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SeventhOmen

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Everything posted by SeventhOmen

  1. I am working on a customization of one of the Type 3 bodies. In blender, when I import a head, there are no gaps between the body and head meshes. When I move to Nifskope and add in the head branch, there is a noticeable gap. This gap also appears in game. I have tried to adjust the translation and scale (of the body mesh) in Nifskope to achieve better alignment. The save of the reworked mesh doesn't seem to be applied in Fallout 3 - gaps still exist as if there were never any changes made. My question is what is causing this gross misalignment and how do I ensure that the corrections made in Nifskope are applied correctly to the final mesh for in game use? Thanks in advance for any help with this. Omen
  2. Well, after spending my spare time over the course of this week, I GOT IT! The modified body is in game now. In testing, I see that there are a few things I need to 'clean up', but nothing that should cause me any issues. Thank you so much for all your help here. Now, to get some outfits that fit correctly... Omen
  3. As I experiment with a copy, I also find that after I reassign I can not zoom into the image past a certain point. This will definitely not help when I get to the re-assimilation of the rogue vertices. Can I "turn off" the image assignment after I make it (using the 'X' that appears after making the required reassignment) and will it stick? In trying that, I was able to get in much closer to properly position the vertexes. I also looked at the recommended tool to weld with, will that become a necessity? Again, in experiments, I noticed that an over lap of sorts is created when the unmapped vertices are relocated. Thanks for all your help so far. i have a lot of time in this and I would just hate to throw it away due to something like this. Omen
  4. "re-select your models image from the pop-up list" Ok, I get the process, I think. But, the problem now becomes which would be the correct image as I have several. Some are named as "textures/characte.(Some number), or textures/shared/F.(some number). There is a textures/characte (without numbers) that I suspect is the correct one, but there is also a textures/characters/f. This has become quite the challenge, I hope I can see it through. Omen
  5. Thanks for the reply. I did not add any new vertices. Think of a square with a line from top left to bottom right. All I did was change that diagonal line to the bottom left to top right. | \ | to | / | But, as a result of these changes, the 'triangles' do not appear in the unwrapped UV, but rather filling up on half of the "grid" that shows with the unwrapped UV. I did try to manually move the oddballs into place but with poor results. I will try once more following your suggestions. Omen
  6. Some background. I am modifying a type 3 body (I know, not again). There were a few triangles that I needed to change to help the overall smoothness of the mesh. Now, when I UV unwrap, all the modified triangles want to use 3 corners of the UV grid, be very large, and NOT locate themselves in the correct spot in the unwrapped mesh. I have gotten my head around a lot of this mesh, texture, nifscope, etc process, but now I can finally say, "Im stumped". I have been unable to locate advice on the web for this issue. Anyone have any ideas what I am missing? Thanks in advance for any help, SeventhOmen
  7. Lots of interesting "bugs" in this game. I had a cazador that refused to die. I dropped its health to zero and turned my attention to the other 100 (sure seems to be that many when you find them, anyhow) or so that were attacking, only to be killed by the once thought dead bug. A save reloaded and the exact same thing happened. Ok, not a momentary glitch, but a real "bug". On the third try, I reduced it to zero health again and immediately went console kill on its @$$. This event took place near Supermutie-ville. As if the cazadors aren't difficult enough, there has to be an immortal one flying about...
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