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South8028

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Everything posted by South8028

  1. Unfortunately, cullBone does not work with animObject. Abstract "CullBone. name of the bone"? Did I understand correctly?
  2. I didn't like the details of the characters a little. They are scenically groomed. They all look like they're taking part in a post-apocalypse in between pedicures and hair treatments.But overall everything is ok. Not a bad show at all.
  3. It is a fact. In 1981-1985, the USSR ranked first in the world in social security of the population. Medicine, utilities, organization of leisure and work for citizens, housing... Those who witnessed those years are still nostalgic. As an example... In 1984, a tourist tour by boat from Moscow to Astarakhan for a child cost 36 rubles (~$40). Including meals, tourist trips in all cities along the route, and leisure activities for children. Now a tour on the same ship along the same route costs ~200k rubles (~$2200), excluding age. Contrary to propaganda, life in the USSR until the mid-80s was much better than in the West. But ~ since 1986 there has been a collapse. The real dystopia was ~ from 88 to 99. There was total anarchy and banditry.
  4. Wow! Great information. Don't have a list of annotations with explanations? I know a limited number of annotations... These are SoundPlay, FaceEmotion, AnimObjLoad/Draw. But I know that there are a lot of annotations in havok. I have a list of several dozen annotations, but I don't know how to use them all. https://disk.yandex.ru/d/th8tI0jnFwF6-g
  5. Thank you so much, Chuck. Excellent explanation. This is a complete manual, I am sure that I can do everything according to such a detailed lesson. I am very glad for your participation. I remember seeing your jukebox mod for the first time a long time ago. I was amazed at the complexity of your work. You are one of those people who made me want to master 3D in fo4 and you continue to be an example for me.
  6. I'll try niVisController. For me, working with nif is probably easier than dealing with a script. I didn't understand the explanation very well... It would be great to find nif with an example. What I need to achieve is switching the furniture to an invisible state in the Havok Entrance animation. Because using animObj is much more versatile than looking for ways to animate furniture specifically. The furniture is ordinary static, which is replaced upon Login by animObj. Collision is not an issue for havok animations. For both the actor and animObject, there are no collisions while the animation is playing. The only collision that interacts with the actor in animation is the Z axis. The actor will simply ignore the invisible object.This has been verified experimentally. Anyway... Thank you Chuck. I hope you will continue to create mods and find advanced solutions. I don't do mods. More precisely, I have a lot of models and animations, but it’s all just a bunch of models and animations that are not thematically related. I just love working in 3D, not at all professionally and solely for the sake of passing time.
  7. There are no restrictions on the number of static objects. It’s easy to remove the construction limit and build indefinitely. There is a limit on the number of activators (I don’t know what). The renderer has a technology that combines meshes and textures of cloned objects into one object. Accordingly, the processing of the same multiplied building element occurs faster than several elements. A building built from 3 building elements (foundation, wall, floor) of huge size requires less calculations than a building built from 100 building elements of small size.
  8. Hi Chuck. Have you found a way to run gamebryo sequences for furniture? I'm trying to find a simple way. Any sequence that switches furniture into an invisible state. For example, switching uv animation to the alpha channel. Then it would be possible to replace the furniture with an animObject... The actor uses the furniture > the furniture becomes invisible > the havok annotation launches an animObject as a model of the same furniture, but animated. I wonder if it is possible to somehow trigger a furniture sequence using the havok annotation? https://disk.yandex.ru/i/RtbZHrHogMBe2w Here I used the sequence from extractorchair. But unfortunately, the sequence is rendered exclusively in 1st person and does not work correctly. If there is a Done tag, the sequence is not looped. If there is no tag, the sequence loops forever.
  9. It's better to completely redo the animation. Weapon animations are probably not difficult. I find that any animation that doesn't involve physical movement of the actor is easier to redo than trying to edit vanilla. From a kinematics point of view, the most complex animation is character movement (gait, running, dancing, etc.). The rest of the animations are easier to do again.
  10. Is the second graph an imported animation? Why did he become like this? I have not checked the graphs of the imported animation; when exporting, I use a regular sinusoid graph. The accuracy in the game is always absolute, given that I successfully synchronize the havok and gamebryo objects. It is worth understanding that with spline graphics there is always a default loss of precision, not only for havok animation, but for any animation. After the spline, the animation always has to be adjusted manually. Spline is basically stupid by default.
  11. https://www.nexusmods.com/fallout4/mods/46356 https://www.nexusmods.com/fallout4/mods/43793
  12. By the way, the initial concept of Bethesda before the release had a large scope of the Institute. I don’t remember 2014 or 2013, the concept art album fo4 was released. I don't have it, but I watched a review on YouTube. Initially, in fo4, the Institute was supposed to become a much more powerful structure. The Institute was supposed to be in complete control of the Commonwealth and not go into hiding. The Institute had the Sky Hunter transport. Instead of Coursers there should have been Hunters with flying exoskeletons. Armed with sample capture nets and nerve agent gas. Judging by the drawings, Bethesda artists seemed to be inspired by the Blame! manga. Unfortunately, during the production of the game, insurmountable difficulties arose due to the deadline and weak havok capabilities. Thus the Institute was reduced from an evil robot empire to a small community of scientists.
  13. Your remark is unnecessary, since you will not be able to use this tunnel in your work. It is not compatible with vanilla models. I want to build this tunnel for my train. I have a model of an American diesel locomotive and in 3ds there is a controller that allows you to run this diesel locomotive along the same spline as the tunnel. If I put together a map with tunnels, stations and a diesel locomotive, then, naturally, I will share the models with you. But I don't know when this will happen because I'm in the process of moving to a new apartment.
