Site Bot Posted July 7, 2009 Share Posted July 7, 2009 Article link: [Tutorial] JaySuS Headgear Tutorial Today we learn how we get that funky new santa claus hat into fallout for all of us to enjoy :) this tutorial is for advanced users and requires you to understand the basic principles of model creation and its import into fallout---------------------------- 1 create a hat model 2 import a vanilla hat and move your hat around and resize it until it fits, alternatively you could also load the human headmodel and adjust your models size according to it 3export your hat model (no need to skin/rig it as long as it is a stiff piece of cloth, a hood would need skinning though as it moves differently according to the cloth's location, a baseballcap wouldnt need skinning as it is stiff and only moves with the general movement of the head-bone) 4once you have your nif properly set up open it up in nifskope(see the modelling mini tutorial if you struggle with setting up a nif, it also has a sticky thread in the forums with dozens of answers for you) 5in nifskope select the topmost node (root) and hit export 6export your nif as an obj 7open up the conformulator (do a search under tesnexus.com) 8in the conformulator select fallout3datameshescharactersheadhumanhead.tri as the head model 9select your newly exported *.obj file as the hair model 10hit conformulate 11rename your newly created egm exactly as your nif is named(example santashat.nif and santashat.egm) 12open the geck and create your hat item 13go to characters -> update facegen model availability 14save and done your hat will now be conform to every humanhead ingame ------------------ i used vanilla egms prior to this which often works but not always and can result in nasty model distortionscustom egms dont take long to create and are much better :) mind that you need an egm for every nif you have, if one has none and you hit "update facegen data" your other hats will eventually hang on the head sideways, to prevent that use FOMM to delete all hat entries you didnt want to modify with your mod (under ARMO) ater you updated the facegen data Link to comment Share on other sites More sharing options...
Baelkin Posted July 14, 2009 Share Posted July 14, 2009 Great article Jaysus, just wanted to add some snippets of information based on my experiences on making .egm files: During step 5 you can alternately export the model as a .nif for Oblivion and use that .nif as the target model in the Conformulator as under step 9. All you need to do when exporting is switch the game you export for to Oblivion, but keep the same export options as you would for Fallout 3. In addition, when making headgear like masks, balaclavas and other items that enclose the majority of the head, I've found that it's a good idea to make sure that there are no open edges or borders in the mesh, as that can cause incorrect conformulation. It's not as much that the conformulation doesn't work, it's more that it doesn't work beyond a certain facial wide/heavy'ness threshold, so the item will look wonky on faces which are close to the max threshold on either facial slider. If you are experiencing this problem, I've found that closing all open edges and borders on the model you want to conformulate makes it more likely that the conformulator conformualtes the mesh correctly. For instance if you are making a balaclava and you are having problems getting the mesh to conform to wide faces, close up the border around the neck, around the eyes, mouth, face etc. and just model it such that these polygons don't show when worn (ie. model it such that the polys are hidden behind the face in-game). Link to comment Share on other sites More sharing options...
observer92 Posted December 8, 2009 Share Posted December 8, 2009 Thank You you don't know how long I've been struggling with this. Link to comment Share on other sites More sharing options...
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