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Everything posted by throttlekitty
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Well worded, Dark0ne, thanks.
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Custom Clothing just won't work
throttlekitty replied to kibblesticks's topic in Fallout New Vegas's GECK and Modders
If you're having face clipping issues, then absolutely! Conformulator will work, just not on the .nif directly. For starters, your mask will need to be combined into one model for it to work with an .egm. Conformulator works, you just need to export the final model from NifSkope, and use that instead of the .nif. -
I created them in NifSkope, based on what I had made in Maya. Then placing the weapon in an empty cell in the construction set to preview/tweak the results. Kind of a pain, but it works. Ghogiel, I'm pretty sure the max one has some support or it. I remember SaidenStorm going on about how his particles were superior because of that. Some silly thing about ownership of exported data vs. copy/paste in NifSkope. edit: yeah, the Civ4 exporter.
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lolol Have you read the sticky?
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Custom Clothing just won't work
throttlekitty replied to kibblesticks's topic in Fallout New Vegas's GECK and Modders
Shouldn't the root node be a BSFadeNode in fallout? I forget the rules on that. You can check the results of the tangent space by clicking on the normals/binormals/tangents entries in the detail view. It worked if you see the appropriate vectors drawn on the model. -
http://gmod.com/tou So this was an interesting read, and I have three concerns. An excerpt: 2. LICENSES A. License Terms. GMOD and your Subscription(s) [b]require the automatic download and installation of software and other content and updates onto your computer[/b] ("Software"). You may not use the Software for any purpose other than the permitted access to GMOD and your Subscriptions. You understand that for reasons that include, without limitation, system security, stability, and multiplayer interoperability, GMOD may need to automatically update, pre-load, create new versions or otherwise enhance the Software and accordingly, the system requirements to use the Software may change over time. You understand that neither this Agreement nor the terms associated with a particular Subscription entitles you to future updates, new versions or other enhancements of the Software associated with a particular Subscription although Olympus Entertainment may choose to provide such updates, etc. in its sole discretion. Does this mean that upon successfully making an account at gmod.com, I've automatically downloaded software that I don't know anything about? Further on, there's a lot of legal setup for paid services, merchandise selling, etc. I certainly hope that this doesn't include requiring users to pay to access certain mod files hosted OR non-hosted, especially non gmod.com user content. Just a reminder that directly selling mods for most games is against their EULA, but your site is suspect from the get-go, so I thought I'd bring it up. Then: 7. USER GENERATED INFORMATION "User Generated Information" means any information made available to other users through your use of multi-user features of GMOD or to Olympus Entertainment through your use of the Software. User Generated Information may include, but is not limited to, chat, forum posts, screen names, game selections, player performances, usage data, suggestions about Olympus Entertainment products or services, and error notifications. Subject to the Olympus Entertainment privacy policy referenced in Section 1 above, as applicable, you expressly grant Olympus Entertainment the complete and irrevocable right to use, reproduce, modify, create derivative works from, distribute, transmit, broadcast, and otherwise communicate, and publicly display and perform the User Generated Information and derivative works thereof in any form, anywhere, with or without attribution to you, and without any notice or compensation to you of any kind. Does this include crawled data, such as nexus user content appearing in gmod.com pages? Or just what registered gmod.com users create/do/say on gmod.com? What if a mod author who has files on the nexus is curious about goings on at gmod.com, and registers an account?
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Sorry, but what does your community have to do with our content and the Nexus' structure and hosting of files? You've stated you will honor at least one request for removal. We have people active in this community right now saying they don't want their content visible on your site. What about all the inactive modders, or those who aren't aware of this? Will the site have an easy/automated way to opt-out? Why do I need an account on gmod.com to download mods at other sites, some of which also need accounts? Adding an installer sounds nice for your users, but how is that going to work if you're not linking directly to the file? Is gmod.com going to take responsibility for install issues/mod conflicts/old or incompatible versions? The flashy graphics and design of the site seems to almost force an idea of attribution, despite actually stating the content is elsewhere. A frustrated user will more likely say "argh the mods I downloaded from gmod.com broke my game", and head to your forums for solutions. Experience has shown me that fringe communities are the last place to go for any kind of support. The heart of the issue for modders is control over their works, and being able to provide support and take feedback from the users. This helps create community, something Dark0ne has fostered greatly with his sites and forums. Communities of modders and users has been a positive experience for many, and things get done. Adding a frontpage and extra clicks just distances someone from that.
