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South8028

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Everything posted by South8028

  1. Nice Seattle Tower. ) The station looks very realistic.
  2. there are no problems with elevators, trains, cars and flying platforms, by the way. If someone posted an elevator animation in fbx in order to look at everything humanly once, in max, and not in a nifscope, it would be possible to make as many elevators as you like, and in general any transport, with any number of animations (for example , a train traveling throughout the commonwealth) whatever comes to mind. Now there are only two states. Two animations. https://youtu.be/52sy4tprz8Q
  3. The point is not that people do something for free. Of course they do. The bottom line is that everyone does what he likes to do himself, not what the community needs from him. The girl who makes clothes to dress up cbbe in a barbie and take screenshots of it against the background of garbage dumps has nothing to do with a 40-year-old man doing another brutal rape animation on weekends. Ahaha. ) All the guys, in the sense of modmakers, are simply not very interesting to each other. If you look at the work of the most advanced modmakers, you will see that they rarely collaborate with anyone. They have learned to do what they are specifically interested in, and they have no motivation to cooperate with someone else who will distract them from their interests.Even more. I myself know several modmakers who got involved with some kind of common projects, but eventually got tired of the pressure and the need to do what they want from them, and not what they themselves want. And they fled to other engines.
  4. The point is, modding is not a job. People do this for their own pleasure or for the sake of vanity, recognition by the community of consumers of these mods in the form of likes and complimentary comments. There is no more reason. ) Game developers, companies like bethesda, do it for the money. This is a job, and it is well paid. Modmakers do not do what will bring them profit, but what they want to do. But everyone has different desires. For example, it is obvious that people who animate for aaf know best about bones and bone animation, but they do not care about people who make clothes, and they are not interested in weapons.For instance. I'm primarily interested in the construction site (at the moment, a universal and easy way to insert my animated meshes as furniture) and the body (I made myself a custom body with all possible bones and now I'm looking for information on working with the head). But I have little interest in clothing, weapons and everything that I can do myself. Therefore, the fact that people are in no hurry to help each other is not strange. This is the order of the day. All I would like is for experienced modmakers to sometimes not be lazy and write manuals "for dummies" about how they got these or those results.
  5. People buy only what is their livelihood, the income for which they systematically work. If a person does not work professionally with 3D, he does not plan any income from this, and in general he needs a max to kill time after work, importing models of shabby sofas and f*#@ing bones on them (like 90% of fo4 animators). Why the hell should he have a conscience? He has no conscience. )
  6. You can't buy 3DSMAX 2013 any more. Nowhere.Soooooo ..... :pirate:  You don't buy software, or a version. You pay for the license to use it.Just like you can still get the software (doesn't matter how), you can still register it. As I've said before. If you choose not to register, but apply a crack to circumvent the protection, thats "not allowed" .  Not saying you shouldn't, you're choice. Neither am I saying I'm against it. Hell I used 3D Studio since R2 (! the '90's DOS version, yes). I'm just trying to do with open source nowadays :cool:  ... but for (video) tutorials there is the extra catch of making money on it. Which makes it a lot more tricky and that might be a huge reason for their absence.
  7. In general, all ordinary users pirate. Absolutely everyone, although many will pretend to be saints in public, they will pirate in secret. Only those who professionally work with max, who need it for work, do not pirate. No nutcase will pay money for an outdated product that he needs for one single plugin package. For which he will not even be able to find manuals describing their tools. )But if so, then from the point of view of civil liability, it does not matter which version of the max man stole. I would have stolen 2013 - it was good for everyone. They steal 2015-2016 only because the first animators who made rigs and prepared packages and manuals did it exactly for 2015-2016 with niftools and htc2014. Just because. It's like the first anthropoid apes copied digging sticks, without thinking about the form and purpose. They just imitated.
  8. isn't fo4 the fastest created game in bet history? From the moment the Skyrim engine was reworked until the release of the game, it is less than a year, or in general, something about 7 months. What can be done in such a period? Many quality games have been made for years, sometimes a decade. But I like ce. The only problem I see is that it is a closed engine. Modmakers are thrown pitiful crumbs instead of information. And modmakers skilled enough to intuitively reverse engineer bethesda's tools and techniques have never felt the urge to share information with others. It's just ... All people don't give a damn about each other from above and below. And that's okay. )
  9. I had no problem drawing on a regular map. The game flies and everything is rendered perfectly. I had problems with the construction site, because I liked to build giant structures, forgetting that fo4 is not minecraft.) Yes. By the way, I've never just plotted on a map. I have led construction projects exclusively in my own worlds or in empty interiors created for construction. This did not solve the problem of blurry textures in any way. The problems were solved only by the lack of mip cards. Problems with textures without mip maps have never been noticed either. On the contrary, without mip-maps, the engine renders textures better in most cases. This is subjective, natural. But the clarity seems to be higher. The exception is textures with a fine relief of the normals, or a fine mesh of the alpha channel, or the same fine relief of the mesh. My guess is that the engine is not able to handle textures that do not have a uniform resolution standard.It's just that no one at bethesda cared about the guys with weak iron and the guys going crazy at the construction site.They decided that the game would sell well as it is. )I can also add that when I got to 3d max, I didn't worry about optimization at all. My construction sites were overflowing with objects of 50-100k polygons. I noticed that this hit a lot more on performance than textures. I usually have a lot of panels with dds animation (they are all 8k), a lot of animated objects. So, high-poly models loaded the iron ten times more than if I just made all the textures in 8k. I can also add that nothing kills performance like objects with physics and complex collisions. A ball with a collision of 10k polygons, rolling, will simply blow up your iron. )
  10. I donât know how it happened that the official plugins had the least number of tutorials and manuals, and why all the animators sat down in 2015 max with niftools and "secretly" transmitted htc2014, where they have nothing but animation of bones for f*#@ing. copy something into nifskop instead of just doing what they want in max, where they can clearly see what they are doing and can do hundreds of times more than in nifskop.It just pisses me off because I I can't find any tutorials on what works really well, but there are tutorials for things that I don't know what they are for.
