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throttlekitty

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Everything posted by throttlekitty

  1. I've wondered at such a thing as well. I know somewhere in the Poser/Daz community there exists a similar tool (fitting various clothes from body A to body B). The quickest way I can think of is to manually go through fitting one object via lattice or cage defomer, and storing the before and after of this cage as blend shapes/morph targets. This cage w/animation could then be reused for more fittings, or at least a starting point. I don't think it would be a catch-all solution for every mesh, perhaps cage deformer supports weighting, so offending areas could easily be weighted in or out for quick adjusts before wrangling verts.
  2. Wierd, I didn't know anyone made human faces for the game, that looks nice. For the most part, A little work in the GECK making a preset for yourself is a big help, I find.
  3. The error should also tell you the index number for the offense, which you can then use to check which block is referencing something out of place.
  4. Then it's likely that no .egm files were created for the hairstyles, since they aren't morphing and are in BSA's.
  5. Do what, assign models and textures in the GECK race menu?
  6. GECK does no actual work on models or textures, it just handles the placement of them into the game world. As far as modeling workflow, Creating your models in your CAD app should be fine so long as you can find a common format to export into Blender or 3DSMax. From there, setting up materials, UVs, collision, and any other final prepwork to then export into a .nif file the game will use. LHammonds has a nice set of links in the main modeling/texturing sections of the forums for more information for which package you'll use.
  7. This is because the armor also uses transparency, and it's being rendered after the hairstyle is, rather than before. There's no solution to this, sorry.
  8. You could use one of the merged mouth resources. It combines the Upper teeth, Lower teeth, Tongue and Inner mouth models into a single model. This frees up slots in the race menu that ears could be used in.
  9. That is the correct location. Was the mod packed up in a rar/zip/7z file? Those would need to be decompressed first.
  10. Just one new head, this will be my second. Head06 was just the sixth in a series of tests that I had done for Oblivion, so I figured I'd keep up with the naming.
  11. http://img.photobucket.com/albums/0903/throttlekitty/WIPstuff/wip_Head07_fem1.jpg Nothing amazing to show yet, working out geometry, not a whole lot of shape just yet.
  12. wat. He's offering an online game saves repository.
  13. Oh, secondary thoughts that I forgot to mention. The face rig idea might break blinking and looking around. I'll have to do some experiments to see if I can change how those work. Also, new expressions should also be possible, and I'll need some UI advice on making a new menu for managing expressions, rather than the usual console method. Which in turn requires skeleton edits, causing more compatibility problems. Are there any ragdoll tweak mods in FNV yet?
  14. Hi, I've been doing some thinking about how I want to go about new heads for FNV, and thought I'd get some input from everyone. Right now it's looking like this: Head07 will be two heads, male and female, default age only, no old or young. As with Head06 for Oblivion, it will be higher poly, I think the shading in FNV on the default heads is too distracting anyway. I intend to address frustrations with creating faces a player wants, I found the games' facegen sliders too limiting and frustrating to use. It will use the same UV layout as the existing heads, but I'm not sure how I want to handle the ears. I'd like to make them more detailed, but that creates problems using Head07 as a replacer for NPCs because of the texture layout that more detailed ears would require. But here's the first big one I'd like feedback on. I've a mind to mostly bypass FaceGen in lieu of an advanced facial rig in Blender to customize faces. This rig would be easy to use; sliders and other shape controllers would be manipulated to get the look that you want. I'd give finer control over shapes that facegen doesn't offer, like lips or better control of jaw shape. Depending on Blender, I should be able to offer an easy way to store your own snapshots as you work, along with the usual undo functions. Here are some examples of facial rigs if you're unfamiliar: http://treadster.com/blog/wp-content/uploads/2009/08/facialRig.jpg http://www.xsibase.com/forum/index.php?board=6%3Baction=display%3Bthreadid=30544 http://www.timsportfolio.co.uk/index.php?id=portfolio (scroll down to "Poses - Rig Test") Exporting your finalized head is a simple process, H07 will include an easy guide for doing so. So, in mostly bypassing facegen I mean this: All shape morphs for the face would be zeroed out, only keeping ones that affect the overall head and brow shape. This would be the final tweak once you get back in-game, and ensures that hats and hair still fit the head, regardless of slider positions. Facial hair and eyebrows make this more complicated, but should still be plausible. And here's the second big one: Face Shape. I'm still undecided if I should change the shape from the default heads, or keep the overall shape and just do high poly versions of them. The Fallout heads are a little less than generic, and have a couple of pronounced traits. I will probably work from those and make newish base faces from those, I need to keep the boundaries of the heads intact for compatibility. Is there any huge problem anyone has with the shapes as is? I'm also considering making the skull higher poly for a smoother shape, which also requires that tight fitting headwear and hair need to be fixed accordingly. If I do, could I conscript someone to handle that load? Having said all that, I will produce a 'normal' facegen version of the heads that work as normal. It will be part of the process anyway, but I'm less likely to do massive cleanup to the shape morphs. Unless everyone thinks the Blender route is a terrible idea, then I'll just stick with this option. Also, it looks like Type 3 is pretty much the body of choice, yes? I don't think any of the variations do anything with the neck. I'm figuring I'll do some extra work to eliminate the neck seam in the model, texture and facegen textures at some point, probably not with the initial release. Also, progress won't be rapid on this. I've several things going on, and I'm jumping around on projects at my whim. Fair warning :)
  15. Certainly an animation problem. Does the problem happen with all guns, or just certain types of guns (1 handed pistol, for example)? And are vanilla guns now affected when your mod is active? My stab at a guess would be that you've set the animation class wrong for the weapon. ie, using a service rifle but using 1 hand pistol animation set. Never played around in this area much, so it's a guess :) Edit: Reading skills ftw, didn't see the 'fixed' part. Ammo, huh? neat!
  16. Image is 403'd. Is it an example of wrong texture applied?
  17. Compare and contrast! There's so many reasons a malformed .nif can cause crashes, it's hard to narrow it down to a few guesses.
  18. liknasteni: Start a new thread or find some tutorials.
  19. No. This is a tool is designed for creating normal maps easier, particularly in regards to working in layers. Making anything fit to your UVs is still up to you, however.
  20. The game has issues with facegen-related models being outside of .bsa archives. So if you *need* to have unpacked files, you'll still need any headwear/hair inside a .bsa and have them still function.
  21. Glad it worked for you. Tangent space is necessary for any kind of DOT3 shader (pretty much any shader that involves a normal map), and lack of it can cause odd issues. I've seen some modded items get by fine without it, but I suspect that the engine may be calculating TS at runtime, which is kind of bad.
  22. Well, you can't really solve the clipping issues with the GECK, you'd need to reshape the model for either the gun or armor in a 3d application. Not really a hard task, I'm going to guess the stock is too long in the back?
  23. Looks like the glove doesn't match the body? I hope i win a prize for guessing correctly.
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