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Issues with Revolver nif


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- Gate being removed with the shells and loader

 

- Cylinder not spinning when firing

 

 

http://i.imgbox.com/g3mwyk9T.png

 

That pic. Gate rotates outward left

 

 

http://i.imgbox.com/kzf092AD.png

 

Gate falls off with the shells and loader.

 

 

http://i.imgbox.com/mcQ5DQk2.png

 

Here are my nifs. I've compared with the 44 revolver's. Not sure what could be the matter.

 

 

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I bet that the problem is in the animations, I mean the vanilla anims.

I used that video making my nif. The gate isn't supposed to follow the shells and loader like it does on my nif. Look at the vid where the eject is pushed. Unlike my nif, the gate doesn't stay.

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There are limitations about weapons in FO4, for example you cannot add a luger because there are no anims for it and the most important the anims as far as i know can not be modified. The problem in your revolver, very nice model and tex btw, is that the gate is going to rotate that way due to the animations.

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The reason that your eject is not pushed is that the model don´t fit the position of the animations, in other words, the vanilla model is bigger than your revolver. And the gate has the same behaviour as the 44 vanilla, the gate follows the eject

Edited by covadonga
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The reason that your eject is not pushed is that the model don´t fit the position of the animations, in other words, the vanilla model is bigger than your revolver. And the gate has the same behaviour as the 44 vanilla, the gate follows the eject

 

My eject is pushed. It does get pushed.

 

The problem is the gate.

 

http://i.imgbox.com/mcQ5DQk2.png

 

Look to the right window. The highlighted TriShape. That's what I'm talking about. It keeps falling off the receiver, like the shells and loader, which it shouldn't be.

 

And what do you mean model positions not exact for animations can't be animated ? That's not true. That's never been a case for porting onto vanilla anims even since Fallout 3.

 

So long as you have a model with similar parts(gate, eject, cylinder, shells, shell caps, hammer, trigger) that appear(or are edited) to function like your vanilla weapon, those said parts will animate fine.

Edited by AdayDr1en
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I mean, if you want that the anims fit the model, talking about player hands, has to be positioned with the vanilla model, or not? about the gate i told you before, compare with the 44 anims, what part of your mesh is acting exactly the same as the vanilla model

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I mean, if you want that the anims fit the model, talking about player hands, has to be positioned with the vanilla model, or not? about the gate i told you before, compare with the 44 anims, what part of your mesh is acting exactly the same as the vanilla model

 

It's about the model fitting the anims. Positions don't need to be the same. The parts just have to be the same kind of parts that are modeled to move the same way, which is the case with my model used.

 

I did compare.

 

- the gate isn't supposed to be falling off my model; it follows the shells and loader, unlike in that video.

 

- the cylinder does not rotate/spin when the gun is fired.

Edited by AdayDr1en
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For the god sake, listen, one thing is talk about the model fitting that or this that doesn´t matter. I´m trying to tell you that the gate problem is that follows the 44 anims, the way that the 44 gate moves is the same as your gate will do, don´t know if understanded

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