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South8028

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Everything posted by South8028

  1. It may come in handy ... I have mastered the animation of modifiers and controllers for fo4. This is easy to do. Export animated meshes to fbx with the "animation" checkbox checked and import back. The animation is baked on import. Imported fbx contains ready-made animation of modifiers, particles, controllers. It can now be assigned sequence, assigned materials, added collisions and exported to NIF. All animation will be preserved. So you can create water, conveyors, smoke and all that.
  2. If you need this prosthesis together with the body, then accordingly it is necessary to remove those vertices that replace the prosthesis, including one arm. nif should include all meshes + body (I don't know without an arm, or with a hand in your case) + arms (one arm, delete the other). Naturally, you first need to copy all the bones to your prosthesis, including the bones of the fingers from the hands. Create sliders, most reliably, import null sliders from the tri file. Look in vtaw5 how the glove is made for one hand and do the same.
  3. Yes, this is the first time I have heard of someone installing custom plugins along with the official plugins. As far as I've heard before, either one or the other. I don't want to take risks in the dark. I do without imports myself, because I don't use vanilla meshes at all. It's more interesting for me to make my own meshes for the game. However, if I could import the animated nif into max, and see all the havok settings, annotations and animation sequences in max, I would be happy. It would be like first class teaching material.I also don't quite understand why hkt2014 is needed. hkt is already in the official plugins and allows you to work with bones right away, you just need a rig.
  4. He means that ck comes with a set of bs and hkt plugins. The bs_exporter auto-installer is located in the tools folder. Plugins have everything except imports. But plugins work exclusively from max 2013.
  5. I asked what application and in what format did you import it? There is no import in official plugins, only export. 3ds Max Nif Plugin v3.8.0works since max 2013? If it works, then this plugin will not demolish the official bethesda plugins for me?
  6. I asked what application and in what format did you import it? There is no import in official plugins, only export.
  7. I have never had had a problem importing nifs and UV. Which specific terminal nif are you looking at that seems problematic?and how do you import nif into 3d max?
  8. well, it would be nice to find the source, since it's made in a blender. You can position it, because it really affects nothing, the position is easy to correct on the map in ck. But if you align it, then collecting it in max will be much easier than when it is turned and below the ground, as it is now. Also, there is one mesh inside the house (wallpaper, interior walls?), It does not coincide a bit with one of the aisles. I don't know what to do with it. If this is really important and there is no need to rush it, I can try to collect it neatly, redo uvw, assign materials, make a collision.I donât know how well it will turn out, because, to be honest, itâs easier for me to rebuild such a house than to carry out such a reconstruction. But if you find the sources with uvw in a normal format, then this is a completely different matter. Then it will be easy for me to just link the meshes, add collision and export back to nif.
  9. All in all. I watched. At the moment this is not a game, not a 3D model. Do you have any 3d editor? It doesn't matter which one, blender, or max, or maya ... You need to make this model in normal 3D format, with a hierarchy of meshes, position it exactly along the axes, preferably everything with uv maps (I cannot export this nif with uv). I converted it to fbx for you at 1: 1 scale. Align all the meshes neatly to me. One of the meshes (I do not know what it is ... Fence?) Also expose if you need it. If not needed, I can make a normal fence. If you yourself cannot make a uv map, I will make you a uv map again.Only after there is a normal model in fbx, or any other format for max - I can make a collision. Because now it's just a set of meshes in the shape of a house, not a model. )https://disk.yandex.ru/d/HHsGdx4IeZKDXg
  10. I have no. I have max 2013 with official plugins. I can export my meshes to nif, but I can only import vanilla meshes to max in obj or fbx. fbx loses uv, obj loses coordinates and scale.
  11. When exporting to obj, in outfit studio, the uv map is saved. But the scale is lost and the object changes the xyz axes. nif with many meshes, you can export mesh by mesh to obj, reassemble in 3D max, scale and align by xyz, reassign material, re-create collision, animate. If necessary, I can throw off the ready-made nifs of monitors, laptops, and a keyboard. They are really all futuristic, or modern. Not vanilla at all.
  12. It is possible somehow, because there is this modhttps://www.nexusmods.com/fallout4/mods/45370?tab=description  It adds a custom laptop-style terminal to the game. Custom mesh. And it works. i had this mod. Everything is primitive there. An ordinary terminal, some of the meshes of which have been replaced with custom meshes. No flat screen. Just copy the screen from the vanilla terminal - get the same convex screen. But you, as far as I understand, need a flat one. It is not difficult to make simple animated furniture for the npc to sit at it and type. But I haven't seen a flat terminal yet.
