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Everything posted by SpeedyB64
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Do not use FNVEdit to merge mods. Use FNV plugin utility. http://www.newvegasnexus.com/downloads/file.php?id=39655
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Two shells in one ShellCasingNode?
SpeedyB64 replied to Kaya47's topic in Fallout New Vegas's Discussion
Each shell needs its own collision mesh. Take a look at the exploded fire extinguisher model, it has several separate parts with independent collision. -
That is the look I'm going for. I have a couple more pictures: http://i721.photobucket.com/albums/ww216/SpeedyB64/TestTown2.jpg http://i721.photobucket.com/albums/ww216/SpeedyB64/TestTown3.jpg http://i721.photobucket.com/albums/ww216/SpeedyB64/TestTown4.jpg
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I've been working on some neon bits for signs. I am also working on a mod to show what can be done with this resource. Here is a screenshot of a town I'm working on: http://i721.photobucket.com/albums/ww216/SpeedyB64/TestTown.jpg
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Ohh you're that guy! ELECTRO-CITY is cool. I would run Warzones if my computer could handle it. You could make me a Good boss character in Warzones. If you need my actual name its Tyler Bourne.
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I'm curious to know more about this mod. What is the basic story? Also I usually upload my images to Photobucket and link them to here so I can post as many as I want.
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That depends on what kind of mod it is.
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Well I've been modeling for several years and I find 3ds Max is by far the best tool. Its also one of the most expensive (Unless you are a student, then its free) max is the software Bethesda/Obsidian used to make the game's models in the first place. (The niftools exporter is only compatible up to Max 2010) Also a good place to get textures and some very good texturing tutorials: www.cgtextures.com As for tutorials you can find some around here but for learning basic modeling just do a search with Google.
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In that case you will want to learn to edit models with Blender. 3D Modeling is not simple and armor is one of the most difficult things to work with.
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Is this what you are after: http://www.newvegasnexus.com/downloads/images/40818-1-1299672929.jpg I believe one of the older versions of this mod has what you want: http://www.newvegasnexus.com/downloads/file.php?id=40818
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There are some tutorials here: http://niftools.sourceforge.net/wiki/3ds_Max Exporting static objects for fallout New Vegas is exactly the same as exporting for fallout 3. There are some tutorials here: http://www.fallout3nexus.com/articles/cat.php?id=52
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Missing Textures
SpeedyB64 replied to TheGreatAndPowerfulTrixie's topic in Fallout New Vegas's Discussion
you can just add the Textures and Meshes folders into the data directory and they work just like in previous games. To edit the game's models or textures you will have to extract the .bsa archives somewhere. If you add anything to the game in the meshes or textures folders you will have to toggle archive invalidation, you can use FOMM for this. i don't think they left in the weapons that where dropped. If you have fallout 3 you could re-add them yourself. -
I have extensive experience with getting models from 3ds Max into the GECK. There is a nif exporter for max 2010 (can be hard to find since its a beta version, Try HERE) This is the best way. And you need to do it this way to get collision working. OR You can also export a 3ds from max and import it into nifskope. once you import it into Nifskope you need to stripify the NiTriShape into a NiTriStrips, right click on the NiTriShape block and select: Mesh->Stripify Once you have done this open up an original mesh from the game and replace its NiTriStripsData block with the NiTriStripsData block from your file. Right click on your NiTriStripsData and select Block->Copy Then right click on the NiTriStripsData block in the file you got from fallout and select: block->Paste Over Then you change its texture to the one you want and it should work in the game (it will still have the collision mesh from the original model you replaced, you need the exporter for that) If you have any trouble I should be able to help.
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Do you have any pictures of your work? I have lots of experience getting models in the game so I might be able to help.
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Modern architectures in Fallout
SpeedyB64 replied to JakobSawazki's topic in Fallout New Vegas's Discussion
Can you model and texture? -
unique versus total downloads
SpeedyB64 replied to kelticpete's topic in Fallout New Vegas's Discussion
I believe so. -
unique versus total downloads
SpeedyB64 replied to kelticpete's topic in Fallout New Vegas's Discussion
Unique is the total different IPs The total is how many times the file has been downloaded including the same person downloading it twice. -
well for the quest marker you will want to have your quest script check if the player has the parts. if player.getitemcount YourGeneratorPart 1 //update your quest endif where you update your quest you will want to set your quest stage to the next stage with a message telling you to return the part to the generator and set the generator as the quest marker target. To repair the generator you will want to have a fixed generator placed in the same location as the broken one. You set it to initially disabled and persistent reference, give it a ref name like: ObLFixedGeneratorREF Do the same with your broken generator. Then when you have the parts you can disable the broken one and enable the fixed one. For example: scn BrokenGeneratorSCRIPT begin onactivate if player.getitemcount GeneratorPart 1 ObLFixedGeneratorREF.enable ObLBrokenGeneratorREF.disable //set your quest's stage to the point where the generator is fixed endif end Hope that helps a bit. If you have any other questions feel free to ask.
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The best way to find out how detailed you should make your mesh is too look at ones from in the game. The best way to model for fallout is to use 3DS Max or Blender, both these programs have a nif exporter. I use 3ds Max, but its expensive (There is a free version if you are a student) Blender is free and I hear its quite good. Making textures is in my opinion more difficult than modeling. For textureing you will want to use Photoshop or GIMP (both these programs have dds and normal map plugins). Making the textures is more complicated. CGTextures.com is a good place to get textures to use as a base for your gun texture. Making good textures requires practice and getting to know your image editing software. My first models and textures where pretty bad but I'm getting better with practice. Also searching for tutorials with Google is a good starting point.
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I believe you can simply drop them into the appropriate music folders. (not sure though, Oblivion worked this way and it has the same engine)
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Hit H on the keyboard to bring up the terrain editor. You can select textures and paint them onto the terrain. (left mouse button deforms terrain, right mouse button paints,) I believe each cell can only support 5 different textures so you might have trouble sometimes at cell edges.
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Two shells in one ShellCasingNode?
SpeedyB64 replied to Kaya47's topic in Fallout New Vegas's Discussion
The only way to add more shells is to add another shell to the shell nif file. -
can't get custom texture to show up on model in geck
SpeedyB64 replied to Swizzler's topic in Fallout New Vegas's Discussion
SF_SHADOW_MAP should NOT be checked off. Do you have a BSXFlags node? If you do have one is integer data set to 2 -
can't get custom texture to show up on model in geck
SpeedyB64 replied to Swizzler's topic in Fallout New Vegas's Discussion
A model does not need collision to work in game. In nifskope expand your NitriStrips block and select the BSShaderPPLightingProperty. In the block details window under shader flags make sure SF_SHADOW_MAP is not checked off. If you still have problems after that open up an original file and compare the two. -
WIP: Fallout: New Vegas station expansion!
SpeedyB64 replied to AveTruetoCaesar's topic in Fallout New Vegas's Discussion
The only music you can use is public domain music. There is some you can find out there but you have to be very careful.