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South8028

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Everything posted by South8028

  1. https://disk.yandex.ru/d/40MfcWDPAArl6A Plain glass. As a texture bsEffectFx negative. The darker the texture area, the more transparent. Those if you need, for example, scratches on glass, then the scratches are white, the glass is dark. You can make transparent light, you can assign the color of the glass, you can animate.
  2. The situation with high poly rendering is especially visible in the situation with clothes. For fo4, people have made a lot of clothes like Poser and Daz. I laugh every time I open clothing meshes. A fully equipped settler sometimes reaches ~3-4 million polygons. Haha. Clothing creators also like to elegantly complement these high poly meshes with dozens of 4k-8k textures for complete happiness, since the bgs export limit is only 66k polygons, such outfit need a lot of materials.
  3. The rendering engine is not very picky about the number of polygons. I was collecting settlements with a lot of high poly objects and noticed that the textures load the render much more than the high poly meshes themselves. From a performance point of view, it is appropriate to do the opposite. Compensate low resolution textures with mesh quality. CE has such a render. Of course, our engine is far from ue5 (the ue5 renderer is able to process 10 billion polygons in the scene). But here are modest millions of polygons and even tens of millions, ce easily drags. Of course, if you have at least an average video card.
  4. are you trying to say Artist or were you intentionally saying it that way? if you were trying to say Artist then thats fine, anyway those are just examples i used, and i hate to tell you this but Naruto is popular, ive seen it up there in multiple different sites, sites that show Anime or others that promote different things(whether you like it or not, your dislike of it wont change its popularity)I hardly watch films myself. I've only been watching anime for ~12 years now. Because Hollywood has long run out of steam and churns out delusional superhero bullshit that has no plot. I didn't watch Naruto because it has a different age category. But I have nothing against Naruto. I wrote about batch technology for creating uv animations. I have not found such technology. There is only avs video converter. It converts video to bmp frames. These frames must be converted to 256x256 or 512x512 and placed in the dds texture. It's an unbearable job. One episode of Naruto would take a week, or more Photoshop fiddling. Autism is a mental disorder. A person with autism can be incredibly focused on some kind of assembly line work. I was just joking. I wrote that without a batch uv converter, only an autistic person can assemble such a long uv animation. A person with autism.
  5. I remember I didn't find a link to one app or script that votW's author posted to batch create dds with uv animation. hundreds of frames in uv animation will have to be added manually. This is an activity for autists. If there is an autistic person obsessed with Naruto, then he will definitely do it. )
  6. Do you mean a modern assault shield? The shield itself, like nif for the clothing slot, is easy to implement. You can also make the appropriate havok animation for it. But I don't know how to insert this animation into the game. To make the animation run along with the clothing element. The difficulty is that the character must use a weapon and a shield at the same time. Those, it turns out, are animations for some kind of weapon that is used exclusively with a shield.
  7. Not only the NPCs, last time it happened, i was killed by the giant "Vim" bottle i placed on a shelf as decoration.I remember people always warning about uGridsToLoad in skyrim but i will give it a shot and also look into the flag you mentioned. Thanks. PS I didn't mention that last time, it happened after i loaded a save i made during a settlement attack (many super mutant corps scattered around) and also my character got the brown face bug that i haven't seen in months (after i changes the skin texture). I kept that save cause i can't reproduce it every time (+ the bug never occurred elsewhere) Depends on whether items and npc's fall through the world, or they fall through static objects with collision. If through objects - it means that these objects are placed in the workshop. npc and items (in ini settings) interact with the player beyond the uGridstoLoad radius and accordingly fail when the workshop objects they rely on disappear. The engine overrides everything that is outside of uGridsToLoad and does not have a corresponding permanent load flag. Real objects with physics are replaced by lods (if any). The collision disappears.Such is my theory. )
  8. This is probably due to the physical disappearance of the meshes along with the collision outside of uGridsToLoad. Try to increase this parameter in ini. For the sake of experiment. In ck, for objects that exist outside the uGridsToLoad zone, there seems to be a "toLoad" flag, or something similar. I don't remember the exact name. When you move this object to the workshop, this object no longer has this flag. The lives of all npc's are hanging by a thread. )
  9. https://disk.yandex.ru/i/GDo0Loa_x47ryQ This is what the material tree should look like. How many sweeps you used - how many materials you assigned.
  10. elrich probably has nothing to do with this. https://disk.yandex.ru/i/wPLzCCV_ErlBVA You may have made mistakes when assigning materials in 3ds.
