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Ballistic face masks


SevenSixTwo

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So far no one seems interested? Just for the record the modeling for it I am working on (WIP posted below) all that I'm really asking is for information on how to possibly texture the mask and what steps would I have to take to place it in fallout.

 

http://i1133.photobucket.com/albums/m592/sevensixtwox51/ballisticmask.jpg

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Well, I can't actually help you with texturing or nothing because I can't do that.. However, I can give you some advice on what to do in GECK. Basically there are two ways to have hats added into Fallout. One would be to simply position the mask to the head and then weight it to the head bone of the New Vegas Skeleton then add it in as a helmet that takes up facial slots... The other would be to position it using a Hockey Mask as a base which isn't weighted to the head bone. I would go with the route of the Hockey Mask because you can generate an EGM so that your mask will deform with the face of whoever is using it. To create an EGM, you are going to need the Conformulator. Simply extract the headhuman files from your BSA, use NifSkope to spit out your nif as an obj, load both the headhuman.tri and your mask.nif into Conformulator and then conformulate to get an EGM that will work with your mask. This Sticky Post about converting FO3 Hats to NV will help you too, just scroll down to the post by Vagrant0 after having made an .esp in GECK. You will need FNVEdit. If you need more specific instructions on something, I'll try to help you out.. Also, there are a couple of face mask mods for Fallout 3 that you could simply port over to New Vegas using FNVEdit for yourself if you wanted.. I can also guide you through that too I guess although there are probably a couple guides on doing this already.
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Finally got a good texture for my mask, and I've decided to add some lenses which I will soon be adding color to as well, at least as soon as I make a nice texture for them.

 

 

 

http://i1133.photobucket.com/albums/m592/sevensixtwox51/ballisticmask-1.jpg

Edited by SevenSixTwo
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I could have a go at some texture variations if you like?

Just send me the mesh, Ill probably be able to do it if the UVs in order.

 

That would be cool considering my meshes are satisfactory to me at best. Any specific file format that you would prefer?

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Well, I can't actually help you with texturing or nothing because I can't do that.. However, I can give you some advice on what to do in GECK. Basically there are two ways to have hats added into Fallout. One would be to simply position the mask to the head and then weight it to the head bone of the New Vegas Skeleton then add it in as a helmet that takes up facial slots... The other would be to position it using a Hockey Mask as a base which isn't weighted to the head bone. I would go with the route of the Hockey Mask because you can generate an EGM so that your mask will deform with the face of whoever is using it. To create an EGM, you are going to need the Conformulator. Simply extract the headhuman files from your BSA, use NifSkope to spit out your nif as an obj, load both the headhuman.tri and your mask.nif into Conformulator and then conformulate to get an EGM that will work with your mask. This Sticky Post about converting FO3 Hats to NV will help you too, just scroll down to the post by Vagrant0 after having made an .esp in GECK. You will need FNVEdit. If you need more specific instructions on something, I'll try to help you out.. Also, there are a couple of face mask mods for Fallout 3 that you could simply port over to New Vegas using FNVEdit for yourself if you wanted.. I can also guide you through that too I guess although there are probably a couple guides on doing this already.

 

 

So I followed your steps all the way I have installed everything that you say to but I am not sure what the egm is used for and am still unsure as to what I am needing to do in nifskope. I do appreciate your instructions that you laid out you so far seem like by the end of this will be my hero. So if you could please explain what I need to do from with the egm and in nifskope. also is it better to improt .obj's into nifscope or .3ds? because my mesh was made in Rhinoceros then textured in 3ds Max, so I can export the mesh as whichever is better. also do you know if the meshes that i added in 3ds max will stay?

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