now the new center of the mask is positioned at xyz000 and the mask is down near the ground. U can delete all the other stuff like skeleton and everything cause u just export the mask mesh and exporter will assign an scene root ninode to it. Now if you get the conformulator: http://www.tesnexus.com/downloads/file.php?id=9360 Then you can export an obj of the mask from nifskope and use that and the tri file of the headmeshes from the meshes bsa to generate an egm file for the headgear and name it as the nif and put it with the nif and you can set the using facegen flags for the equipment reference in fnvedit. The thing that confuses me tho is there are lots of headgear mods released on nexus without including egm files, maybe it really depends on how tight a fit the headgear has if u want to use an egm file or not. I have one headgear that is rigged but its rigged cause i want it to deform slightly when the head rotates.
  15. Hi! The cube maps for fallout 3 are weird. U gotta have all the squares rotated a certain way for orientation and then you gotta line all of em up horizontally. So i guess that a non fallout 3 cube map tutorial will not get the expected results.
  16. Hi! ITs something u are gonna want to fix in blender!. The blender smooths normals on you r mesh but when the angle is too extreme it will create this dark spot. So you can limit it by geometry but if you dont want the normal smoothing requirements to controll your geometry! Yea u dont. There is a thread with a couple good techinques on dealing with it, read the part about bevelling and smoothing groups. http://www.thenexusforums.com/index.php?/topic/284850-dark-spots/
  17. Hi! I think you want cubemap to make it moving like that. It would be really cool tho if you could have multiple specular colors depending on the angle of reflection as dictated by the normalmap. They probly have stuff like that in some games.
  18. Never had it look like that for me. maybe you can make sure there is a diffuse and normalmap for it and they are in the correct texture slots, and the textures are the right size: 256, 512, 1024, 2048 etc pixel size, exported as dds with dxt5 compression? Maybe its one of those things, not really sure what it looks like tho cause ive never seen such an issue.
  19. Hi! I havent done a lot of scripting at all so i dont know how to do anything almost. but I did notice that in vanilla game there are anumber of exploding head scenarios. Like the exploding slave collars that u got on the slaves in the pen that your supposed to rescue from legion, or the time when the npc head explodes from boone, or the one where you have to wear the exploding collar. I think you can find the scripts for those and see how to do it.
  20. Yea u gotta make the alpha channel kinda dark in the normalmap cause it will reflect light a lot otherwise. My current outfit i tweaked it a number of times but im gonna go back and do it more myself. But anyway when you open the bsshadertextureset in nifskope, u can see it says num textures 6. expand the texture list and you will see 6 child textures. u dont assign a texture to the parent texture thingy. first one is diffuse (color) and the second one is normalmap. those are the ones you are gonna want to set on an outfit. There are other ones you can add also but u have to add multiple texture shader flag. This list is the texture slots numbered 0-5 0: diffuse map(color dds file) 1: normal map(_n.dds) 2: glow/skin/hair(_g.dds/_sk.dds/_hl.dds) 3: heightmap? 4: environment mask(_em.dds) 5: environment map (cube map _e.dds) Theres sone other stuff i think u can put on the last 3 slots instead, dunno about it really. Also on the mipmaps, i just have my dds exporter generate em when i export em and never load em when i open the files. i dont think u actually neeed to look at em unless you are having some specific problem with em or something.
  21. Hi! Node hierarchy is fine. ur bip01 head bone thingy is supposed to be a child ninode of scene root. I think maybe its a conformulation thing. ok so when you have an egm for a headwear item you name it the same way as the nif except for the file extension. But your nif has 2 nitristrips blocks in it, so 2 separate meshes. I know that hair meshes have 2 in em but they also have special block names and there are 2 egm files per nif with names incorporating filename and hat and nohat in em So you cn try joining the objects into one before exporting it so that there is only one nitristrips block and then conformulate the mesh. Maybe the one node that is positioned on -y is the center of the horns object. you can set the center of objects using the 3d cursor, hit shift s to bring up snapping menu and you can position cursor on what is selected. then there is a button for centuring an object on the cursor in button window edit panel mesh tab.
  22. Hi! Here is aa good recent thread on making uv maps. Lotsa good stuff there. http://www.thenexusforums.com/index.php?showtopic=292006 And make sure than when you go to save the uv face layout u are using the script in the uv image editor menu uv > scripts > save uv face layout i think its called.. and then u can set thickness of the lines also .
  23. Hi! I dont know how to use water shader, If you look in bsa file you can find water placeable nifs. They are a plane with nitristrips block that has watershaderproperty instead of bsshaderpplightingproperty. There is no texture sets. I think the game crashed because you have textures on the mesh that is using water shader. The cube map is maybe a good idea to try also. You can specify the _e.dds in the bottom texture slot and have a _em mask file that controls where the reflections occur. the mask goes in the 5th slot. It is compatible with other textures when you add the multiple textures shader flag. Look on these helpful tutorials for making it. This one is the layout of the cube map, I think you only need to have the 3rd square detailed. http://www.fallout3nexus.com/articles/article.php?id=199 This one is how you use it. Maybe instead of having an environment mask tho you can use alpha transparency to fade it out at the edges where it is cracked. http://www.fallout3nexus.com/articles/article.php?id=197
  24. Hi! Just select the faces that are messed up before going mesh > normals > flip ITs looking good, I wonder tho what u can do on the mirror part to make it more glassy looking? There is cubemap or maybe putting another mesh ontop of the mirror pane and have water shader or transparent on it? btw, whats the difference between recalculating oppositie direction and flip a normal? I think the normal is perpendicular to the face so flip is same? and then blender automatically smooths the normals also.
  25. A useable bow would require replacing some existing weapon animation. If you do that then any npc using the weapon that had the replaced animation will look pretty funny fighting. Its really too bad its set up like this, hope they dont limit weapon animations in skyrim.
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