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South8028

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Everything posted by South8028

  1. https://disk.yandex.ru/a/BuCIl6c1Q3oLLQ https://disk.yandex.ru/d/bAyK5CORXPoe6w
  2. I'd like to make a model of the exoskeleton from Edge of Tomorrow. If anyone can find or draw projections, I will. I can animate clothing mechanisms. Simulate the work of hydraulics, attachments / weapons. I don't like power armor in Fallout. It looks cartoonish and unrealistic. In general, I'm looking for projections of the exoskeleton from "Edge of Tomorrow".
  3. Why is paper needed? In Glowing Sea, a pile of burnt trees has been standing for 200 years. It is enough to cut the branches and you will get stylus for analog galaxy note's scattered in trash heaps.
  4. I wonder if it's possible to make a trap with a simple sequence? For example, a special floor with a hidden guide, from which a circular circle pops out, sawing npc? Or laser grids sawing npc like in resident evil? Technically, I can make such nif's, but I don't know exactly how they are integrated into ck. Can try to create traps in the form of creatures. With bones and havok behavior. But, too much fuss for a modest result. It would be desirable to be limited to gamebryo. Plugins have a "Trap" collision type. I would like to understand exactly how this collision interacts with physics in the game and what else such a trap needs in ck.
  5. https://www.nexusmods.com/fallout4/mods/16181 in this mod, objects have the largest interaction bs conect point's. 40-100 points per object. They, respectively, interact with all points in the game in all mods and vanilla. On my models, I copy points from these floors, walls, foundations, etc. All points must necessarily have opposite vectors along the docking axes. In principle, it makes sense to create universal blanks for objects of various sizes, shapes and purposes.
  6. it is impossible to make a contactless connection to the terminal.The connection to the wireless element is unmanaged. An object connected to such an element is not connected to any other objects, switches or terminals. But, it is easy to realize building elements capable of conducting power. It is possible to look, for example, in SOE.The whole building of such elements becomes one conductor and any part of it is available in the terminal.
  7. Chuck Yufarley has such a mod. I can not share, because it is no longer on the nexus. Maybe Chuck will be against the illegal distribution of his models. But if he sees a comment here, he might share his jukebox.
  8. https://disk.yandex.ru/d/hJ_R9Xd70thMCA https://disk.yandex.ru/d/2RnpdZcbQiH5nA The first one is in 5:1 scale. Those are the size of a real whale's ribcage. The second vanilla size.
  9. I don't even remember those bones in Far Harbor, to be honest. I have no idea where to look. Give a link to nif.
  10. https://youtu.be/Zu24_C_610YNo. It's not like in terminator 2.) It's a bs effect fx material setting that makes the clothing mesh invisible. I have a small cape, a small camouflage net for the body. But you can make the whole costume, and the character will become invisible. The peculiarity of the material is that it makes invisible any object that is behind it. For example, if you make a scope with this material, then the player will see through the walls through the scope.
  11. There is a better option. The bs effect fx material contains the reflection setting. It makes any material (mesh with any other material) it covers transparent (controllable transparency). This effect is also written to the keys of the uv animation. https://disk.yandex.ru/d/eNJDmwaTeLtOxA With the "addittive" parameter, the material works like a pseudo-mirror copying the image. With standart option, like led camouflage. Objects that are behind a mesh with this material are projected at a 45 degree angle and are slightly distorted. Lens effect. In archive as an example of setting, nif.
  12. mesh has nothing to do with it. It's no problem to rig any humanoid mesh on a human skeleton. It would make sense to use a different skeleton for the monster. If he has original attacks, inhuman anatomy, etc. But sm has nothing of the sort. This is a normal humanoid. In principle, sm on a human skeleton is very easy to do. You can use the same mesh, or sculpt a new mesh from the human one. Would be nice if it had full human customization. Facial morphs and body morphs, worked in the looks menu. All sm will be personalized accordingly. Will have unique facial features and unique body anatomy.
