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


YailBloor

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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.

 

 

OK, tyvm. Finally I can compare something that freak'n works, and my attempt. Nifskopiness is only two months old for me, so I really appreciate it. I could do better on the textures, that was just "good enough" f'ing around in Substance Painter after Zbrush said F U to none quad meshes.

 

Transforming in nifskope, I can do...adding a bounding sphere, idt I can do...I can change the size of a bounding sphere, but I can't make one...either way looks like all I have to do after you fixed it, is move the blade into the handle a little and it's done.

 

Finally, the errors may be coming to a workable end...let's continue...

 

Thanks again.

 

 

[Edit] Hey, I can't get the handle to show up in game. Then, I learned:

  • Make sure the reference to the hkt file is the same as yours, duh.
  • I learned that without a bounding sphere, your asset doesn't exist to the game, though now that I think about it Michael Moore may have said something like that...
  • SO I learned how to add one. woo hoo. click on the number, add number...whoa.

Will upload a zip file in a sec, I want to erase a tiny bit of wood on the blade, and just call it done for now.

Edited by jeffglobal
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nice to see someone taking this on.

I sow my seeds. What birds pick them up I cannot control but I like to see the breeze blowing

Since, I looked at your diffuse.psd for the knife (hoped I could just spray your texture on in ZBrush, but nope, that would be too easy, y should that work), I noticed you're from the "old school" that textures their assets with PS on a hopefully human readable uv map. I was told to do that first and then play with Substance painter.

 

What do you think of Quixel? Too bad you don't also have Substance Painter to compare...supposibly, SP makes a little less cartoony texture, but hard to say, since I only have feedback from like 3 ppl. I'll make a more serious texture of the tactical blade and make better bolts too in the handle, but given the extremely low resolution of the model, I can't really fix the hole in the handle, unless I cut it out with a Zbrush thingie, This way, you should try to texture the blade with Quixel and compare the outputs. Now FO4 is spec/gloss with a metal hack so, maybe it's not the best place to compare my PBR workflow saved in a spec/gloss workspace, but it's a start.

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Ok, so here's the finished v.1. I fixed the wood on the metal.

https://www.dropbox.com/s/w22cwlil2bpi6l0/Fallout4%202016-02-20%2016-31-01-27.jpg?dl=0

 

Since Eli has been so kind to make tutorials about how to make such things standalone and craftable, that's what I should do next.

 

https://www.dropbox.com/s/c9l0ud0j7bw0gq0/Tracker%20Knife.zip?dl=0

 

There's an interesting blood decal problem, cause I tested it out on one of the cats and it maps to the old handle and blade...idk about decals other than they're the only things that have smooth transparency...

https://www.dropbox.com/s/r1nsi3tza1u5vey/Fallout4%202016-02-20%2016-39-55-95.jpg?dl=0

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might be better to use my newer version of this knife. I did all the necessary maps and removed some ugly geometry from the blade

http://www.nexusmods.com/fallout4/mods/10119/?

 

I considered trying SubPainter before quixel but quixel looked easier to get into which is why I picked it. I have my workflow down pretty much now but have to focus on cleaner models and more material definition. neither of which are terribly hard to do I don't think. I do a lot of shortcuts but not too many so the model looks like utter .... Gotta find that happy middle ground

 

EDIT: I looked at your last uploaded version of the blade. The textures folder has the diffuse in it but I said WTF out loud looking at what you did to it. Why is it stretching all over like that?

Edited by uedftus
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There's an interesting blood decal problem, cause I tested it out on one of the cats and it maps to the old handle and blade...idk about decals other than they're the only things that have smooth transparency...

https://www.dropbox.com/s/r1nsi3tza1u5vey/Fallout4%202016-02-20%2016-39-55-95.jpg?dl=0

 

Crap it still has its original BSTriShape to shape the blood texture around, so its going to show up where you dont want it to.

I should have fixed that earlier, try this .nif for the blade (you will need to redo the positioning changes you made) https://drive.google.com/open?id=0Bxl_0lYlw_ZOaWdTa3lmazR0Q2c

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There's an interesting blood decal problem, cause I tested it out on one of the cats and it maps to the old handle and blade...idk about decals other than they're the only things that have smooth transparency...

https://www.dropbox.com/s/r1nsi3tza1u5vey/Fallout4%202016-02-20%2016-39-55-95.jpg?dl=0

 

Crap it still has its original BSTriShape to shape the blood texture around, so its going to show up where you dont want it to.

I should have fixed that earlier, try this .nif for the blade (you will need to redo the positioning changes you made) https://drive.google.com/open?id=0Bxl_0lYlw_ZOaWdTa3lmazR0Q2c

 

 

Ty, I'll look at it... ty for your time spent.

 

What's more interesting to me, and the reason I brought it up was, h/wtf we don't see the mesh that the blood decal is applied too, and how it actually behaves, so I can modify or make my own. I suspect this decal/blood thing is important. I will try to switch the blood mesh to my mesh too and compare results.

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Np, always glad to help :smile:

For what I did - I pasted over the original bladeblood's BSTrishape with the same from the new blade (dont copy branch, and paste over). Then re-linked the BSLightingShaderProperty and NiAlphaProperty in the BSTrishape's "BS Properties".

I think its the NiAlphaProperty thats the key you're looking for as to why the mesh/texture doesnt show up entirely and you only see the blood around its shape.

Edited by lilkandeekid
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