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South8028

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Everything posted by South8028

  1. https://gamesource.org If russian, then probably this one.
  2. Hi, sorry I am not sure what you trying to saybut I made some progress, the source of the problem was using bgEm (BSEffectShaderProperty), I changed it to bgSm (BSLightingShaderProperty) but with .bgsm material it just don't allow partly transparency (if I set alpha blending = it disappears in game) There is also way, to set "decal" property of material to true, but in result I have even more bad result (partly transparent part are completely invisible on sky) So I think F4 just does not support that without this bug for transparency with sky and far objects, only using 2 layer models can be workaround where it does not look bad or material without blending There are two assignable static object materials in fo4. These are bsLightingFx and bsEffectFx. The first one assigns bgsm, the second one bgem. Both materials can be either completely transparent or completely opaque. The alpha channel with bsLightingFx works very well. I have advised you to use a fine dark mesh instead of the alpha channel background gradient. This is what Vtaw did for some of his transparent textures. A very fine mesh processed with a blur effect. So, experimenting, you can achieve full transparency (if you don't look very closely).bsEffectFx works with the alpha channel even more subtly. This is not surprising, because this material is responsible for the rays and light in the game. It gives volumetric and controlled transparency. The nuance is that it is very difficult to set up something well without max. I have no idea how to set up something in one nifskop, where you cannot clearly see what you are doing.
  3. OS and BS are two parts of one program. Both parts work with a skeleton that is registered with BS. In sittings (button at the bottom right in BS), you need to specify the skeleton from which meshes are rooted in BS and OS. These guys (I looked) have their own skeletons. Accordingly, the supermutant skeleton is located in the actor / supermutant / characterassets folder. Unpack these BAE meshes and bones, and try to root this guy's skeleton into BS before importing the mesh into the OS. The fact that the problem with the bones is 100%. I had this problem with a human skeleton when I attached the daughter bones of the legs to re-skin the knees. In the game everything looked ok, but in os the meshes were skewed.
  4. Just a concept for future stealth animation. https://disk.yandex.ru/d/lKAJZX5s0cMOMw https://youtu.be/h5rlDxPYv20
  5. I accidentally noticed that during the rain, some horizontal surfaces form real reflections of the geometry. As if in the game, under certain conditions, something similar to ray tracing technology works. If some effect exists, then you can probably find a princip and repeat it artificially. This would allow real mirrors to be introduced into the game, instead of these unpretentious cube maps. https://youtu.be/rTLnct6EHgU
  6. Well, I never fiddled with non-humanoid creatures in os, I was not interested ... But, don't these creatures have their own bones? What is in your picture clearly indicates that this is a bone problem. The meshes were unable to form the skeleton.nif rig and were skewed. It is necessary to see if, for example, a super mutant has its own separate skeleton.nif and to register this skeleton instead of a human in bs for the duration of work.
  7. In general, look what I found, dear pepperman35. By itself, a single animation of any type (it does not matter, this animation with bones, with texture, with a mesh) does not need a manager, and does not need anything at all except materials, and collisions if collisions are necessary (not in the case of clothes) ... Basic animation from max is almost immediately ready for use in the game. Each animation has controllers. They can be easily expanded into nifscop in "block List" and "block Details". For example NiTransformController, or the one that I described earlier. All controllers have a flag. This flag has a total of 3 "cycle, revers, clamp" states. By switching to cycle, we can loop any animation in real time and it will play in the game.You can run any static art meshes in the same way. Animations that just need to run continuously, that don't need sequences. This is ideal for the same fountains, or clocks, fans, animated panels, lighting fixtures, and, as you can see, for animation of clothes.https://youtu.be/fdVILA9QUyA
  8. Obviously, the transparency of the material of one mesh depends only on the alpha channel. If the mesh can be parsed and assigned to transparent parts bsEffectFx, then it makes sense to do so. If not, then all that remains is to experiment with the alpha channel and uv, trying to achieve the desired effect. I believe that normal alpha channel transparency can only be achieved by using high resolution (4k) textures and an alpha mesh instead of a gradient. A fine mesh with a very fine mesh (pattern, pattern) is consistently transparent at all angles. Instead of anti-aliasing, you can use a soft glowmap by assigning a low valuе.It is also worth remembering that the face texture in the game is dxt5, so if this is an overlay, then D other than DXT5 will occasionally lead to a black face error.
