Bottletopman Posted March 2, 2014 Share Posted March 2, 2014 I suck pretty badly with blender, as for the past 3 days I've been wondering how to split a single mesh into a separate one, in order to create a mod that addresses the issue of incorrect bullet casings assigned to the weapons of New Vegas. Right now, the AMR spits out 7.62 shells instead of the .50 MG cartridge it actually uses, and the K-9000 and FIDO both spit out assault rifle casings despite using PISTOL rounds. The problem is that there are no casing models for the 12.7mm, .50MG and .22 LR rounds, the 9mm and 10mm weapons use the 45calshellcasing model which doesn't seem too bad, considering that 9mm and 10mm is very close in diameter to the .45 casing. However, I was hoping somebody experienced with blender could separate the CRAFTING ITEM model that is the bullet casings, as they seem to have their own models for each of the bullets... Link to comment Share on other sites More sharing options...
devinpatterson Posted March 3, 2014 Share Posted March 3, 2014 However, I was hoping somebody experienced with blender could separate the CRAFTING ITEM model that is the bullet casings, as they seem to have their own models for each of the bullets... I can take a look at it for you. So your wanting 12.7, 50mg and .22 LRs then? Link to comment Share on other sites More sharing options...
Bottletopman Posted March 3, 2014 Author Share Posted March 3, 2014 Yes! And if you're ok with it I want to upload it as a mod to the nexus, I'll credit you of course. I was wondering if you also wanted to do the 9mm and 10mm rounds as they have crafting items with their own models (case, 9mm; case, 10mm etc.) so I was thinking that all that was needed was to use the model of the crafting items and separate one bullet and make that as its own model. Link to comment Share on other sites More sharing options...
devinpatterson Posted March 3, 2014 Share Posted March 3, 2014 Yes! And if you're ok with it I want to upload it as a mod to the nexus, I'll credit you of course. If you want me to help you out that's not a problem. If you want me to upload/publish the mod, not problem. There might be certain circumstances where someone uploads someone else's work, for instance if they can't get online, but obviously this isn't the situation. You have 249 posts, so your not new to nexus. So yeah, I'm puzzled why you would request that. I was wondering if you also wanted to do the 9mm and 10mm rounds as they have crafting items with their own models (case, 9mm; case, 10mm etc.) so I was thinking that all that was needed was to use the model of the crafting items and separate one bullet and make that as its own model. Sure Link to comment Share on other sites More sharing options...
Bottletopman Posted March 3, 2014 Author Share Posted March 3, 2014 lol whoops, forgot to add that uploading it yourself would be great too, it's just that I was working on making more bullet casings but I couldn't for the life of anyone work out how to use Blender, and just once I'd like to upload a mod that gets a fair bit of downloads heh. I also have a lot of time on my hands having just graduated from high school so in case you were busy or something, I'd be happy to upload in your name. Also, do you have the textures for these casing types? Link to comment Share on other sites More sharing options...
devinpatterson Posted March 3, 2014 Share Posted March 3, 2014 Also, do you have the textures for these casing types? I havn't looked at it yet. Point me toward the editorID and I'll see what I can do for you. Link to comment Share on other sites More sharing options...
devinpatterson Posted March 3, 2014 Share Posted March 3, 2014 Or the name of the nifs in teh bsa that you were trying to separate. Link to comment Share on other sites More sharing options...
Bottletopman Posted March 3, 2014 Author Share Posted March 3, 2014 (edited) I don't think the textures have editor IDs as I can't seem to find them in the GECK, but they are located in the textures2.bsa archive under projectiles, I think the non-shotgun shell textures actually use the same texture, as there's only 3 notable ones I could find: shells_20ga.ddsshells.dds (this is the 12ga version)357shell.dds (the thing is .357 casings are already in the game, along with .44 magnum) Only the 12.7, .50MG and .22 LR along with 20 ga casings don't have their own casing model/texture, 9mm and 10mm would be nice but I think the differences would be too negligible. Assuming you have FOMM's BSA browser, you can find the normals for these textures too, they have identical filenames but with a _n suffix. the crafting case nifs are found under meshes\projectiles\shellcasingsphysics\ Edited March 3, 2014 by Bottletopman Link to comment Share on other sites More sharing options...
devinpatterson Posted March 3, 2014 Share Posted March 3, 2014 I don't think the textures have editor IDs...the crafting case nifs are found under meshes\projectiles\shellcasingsphysics\ Ok I think we may have a misunderstanding here. The following nifs are in the shellcasingsphysics directory; FILE 12gashells.nif FILE 20gashells.nif FILE 22lrcasings.nif FILE 308casings.nif FILE 357shellcasing.nif FILE 44magnumcasing.nif FILE 4570shellcasing.nif FILE 45calshellcasing.nif FILE 50calcasings.nif FILE 556mmcasings.nif FILE 762mmshellcasing.nif FILE 9mmcasings.nif FILE assaultrifleshellcasing.nif FILE shotgunshell.nif So I'm having a bit of trouble understanding how you want me to separate the casings from the bullet of the 12.7, .50mg and 22LR ammo, if we don't have the models. Link to comment Share on other sites More sharing options...
Bottletopman Posted March 3, 2014 Author Share Posted March 3, 2014 (edited) Yeah, I was referring to the textures as you were asking me to point you to the editor IDs. I tried to separate the casings by editing the meshes in Blender, apparently it's possible but not with my understanding of Blender. EDIT: What I mean is that the model appears as multiple shell casings, so I want to take one, and make that as a separate model to use for when guns are ejecting brass 2ND EDIT: Alternatively, if it's simpler, you could create custom models then apply the (custom?) textures to them Edited March 3, 2014 by Bottletopman Link to comment Share on other sites More sharing options...
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