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Heffy

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  1. I've resumed working on AKs & AR15s for Fallout 4 a few months ago (yes, I know it's been like 5 years since the beta :sweat:). Currently most models are almost done. To speed things up (and also because I'm not very good at animating :no: ) I'd like to enroll the help of an animator. If you are interested, you can send me a few examples / references of your recent creations or a link to your portfolio. You can post here or send as PM.
  2. Fixed it. The reason it didn’t work was that some of the magazinechild bones had been unlinked from their parent bone, thus it wasn’t raising any alarms while exporting, but the hierarchy wasn’t the same as in the vanilla skeleton.hkx so the anim wasn’t working properly ingame. Same thing with the renamed bones – had renamed the weapon bones like I did in FONV, except in FO4 these are included in the character skeleton, so you need to have the exact same bones (and all of them) + hierarchy as in skeleton.hkx. Seems it didn’t mind as long as there wasn’t any anim running on the custom bones. On a side note, it seems technically possible to add your own custom bones to the vanilla skeleton, but decided not to bother as I currently don’t need more than what’s already included.
  3. Thank you all for your answers. Unfotunately it doesn’t seem to be any of that. I’m using the correct 1st person Rig txt file (I actually check that every time before exporting). About the camera issue in F4AK’s Rig, I’m aware about it, but it’s not that either – I’m using a standard human skeleton imported from FO4 and the camera is correctly positioned. Strange thing however is that it produces the same issue… Actually it did work at some point, but I renamed some of the weapon’s bones and the issue resurfaced, even though I hadn’t touched the camera at all… Anyway, I have F4AK’s Rig too - if I can’t fix it, I’ll try merging the anim onto his rig and see if that helps.
  4. Hi, I’m working on some custom (1st person) animations and struggling with a seriously unnerving issue. Animation is fine in max and exports OK except that when I test it ingame, the camera sinks to the bottom looking down. Animation seems to be working, as I see some movement while the camera snaps back in place and the sounds from the annotation track do play as well. I have some custom bones for the weapon that I added to FO4_Human_1st_Rig.txt. The skeleton I’m using was imported from FO4. Does anyone have any insight on how to fix this issue?
  5. Yep, same problem as mentioned above (almost). Getting the "http://21.365awesome.com" redirect (http://21.365awesome.com/?utm_term=28742294665&clickverify=1&utm_content=fdc2c69a9caf9cad939a9291a69694908abb8cb9cbd1d8d8d4daded4d2b7c1dbeeeeeee0e0eae88db2e2# - to be exact) quite a lot the past few days. It redirects me to http://0obzz.rewards.2274.ws... something (can't copy the full link, avast immediately deletes it). No idea what it's about, but antivirus starts screaming and repeatedly blocks "threat" until I close the page. Happens on various mod pages, randomly as far as I can tell.
  6. That's correct, but I think some things need to be clarified. Actually, you can create new mods with fnvedit. But replacement ones or ones that don't involve creating new maps. That's something you indeed need the GECK for. But whatever you do, you'll most probably need FNVEdit anyway, to fix/clean up the mess GECK has made when saving your file. For example, the Geck often omits to add master files (esp or esm files required to load before your mod and which contain data it needs to access), adds the wrong ones or adds some unnecessary ones. There are also things that can only be done (or done better) by FNVEdit and others that will require the GECK (like creating maps or compiling scripts). Basically, what I'm trying to say is that, whatever you want to do, you'll need both programs. And, if you're planning to mess with models or textures, you'll need nifskope as well. Finally, as AncientSion said, you'll need FOMM too. It includes a lot of tools, like BSA browser/creator (these are the packed resources - textures, models, sounds, etc) or the ability to create or install fomod files. Also, a word of advice, when using the GECK, save your work regularly - it has a tendency to crash. For the error you're getting, where did you extract the files from the GECK? It has to be extracted at the root of Fallout New Vegas's install directory - not in a folder or somewhere else.
  7. Where it says HandtoHandMelee (guess you're looking at Animation Type in the Art & sound tab) expand it and select TwoHandAutomatic...
  8. First of all, you’ll need the NVIDIA Texture Tools for Adobe Photoshop plugin. Or some other tool to export to DDS format. : https://developer.nvidia.com/nvidia-texture-tools-adobe-photoshop Then, you can follow a tutorial for creating a grungy, stained paper effect over your poster. Like this one: http://www.lunacore.com/photoshop/tutorials/tut024.htm The easy way, though is to just overlay a stained paper texture (like this one, here : http://mourningstocks.deviantart.com/art/Old-Paper-1-22865437) over your poster image. For the tears and stuff, you will need to create an alpha channel, the size of your poster texture. Here’s a tutorial on how to do that : http://nicolaescher.com/tutorials/alpha-channel-primer You can also use the vanilla ones. Finally, add the alpha map to your texture as Alpha 1 channel and export as DDS DXT 5 – Color Map. You may also need to UV map and adjust a plane in Blender or 3ds Max, but that would be too long to explain in detail here (although, it’s fairly easy). Or you can use an existing nif, but then, you will have to reuse FNV poster textures and conform to their bounds and sizes. And, of course change the texture path in the nif and save as a new file. As a general advice, open and examine vanilla textures and nifs, to get an idea of how it’s made.
