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Can anyone help actualize a 3D model in game? (Survival Knife)


YailBloor

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@Junnari Ok. Idk, if I was overthinking it, or it's beginner's tunnel vision when I get overwhelmed with data, but that seems super straight forward now. I never noticed the structure of the nif, prior to your response asking me exactly what was my problem, forcing me to specify my problem, seeing duh, P- C-, oh boy, ding a ling. I will try to modify the bullbarrel mesh and then add it back. What has initially stopped me from doing the guns (the texture palette and environment map stopped me with the 10m Pistol, but now with the help of another, again, makes sense and not complicated at all) has been the texture mapping of multi element (Not 5th element, I'd texture her no problem) mesh in substance painter cause it produces a texture map for each element, but I haven't learned how to use substance designer yet to merge the texture maps back onto one map with the MultiMatBlend , svg node, color id node and blend node...for a long time I thought I was screwed because I can't bake the ID map cause we don't have a high poly mesh to work from...I recently realized, I could just hand paint the ID map myself, duh. Or make a fake color id map from adding division levels in ZBrush with smt off. It would suck if I could make the map from the low poly mesh, I'm gonna try that, sob! Idk, it's still lower on my list than Grumbly Cat...

 

Thank you though for forcing me to be specific about my question, I think that solved it. I can't tell how easy stuff is NOW compared to a couple of weeks ago, until I go back and look at the same problem. As I increase in knowledge, my prior problems aren't problems at all. Very bizarre, but again, duh. I will double check it's as easy as you say, cause if it is, holy crap, and ty.

Edited by jeffglobal
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Bumping this thread because this model has lots of people who'd like to see it in game, but near as I can tell, no one is actually working towards doing it so I'm hoping to attract some attention.

 

Think it maybe went over your head bro, but the issue was laid out on the first page of the thread. People have tried and things are off/missing, seems a correct uv unwrap needs to be done, and some usable textures made before it can happen.

Edited by lilkandeekid
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Bumping this thread because this model has lots of people who'd like to see it in game, but near as I can tell, no one is actually working towards doing it so I'm hoping to attract some attention.

 

Think it maybe went over your head bro, but the issue was laid out on the first page of the thread. People have tried and things are off/missing, seems a correct uv unwrap needs to be done, and some usable textures made before it can happen.

 

Probably did go over my head, most of this stuff might as well be in another language and I regret to admit that to understand I need it dumbed down for me. Thanks for explaining that anyway. Can't hardly blame me for trying to appeal to people who actually know what they are doing though, right? Worth a shot.

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You just need to find someone to redo the uvwrap for you. Might be a little interesting since its made with Maya and Blender or 3DS Max is kinda the norm around here.

See, now my only problem is, should I unwrap it in 3ds like normal, or learn more Maya cause that's supposed to be easier and have to, or just use Zbrush and not care...

So you saw the funky uv unwrap too? I was wondering how the guy that modeled it and gave it to Y had that texture map and when I opened it in 3ds to look, saw uh oh. I could use that pic of his texture to project it on to the knife in ZBrush with Spotlight and totally cheat. hmmm. [Edit], hey, he exported a good looking uv map, just it wasn't maintained in the obj somehow. This should be super simple for ZBrush...now I'm curious. Oh, and for some reason ZBrush likes Maya ascii not binary files, idk y yet. So next time use that too. I'm gonna convert it to that and see what ZBrush does with it...

 

I just totally burned my brain on AE today...if I can I will.

Edited by jeffglobal
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Ok, this blows, but I at least fixed the uv map, and have textures but, I can't get the knife in the game, it won't show up, even if I break up the knife into handle and blade parts, and replace the original nif bstrishapes with this model. Idk, y. files to follow:

 

Textures:

https://www.dropbox.com/s/fyjg9ead14olokp/knife_d.dds?dl=0

https://www.dropbox.com/s/wtrf6rlkhbtb9vd/knife_n.dds?dl=0

https://www.dropbox.com/s/8lg83v990saftai/knife_s.dds?dl=0

 

Nifs:

https://www.dropbox.com/s/e17g9ecfaxkbekw/knife.nif?dl=0

https://www.dropbox.com/s/y66c39xol59xpl3/Blade_1.nif?dl=0

 

Objs:

https://www.dropbox.com/s/0xpcbwqi2pfe4pw/Tracker%20knife_2.OBJ?dl=0

https://www.dropbox.com/s/apqz37jvedx9ju4/Tracker%20knife_blade.OBJ?dl=0

https://www.dropbox.com/s/m53fh0pezvf9hr4/Tracker%20knife_handle.OBJ?dl=0

 

Pics, I made a reg and dark blade:

https://www.dropbox.com/s/tdks5ry3vfjw0la/Knife2.jpg?dl=0

https://www.dropbox.com/s/upqkyu11hyx4dce/Knife.jpg?dl=0

 

 

@Junnari, you see anything wrong in the nifs?

Edited by jeffglobal
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I see things wrong in the .nifs :laugh:

http://i1074.photobucket.com/albums/w409/SnowSharky/2016-02-20_00001_zps9w1e5cki.jpg

Things I changed:

  • Removed Odd skin reference in the BSTriShape (why it had the odd extra space under it)
  • Swapped the BSLightingShaderProperty for the one in the vanilla knife (so I had BSShaderTextureSet)
  • Changed the txt value for BSTriShape (was at some odd 60 referance that caused CTD, needed a new working string)
  • Added Bounding Sphere

Heres my edited .nifs (youre going to need to change the texture paths in the BSShaderTextureSet for each) -

https://drive.google.com/file/d/0Bxl_0lYlw_ZOUE94VWRpcnpQZ0U/view?usp=sharing

 

Awesome work with the UV Unwrap and textures btw! Just need to do a little tweaking with the positions in the .nifs and youre set.

Edited by lilkandeekid
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