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Everything posted by Heffy
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To all mod authors: useless white Alpha channels
Heffy replied to MentalGear's topic in Fallout New Vegas's Discussion
Totally agree, that a 2048x2048 ddx dxt 1 texture larger than 2,65Mb is suspiciously big. One thing needs to be mentioned nevertheless Photoshop + the Nvidia dds plugin automatically create a white alpha channel upon importing. If you import it, delete the white alpha channel and resave (DDS DXT1 RGB 4 bpp | no alpha) and re-open the re-saved file, the white alpha is there again... Also, lets not forget that every time a dds texture is re-saved, it looses quality. The example below shows a DDS DXT 1 texture opened in photoshop and re-saved under the same format and settings : -
Weapon modding questions
Heffy replied to maym_001's topic in Fallout New Vegas's Mod Troubleshooting
I think there was something about such silencer mods having to be the first mod in the list. Not sure whether it's the case but maybe try it. As for the sound format, it should be a PCM wav file, mono for the 3d version and stereo for the 2d version of the sounds. As for the frequency, most of the original sounds I've had a look at were 44100 (you can use less, though, I've used 32000). Also, check the settings in the sound declaration in geck. -
Good to know you succeeded. The Geck preview is never very accurate, as it has a relatively strong directional lighting, so it makes models appear as you described. Nifskope, on the other hand doesn’t apply any effects in the preview (or in a very limited way) and it never looks like the final result. So, in the end, the ultimate best way to see how correctly the textures and effects are, is trying it ingame. It’s almost 4:30 in the morning here and I need some sleep, now :) I’ll be around tomorrow if you still need help with something.
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About the diffuse map thing (I said diffuse texture, actually), it’s not really what I meant. In this context it just means the normal texture, what you are referring to would be a glow map. I totally see how it is confusing, though, as in some engines (as the Unreal Engine, for example) “diffuse” usually refers to the glow map, indeed… In this case, you don’t need a glow (or diffuse) map, unless you want the knives to glow in the dark. I assume you have just changed the texture, leaving the original settings as-is. In which case, the model showing black in the GECK could be just a result of these same settings. Some of these can’t be rendered correctly in the GECK and the mesh ends up appearing black or in some other weird manner… However, provided these settings are valid, it just displays correctly in-game. Edit : Seems I misread you on how the models appears in GECK. If it looks too bright, it’s generally normal, my models too usually look a lot brighter in the GECK than they do ingame.
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I’m not saying it’s necessarily that, since the alpha saved in this case should be uniformly white. However, I’ve never done that in Gimp, so I don’t know how it treats this particular case. It “may” be creating an alpha channel from the image itself giving this “not so uniformly” transparency… Anyhow, the diffuse texture shouldn’t have any alpha channel (unless it is destined to be translucent, for a glass effect, for example) so save it to dxt 1 no alpha anyway.
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In point 5, why are you saving a diffuse texture to dds dxt5? That automatically creates an undesired alpha channel (not even considering the fact it’s the lowest dxt quality). Normally, all textures, unless it’s a normal map or any other type requiring an alpha mask, should be saved to dds dxt1 no alpha.