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Polygon count detection?
throttlekitty replied to Heartcloud's topic in Oblivion's Classic Discussion
Strips are more or less optimized triangle data, in most cases they will perform better than a standard triangle mesh. Triangle count is an easy way to gauge a model, but the vertices are the important part. It's possible to have extra bloat in the form of extra vertices, but that's a really big topic and is a model/modder case. There's many reasons an outfit could be causing slowdown for you aside from that. Multiple transparent layers is a big one, you could be running into VRAM being clogged with textures as well. (Sinblood tends to use many large textures in his models, for example) -
Polygon count detection?
throttlekitty replied to Heartcloud's topic in Oblivion's Classic Discussion
You can click on the shapes to eyeball it, for one. To be more precise, in NifSkope, expand the Strip/Shape, and click on the StripData/ShapeData, the vertex and triangle counts are listed in the Block Details pane. -
Well, it's bad, that's for sure. Are the checkers a result of viewing it and transparency applied, or are the checkers actually part of the image? Either way, that black border is a problem in mipmaps. All the seams are going to look nasty from a distance. It could be mostly fixed by deleting all the empty space/ black borders, and running a dilation filter. This would extend the edge pixels outward, and assure it mips properly.
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Nifscope problem
throttlekitty replied to Crappynight's topic in Oblivion's Oblivion Construction Set and Modders
It's hard to say what happened. Are you exporting straight from Maya, or did this involve any tinkering in NifSkope? If it's straight from Maya, be sure to delete history on your models first. -
Gunsen (War Fan) in oblivion?
throttlekitty replied to rakimion2's topic in Oblivion's Oblivion Construction Set and Modders
Oh wow, I forgot about those. Downloading Lanell's fans, those look really nice! -
Query regarding custom race creation
throttlekitty replied to jonas66's topic in Fallout New Vegas's GECK and Modders
It's hard to say where you went wrong, but here's two things: Check to make sure you edited the duplicated race and not the original. Also check to make sure you didn't overwrite the original textures used by the default race. -
Randomly disappearing mesh
throttlekitty replied to Grumpf_be's topic in Oblivion's Oblivion Construction Set and Modders
Try going into the triShapeData/triStripsData in NifSkope, and right click on Radius and do mesh>update center/bounds. -
Concerning Alpha's and Animations.
throttlekitty replied to jhardingame's topic in Fallout New Vegas's GECK and Modders
What are you using to animate with, and do they animate correctly in that app? With the rotating circles, i'd guess that the keyframes are duplicated at the beginning and end, but I'm not sure how that would apply to the moving circles on the right. Ghogiel, do models actually get sorted by their index in the .nif? I never got that to work. -
I was away traveling for the week, so I powered down my computer, but left it plugged in. While out, we apparently had some manner of power flicker or outage: the clocks were blinking. I noticed a burning component smell in the living room the second I stepped in. It was relatively faint. Now my computer won't turn on, no POST. When the power plug is in, all fans are on except the PSU and CPU fans. Lights on the mobo and vidcard do come on, I don't think the onboard LAN light came on. Here's what I've tried: -Removed everything including motherboard, and visually checked for shorts or scorch marks and found nothing. -Reassembled, but only connected CPU, then CPU+Video card, same results. -Cleared CMOS per mobo instructions. -Swapped PSU with the unit from my brothers computer. With that, the fans stay off (as they should), the mobo light comes on, but still no powering up. -Replaced my PSU, and noted that the fans and lights come on as previous. So my question is, which component to start with for replacing? (Alternatively, anything else I can do to continue troubleshooting?) Since swapping PSUs didn't exactly work, I'm leaning towards CPU and possibly motherboard. Though it's likely that the PSU is still bad, I can at least test CPU again with the borrowed PSU. I recently lost my job, so running out for parts isn't easy right now. I also planned on a substantial upgrade later this year, so buying cheap replacements for now is how I'll proceed.
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Male/female maybe?
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Help With odd texture results
throttlekitty replied to ruserious's topic in Fallout New Vegas's Discussion
Which compressor to create .dds files did you use? And did you edit the color texture only, or also the normal map? (if it's only the color texture, it's not an issue with the alpha channel.) -
Please, need facegen help
throttlekitty replied to Jermungand's topic in Oblivion's Classic Discussion
All the files for these are located in: meshes\characters textures\characters -
Please, need facegen help
throttlekitty replied to Jermungand's topic in Oblivion's Classic Discussion
Thought I might look this thread up after the PM. It was worded a bit funny and I thought someone had pirated FaceGen Customizer and was asking me for help using it. Not the case it seems. What is it exactly that you're trying to do? It sounds like you're either wanting to transfer a face you made in FaceGen Modeler into Oblivion for a player/npc face, or you want to access the resulting face model and texture for a given face? For the former, the FG Exchanger app was already linked. The model/texture for a face isn't stored as an actual model/texture*. RGMage2 is correct, .fg files or Oblivion plugins/saves just store the slider value in a big chunk to be interpreted whenever needed. It all happens in memory; instances of the model/texture are modified by the sliders to produce the shapes and tones. NPC faces can however be baked out to files, so you do get access to the difference textures that way. Scanti has a little tool for combining them into the base textures. But more important than my gender is that I'm spelled entirely in lowercase. :P -
"Floating head" when exporting through blender (New Vegas)
throttlekitty replied to Jay1646's topic in Blender
Are you making a new head? The head should be positioned more towards the scene center, and the relevant bones should be moved down as well. Rigging should be done here, then head+bones moved up to fit atop the neck and exported.