SaintJames420 Posted March 24, 2009 Share Posted March 24, 2009 I'm glad to hear your immune to peer presure....and that you'll only release it when YOU THINK IT'S DONE! And the thing I love the most is....."drum roll".........IT'S NOT POWER ARMOUR! I can actually use it in the begining of the game! Link to comment Share on other sites More sharing options...
Skree000 Posted March 24, 2009 Share Posted March 24, 2009 To fix the mirroring logo you can do what alot of game companies do (ie. bungie for the logos on the armor) create a paper-thin plane that floats just above the surface of the arm, onwhich you stamp the logoto get it to conform to the exact shape of the arm, select the arm mesh itself, pick the topmost polys that you want to have the logo on them...in Max you can hold Shift then drag, this will detach the polys as a clone (in this case a shell-like plane shaped just like the arm.once the planar-piece is separated, apply a 'push' modifier, that will expand it just a tiny bit, just enough to pop it up above the surface, but not so much that it looks like a floating piece of geometry. i used this method to prevent the lettering on either side of the SCAR from flipping backwards.... (this gun here) look closely, can you tell the lettering on the side is actually floating on a plane, just above the surface? :)http://www.fallout3nexus.com/imageshare/images/917557-1237147220.jpg Link to comment Share on other sites More sharing options...
Freols Posted March 24, 2009 Share Posted March 24, 2009 Are there going to be some gloves for the armour by the way? Link to comment Share on other sites More sharing options...
tyokio Posted March 26, 2009 Author Share Posted March 26, 2009 yes there will be gloves lol. Thanks for the tips Skree000, I will certainly use it to sort out the logo, plus I can use it to add a logo I'd forgotten to add to the front. Right now though I'm facing some pretty tricky problems which I hope some one out there can help me with. When I exported my model it seemed to flip some of the faves in areas, as you can see in the lower images. http://i2.photobucket.com/albums/y7/tyokio/normals1.jpghttp://i2.photobucket.com/albums/y7/tyokio/normals2copy.jpg so I went back into max, duplicated the mesh deleted all the un required faces and flipped the normals on that mesh and in nifskope, it was fixed. http://i2.photobucket.com/albums/y7/tyokio/normals3.jpg however ingame it told a completely different story, not only did som different normals flip on both meshes but a few other areas decided to flip too. http://i2.photobucket.com/albums/y7/tyokio/normals4.jpghttp://i2.photobucket.com/albums/y7/tyokio/normals5.jpg EDIT: the front part was just solved but I'm still unsure to why those parts on the side changed. the helmet also had the same thing happen when it had normals that flipped.. ingame a huge area would appear flipped when in nifskope it looked fine. http://i2.photobucket.com/albums/y7/tyokio/normals6.jpg Edit: all problems sorted, helmets problem was I forgot to flip the normals, the torso was fived just by making another section with flipped normals. I would still love to know why it happens in the first place and if theres a different way to solve that problem. Link to comment Share on other sites More sharing options...
TGBlank Posted March 26, 2009 Share Posted March 26, 2009 Eagerly awaiting for finished version.......and hopefully, female version as well. Females really need good-stated armors that aren't door-wide with head-thick arms like power armors... and not a skimpy bra and shorts :dry: Somehow makes me think of starcraft ghosts too. Link to comment Share on other sites More sharing options...
SpeedyB64 Posted March 26, 2009 Share Posted March 26, 2009 The flipped normals seem to happen in the stripifying process. Rightclicking going to mesh-> face normals might fix it (haven't tested this) I haven't had this problem in a long time. Link to comment Share on other sites More sharing options...
davidzaccaro Posted March 26, 2009 Share Posted March 26, 2009 Yeah! BF 2142! You are only missing the Titan! :biggrin: :biggrin: Link to comment Share on other sites More sharing options...
tyokio Posted March 26, 2009 Author Share Posted March 26, 2009 i can confirm that the stripifying process causes the flipped normals, exported one with stripifying an one with out. I then took the one with out stripifying and stripified it in nifskope and I imediatly got flipped normals. I guess its something I'll have to accept as normal for now considering the programs used to export stuff are far from perfect. Link to comment Share on other sites More sharing options...
SaintJames420 Posted March 27, 2009 Share Posted March 27, 2009 so how's it going? or are you working on the lancer armour? Link to comment Share on other sites More sharing options...
tyokio Posted March 28, 2009 Author Share Posted March 28, 2009 well, progress is going great on this mod, its going slower on the lancer armor front but thats about to change. I could have the deep eyes armor complete in the next few days. I'm going to make a retex for the gloves and I have to patch up some more flipped normals...again, some new areas decided to flip. The temptation to leave it as it is is rising, its allready left a few scars on the model as it is. took some screenshots showing that I got rid of the initial flipped normals, plus a shot from the back which would be what you'd see all the time if your running around. 2 of them also show the fixed logo image, with an extra logo on the front of the torso. http://i2.photobucket.com/albums/y7/tyokio/ScreenShot178.jpg http://i2.photobucket.com/albums/y7/tyokio/ScreenShot179.jpg http://i2.photobucket.com/albums/y7/tyokio/ScreenShot177.jpg but yeah, its really close to completion now. Link to comment Share on other sites More sharing options...
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