  13. In 2013, to make a collision - a minute of time. In this case, any characteristics are indicated ... Physics (movement, acceleration, bouncing) animation, material (overlays, sound). Mass matters only for an object with physics (how hard it is to kick, roll).
  14. Materials are lost when importing to fbx. When importing into obj, the scale and xyz axes are lost. A collision is nonsense, a collision is done in 1 minute. I tried making a flat terminal, and even animated notebooks, but I couldn't get a screen. It seems to be there, the com line is blinking, but for some reason, when I sit down at the terminal, the screen animation does not work. Just looking at a black screen bar with no symbols. I have a lot of usual animated panels and notebooks with dds animation. They work. But you can't use them as terminals.
  15. if necessary, I can throw off the hacked 3d max 2013. I have been working for half a year with it and with the official plugins. No problem. Bethesda has left people with no alternative. Everyone will have to use pirate max 2013, or pirate hkt2014 anyway. Unfortunately, the creation of 3D content and animations for fo4 is impossible without piracy.
  16. https://youtu.be/gWDtnkjSKc4 meshes themselves with such animation are not difficult to make, but manually hammering frames in dds is tedious. I lack patience. If you know some way to automate a set of frames in a dds animation texture, then share it, and in exchange I will make you any monitor or even video wallpaper, panels, and so on.
  17. much easier to do like mine. Prefabricated panels at the docking points so that you can pick up power indefinitely, and a separate switch. For realism, you can add a battery assembly and something like a control station. Non-animated activators (without logic) do not affect the engine limit, I checked, paved an assembly of more than a hundred panels. The number of non-animated activators can be any. Also ... The default wire connection point (if there is no such point) is the parent mesh's pivot point.
  18. but there is no ready-made advanced ai package for npc? To teach them how to ambush and attack from long distances? Vanilla npcs are just silly. Do not see nicherta point blank. Not being able to hide normally, they crawl under the bullets. The most advanced ai was once a long time ago in stalker. People made very powerful ai packets, when a bullet flew in from out of nowhere, and killed on the spot, npc could take cover well and suppress with fire. In fo4, in comparison with ai stalker, npc are just imbeciles.
  19. I did just that. There are no black face errors. But the standards for N and S are exactly that. If the resolution of N and S is higher, then it is necessary to replace all textures for all overlays with hd. There is a mod with hd textures (there are more than a hundred textures) and you need to install it, otherwise you won't be able to use hd textures for the face. The face will be black. For the back of the head, dxt3 is used as well as for the face.For textures, only Photoshop works properly. All other editors are nonsense, and these third-party editors work simply because ce is relatively omnivorous for static meshes, and eats many texture formats that are not vanilla natively. But Bethesda uses Photoshop plugins d3d nvidea for D, and intel texture works for N and S. Without Photoshop, it's probably not even possible to create custom textures for the face.And I still don't understand where exactly you are replacing textures. Custom textures either replace vanilla ones with the same names (for example, ready-made texture packs for cbbe or fg), or assign new ones in the material editor, if you have a unique, custom body mesh (this also happens, in my case, for example).
  20. it's easier to use outfit studio to replace mesh materials for characters. Naturally, you need to specify textures in bgsm materials and assign those materials to os. The following formats are used for body and head mesh textures. Body and arms ... D - dxt1, N - bs5, S - bs5. Head D - dxt3, N - bs5, S - bs5. Failure to meet these standards will result in a dark face error. Also, the texture S of the face should be 512x512, N - 1024x1024. In the opposite case, there should be a complete package of hd textures with replacement for hd textures of all overlays.
  21. You can easily make a switch. It works as an activator with the same open / close sequences as a door. Or as an indicator. As an indicator, it can also work with on / off sequences.https://youtu.be/7hJMYNMY6W8 Just find a ready made vanilla switch in ck, in activators and replace with your animation model. https://disk.yandex.ru/i/pfhpbgOsCk7Ufw
  22. Well, itâs impossible to compare with ue4, and now with ue5. You can only compare bethesda games and ue's theoretical indie capabilities. Naturally, ue is much more technologically advanced, more accessible, has much more advanced tools, and most importantly, ue has the largest knowledge base of all engines. Obviously, just collecting huge worlds, making models and animating in ue is much easier than in a closed, limited commercial use of ce. The value is directly fo4, where there is a ready-made base of morphs with super-detailed character creation, a system of workshops, megamassiv of meaningless dialogues. But just ce, without fo4, is in no way a competitor to ue4, ue5.
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