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Project Brazil needs help Fixing mesh/texture paths


Thaiauxn

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NewVegasProjectBrazilLogoForWeb.png

 

 

 

Hello!

 

I took a year off, but I recently started up work on Brazil again. To everyone that was watching & following the mod before, thank you for your comments, contributions and help! We have a bunch of handy new images and organization structures to work with now.

 

RickerHK recently helped us port our .esp over to New Vegas, and we are looking to expand our team to help resolve the conflicts and missing meshes & textures. We've already taken care of most of these serious issues and got it running in GECK version 1.6.

 

I made this topic on the Nexus to see if anyone is willing to help as a short term Contributor or as a Team Member. It is quite a lot of work, most of it involving fixing or replacing missing mesh & texture paths, which is the first order of business.

 

You can view a lot about the mod here: http://www.moddb.com/mods/fallout-3-project-brazil I will be uploading a package shortly containing everything needed to run in New Vegas.

 

You can view our long term plans here: https://docs.google.com/document/d/1e0LIIUGTHlWCRbzvC4RcEtrFD8cBdNUUVBeajJw5MBk/edit

 

Here is a quote from Ricker HK on what needs to be done:

 

I've got it working in the Geck. Yay!

 

Unfortunately the rocks seem to have taken a big hit with missing meshes. No NPC face was harmed, though.

 

Some notes about the conversion:

 

I copied most objects from the FO3 DLC's and main file, to the PB plugin, to avoid broken references. During the cleanup afterwards, this is what I did:

 

1. If an Object had a 0 count (not used in PB) - if it had a model in the New Vegas BSAs, I left it so it can be used (Stuff from Zeta, Pitt, and Anch mostly). Otherwise, deleted it. If it was just missing a texture, I left it too.

 

2. If it was used in the PB plugin, I left it regardless of whether it had a model or not. That way missing models can be identified easily in the geck or in-game.

 

3. If you are going to mass delete an object, it is better to delete it from the Geck, because the Geck will remove all the references to it that you placed in the editor. For example - I delete DLC03RockCanyon19rad127, which is used 5063 times in the PB plugin, but missing a model. If I delete that static using FNVEdit, I just created 5063 <unresolved> errors in my plugin. It would be best not do delete any objects till the red diamomd cleanup is over - especially if multiple people are working on the red diamonds. Just to be clear, I'm talking about deleting the base objects in the Geck Object window, not instances of them that are placed in the editor.

 

4. Deleted references/forms/changed items:

a. Actors - a few Leveled NPCs - Talons were deleted. Some leveled creatures - swamp folk from Point lookout were deleted (no models for them anyway).

b. Navmeshes deleted: Vault 18 Stairwell" [CELL:01034B29], Vault 18 Entrance" [CELL:01020114], Our Lady of Hope Hospital" [CELL:01006367], Water Works Ducts" [CELL:010505EA], Nova Arbor Gardens" [CELL:0102D582]

c. There's no Hellfire armor so you have naked Enclave soldiers.

d. 1 or 2 items missing from quite a few of the 00BrazilSSO* NPC's inventory.

e. Wasteland worldspace renamed. I Didn't delete it because it's the parent of Black Bear Canyon.

f. NV adds stuff to the Weather records, so the FO3 ones show up as corrupt in FNVEdit. I just substituted from NV vanilla for the climates so there wouldn't be errors. You'll have to re-create the Pitt weathers with the NV Geck.

g. The music type 'Tension' was used in some cells. I couldn't bring it over (the mp3 isn't there anyway). Music types just make the Geck hang on loading and seem to be ignored now anyway. Music is different in NV and uses Media Location Controllers and Media Sets. http://wiki.tesnexus.com/index.php/Fallout_New_Vegas_Music

h. Three vault88 door scripts need to be fixed (they point to non existent references).

 

5. I didn't make a portal to the NV wasteland. I Just COC'd to check things out.

 

6. NV Geck - I Recommend you use the Geck powerup (fork), use version 1.6. Version 1.7 has a bug where it won't load up PB. http://www.newvegasnexus.com/downloads/file.php?id=41642

 

The missing meshes don't flag any errors in FNVEdit or the Geck. You have to open the 'Preview Object' and hit the down arrow in the object window and manually count. But there are about 40 static meshes missing, for objects that are used 100 or more times. These have the largest counts with missing meshes:

 

DLC03RockCanyon06rad70 used 317 times

RockCanyon07rad650 used 358 times

VHallSmCrossbeam01 used 358 times

DLC03RockCanyon09rad210 used 381 times

VGalleyMidCeiling used 495 times

VGalleyMidFloor01 used 658 times

DLC03PipeOpen1WayLng01 804 times

RockCanyon06rad70 844 times

CliffCanyonL02rad1559 1049 times

TreeWastelandEvergreen01 1451 times

CliffCanyonL01rad1144 1782

CSBrickSingle01 1804

DLC03RockCanyon19rad127 5063

 

On the bright side, the NV trees and desert rocks fit in with the area. But it looks like it going to be a lot of work. [a lot of these meshes have identical partners in New Vegas, but with different paths in the BSA and new textures. >_<]

 

Finally, here's the file: http://dl.dropbox.com/u/55759080/ProjectBrazil.zip

 

And the original Data folder, which should still work in New Vegas: http://www.fallout3nexus.com/downloads/file.php?id=9547

 

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