  9. figured out the animation of clothes. It is very easy to do. Just like any animation. The texture of the model will polygon plot of texture in Unwrap UVW, as a frame for future dds animation. Accordingly, the size of the texture should be proportional to the number of frames. In this case, Next, in Photoshop, I do 3 animation textures. D, N, S. Next, I assign bsLightingFx (you can also assign bsEffectFX, if needed, for example, Hud animation on a helmet or other glass). Without assigning a material, I assign my textures D, N, S. I animate by moving the UVs.textures D, N, S 1024, with 4 frames 512. I export the model,as PE Weapon, converting to Elrich. Next, in Outfit Studio, I export nif as standard, then export the body, sliders. I copy bones and weights. I will correct it if necessary. I define the sliders. I keep it. Build in BS with tri morphs.Next, in nifscop I open ready-made nif clothes. I find the controller flag BSLightingShaderPropertyFloatController. I change the Clamp value to Cycle. You can also get any effect by changing the Frequency, Phase, Start and Stop Time parameters, choosing Clamp or Reverse.Now you can save and paste into the game in ck. In general, it turned out to be an elementary process.
  10. I donât know if itâs possible to achieve the same result with mesh animation, but texture animation can survive skinning and copying sliders in outfit studio. https://youtu.be/EkKTaI6EEKY
  11. https://disk.yandex.ru/d/37PJ2S5K68JS1g Try. I don't have rain in my room, but I don't know why. Perhaps this is due to meshes, or some kind of settings. But, in any case, I only use my meshes, or d81.
  12. I have hundreds of my meshes, and they are all scattered in vanilla categories. I can add categories for crafting clothes, but I couldn't add categories for building to the workshop in the same way. I couldn't find any manuals because English is like Chinese to me. All I canât shove into google translate is a meaningless set of sounds. ) Therefore, training videos on YouTube are useful for me in the same way as for the deaf, but not blind. ) Are there any tutorials in pdf, or anything that I can translate?
  13. with my knowledge of English, these YouTube tutorials could be in Chinese just as well.I installed ffmpeg, imagemagic, but got to votw batch scripts, and did not understand where to download it from. I don't know of any other similar solutions. Even in other games with dds animation this is a problem. Everyone is hammering these texture animations manually into Photoshop, which is why I hate texture animation. If this method works for me with ffmpeg I will be happy.
  14. Well, I didn't do anything special. Made a washbasin with a sink. Animated it by adding a super spray. On one dummy, mesh animations and particle animations are linked. I had spray and super spray displayed in ck 2.0. But only the super spray was displayed as a jet. Regular spray was displayed as frames of planes, similar to water shaders (if no glass is assigned), or, accordingly, frames with transparent material; if you assign bsEffectFx. Although the super spray was displayed, it did not match the settings in max. The direction of the jet was wrong, and no matter how I tried to set it, no matter how I moved the emitter, the jet was always directed at 0.0.0. Also, the jet itself did not match the settings for time, life, speed in max.I'm sure the engine supports all particles and renders them perfectly. I have come across a very nicely made fo4 spray. But we're doing something wrong.
  15. I looked, almost all particles in the game are made with super spray. Even the smoke from cigarettes is also super spray. The super spray works in the render with the usual settings in max, but I can't figure out where the spray is directed. The impression that for some reason it is directed to the pivot of the parent mesh. Also, for a fountain, particles must be tied to gravity.
  16. Since I have a custom skeleton and a custom body, this particular prototype is not compatible with anything other than my body. But if such exoskeletons make sense, then I will make models for cbbe, fg and male bodies.By design, it increases the speed of animation / movement, the height of jumping and moderately protects against falls from a height, allows you to take a moderate load. Hangs on the cross exoskeleton mod and therefore has similar modularity and similar perks. Now I'm making another, more sophisticated model, closer to the real existing prototypes.
