Sieg5857 Posted June 25, 2010 Author Share Posted June 25, 2010 http://www.fallout3nexus.com/downloads/file.php?id=13261 There is the link, and once again thanks for your help. Link to comment Share on other sites More sharing options...
Ghogiel Posted June 25, 2010 Share Posted June 25, 2010 ok. change log:Changed the Scene Root Ninode into a BSFadeNode, this is an F3 essential for just about everything that isn't going to be a rigged mesh. I just removed your collision as it was acting jumpy anyway, it actually looked correct as far as the setting went though. I would have had it as the collision object of the root node. instead of that child ninode. but that shouldn't really be the issue added a simple capsule shape collision. your meshes face smoothing was all over the place, I took the liberty of running the face smoothing spell and removing extra verts via nifskope, not something I would normally advise, but you don't have baked normal maps, so there isn't anything that it can interfere with there. This is a blender quirk, as far as I know there is nothing like face smoothing or smoothing groups like maya or max has, and your hard edges will have to be manually broken for export form blender. which is absolutely unthinkable imo. someone should really implement that feature into blender asap. I removed the absolute file path from the texture, you only need to put everything bellow the game data folder, as it only looks into its own files for textures, for example it should look like this- "textures\myweapon\myweapon.dds" not c:\programs\bethesda\data\textures, this becomes a problem on anyone else system who has F3 installed in a different directory. ie D:\games\bethesda\ for example. I collapsed the transforms from that ninode that the machete object was a child of, then further collapsed the transforms directly onto the object itself. this is done by right clicking the the ninode or object>transforms>apply. then I removed it from being a child of that to being a child of the scene root, then deleted the empty ninode. I ran the update tangent spell in nifskope. *1 what you should do- Remove the underscores from your texture- this can raise issues that are best avoided. whats going on with your normal maps? :S it's looking a bit bright! the lighting will be flying off of it like no tomorrow! It looks like you used 3dc or dxt5NM or some such format? F3 will only read standard rbg normal values correctly. to create a normal map for f3, in this circumstance, I recommend a regular old nvidia filter for photoshop, default setting will do. just run it over your diffuse map, If you want to go one step further and paint a bit of a height map before running a normal map filter, then go for it. dxt5 is the compression bethesda most often used for their normal maps. you do not need to use extra 1st person textures, yours are simply duplicates of your normal texture, so just point any references from the 1st person ones to the regular ones instead, and delete the 1st person ones altogether. it just saves resources this way. re export your textures with at least 4 mipmap levels. use 6-8 if you aren't comfortable with just making "all". but you need 4 at least levels. you can add a specular map to an Alpha channel of your normal map if you wish. this can add a very nice extra bit of realism. Spec mapping is over looked, and really can make or break an asset. Wish we had colored spec maps :ermm: you can also experiment with adding an environment map to the blade. in conjunction with an environment map mask map to mask off, or dim the effect of the environment map. there is an article in the nexus data base. *1 Tangent space, in many game engines, doesn't play nice with UVs that are mirrored AND overlayed. When setting your UVs out for baking, or for game engine export you should probably think about offseting those mirrored UV shells(islands) read: http://www.fallout3nexus.com/articles/article.php?id=198 I think thats it As for what was actually wrong with the collision, no idea. sorry. Only thing I can think of that might affect the collision in game would be that the Scene Root wasn't a BSFadeNode Linky http://rapidshare.com/files/402762775/Eli_sword_sanitized_3.nif.htmlcompletely untested! Link to comment Share on other sites More sharing options...
Sieg5857 Posted June 26, 2010 Author Share Posted June 26, 2010 Thanks for your assistance. I'll work out some of the issues you pointed out in your post and continue to try and solve the collision issue. Link to comment Share on other sites More sharing options...
Recommended Posts