  11. Exactly, but no need for it to be branded (vault-tec) you can put the brand on the actual box if you want since those wrappers will be too small to notice i think. (Or maybe just the logo) If you still need it, keep it.https://disk.yandex.ru/d/VtlRH7CTr4R9Ng
  12. It took almost 3 weeks for the boots. It turns out that there are a lot of nuances for working with clothes. OS does not properly support anti-aliasing. Some smoothing groups are not supported. Accordingly, if you are making clothing with a complex relief... You must take into account that all of it will be smoothed by one group. Or you have to physically disassemble it into many meshes. Or you should make a transition layer hidden under the face mesh in the transition zones. Otherwise there will be a lot of artifacts. OS anti-aliasing will mess up meshes even if you turn on the "lock normals" checkbox. https://disk.yandex.ru/a/L6L8BExaodh5vw
  13. He probably meant animated models. What's the point of a vending machine without animation? Chuck Yufarley made animated vending machines. We have to ask him for principle. How exactly did he realize such furniture.https://youtu.be/egr0GZFYjOA
  14. I don't know how to synchronize gamebryo and havok animations. I can only do and run an endless loop. For example, a character will throw a coin into a coffee vending machine and the machine will pour coffee... Then throw a coin again - coffee will pour... And again, and again... So on to infinity. )
  15. I don't know how it's done with weapons. Never did. But in general, in hkx, sounds are added in the form of annotations. They are added to the animation root in the curve editor, and link any animation frame to the corresponding handle in ck. You can find instructions in the f4ak nexus package manual. Or in the manual for the rig zaz. To work, you will need 3ds max versions 2013-2017 and hct 2014. https://www.nexusmods.com/fallout4/users/5591708
  16. in Max, when working with splines, you must set the checkbox for displaying geometry, or apply uvw map to the spline mesh. Otherwise it has no uv.
  17. As the easiest option. Make straight railings. Attach all railing sections to each other. Capture the upper vertices. By scaling, tilt the railing edge by edge along the z-axis. All at the same time. There is no need to clone a corner for each section.
  18. Sorry. I want to help, but I did not understand anything from your description of the problem. I make almost all models from a plane. I just pull out the edges in edit poly. The ship too. If I need a big hi poly, then I pull out the primitive, then turbosmootch, or meshsmooch (I use it), add (cut) and remove the edges. When you need to make a pirilla... I also draw out one section of the railing, shape it, then clone it, butt it and attach it. Docking is simple by pivot and shifted by the size of the boundary vertex coordinates. To avoid gaps, the vertices are welded. All sections of one side are cloned, reflected, then the normal modifier (reverse the normals after mirroring).In general, the figure is a very simple model.
  19. In fo4, super mutants make me angry. Both the meshes and the animations are so badly done, like they were made by a child. Just replacing the meshes isn't hard, but it won't solve the problem. Because the bastard animations aren't going anywhere. Conclusion. Race should be completely translated into human bones and human animations. In this regard, I want to find a complete list of all the necessary changes in ck. What resources need to be replaced in order to switch the race to a human skeleton and human animations. Also... I still can't figure it out. Does sm have facial morphs? I did not notice that they changed the expression of "face".
  20. condoms must be made by vaulttec. Pipboy taste. Blue condoms with gold stripes, collectible. Authenticity is guaranteed by the Vaultboy Fisherman watermark. The most valuable condom with pixel animation. Gives 100 rubber. Can be traded for a relatively young slave in nucaworld, or an old monkey for household.
  21. 1. It is highly desirable that the pivot of the model and the pivot of the collision are the same. 2. After any manipulations with meshes, don't forget to resetXform. Learn to model from a plane/spline. Outlining any complex shape from a plane takes 5 minutes if you know how. Check out 3ds max tutorials on youtube. Learn basic editable poly manipulation. Making a collision based on a copy of the model is a waste of game resources.
  22. You can try obj. But in this case, do not attach the meshes in prefabricated models. Because max does not always correctly select meshes when meshes penetrate each other. My first attempt at making shoes. It turned out low poly. ~7.5k poly. Of these, the boots themselves are ~ 1.2k, the rest are laces. ) I will still redo the texture. I tried the belts, but they are somehow distorted by bones. https://disk.yandex.ru/d/1yWUv-9fastQcg
  23. https://disk.yandex.ru/d/1jL3v-Vkoqci5AHe is with physics, if physics is needed.
  24. No, you don't have to create a collision for every part. It's pointless. Only for those parts with which the characters interact. But it was about materials. Not about collisions. You must assign a separate material to each mesh that has its own texture in the model. How many textures you use - how many materials you have to assign. Or do one unwrap for all parts of the model on the same texture. To do this, select all the meshes. Apply the unvrap uvw modifier. Gather uv. Before Reset xForm, separate all meshes from each other, or reset xForm in sequence from child mesh to parent.Collisions have nothing to do with materials. Collisions do not have materials and it makes no sense to assign materials to them.
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