jeffglobal Posted February 23, 2016 Share Posted February 23, 2016 (edited) Today, I made this blade, as a study, learning Maya's polygon and sub d tools. https://www.dropbox.com/s/rc4ig1yyhmvz5av/new%20knife%20blade.jpg?dl=0 Simple. So, I do the standard stuff and stick it on the vanilla handle as a replacement for the combat knife:https://www.dropbox.com/s/hrh43nqjma71ch9/Fallout4%202016-02-22%2019-59-06-42.jpg?dl=0https://www.dropbox.com/s/g9lccmj0iqkzqqj/Fallout4%202016-02-22%2019-59-33-04.jpg?dl=0 Now, unlike most ppl, when they use a calculator and add two small numbers and get 2,000,000,000,000, I know that can't be right, wtf is going on with my game? Did I make too many files loose or something? Idt it's corrupted saves, cause I tried a few different saves, but in the same character subfolder. The old texture is NOT in the texture file folder for the knife, yet the vanilla texture is being mapped to the knife. Anyone else get this kind of problem? Should I just make it standalone? Cause it's mostly to see it in game, though the knife can get sexy if it wasn't so fat and short...I wanted to practice metal engraving on the knife too, but I can't see it, if it's referencing the vanilla texture, not in the texture folder loose... Thanks for any thoughts. Yesterday, I was manipulating the bgsm file for the helmet on the black cat in my avatar. I wanted to see it from very chrome like, to black like that. It started chrome, I got it tactical, and now no matter how I manipulate the cat's helmet, it stays black like that...wtf. Edited February 23, 2016 by jeffglobal Link to comment Share on other sites More sharing options...
DogtoothCG Posted February 23, 2016 Share Posted February 23, 2016 Did you remember to unhook the bgsm in the material path? Check for Material swaps in xedit? Link to comment Share on other sites More sharing options...
dazzerfong Posted February 23, 2016 Share Posted February 23, 2016 I think you didn't assign a new material for your blade. Unlike old versions of Fallout, your texture paths mostly mean nothing in most contexts: it's the name of the BSShaderLightingProperty which is important. The name controls the path to your material. Duplicate the knife material (a BGSM), and reassign the paths inside it using Material Editor. Link to comment Share on other sites More sharing options...
lilkandeekid Posted February 23, 2016 Share Posted February 23, 2016 Did you remember to unhook the bgsm in the material path? Check for Material swaps in xedit?Thats what im thinking. Link to comment Share on other sites More sharing options...
jeffglobal Posted February 23, 2016 Author Share Posted February 23, 2016 (edited) Oh man, the problem was I named the texture blade, instead of knife. duh. It actually should be named blade, but I have to make a new bgsm file for it...yikes, that was stupid. Hmmm, if I make a blade.bgsm reference it's own blade texture set, the game crashes. To get the game not to crash, I just use one texture set but now would have to retexture the blade and handle together to make one texture set.http://imgur.com/7aBDXMq Seems strange that you can't use an arbitrary number of references to bgsm files (one per nif) from the combined nifs in game. Ty. Edited February 23, 2016 by jeffglobal Link to comment Share on other sites More sharing options...
jeffglobal Posted February 23, 2016 Author Share Posted February 23, 2016 (edited) Hey, so I retextured the blade on one texture set and the game showed it in game once, but the texture looked flipped horizontal, so I flipped them horizontal, and now it just want's to crash. Is there something wrong in my nifs? Idts, but I had to scale the knifehandle and blade down to 10% and increase the bounding sphere the opposite magnitude, that's the only thing I can think of... https://www.dropbox.com/s/sl6ynlim1nkeos9/1stPersonKnife.nif?dl=0https://www.dropbox.com/s/w1hu435xnm1ch9y/Blade_1.nif?dl=0 It's supposed to look like this:http://imgur.com/j6gvjcV Edited February 23, 2016 by jeffglobal Link to comment Share on other sites More sharing options...
lilkandeekid Posted February 23, 2016 Share Posted February 23, 2016 Your .nifs seem a lil, heres what I did to clean em up a lil and was able to get em ingame.Change the txt field for your added BSTriShapes so it doesnt have the strange [65] String, otherwise CTD The bounding sphere radius wasnt exactly 10% of its orginal, 60 vs 63.857, so it was cutting out parts of the handle. While not necessary, Id clean the blood up too by replacing just the BSTrishape for it and relinking its orignal NiAlphaProperty and BSLightingShaderPropertyLet me know if youd like me to upload the .nifs I edited. Link to comment Share on other sites More sharing options...
jeffglobal Posted February 24, 2016 Author Share Posted February 24, 2016 @lilkandeekid Not for nothing, but, tyvm. I see, every time I use Outfit Designer to export a nif, it gives me that 65 string. I deleted it somehow, but would really like to know how to delete the string [65] directly. The bounding sphere I just replaced the numbers, but I was thinking, uh oh, I hope that's the case only for swapping in game assets...it looked like it was enough sphere to cover the handle, but obviously not. With the blood decal thing, I just add another blade of mine and swap it and delete just the old shape and replace it just like the blade itself copying the shader property and the other line in that branch? The other thing was, I had to replace the _1.nif files with mine too. So, I had the 1stpersonknife.nif that is referenced in the xedit record, and the blade_1.nif which it seems to reference too. But it ctd unless I also copied my nif to the blade.nif, the knife.nif and the knife_1.nif and the 1stpersonknife_1.nif.Wtf is the _1.nif? I assume the first person? idk, cause then why does it have a knife_1.nif and a 1stpersonknife.nif and 1stpersonknife_1.nif...wtf is _1.nif referencing? Here's pics in game, and ty, I was getting stabby (no cats were hurt making this video) cause I spend half the amount of time making the stuff as I do shoving it in game...and without you, I'd just be bitching to myself again. http://imgur.com/KdSV1Wehttp://imgur.com/NzWoj2jhttp://imgur.com/sKI8Vjghttp://imgur.com/vUYOvmf The lighting conditions have dramatic to catastrophic effects on my nicer texturing, is that supposed to happen? Is it this good enough to make stand alone and stick in game? Idk, it did take a few hours to make and texture. I still don't like my steel engraving, but without a wacom tablet, I'd rather stencil than freehand...then again I have an old Note 3 doing nothing and maybe I can set it up as a blue tooth mouse and use the phone's stylus...that would be funny if it was any good. Thanks again. Link to comment Share on other sites More sharing options...
lilkandeekid Posted February 24, 2016 Share Posted February 24, 2016 Ya the _1.nifs are 1st person, essentially exactly the same as the other, but has a higher triangle and vertice count in the models/bstrishape's used (im assuming since they're viewed up close, Beth wanted them to look smoother). As for correcting the string, just hit the txt icon and name it something unique.Kinda hard to tell how drastic the lighting is from those pics, and not sure what your material and texture files are like, but my thought has always been if its something you would use yourself as is then its worth releasing. Link to comment Share on other sites More sharing options...
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