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Demeggy

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Everything posted by Demeggy

  1. Whats the best way to get a movable static to move seemlessly? I want a rock to move from markerA to markerB and back again in a continuous loop, and the only way I can seem to do it is to write aup a script that after 0.25 seconds, forces it to move to markerApoint1 (a midpoint for the transition), increment a counter, then move to markerB and reverse. It just seems glitchy and erratic this way. Any ideas appreciated :) Demeggy
  2. The texture maps pretty bog standard really, just a simple texture texture, nothing intricate. The normal maps a bog standard generated map from CS3, can't work out what could be causing it. I'll have a look at your Nifskope suggestion though, cheers :) Edit: You sir, are a genius That Update Tangent Space malarky worked, what does it do???
  3. Hi all. Well, Im getting a pain in the backside texturing glitch atm. Exported the mesh from 3DS Max without issue, imports to game fine, applied texture and partially shows up. I'm sure it's something to do with the .nif and its shader settings. Basically, in-game and GECK with lighting rendered, it gets black patches over it in sporadic areas. There doesn't seem to be anything causing them, they're just there. With lighting unrendered inGECK, it looks fine, no blackspots. Can't fathom what's causing it, have messed around with the settings for a fair while in Nifskope and still no joy. Cheers for any help, Demeg
  4. Ahh, the Jelly Babies from LCoG will be making a return, aye :) Thanks Cam, I'll pm you via the Fallout Who proboards if you're about?
  5. Mhm, well I thought that were the case, cept when I've copied the branch across to the Vanilla piece, and I go to import to GECK, dead space (ala nothing there, just blankness).
  6. Hey all, quick question, with standard convetion, if you're creating a model that has many complexed parts and you're basing it over a vanilla mesh that doesnt have enough 'parts' to copy over, can you create a new branch in the vanilla tree? E.g. my mesh is comprised of 6 individuals parts, yet my vanilla component is only comprised of 5. Any help appreciated as always :) Kris
  7. Hi all, as you may or not be aware, The Last Child of Gallifrey was a Doctor Who themed project I worked on for a couple of years before releasing last Summer for Fallout 3. I was incredibly happy with the responses to the mod, and drawing near to New Vegas, decided to port the finished version across, double my efforts and work on a sequel. Now, 5 months into the sequel; Fallout: Who Vegas, I've amalgamted a very small and cosy team of 3, and what I'm really looking for is a dedicated 3D Character Modeller that can concentrate more time in meshing 3 specific designs to be implemented ingame, rigged and ready. Further details about the requirements of the post can be found on our extensive and daily updated development blog site below; Fallout: Who Vegas Dev Blog If you have any questions about what we're expecting in general, please reply and I'd be happy to help you, help us. Kind Regards, Kris aka Demeggy - Fallout: Who Vegas Project Founder
  8. Wonderful :) Thanks! Now, what if Bobref and his entire family turned up? So we're talking multiple NPC's now.
  9. Hi all, I'm trying to achieve what feels like the impossible at the moment. Basically; I've got a script which will randomly enable an NPC thus 'spawning' them. The npc has an AI package which forces them to 'charge' towards an xmarker. What I want is for the npc to hit a trigger, check if a variable from another script is true and disable (i.e. 'magic away') the NPC. Given example; Bob's our NPC; he spawns 7 seconds in, and charges the xmarker. He hits the trigger box, but the 'kill' variable is still 0. The player activates a key which sets the 'kill' variable to 1. Bob then magically disappears (whilst he's still inside the trigger). I've poured my brain into GECK for hours trying to work out how to do this without much luck. Any theories greatly appreciated. Kris
  10. Over the pass couple of weeks, Ive noticed a repetitive error with my exporting of col meshes from max 10 to nifskope. The colmesh seems to be rotated at a 90 degree angle when I copy the branch across to the vainlla file. It looks fine in the exported nif, its just when I'm copying it over. Any ideas? Appreciated. Demeggy Edit: Resolved - mod's, please feel free to lock :)
  11. Quick teleport tutorial: 1) Set up an activator like the dad pod 2) attach the following script begin onActivate player player.moveTo whereveryouwanttheteleportlocationtobe ;(Use a marker for this ideally, or a cell in general is good) ;add your own effects ;imod imodnamegoeshere can create a coolish screen effect depending on what you find ;PlaySound - plays a sound, make sure it ain't a looping sound though, if it is, use a doOnce condition on the script end Simples :)
  12. Ouch :( Suppose from a modders perspective would save loading up FOMM to extract textures... I'll give it some thought. Cheers.
  13. Tried that, still not working am afraid.
  14. Now then now then, I'm at my wits end. It's a fairly generic and not uncommon problem with New Vegas from what I can gather, but I'm having major trouble with Archive Invalidation. Custom textures just refuse to show up, either with it active. Is there anything I could be missing here? If someone could point me in the right direction, I'd be eternally greatful, seeing as how google and forum search bring up options I've already tried. Ta, Kris
  15. Yeah, Im on version 4 of the file at the moment ;) Cheers for the advice, I'll have a go and get back to you
  16. Graphite modelling tools... thanks. I'll have to look these up. Now bearing in mind its the wall of a room Ive created, having the faces inverted, would doing this after the faces have been inverted affect the outcome in a ny way?
  17. So say I want to create a circular 'cut' in a face, then extrude it outward to create an indent, I just create the boolean on the poly face in question and not the whole object?
  18. Resetting the xform did sod all :(. The exported version misses several other objects within the file, which is bizarre. Are they are rules when using boolean operators AFTER you've modified the poly?
  19. Afraid not. I managed to export it in the end, but it seems like the normals have flipped. I'll reset the xform again and see what happens.
  20. Ever since meshing my high-detail kit layout this evening, I've been trying to export from Max 2010. The process takes unusually around 2 - 5 minutes, where it suddenly crashes Max. Is there a poly limit for Nifskope? I know the initial stage of the mesh was fine, until I introduced fine detailed circular indents to some of the walls which no doubt rose the poly count. Could it also have anything to do with the fact I used the Boolean compound to create send indentations in the faces of polys?
  21. A particular classic encounter's inclusive with the Fallout Who Vegas project for definite now, as, low and behold, I've got it working ingame. Just so you know ;)
  22. Just to let you all know, things are rolling smoothly, and there are some massive changes underway at current. To get in on the latest daily action, visit the blog :)
  23. Bonus - cheers man, think I fathomed it, now all I need to do is get a white mask of my rather complexed looking layer copied and pop it in and it's all sorted :) I'll report back how I got on.
  24. Grand :) cheers mate, in all honesty, I'm struggling to find my alpha channel thumbnail though, I've probably cocked it right up somewhere :S
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