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Questions about custom armor


YanL

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Hello.


I'm trying to learn about meshes customization and I have at first two doubts.


1) How do I reproduce this lighting effect?


http://i66.tinypic.com/30dkunt.jpg


2) What would be the best way to fill this cape?



http://i65.tinypic.com/neu6qc.jpg


Like this




Thanks ^^




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1) Is done by adding a cubemap/environmentmap in the appropriate texture slot, then enabling it by adding the proper SF_Shader and tweaking it with the "environment scale" setting (which is actually an environment strength).

 

Always good to compare an existing object fully featured with your object.

 

More about cubeap:

http://wiki.nexusmods.com/index.php/Photoshop_environment_mapping

http://wiki.nexusmods.com/index.php/Photoshop_cube_maps_in_Fallout_3

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thanks guys, I gonna try later, this tutorial looks awesome :O

 

Right now, I have two more urgent issues.

 

1) There is a special way to import anything that is not a armor? I made a armor mashup with a piece of a creature and it is fine. But if I try to use some mesh from a weapon or a clutter, it is ok in Nifscope and Geck, but invisible ingame. Even if I reproduce all flags from the original .nif.

 

2)I do not know how to use Blender. How do I move these pink dots to center?

 

http://i63.tinypic.com/24bq7vs.jpg

 

Because those 5 points, of 5 different pieces, are "flying" ingame XD

 

Also, does anyone knows a tutorial to create hand2hand (unarmed) weapons?

Edited by YanL
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Armor doesn't have a collision mesh. A clutter item does.

 

When you export armor from Blender, you click on the Creature and Skin options (top middle) and make sure that Use BSFadeNode Root is unchecked. Blender doesn't export the shader flags properly for armor (at least not in any way that I can figure it out) so you have to go into nifskope and fix those.

 

For a clutter item, you need to check clutter, and then the type of collision material that your item has (stone, wood, etc). Also, you need to have Use BSFadeNode Root checked. So that's a different setting than for armor.

 

If you have Use BSFadeNode Root improperly checked for the type of item you are exporting, you will cause yourself all sorts of problems, and possibly crash both the GECK and the game.

 

Blender tends to export a working set of flags for clutter and statics so usually there's no fiddling in nifskope required for those.

 

Flying armor pieces is probably a parenting and bone weight problem. Find yourself a good tutorial on armatures and bone weighting. Blender Noob To Pro is an excellent online source. Creatures tend to use different skeletons (aka armatures). You'll need to make sure you don't have the creature skeleton included in your nif, and then you'll need to parent the creature pieces to the armor's human skeleton and assign the bone weights so that the pieces move with the bones that you want them to move with. A shin guard for example is going to be weighted heavily to the lower leg bone and not weighted at all to the hand bone. Blender can automatically assign bone weights when you parent the piece to the armature, but it tends to do a fairly poor job of it. I almost always end up editing the bone weights afterwards to make them work properly.

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Very enlightening.

 

 

 

For a clutter item, you need to check clutter, and then the type of collision material that your item has (stone, wood, etc). Also, you need to have Use BSFadeNode Root checked. So that's a different setting than for armor.

 

Ok, so a smart way to do this is:

 

1) Mashup the armor and clutter without erase the collision box.

 

2) Export the armor do way I always do. Let´s say, TEST1.nif

 

3) Export the clutter do way you said in the quote above. TEST2.nif.

 

4) Open bouth TEST.nif files in nifscope and copy branch from one, to another. Save as TEST3.nif.

 

Done.

 

This is right????

 

I know it´s possible. Maybe not in that way, but Obsidian, for example, turn the skull.nif (a clutter item) into a armor. It´s this guy here

 

http://i64.tinypic.com/1z2f19w.png

 

His head is a piece of armor.

 

 

 

 

Flying armor pieces is probably a parenting and bone weight problem. Find yourself a good tutorial on armatures and bone weighting. Blender Noob To Pro is an excellent online source

 

Alright, I´m gonna check this tutorial.

 

 

 

and then you'll need to parent the creature pieces to the armor's human skeleton and assign the bone weights so that the pieces move with the bones that you want them to move with.

 

Really? Because I use the horns from a deathclaw in a helmet, without doing this, and works fine. I´ll have a problem in the future?

 

thanks.

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another thing. Probably is a no-no, never see anything like that, but it´s possible to create a weapon like this?

 

http://i63.tinypic.com/kevmtg.png

 

If it is possible, besides an animation where the 3 gun barrels shoot at the same time, what else do I need? How would I make the view in first person? The guy holds the gun like a normal minigun, but with those two machine guns on his shoulders.

 

What I DONT need:

 

1) reload animation

2) the weapon in the back (it´s hosted the word?).

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Nevermind, Somehow I figured out by myself how to make my chimera armor.

 

http://i63.tinypic.com/155kro8.jpg

 

I hated it. I'll try another idea.

 

Thank you to those who helped.

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