  13. I don't know why beth assigned a separate skeleton and separate animations to the super mutants. Super Mutants are a common humanoid form. OK. Made a separate skeleton and animations. But they did it poorly. It probably makes sense to remake sm on human bones and make a separate head too. For body morphs, mfg and all human animations to work.
  14. There are 2 types of handler in fo4. For static - gamebryo. For characters - havok. The way to synchronize havok and gamebryo is not currently described. There is no manual. Exporting and embedding gamebryo animations in ck is easy. Exporting havok animations is also easy, but implementing havok into a game is tricky. For fo4 there are human, dog, super mutant, power armor rigs. There are no robots, but you can make rigs yourself, just like custom creatures. The package for fo4 is: 3ds max2013/2014, bgs exporter, nif importer, hct2014. The most complete description for working with havok is f4ak by Shadow Animator.
  15. Its not the format, but the support & implementation I worry about.FO4 supports, gamebrio & havok for animations. Only havok for collsions. For Skyrim (SE) its pretty much the other way around. So I fear they might drop supporting gamebrio animations, which would render all my animated nifs useless. Along with many others. In the worst case they (slightly) change the way data is stored, or add new stuff which makes the game crash if not present (so old stuff won't work) Non of that would be beyond Bethesda. Of course, instead of worse, it could also get better, like the possibility to create collisons with Nifskope for FO4, just as we can for SSE. It is likely we will get (or need) a new 3DS plugin as well, besides an updated CK. It does have the potential to finally fix & improve things for 'us'. So I try not to be to cynical, until it get delivered. gamebryo in ce has never been updated. He is what he was in Skyrim, and what he will remain in Starfield. Beth did not change it, because there is nothing to change there. In ce, this is a manager that works with the names and tags of sequences, implemented in the form of everything that is able to process the render at the time of the release of any of the games. it makes no sense to change havok, because it will not give any new physics; new physics requires you to re-create a bunch of objects, animations, scenes. I'm 99.9% sure that nif's structure won't change in any way, nor will hkx and behavior change.
  16. I doubt the nif format will change. Changing the havok won't bring any improvements to the game, but it will force all havok statics and animations to be redone. Lots of work for no profit. Remake physics in fo4 = remake fo4 without getting any improvement in the output. Most likely, the rendering will change, rtx nvidea support will be added to the engine, and this will cause a chain of some changes in ck. Effects, interiors, etc.
  17. We have Chuck's manual. Making such a beam using this manual is very easy. The only thing I recommend is to make a beam not from planes. But from a cone with a small number of ribs (5-7), and animate the rotation of this cone at high speeds. Such a rotating cone is more like a beam and can be seen farther, regardless of the angle of view (unlike planes). I don't know if such a ray needs a real bsValueNode light, but it's worth knowing that the light in fo4 is not displayed in water.
  18. https://disk.yandex.ru/i/D1wAwXmybvSc5Q I am looking for such boots for a female character. All authors do only high heels. Tired of heels.I don't care what format they are in. I export and customize them myself. If someone finds somewhere, or makes such a 3d model for fo4, I will be happy.
  19. Unsure what you mean by "It does not load". Looking into your response further, not to really keep the conversation going, since ue5 is not Fallout 4 (yet, but someone was working on this a while back)... Anyway, UE 5.0 Hardware Raytracing Documentation States: Hypothesis: UE5 is using a nerfed (Single Bounce) version of RTR if it does not Hall of Mirrors by definition provided, basically SSR. :ermm: Observation: As soon as the hardware catches up with the unfathomably complex goal of two decades, the whole thing will be sh*t-canned for something that renders said hardware obsolete, forcing upgrades at obscene premiums. Then the market cries consumer confidence is low. (Any wonder people are still willing to play with a 7 year old game then)? A side note: It's Fancy to use acronyms but generally impolite/incorrect to not define them in context, (proverbial antecedent without a pronoun problem, as in "it does not load. What is "It" in this context)? (No harm meant in saying this). This was posted as a PSA (Public Service Announcement) for the edification of drive-by readers, and to advance general community information and reference. Man, I'm just having trouble with English. I am not always able to formulate a sentence correctly, and Google translator is not always able to translate correctly. Only and everything. ) Ronin was interested in the occurrence of an infinite calculation of the reflection in the reflection. I wrote that in ue5 there is no such problem. The two surfaces are reflected in each other without devouring a huge amount of fps.