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Idea: ARMA 2 weapon and objects pack
Heffy replied to Jopo1980's topic in Fallout New Vegas's Discussion
I’d say don’t bother, the guys at bohemia are somewhat pissy as it comes to that. They made a real fuss at the time about reverse engineering the ARMA models. And that wasn’t even about porting, but for making mods for their own game. They did, however release the unencrypted models some days later but it was explicitly written in the eula included with these that it is strictly forbidden to port them to other games. Also, it’s a long time I haven’t checked, but it’s likely that there are no conversion tools for doing so anyway. The very first version of Oxygen 2 had an option for exporting to obj, but it disappeared in the later versions. A problem you’ll be facing with implementing “realistic” rocket launchers in Fallout NV would be the animations. These are very hm… specific… and won’t fit any existing rocket launcher. At least not any LAW, SMAW or RPG-7. In other words, to add such rocket launchers you’ll need to modify the animations linked to this type of weapons. Which isn’t such a tiny deal… -
I need help with creating .nif static meshes
Heffy replied to seularts's topic in Fallout New Vegas's Discussion
I’m not sure what you mean exactly. Are all the materials collapsed together for that model? Or do you want to have just one single texture for the whole model, instead of multi/sub materials? In the second case, you have to re-uvmap your mesh. If it’s the first case, the mesh was probably badly imported/exported, in which case you have to either re-import/export it or re-assign the maps (actually materials or sub-materials) to the correct parts. -
I need help with creating .nif static meshes
Heffy replied to seularts's topic in Fallout New Vegas's Discussion
If I read you right, you have the objects in 3ds MAX - in which case, you could export them via the niftools for max. You just need to set the materials as standard sub/multi and set them to blinn (which is the default setting). Just don’t set it to nimaterial. You’d also need a collision/proxy mesh which you can either create in max or just copy-over an existing one in nifskope. Alternatively, you can also import obj meshes directly into nifskope and replace an existing object. As for the materials in nifskope, normally, you need to have a BSShaderPPLightingProperty and BSShaderTextureSet under it. Under BSShaderPPLightingProperty you need to uncheck some options for the BSShaderFlags so that you get just Z_BUFFER_TEST, SF_EMPTY and SF_UNKNOWN_31. These are the standard settings, you may need to add some settings for certain effects, but let’s ignore that part for now. The default material settings once you export tend to make the objet invisible ingame (and in the geck too, btw) Lastly, don’t forget that everything needs to be parented to BSFadeNode. If you import it from MAX, it’ll be a NiNode named Scene Root, just rename NiNode to BSFadeNode and Scene Root to whatever you like (you can even leave it that way…). -
New Movement and Attack Animations
Heffy replied to Jopo1980's topic in Fallout New Vegas's Discussion
Well, in theory it’s a very good idea. Unfortunately, in practice, at least half of it would be undoable for Fallout NV… Animations are predefined in the engine, thus you can’t really add more than what’s available. Also, quite a lot of stuff pertaining to animations seems to be hardcoded… So, for example, the prone position (something I would gladly see in FNV, btw) would be impossible to implement without some serious coding. Which leads me to my second point: maybe some of it could be achieved through NVSE. Which means that you’ll need not only an animator, but also (and most importantly) a coder. You can find all import/export scripts for blender and 3DS here: http://sourceforge.net/projects/niftools/files/ If I remember right, Maya doesn’t have a script for animations (it can only export nif files). -
There’s no easy way I can think of for doing that. I’m not sure how exactly the minigun works in FalloutNV (contrarily to the attackloop anim, it’s not a looping animation) but one way of doing it would be creating a firing anim where the barrel spins 180° once and adding the track to 2haattackloop (for example) in nifskope. You’ll need to create an additional node (for example #GatlingBarrel) to which the barrels mesh(es) will be parented and which will be the one that rotates 180°. Also the animation will need to be exactly the same length as 2haattackloop, thus 0.1667 (I don’t know what units they use, but it’s neither seconds nor frames, just import the original anim to determine the duration). And finally, you need to add this track to both 1st and 3rd person anims (standing and sneaking) and for both normal and ironsight (IS) anims. Unfortunately, the inconvenient with this method is that your weapon won’t be compatible with animation replacement mods, as it will require the animations that come with your mod. You “could” also try to add this animation as a 2haattackspin (you’ll need to rename the NiControllerSequence to AttackSpin as well). I doubt it’ll work but who knows… In some nif files, some nodes have NiTransformControllers attached to them, but I don’t know whether this could be a solution nor do I know how it works. Maybe someone who has dealt with these could point you to an easier method. Edit: Coming to think of it, this is a very basic animation, so you may not need to use a program like 3ds max or blender to animate the node. You could just do it in nifskope, copying a NiTransformInterpolator with no translation data and a with a NiTransformData. In that last one, you can define 3 rotation keys. The first one (at time 0.0000) with 0 rotation on the desired axis, the second one (at the anim length divided by 2) with a rotation of 180 and the last one (at the stop time value) again with a zeroed rotation.
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It depends on what type of animation you have defined for the weapon. AttackSpin works only with twohandhandle. There is no such fire animation for the other types. And, of course you would also need the correct bone structure for AttackSpin.
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It depends on whether you have imported all of the skeleton data (collision, cameras, etc…). Also, after exporting to a nif file, you still need to modify/add some of the data (usually copy-over or re-edit). If it’s doing that after you exported the kf, it’s usually because the Bip01 node doesn’t have the correct orientation. It needs to be rotated 90° on the Z axis (R in nifskope). So, check whether it’s the case before exporting. If I can give you an advice, though; if you’re new to this, don’t mess with anims just yet (unless you just want to make some pose kfs). It’s a relatively complex chapter and there’s little to no documentation on the matter…
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help with body mesh !!!!