  11. no idea how 3d max can be outdated if its only task is to create game meshes and game animations. 2013 max copes with this task in the same way as 2021, but unlike it, there are plugins for it that allow you to do absolutely everything except import nif. I think the people who came from Skyrim have created only confusion with their unofficial instruments. Through their efforts, the entire educational base for fo4 is focused not on a universal official tool, but on all sorts of nifscopes, niftools and similar wheelchairs.
  12. there is one nuance that, in my opinion, no one paid attention to. When you conduct huge construction sites with 50-100k building elements, at some point textures begin to "creep". The textures seem to be superimposed on each other, not having time to process the resolution. This does not happen if the textures are without mip maps. For some reason, CE cannot correctly process a large number of objects, or very complex objects with mip maps. I stopped using mip maps in fo4 altogether. Trees, by the way, I don't know why, but they significantly load the renderer.
  13. on the anchor points I found just this. This is for a workshop, but I think the principle is not very different.
  14. How would that be done?I know how to make "normal doors" and static objects in 3DSMAX, but that is pretty much it for my knowledge about 3DSMAX ...
  15. I will try to master nifskop. But it's more convenient for me to do everything in max. Animations of static meshes are capricious, and I have never seen anything similar to the work of animators among mods with static animations. Some kind of crafts inserted into the game not with the help of official tools, but in incomprehensible ways. I got the impression that a lot more people can animate bones for fo4 than animate meshes.
  16. Yeah. Right. not 360, but 180. I imagine niches in the wall. The walls themselves have a kind of swivel mechanism. The wall rotates 180 degrees and its other side is an arsenal. Probably, you can hang such a "door" on the script from the autodoor mod, and it will be triggered when the player approaches. It will be spectacular. But, I have no idea if the meshes at the anchor points can move with the animated mesh. Maybe the weapon will fall off when the animation starts.In any case, the points must be linked to the parent object - the animation actor,with helper, and not just copied. That is, they probably need to be created in max along with the door, and not just copied into nifskop.
  17. A lot of everything. Firstly, I have no knowledge to use my animated meshes as furniture. Only as activators, doors, boxes. How to run them without scripts using in-game annotations depends on hkt. There are no such articles about hkt. Secondly, no animator has worked with bones with official plugins. Everyone has worked with niftools in 2015 max and up. Thirdly, there are dozens of tools and modifiers in the official plugins, the functions of which I do not know at all.
  18. I use mostly 3d max 2013 with official plugins. It has absolutely all the tools for creating models and animations, and only import nif is missing, so the models from the game have to be converted to fbx. Although, I need game models exclusively for proportions. I've mastered static meshes, animated meshes, physics, effects, glass, connection points. Further there is a dead end. Complete lack of tutorials, guides and articles.
  19. An ordinary wall comes to mind. By rotating 360 degrees in the niche, the wall opens up access to the rear weapon attachment points. In fact, this is a regular animated door with attachment points attached to it. There is a tutorial on how to create animated doors. There are instructions for creating attachment points for weapons. You only need max 2013 and plugins for it from the creation kit.
  20. The official plugins that come with ck for max 2013 support absolutely everything except nif imports. These are tools and materials from bethesda and hkt. But since there were no descriptions and tutorials for them, everyone began to work in anything, create homemade plugins. Instead of just fixing the import issue for the official plugins. Therefore, today there is not a single fully functional tool. There are a bunch of unfinished, half inoperable. In 2013, with the official plugins, you can do absolutely everything and export to the game. But you cannot import into max nif, you can only convert to fbx.
  21. Just put max 2013 with official plugins. Export any mesh from the game to fbx in outfit studio. In obj it is not necessary - because it breaks the scale, and sometimes the geometry. The official plugins for 2013 max have all the bet and hkt to create absolutely everything, only the nif importer is missing. I have no idea why people started to write some kind of self-made plugins for max 2015 and beyond, instead of developing what is officially and works well.
  22. Just put max 2013 with official plugins. Export any mesh from the game to fbx in outfit studio. In obj it is not necessary - because it breaks the scale, and sometimes the geometry. The official plugins for 2013 max have all the bet and hkt to create absolutely everything, only the nif importer is missing. I have no idea why people started to write some kind of self-made plugins for max 2015 and beyond, instead of developing what is officially and works well.
  23. Just put max 2013 with official plugins. Export any mesh from the game to fbx in outfit studio. In obj it is not necessary - because it breaks the scale, and sometimes the geometry. The official plugins for 2013 max have all the bet and hkt to create absolutely everything, only the nif importer is missing. I have no idea why people started to write some kind of self-made plugins for max 2015 and beyond, instead of developing what is officially and works well.
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