  14. He acts as if he initially intends to replace all people with synths. He loves synths like his own children. From many of his monologues it becomes clear that he does not believe in humanity at all. Humanity, represented in fo4, has no future. For 200 years, people not only failed to create a primitive community similar to at least the Germanic communities of the 2nd-5th centuries, but did not even bother to bury bones in the areas in which they themselves live. I don't know what the BGS storyline was, but I see an irreversible DNA mutation. Synths based on pre-war DNA with the Father's point of view may be closer to pre-war humanity than mutants with radiation-damaged DNA.Possible theory...
  15. https://disk.yandex.ru/d/2SKS1aSWzDQ4Mg Here, look what I meant. Entrance and exit 90 degrees. You can export a tunnel of any length... It can be as long as the entire map of the Commonwealth. The smoother the arc, the better. The main thing is that the size of each mesh does not exceed 65k polygons. It is best to immediately draw up a map of the tunnel in the form of a spline and run the tunnel along the spline.
  16. With PathDeform you can apply multiple bends to a single object. For example, a tunnel may have a starting and ending angle of 90 degrees, but its middle section will be bent at an angle of 15 degrees. There will be a transition. You can create a long tunnel with the entrance and exit of a straight tunnel and bend it in an S shape in the middle. By controlling the percentages of the modifier, you can set the model input to the coordinates of the spline starting point. By initially setting a straight spline, you can accurately measure the length of the tunnel. Once you have created the curve, you can mirror the tunnel and assemble a model with the specified entry and exit angles. This far exceeds the capabilities of the Bend modifier.
  17. Not the usual way. But... I don't know if you still have 3ds or if you switched to blender... 3ds has a PathDeform modifier. It allows you to stretch any object onto a spline. Accordingly, you can see an example... A straight tunnel can be bent at any angle without deforming the meshes. What's interesting about this modifier is that it allows you to create a tunnel shape instantly. Simply by manipulating the spline, bending it and setting any percentages and angles you want, you can create a tunnel of any shape with any starting and ending angle. You only need one direct tunnel. After setting the form, bake it ResetXForm>CollapsTo. If a collision is attached to a model, it is deformed along with the model. https://disk.yandex.ru/d/v7KfA2O8S-vMfA
  18. No idea. I learned it here too. I don't remember from whom. Looks like it's from DiodLadder. About a year ago, he or someone else (unfortunately I don’t remember who it was) described that in this way he creates nodes for weapons using helpers. When I import nif into 3ds, all the bs specialized nodes open up as bones. I tried using bones using the same method. It worked.
  19. Bones as nif nodes are not used for the skin modifier. Bones are pointers for the havok engine to attach points to meshes, effects, sounds, etc. For example, I link a bone to the parent mesh, calling it AddOnNode 777. When exporting, the bone is converted to bsValueNode with index 777. Those are linked to nif addOn from ck with index 777. For example, a light spot from a flashlight. The direction of the bone indicates where the light from the flashlight is directed. All bones with the name of specialized nodes bgs are converted to these specialized nodes when exported. This function does not require any additional bgs tools. Accordingly, the physical coordinates of the bone work in world space, indicating the exact location of the mesh, or effect. https://disk.yandex.ru/d/ewBoaz4UzfwDDQ
  20. I didn't export weapons. But maybe it's a bone called WeaponExtra1. Accordingly, create a child bone (if you need to specify the direction precisely), or a helper (if you don't need the direction)... Call this bone WeaponExtra1. Right-click on the bone\Object Properties\User Defined, enter... sgoKeep = 1. We link the FatManLatch mesh to these bone. All specialized bgs nodes, such as bsValueNode or SoundNode, etc., are bones. I create these nodes in 3ds using the described method and export them to nif. Accordingly, you export your nif as pe weapon. You can import any nif into 3ds using niftools. niftools is in the f4ak package on the nexus.
  21. mass fusion is somehow assembled with a bs connect point. Roof panels can be disassembled from Place Everywhere (my entire map is a workshop) and assembled there anything you want. I don't know how bgs used bs connect point's there. But, I think that assembling the entire structure in a 3D editor is still the easiest way... And the most accurate way. In ck it is impossible to assemble everything as neatly as in 3ds.
  22. Make a storyboard of the sky. You can use 4k textures with 64 frames at 512, or 32 frames at 1024. Or 8k textures with 128 frames at 512, or 64 frames at 1024, or 32 frames at 2048. For video storyboarding, it is best to use AVS Video Converter. It saves frames of any video as bmp, jpg or png. You just need to copy these frames into Photoshop and make an assembly. The animation should be seamless... For example, rotating the constellations 360 degrees. If you make a texture, I will make you any model with this uv animation. Any shape, size and any activation in the game. https://disk.yandex.ru/d/KgdI-A-j7caT9w
  23. bs connect point is easy to add to nifscope. Click on parent NiNode > Node > Attach Extra Data > BsConnectPoint::Parents. CPA name. The simplest connection type is P-Conduit01. You can immediately transfer power to segments. Place the points according to the coordinates of the vertices of opposite edges. It is enough to add 2 dots on each edge. P-Conduit01 face-to-face docking. Or I don’t know how to formulate... Dad to Dad.
  24. The easiest way is to assemble the entire design base in 3ds along with collisions in the form of one nif. Then populate the ck with objects and create a navigation mesh. I don’t know either... Is there support for ck bs conect points? With dots in the workshop you can connect any parts at any angles... Any parts and angles... But I don’t know how to do this in sk. If I were assembling interiors for ck, I would completely assemble all the statics in 3ds. It's just that ck is super inconvenient and ck has a bastard renderer.
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