Heffy replied to madmax21796645's topic in Fallout New Vegas's Mod Troubleshooting
M’yeah… neither do I. This can’t be done with nifskope alone, it would require importing the model into 3ds Max or blender. I don’t know what manipulations you have done in nifskope, but it is possible you have botched the nif file upon saving. In which case, since the game can’t read the modified model, it reverts to the vanilla nif from its bsa archive… -
Using player name in dialogue
Heffy replied to rainman400's topic in Fallout New Vegas's Mod Troubleshooting
I remember the player’s name appeared in messages found on Talon Company mercs corpses in Fallout 3. It also appears in the PipBoy’s Stats > status menu. Not sure it can be used in a dialogue menu, but it would probably be the right place to start looking for that function. However, there is no way an npc could "pronounce" the player’s name during a dialogue. All dialogues are just sound files recorded in a studio with actors. For the player’s name to be said by an npc, it would require the game to have some kind of text-to-speech system, which is not the case (and even if it had such a thing, it would probably sound very fake...). -
Help with Ironsights and NV Ported Mod (20thCW)
Heffy replied to shockwave171's topic in Fallout New Vegas's Discussion
Since these are FO3 weapons, they may not have ironsight nodes and, if they have, these probably differ from the FONV’s IS nodes. The problem is, however, since you say the computer you’re currently working on can’t render 3d view, that you need nifskope’s 3d view to add and adjust the required nodes. Anyway, it’s quite easy, so I’ll explain nonetheless. First, you need to open the models in nifskope and create a “NiNode” that you’ll name “##SightingNode”. To do that, right click on BSFadeNode and select block > insert and select NiNode (you can also just duplicate the ProjectileNode, for example). Then, adjust it (more or less) as shown in the pictures below. However, if you intend to upload this, you should (if you haven’t done so yet) ask the author’s permission. Just a reminder that’ll spare you some unpleasant surprises. -
Need Help with Modding my New Vegas
Heffy replied to DeusNefastus's topic in Fallout New Vegas's Mod Troubleshooting
Well, the first thing that pops out is that the load order is a complete mess… The load order should look something like this: [X] FalloutNV.esm [X] DLCs and all other esm files [X] All esp files (plugins) -
Normally, replacing the nif files should suffice. 1. Just copy the tree you want to have ingame into the folder the tree you want to replace is (copy its name and delete or move the nif). 2. Rename it by pasting the name you copied in point 1. 3. See what textures the newly renamed tree uses and copy them to where they belong (reproduce the folder hierarchy or change the paths in the nif file). Just remember that would be exclusively for your personal use.
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REPLY PLEAS!! Help for my weapon mod.
Heffy replied to BOND777's topic in Fallout New Vegas's Mod Troubleshooting
Oh, I thought you were talking about the lens. The problem you’re having is easy to fix – you just need to define the weapon as a scoped one. To do that, you need, in the weapon’s “Art and Sound” tab, to check “has scope” and point the “Target NIF” to “interface\HUD\mildotscope.NIF” (that’s the standard scope). For this last part, unless you’ve extracted the aforementioned nif file, it may be easier to do it in fnvedit, as it needs to find that file. If you want to release it, I’d advise you to fix all the imperfections first. There are too obvious texture issues and mesh location problems. It may be a good idea to add the silencer or the bayonet as mods, since, as stated previously, it’s kinda impossible to have both. If you decide to add the scope as a mod, make sure to fix the ironsight as well. -
Need to recover overwritten save
Heffy replied to kingm444's topic in Fallout New Vegas's Discussion
I know two "mods" that deal with savegames, although I'm not sure any of these does what you mentioned. The first one is "CASM:NV" - http://www.newvegasnexus.com/downloads/file.php?id=36730 The second one is "Auto Incremental Save" - http://www.newvegasnexus.com/downloads/file.php?id=39217 However, unless you had something like that installed before this happened, there's no way you could recover an overwritten savegame (none that I know about, at least). It could help the same from happening again, though... Only the autosave creates a backup by default. The backed-up file is named autosave.fos.bak and can be found in your FalloutNV Saves folder. If it's anterior to the "incident", it could help you go back in your progress a bit. Edit: Found some other. Some are external backup tools, others seem to be modifications of others in the list. Anyway, here they are: QuicksaveSaver: http://www.newvegasnexus.com/downloads/file.php?id=35917 New Vegas Save Manager : http://www.newvegasnexus.com/downloads/file.php?id=35511 New Vegas Save Backup : http://www.newvegasnexus.com/downloads/file.php?id=42993 Mods and Save Games Backup Script : http://www.newvegasnexus.com/downloads/file.php?id=37865 FNV Incremental Saver: http://www.newvegasnexus.com/downloads/file.php?id=35227 Fallout AutoSaver : http://www.newvegasnexus.com/downloads/file.php?id=35146 SaveKey : http://www.newvegasnexus.com/downloads/file.php?id=38276 Savegame Manager : http://www.newvegasnexus.com/downloads/file.php?id=35075 Save Game Profiles : http://www.newvegasnexus.com/downloads/file.php?id=38121 -
REPLY PLEAS!! Help for my weapon mod.