  17. in the nif of the screen, meshes of the plane, of which 5 reproduce texture animation with uv displacement from 5 textures 2k, 4k, 8k with frames of 128, 256, 512 pixels. For your animation, you need to manually fill in these frames, in Photoshop, or another editor, like animation of a cartoon. https://disk.yandex.ru/d/7amTcu_p_MmFTg https://youtu.be/gWDtnkjSKc4
  18. Thanks. It turns out that I had devils in the settings. ) Half of the parameters are twisted to insane numbers, half are off. In general, it is not clear how everything worked. )
  19. Where can I find complete documentation on ini file's parameters? I have disabled wetting, overlapping from shots. How do I enable them? Also, in the previous version, before the update to 1.10.163, the drawing range was three times higher than now. Is there a way to remove the rendering of precombined meshes altogether? So that the map is always fully loaded within sight ...
  20. You just need to master the export with the correct scales, materials, and master the outfit studio. I'm just as new to 3D as you are. I have nothing to brag about. I don't make clothes at all. I mainly make objects and furniture for the workshop. In fo4, I love to build. If there was no workshop in fo4, I would not play this game at all.
  21. Yes it's a simple helmet like a hat do not need to adapt to bodymorph, finally I achieved to export it with bones (at least contrary to before when I copy the bones of the raiderhelmet03 as ref it cover my model of all the color) it does not crash the CK anymore but it is invisible, I am not sur if the problem is with the model/bones, or the material wha do you think, I would be interest to know if you achieve to make it show up in the CK/game if you want:àhttps://drive.google.com/drive/folders/17kPDxY-QHX_7Vmsjz0UHKpjUHx6FLhbZ?usp=sharingà(I have also put the diffuse, normal and specular texture of each piece if you need them) àAlso other question at first I intended to make it as a helmet divided in 3 pieces that I would later assemble in outfit studio in one mesh but I don't know if that is even working with the fallout engine, and know if I can apply each individual texture in outfit studio (can you apply texture/material in OS ?) Thanks for the help to a random stranger On your link, some textures. Why do I need textures? Throw me a mesh, or meshes of this helmet, preferably in fbx, but you can in any format. You can do it in nif too, just mess with nif more, because I have to export it to fbx for max. If there are several parts, I will link them myself, assign bethesda materials and export immediately to the finished clothing nif, having previously configured it in 3d max on cbbe. Even if it doesn't have uv on it, I'll make you uv from scratch. If necessary, I will immediately configure it in os and make an osd for bs. Sorry the nif were in the previous folder I thought you could access it but apparently not here the link to the 3 nif piece of the helmet : https://drive.google.com/drive/folders/1k3lvCVwI2Xb2UJFJpZPHF1KrFYzf6Vdx?usp=sharing https://disk.yandex.ru/d/1-yBVcBj-tBFnw In the chemical laboratory in its section. There was no UV on the model, more precisely, the UV was inoperative. Re-did it, but paint it yourself. The model is bad. First, it has disgusting polygons. Like a high-poly model crumpled by the optimizer. Secondly. Such helmets should be made hollow, with holes for the eyes and interior space. Roughly speaking, you need to cut holes and use SHELL. In fact, you have to do it again. And this is very easy to do with LOFT. Splines outline 2 dimensional projections: top, side, frontal, back. LOFT and FIT are applied. Then everything is cut out, smoothed out. A couple of hours of work and the quality will be one hundred times higher. https://youtu.be/7uDhWwR1gEc
  22. As far as I understand, DocClox has been digging for a long time with these Anton's tools, so he needs to ask this question. I doubt this will be of any use. I think there are official tools that have all the developer tools. With its help, you can realize absolutely everything that is in the game. It is from these tools that you should start. Because there were no other fail-safe solutions for fo4. Custom plugins and tools, compared to the official plugins, do almost nothing. However, a number of authors seem to have come close to creating collisions, or even managed to implement collisions in some custom plugins. But I won't say for sure.
  23. I tried to send you the unpacked plugin, but the Yandex disk and Google disk do not allow you to send the archive. They write that they are infected with a virus. ) Therefore, set yourself 2013 max, I'll throw you in a personal. Max set strictly to the default paths. Otherwise, the plugin will not get up. Then put the plug-in (they told you where it is), make a selection for changes, and copy the selected elements for analysis.
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