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The Path to a Cold One


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I wrote this in response to a comment here elsewhere, it's the path a 3d object (and/or mod) takes to get it in-game:

"Blender for a beer bottle >> 3DSMax bridge >> NifSkope and Paint.Net (dds files) and Material Editor ( .Bgsm texture file creator) and Game Asset extraction tools for a game-ready nif file >> FO4Exit (xEdit) for a draft mod .esp file >> Creation Kit and Papyrus Scripting(Notepad++) >> back and forth a couple times to/fro Nifskope/CK to adjust physics/bounding boxes/textures (+ maybe some ba2's with resources from the CK if I intend to publish it anywhere) >> FO4edit to finalise stuff >> finally >> Fallout 4 enjoying a cold one for me. Long train, but worth it in the end", cuz I made it I can say it costs nothing and drink as many as I want.


Also, my mods are worked on rather erratically, and I'm a novice modder at best, but I love to learn stuff and this place (Nexusmods and specially Fallout/Skyrim community) seems to be good for me. I've been learning a lot about 3d models and texture sets and making a laser gun into a power armor hemet mod and all kinda stuff I've always wanted to study, so it's all pretty awesome. Kudos to anyone reading this, y'all are part of that community I mentioned... finally, I'm iso a (or mebbe 2) occasional alpha mod tester, another pair of eyes and a fresh perspective would be handy at times.


<tophat>


Jester

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