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Weapon Mesh Connection Request


BerlinRunner

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It was a good start, my question is does it work fine in the geck and such? I don't wanna give a messy tutorial if it doesn't work x)

 

 

 

I haven't played it in Game, but from what I saw in the GECK, the textures were good as well as the meshes. 10/10. No issues I could see within the GECK. Good job lol.

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Ah mkay good, thanks. Um so what do you want as the tutorial? Like I don't make tutorials so I have no clue what I'm doing.

 

 

Just bullet point everything you did, process-wise. Ex:

 

 

  • I went to the store
  • I got milk
  • I went to the cashier
  • I pulled my wallet out to pay
  • I took the milk
  • I put in a plastic bag
  • I took it home
  • I made cereal

 

Something along those lines, if you could so kindly :D

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Literally? That is it? I could seriously do that in like 10 mins.. Do you want it to be a replacer? Separate weapon? Like???

 

Or maybe a bit more ;)

 

Um, yeah just a quick glance at the nif and I can tell you right now it needs some work. Put it in game and you'll see what I mean.

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And here you go:

 

http://www.mediafire.com/download/u2rodebzi621xu4/Making+a+Fallout+New+Vegas+Gun+-+Noob+Edition.rar

 

My first ever guide to how to make a gun in FNV, works very similarly to FO3 as well, but it is a bit different. This is specifically made for FNV.

 

I did not include the .nif file I used in the tutorial unfortunately.. I forgot to add it to the archive.. You will need winrar to open it, its free and honestly pretty useful, but I packed it as a .rar, so you'll need winrar to get it. Inside is a bunch of pictures showing what to do and what I did, my setup, etc.

 

Here is some useful stuff to remember, I keep it all in a notepad note on my desktop, you can see it in the first pic.

 

CTRL + L = Select all attached vertices
K = Cut tools (Use MMB to place loop cut)
W = Special Options
Hold LMB = Open menu
F = Make Face
ALT + M = Merge Vertices
S + Z + 0 = Flatten Angle
Hold CTRL + Left Click = Extrude freely
W > Remove Doubles = Removes doubles (Combines them)
CTRL + E = Edge Slide (Smoothing)
SHIFT + Right Click = Select all connected to area (Not the same as CRTL + L)
LOOK FOR THE DAMN UV ISLAND MODE YOU DUNCE (Unclogs the UV map so there is less crammage)
IN VERTEX MODE:
Snapping: From incriment to vertex - The vertices will snap to each other. (Hold down CTRL)
NP #7 = Side View
NP DEL ( period/dot ) = Center on selected vertices
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Yes, you do need to move nodes over from one gun to the other after editing, but that is not what he asked, he asked how to edit the mesh. Not how to set it up, I do not know what he wanted more of from it.

 

But yes, you must move a node or two over a lot of the time to replace the new ones, so let's say you edit the .22 smg, you need to have two NifSkopes open and select the nodes from the original and copy them to your edited version so the nodes stay in place, then save it.

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Ummm he needs that for his mod, it's pretty obvious that if you smoosh a node in blender you need to replace it to be functional.....it's not an addendum anybody needs to add when requesting a new weapon nif. If I ask to do a custom paint job on my car, I assume you don't paint teh windshield, it's not required to specify.

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And here you go:

 

http://www.mediafire.com/download/u2rodebzi621xu4/Making+a+Fallout+New+Vegas+Gun+-+Noob+Edition.rar

 

My first ever guide to how to make a gun in FNV, works very similarly to FO3 as well, but it is a bit different. This is specifically made for FNV.

 

I did not include the .nif file I used in the tutorial unfortunately.. I forgot to add it to the archive.. You will need winrar to open it, its free and honestly pretty useful, but I packed it as a .rar, so you'll need winrar to get it. Inside is a bunch of pictures showing what to do and what I did, my setup, etc.

 

Here is some useful stuff to remember, I keep it all in a notepad note on my desktop, you can see it in the first pic.

 

CTRL + L = Select all attached vertices
K = Cut tools (Use MMB to place loop cut)
W = Special Options
Hold LMB = Open menu
F = Make Face
ALT + M = Merge Vertices
S + Z + 0 = Flatten Angle
Hold CTRL + Left Click = Extrude freely
W > Remove Doubles = Removes doubles (Combines them)
CTRL + E = Edge Slide (Smoothing)
SHIFT + Right Click = Select all connected to area (Not the same as CRTL + L)
LOOK FOR THE DAMN UV ISLAND MODE YOU DUNCE (Unclogs the UV map so there is less crammage)
IN VERTEX MODE:
Snapping: From incriment to vertex - The vertices will snap to each other. (Hold down CTRL)
NP #7 = Side View
NP DEL ( period/dot ) = Center on selected vertices

 

 

 

Your tutorial seems very helpful! I took a look at it! and so far, I must say it is very detailed and I find it very useful. I haven't put it into practice yet due to time constrains atm but I think this will help me greatly. Thank you!

 

vid (1st is original, 2nd is vTemporalZEROv's);

 

 

 

 

 

 

go into the original nif and copy over the relevant branches to your model vTemporalZEROv.

 

 

According to the video, there seems to be an issue with the firing animation as well as the sound? Could it be attributed to the nodes your speaking of then? I am only speculating here, as I am unsure as well.

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According to the video, there seems to be an issue with the firing animation as well as the sound? Could it be attributed to the nodes your speaking of then? I am only speculating here, as I am unsure as well.

Some nodes blender doesn't know how to export correctly, and that will happen each time. So you go back to the original nif and copy over the relevant branches. But it's nothing to do with teh attack animation or sound per se, all those are set in the geck. Which speaking off you'll want to try a few different grips since with the new stock it will clip with teh shoulder (if you use the existing grip).

 

Rather things like the shell casing node (that's why there are no shells ejecting), and strangely enough the projectile node (which blender can export fine, don't know how vTemporalZEROv fubar'd that one, maybe he just needs to move it a little further out). Whenever you export a firearm weapon nif with these nodes you go back to the original nif and copy the relevant branches/nodes you need into your new nif. There's a new version of nifscripts that's compatible with a much newer blender, it may not have these issues (or may)......but I couldn't say as I'm still old school, on blender 2.49/NIFscripts 2.5.9.

 

Anyway give him some time to fix it, and if he doesn't come through I'm sure I can squeeze in the time to put together a proper one for you.

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