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Eathanu

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  1. I'll update this with a new post to announce that I was successfully able to get the glasses working, finally. Here's what I did, for the benefit of anyone finding this post in the future: I used the .psk file that I exported from Blender (uncheck... "smooth groups," I think, when exporting?). This was also made with an updated psk importer that I can no longer locate. So, uh, good luck there. I found a download of Unreal Development Kit 3 (they're around; not sure if it's legal to post a link, even though it was free software) and installed Click Import on the content browser, then import the .psk file. Somehow this fixes the mess that Blender makes of it when importing. Save the imported package (make sure it's selected, or right-click and Save) as a upk. Use Meshplorer to import the upk in the usual way. Somehow this results in a mesh with a fixed skeletal structure that doesn't extend into space. Of course, don't forget to Autotoc afterwards. Anyway, the whole thing has made a bit of a horrifying mess of my ME3 installation, but it works! I mean, so far.
  2. I got my hands on a model replacer by one user-domain-error (or something along those lines) which is set to give femshep a pair of, as the mod calls them, "nerd glasses" which replace the N7 helmet (and breather variant, alas). I wanted these for a male Shepard, and after a distressing amount of experimentation found that the easiest/only really possible way of doing it was to just assign the female helmets to the male models, then replace the mesh as normal with Meshplorer. It worked, basically! Except the model is embedded in Shepard's face a bit. Femshep is an inch or two shorter, it seems. To cut to the chase, I need the entire model moved upwards about 3 units, I think. I have a tool by Gildor that technically allows me to edit .psk files without breaking anything, but I would have to do it vertex-by-vertex, manually entering the new y-coordinate every single time (as well as navigating the data tree and menus); I've gotten 240 (out of 1172) vertices in only to find that my previous estimate of 2.6 units isn't quite enough. I don't have 3dsmax, and even if I did I understand any versions above the 2012 edition don't work for ME3, and I don't particularly want to pirate it. Blender's psk import tools break something pretty hardcore in the files, and I wasn't able to find any information on how to re-fix it that I could understand. I think it might involve having the full Unreal Engine 4 development tools. Basically, this is a really small job, particularly if you know what you're doing (unlike me!) but it's beyond my abilities at this point unless I commit to roughly sixteen more hours of mind-numbing tedium. I would really appreciate anyone's help in editing this file, or at least a pointer to a way I can (reasonably) do it myself. The model itself: here Edit: Experimentation in Blender suggests that 3 units is exactly right, but I also want the whole model scaled up to 1.1×, then pushed in (x-axis in Blender) by 0.410 units. This is so frustrating that I can't find a working import/export script for Blender.
  3. I have no idea if anyone can help me here, but here it goes: I'm trying to make some armour appearances for Charlie's thing, and I basically know how to do that. What I don't know how to do is adjust the light in the Armor Set tab so that I can actually see what I'm doing. Apparently some chucklef*#@ decided that the light source should be BEHIND the model, rather than above or in front of it. As such, I can barely see what I'm doing from the front where all of the detail is. Is there some way to rotate the armour model in the tab (the normal controls do not work here) or move the light source (I can move it up and down, but not along the X or Y axes)?
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