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Quest Variable issue


SalesKital

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Hi,

 

I agree... The Fallout scrip-language is a bit strange. I am used to code in java, c++ or lua and it seems easier to me.

 

Perhaps this helps to fix your navmesh prob:

When I create a navmesh I check it like described in the tut but then I just delete all the triangles that cause warnings. Then search for the incomplete spaces in the mesh, drag the border-vertices (that caused the trouble) a bit and fill it again. Since now it worked fine for me. Because navmesh creation is done cell by cell it is easy to find holes in the mesh when you check after every edited cell. That costs just a few seconds.

Here is the link to the tut: http://geck.bethsoft.com/index.php/Bethsoft_Tutorial_Navmesh#Step_4:_Fix_Navmesh_Errors

 

To make objects being less shiny you could lower lower the alpha-value of the normalmap for example. Make some experiments with it... I also don´t have the right value for every item i create and have to look ingame how it shows.

 

Hope that helps and everybody understands what I wanted to say (english writing is much harder than just understanding what somebody wrote).

 

Greeting

Edited by Hermi81
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Hi,

 

*snip*

 

To make objects being less shiny you could lower lower the alpha-value of the normalmap for example. Make some experiments with it... I also don´t have the right value for every item i create and have to look ingame how it shows.

 

Hope that helps and everybody understands what I wanted to say (english writing is much harder than just understanding what somebody wrote).

 

Greeting

 

I tried the Alpha trick with the normal map, it never made any difference in the gloss I saw in the geck. Am I supposed to view it ingame to see the difference? I even tried getting my normalmaps looking just like the normalmaps of a default vaultsuit. and it still had the gloss up too high, only thing that seemed to work was making different nif files with the proper textures instead of using texturemaps, I would like to find out how to do it without making a new nif by editing old ones for a retexture though

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The .nif format is really complicated and I never build new files, just replace parts of old ones. I know there is a variable in this files called glossiness. You find it in the related NiMaterialProperty. But like said I don´t know how to define that value.

Once I took a look in a file from a modder to see how he got that appearance... he just didn´t use a normalmap :) That causes a warning, if I remember right, but it works. To be honest, my only knowledge about creating armors is changing existing textures to make it a bit darker for example. But I created a lot other items.

 

I will attach some pictures and you can take a look how things appear in geck and ingame. You can compare your texture-maps with mine.

Where it is possible I use existing textures and combine parts/materials to a new .dds. That includes regenerating the normalmap.

 

Damn... does not work here...

 

I have an account on github and uploaded it there: https://github.com/Hermi/NifCreation

... should work, but I don´t know if you have to create an account yourself. I will delete the repository in a few days because git wasn´t created for those purposes.

 

You will see that the fish for example has a much higher alpha as the other objects and is more glossy. I also used different filters when creating the normal-map. For the fish I remeber using 3x3. These filters should affect the smoothness of the surface but it seems not that important as the alpha. I make these maps like: Ok, this could look nice. (With the fish I just have to solve the missing alpha in the model, but thats another topic.)

In Geck the fish looks not that nice because it is zoomed very closely and the surface seems as if there where deep scratches or something, but ingame it looks nice I think. Nobody will ever get that close ingame...

 

So, hope that helps :) cu

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The .nif format is really complicated and I never build new files, just replace parts of old ones. I know there is a variable in this files called glossiness. You find it in the related NiMaterialProperty. But like said I don´t know how to define that value.

Once I took a look in a file from a modder to see how he got that appearance... he just didn´t use a normalmap :) That causes a warning, if I remember right, but it works. To be honest, my only knowledge about creating armors is changing existing textures to make it a bit darker for example. But I created a lot other items.

 

I will attach some pictures and you can take a look how things appear in geck and ingame. You can compare your texture-maps with mine.

Where it is possible I use existing textures and combine parts/materials to a new .dds. That includes regenerating the normalmap.

 

Damn... does not work here...

 

I have an account on github and uploaded it there: https://github.com/Hermi/NifCreation

... should work, but I don´t know if you have to create an account yourself. I will delete the repository in a few days because git wasn´t created for those purposes.

 

You will see that the fish for example has a much higher alpha as the other objects and is more glossy. I also used different filters when creating the normal-map. For the fish I remeber using 3x3. These filters should affect the smoothness of the surface but it seems not that important as the alpha. I make these maps like: Ok, this could look nice. (With the fish I just have to solve the missing alpha in the model, but thats another topic.)

In Geck the fish looks not that nice because it is zoomed very closely and the surface seems as if there where deep scratches or something, but ingame it looks nice I think. Nobody will ever get that close ingame...

 

So, hope that helps :) cu

 

I know how complex it is to use Nifskope but it works better than the alpha channel trick, I never figured out how to get the Alpha Trick to work so if you can give me a good tutorial for how to do it in gimp it would be greatly appriciated. I can't use photoshop for it, unless i can use my brother's computer i believe.

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I learned the basics with this tut: http://www.fallout3nexus.com/downloads/file.php?id=4941

Just download the video. He creates an simple object with blender and uses gimp for the texture. In most cases I use a lower alpha... just test it. As said above I don´t use the .nif, generated from blender. Instead I copy the shapes to existing ones and change the texture-path. By the way: You have to bind a texture to your object in blender (if you use it), also if you just want to use the shape.

He neither uses an english nor a german gimp version, so you might have to find out which particular function he uses by the screen.

 

I also saw that he made an anim-tut that I download right now: http://www.fallout3nexus.com/downloads/file.php?id=9700#content

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