  20. Where can I find your manual? I can do havok animations but don't know how to create hkx skeleton. What should be in skeleton.hkx? I would like to make a drone with a weapon and a searchlight.I have all the tools. Accordingly, this is max 2013, bgs exporter, nif exporter, hct 2014
  21. that's an interesting 'problem' you mentioned there. With only 2 mirrors you could lock it into calculating to infinity (just like the mirror image). In theory at least. Which would be a serious problem unless you make sure it only mirrors this a few times instead of infinitely.strangely enough, it does not load.In ue5 has RTR. There is an example of mutual reflection of the surfaces of 2 pans. There is no fps drop. The surfaces are simply reflected in each other, there is no infinite reflection. But the most detailed reflection of ue5 is RTT. This is a reflection in glass surfaces. I don't know any examples yet.
  22. Any animations for screens are presented as uv animations. A 3D image cannot be rendered in 2D in real time, nor can it be projected onto a plane. My thoughts are... 1. It's possible to record a static game event and synchronize the uv animation sequence with that event in the game... 2. bsEffectFx has settings to "shine through" opaque objects. Like looking through walls. And at the same time, bsEffectFx can contain uv animation. For example, noise animation, or pixels. The downside is that it looks more like a weird magnifying glass than a monitor. What you see on such a "screen" depends only on the angle of view.3. havok animation from the 1st person. You use some piece of furniture (monitor) and the camera moves to the place where it is physically idle. It's real, but it doesn't look like a monitor. Perhaps you can make some kind of hud mode for such an animation (a texture with an alpha channel that imitates the screen, probably with uv animation), but I have no idea how to run such a hud synchronously with the animation from the 1st person. It's probably not difficult, but I don't know exactly how.
  23. full-fledged ray tracing technology appeared only in 2018. In all early games, crutches with planar cameras and augmented spaces. It was never really a reflection. fo4 has Screen Space Reflections technology. The technology is there, but bethesda probably abandoned mirrors in the game simply to save resources. You can probably come up with some methods of blurring such an image, similar to games with similar technology. Pseudo pbr. Starfield will already have nvidea retracing. Accordingly, there will be normal mirrors. I know.but would expect them to come up with ways to at least fake it. Just like they faked it with DN. (and consequently it was only in that one place.) I remember working on my 3D starwars models & animations around that time. Back then I used 7 pc's in a network with 3D Studio (R2-R4) for 6 months to create a 1 minute animation, with ray tracing. Some frames took more as a day to render, and that at 320x200 and 640x480. A modern day game has a 1000x more detail at 60fps, with resources to spare. It's actually pretty amazing to see how far we've come in such short time if you think about it. well, who the hell knows. 30 years ago, watching The Lawnmower Man, then Ghost in the Shell, The Matrix, Johnny Mnemonic, and so on, many people thought that we would live in the embodiment of cyberpunk, in the world of augmented and virtual reality and all that. ) But, I can't live without a smartphone, for example. I broke my smartphone. For a week I was walking around with an old smartphone and I had a drug withdrawal because pages and applications opened slowly. A smartphone should always please. In the toilet and on the bed. However, considering that my mental health depends on the existence of just three monopolies. asml, tsmc, samsung... I don't feel safe. Something will happen to one of these companies, or their logistics. Breakdown will begin. )
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