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Everything posted by YouDoNotKnowMyName
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You might get/be lucky. In most cases the animations are done using relative positions. Like I did for rotating my levers and such. (this is done by moving the niNode, instead of the ni/bsTriShape). Another often used method is by using a "skeleton". If its a gamebryo animation, you can change just about anything using nifSkope. If its a havok animation, well, thats somewhere between hard and impossible. (unless you have the 3DS Max source, of course) I am not sure if we are talking about the same thing here.... i am talking about this: When you activate a chair to sit in it, the player character will move to a certain spot (left, right, behind, in front of the chair) and then start the "sitting down" animation. There is a specific animation that plays for each "entry point". I don't think if I could somehow just move the entry points that the animations would "update to that change" by themselves ... You would probably have to make completeley new animations ...
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Ok, just to test this I made a duplicate of one of the vanilla chairs. I disabled all the entry markers. Then I attached the following script to it: Scriptname CS_TEST extends ObjectReference Event OnActivate(ObjectReference akActionRef) akActionRef.SnapIntoInteraction(self) EndEventBut the compiler says that "SnapIntoInteraction" does not exist. What?!
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The thing is the animation. It is set up to go from the "furniture entry point" to "the character is sitting in that chair". Unless that is generated "dynamically" by the game, moving that entrypoint would require to also remake the animation. As far as I know, the entry point and the furniture marker (where the character actually sits on the static chair mesh) are "one thing" and you can't move one without the other. I guess that is how it works ... It wouldn't bother me to not have that "character going from standing there to sitting down" - animation if I could somehow change the location of the entry points ...
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Good morning everybody! How much work (or how hard) would it be to "remake" all the furniture entry points, so that they are closer to the actual furniture object? (Or to make "duplicates" of the vanilla furniture with "more compact" entry point locations) Because I am sick and tired of the fact that every chair, bed, ... needs like 10m of free space around it to be useable by the player or NPCs. Are there any tutorials for this? I am assuming that this kind fo stuff needs to be done in 3DSMAX ... But how exactly? I have a little bit of experience with 3dsmax (custom static meshes, custom doors).
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Those functions don't exist. Or at least there is not article for them in the CK wiki ... These are Conditions that can be used for Load Screens. See CityGoodneighbor01 [LSCR:001E685D]. Oh ... I thought only "functions" (functions that can be used in regular scripts as well) could be used as conditions for LSs and other stuff ... Good to know!
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Those functions don't exist. Or at least there is not article for them in the CK wiki ...
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I suggest getting paint.net. Yes! PaintNET is awsome! It is like a "easy to use version" of GIMP!
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Good evening everybody! There doesn't seem to be any "GetIsInWorldspace" or "GetWorldspace" condition for displaying a loadscreen. So how can I display a certain loadscreen only if the player is in a certain worldspace (or one of the "interiors" that have doors to that worldspace)? My inital idea was to make a global that gets set to 1 when the player enters that worldspace and gets set to 0 when the player enters another worldspace. Then make the loadscreen display condition check that global. Is there a better solution than that? And how could you detect if the player COC'ed into that worldspace? (To set the "player is in worldspace XXX" to 1) ------------------------------------------------- Is there a way to make some loadscreens appear more often then others? If I remember correctly, in Skyrim there was a "chance percentage" value that determined how frequently a certain LS would display. But (like many other nice things) we don't have that any more ... ------------------------------------------------- If you have longer loadscreens, the text of the LS might "switch" to a new loadscreen, while the 3d model from the initial loadscreen is still displayed. Is there a way to make a new model load when a new loadscreen loads? Or a way to only display one loadscreen and to not have the text change to that of another loadscreen?
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Good afternoon everybody! Is there a way to change the current date (day, month, year like it is displayed in the pipboy) with a script? I already looked on the CK wiki but I couldn't find anything about setting the date. There only seems to be a function for getting the current date. Why I want to do this: I am working on a custom worldspace with some quests that is set before the "great war".
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This is true for the texture I used here. In which case the one fitting it with 3 parts inside the texture would be best. BUT... the texture you said you want to use, the one I used in my later example, does have a top and bottom. If you look closely you can see traces of liquid running down the concrete, as with many (almost all) concrete wall textures the game has. Liquids do not flow up. I didn't look at that texture that closely, I just picked a random texture that "kind of looks like concrete" ... Just to have "something" to do the UV mapping with ...
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Wait, you have a DDS texture open in Visual Studio? WHAT?! How? And most important. why?
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Well, "concrete texture" can't really look "upside down", right? Fo something to look "upside down" you would need something that indicated the "upside" and the "downside". And a regular flat simple concrete texture doesn't have that ...
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I just had a look again and saw that I already made all the nifs and added them to the CK. So I will probably not do the whole "slice up the meshes into modular parts" - thing. I started this little project a while ago and put it "on hold", so I forgot how much I already did ... I almost always just put some "placeholder texture" (mostly a grey or white .dds file) and just some "crappy default UV mapping" (3dsmax has a function for automatically doing uv mapping, but it is crap) on my custom meshes, just so I can get them into the CK. And I always say "well, I will do the textures & uv mapping later when everything else is done ..." That's why I have loooooots of custom meshes but almost none of them are "finished" and have proper textures and uv maps ... So here I thought I'd do it right away (because these are very simple meshes).
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Ok, got it! So I will think about cutting up my meshes to make them more "modular" ... If I have any more questions, I will ask them ...
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Well your example doesn't really have any tileable textures that meet. So it doesn't really matter if the UV is done properly ... (Unlike something like the interior concrete wall pieces that you find in the vanilla game ...) How would I make the UV mapping fit something like this: It is the "wall" part of that "hallway with door" - mesh that I showed previously. I am using the "Utility Elevator Concrete Wall" texture thing from the base game ... (Texures/Interiors/Utility/concreteelevatorwall01.dds)
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But that makes the UV mapping more difficult ... (You migh get a "seam" at the ceiling, or where the parts "meet")
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Never mind, I found it, there is a way to do the "snap to edge" thing ... (Snapping the selected point to the corner of the texture in the UV editor). And now I will be splitting up and re-working about 50 meshes ...
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I am not trying to create new textures, I am trying to use vanilla textures in my custom meshes.
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Ah, ok ... Is there a way to "snap" points of a UV map to the "corners" of that square texture area in the UV editor in 3dsmax? Otherwise this will be impossible to have the UV map exactly as big (in width anyway) as the texture ...
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Open the normal nexus mods page. On the top there is a button called "Upload". Select "Upload image". Upload your image with that, set it to hidden so only you can see it. When it is done uploading, right click on the image and go to "copy image url". Then here on the forum there is a "image" button (left of the "format text as code" button). There you can insert the "url" of your uploaded image. And the image will show up here without needing an external file hosting service that might be gone after a few days ...
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Yeah, using a seperate texture file just for the floor is how vanilla stuff is usually set up. (That also makes it easier to set up material swaps for different floors, like ceramic tiles, wooden planks, whatever ...) So that is the "floor plane". What about the "walls"? You mean I should give the "doo hole part" its own texture (like with the "floor")? So kind of like this: Everything in a different colour will get its own material / texture / uv map. Then I could line the UV mapping of the wall part up the same way as the "floor part", so that it will look seamless. I think I understand what you are saying ...
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