  9. There is also a known bug in FNV where NPCs randomly start attacking you or other NPCs, usually after some "trigger" is activated (like dialogues or a quest end, for example). I've seen it happening once or twice.
  10. Well, renaming the nodes will, indeed, make those parts move, but it will most probably look like a big mess (like, for example, the bolt sliding 10cm above the weapon, etc...). The nodes need to have the same name as in the .kf, but they also need to have the same coordinates as the original nodes.
  11. What do you mean you can't fix it? Just move FalloutNV.esm to the top of the load order in FOMM (where it should be anyway).
  12. It doesn't change it, it just doesn't export NiStringExtraData. You generally have to create or copy that one yourself. I don't think it's a crucial part - with or without it, I haven't noticed any difference (but I include it nontheless, just in case...). Also, every time I've seen a NiStringExtraData in a file, there's generally a BSXFlags as well, so normally both should be present. NiTriStrips is fine. All my models are NiTriStrips and I don't have this kind of issue. Not sure what the difference is, exactly. If I remember right, NiTriStrips is some sort of optimized NiTriShape. Depending on the mesh, stripifying can make the file size a bit smaller. As for NiTriShapeData and NiTriStripsData, both contain only geometry and uv data. If you copy-paste over these from another file, that'll replace the mesh (and, consequently the UV Mapping), so you shouldn't do that, anyway. And something that just occurred to me : have you tried flipping the mesh normals? It's done by right-clicking on the NiTriStrips/Shape or on the NiTriStrips/ShapeData, selecting Mesh and Flip Normals. PS: Also, preview your meshes in the GECK, preferably. Nifskope displays just the diffuse map, you can't preview specular or normal maps, for example. It's just there to let you see if there aren't any geometry or uv issues with the exported mesh.
  13. There are several factors that could cause such issues: 1 - Specular color (the one I mentioned earlier). Sometimes, upon exporting, it is set to black and should eventually be set to light gray or white (unless you want some other color). 2 - Glossiness. It's really about what it's titled after, but it affects how much the surface shall brighten when lit. 3 - Shader Flags (another one I mentioned earlier). It has to be set to SF_Specular | SF_Environment_Mapping | SF_Remappable_Textures | SF_ZBuffer_Test. That's in the latest version of Nifskope - settings vary in earlier versions, for some reason. If other settings are enabled (depending on which), the mesh may appear solid black, may not be rendered at all or could even cause a CTD when the nif is loaded ingame. Note that SF_Environment_Mapping is optional and has to be used with a cubemap. Generally, with it enabled, surfaces look brighter. It's mostly for shinier surfaces that need to look as if they're refracting something (like metal, glass, scope lenses, etc...). 4 - Your specular map. In this engine, the specular map has to "attached" as an alpha channel to the normal map. Basically the darker the spec map, the darker (an matted) will the material look when lit. So, your spec map may need to be brightened a bit. Maybe some other settings, like ShaderType or Unknown Int "x" should be modified as well. Blender and max export them as they should be, for most of them, but I don't know if GMax exports them the same way. Best way to tell is to compare with a vanilla nif file.
  14. Interesting. I knew there was a plug-in for Oblivion for Gmax, didn't know they had added FO3 functionality. Good news. Forgot to add you also need to edit the settings of the proxy mesh in bhkCollisionObject-> bhkRigidBody. It's easier to copy-paste over the data from an existing file, 'cause there are quite a lot of settings to edit there. And also, you need to set the Radius in bhkCollisionObject-> bhkRigidBody -> bhkConvexVerticesShape to 0.1 (if you're using that, of course, but other collision types used to ctd the game for some reason). You can also check Millenia's tutorial on FO3 exporting http://www.youtube.com/playlist?list=PL925958D31D8D30C7 It's more specifically for weapons, but most of it is relevant for pretty much every type of object.
  15. Yeah, it does export to nif format but what version? I highly doubt it's FO3 format, there are tens of earlier formats. GMax was discontinued way before FO3 was released, so... I suspect the exported file may not work very well, if at all, with FNV. Anyway, you can't export to nif and have a fully operational model, you need to edit some properties in nifskope: - The NiNode root (that's normal, actually, max does the same) has to be renamed to BSFadeNode - Materials and stuff have to be edited (especially check Specular Color, since you say you get dark textures) - Don't forget to set the proper Shader Flags under BSShaderPPLightingProperty - Last, but not least, update tangent space when you're done
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