Heffy replied to BOND777's topic in Fallout New Vegas's Mod Troubleshooting
That depends on what you mean and which scope you used. The trail carbine’s scope has a separate mesh for the lens, thus you need to import both NiTriStrips. Also, for some reason, both the lens and scope meshes are attached to two separate nodes, so if you used this scope and you imported it this way, check that the names are unique. For this scope, the lens NiNode is named “Lens” and its NiTriStrips is named “Lens:0”. Also, make sure everything is under the BSFadeNode (anything outside it won't show). If, on the other hand, you used another scope and you mean the lens is not reflective, maybe you didn’t port the material properties correctly. For the lens to be reflective (well, kind of…), it needs to have SF_MULTIPLE_TEXTURES (in the Shader Flags values) checked in the scope’s BSShaderPPLightingProperty. Also, check you have the correct textures in BSShaderTextureSet. -
The Varmint Rifle scope lens doesn’t actually reflect the environment, it just fakes it by reflecting a texture and being very shiny. To do that, you need to check SF_Multiple_Textures in Shader Flags for the visor’s BSShaderPPLightingProperty. Although it’s optional, I’d advise you to make a different material for the visor. The spec map for the visor needs to be something near the mid-dark grey (it doesn’t need to be a uniform color). Here’s how the varmint rifle’s spec looks like: Although the varmint scope effect could look ok, I think the radiation suit’s visor settings would be more suitable for what you’re trying to achieve. It’s basically the same method, only the materials used are different, so you can try both. Here’s for the radsuit: First for the NiMaterialProperty: Now, for the BSShaderPPLightingProperty: And, finally, for the BSShaderTextureSet: For your other problem, did you save the normal map as a DXT5 dds file (else, it discards the alpha channel) with the spec map as its alpha channel? Not sure that's it, but I get sometimes weird looking results when the alpha channel isn't correctly exported...
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REPLY PLEAS!! Help for my weapon mod.
Heffy replied to BOND777's topic in Fallout New Vegas's Mod Troubleshooting
Somehow skipped the part where only nifskope was used. What I was referring to applies only to freshly imported meshes, so indeed ignore it in this case. The “##” before a NiTriStrips name is unnecessary, however. Only thing that matters is hierarchy, avoiding duplicate names and the original NiNode names and position. For replacing the Mag mesh you don’t need to do all of that either. Just expand the NiTriStrips of the mag you want to use, right-click the NiTriStripsData, select Block > Copy. Then, go back to your edited mesh, expand the NiTriStrips of the mag you want to replace, right-click on its NiTriStripsData and select Block > Paste Over. Don’t forget to do the same for BSShaderTextureSet (or edit the texture paths manually). And, as Werne said, you may need to reposition the mesh (in NiTriStrips > Translation). -
That depends, but generally no. Slot 3 is used for assigning glowing areas or skintones (usually not something you’ll use for a helmet, since the head isn’t included with these meshes). Not sure what slot 4 is for, I’ve never seen it being used. Slots 5 & 6 are usually used with weapon meshes (which doesn’t mean you can’t use them on armors, I guess, depends on what effects you want to achieve). Actually most armors use only slots 1 and 2 (thus just a texture and a normal map with a specular mask as an alpha channel). You can also compare your settings with the vanilla meshes similar to your model.
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As far as I know, in this case, you don't... What you are referring to is for (if I remember right) NiTexturingProperty, which you're not using here.