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Remove Gomorrah Building From Courtyard Mesh


SKYZOO

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I was wondering if anyone had time to complete this request, as a personal favor or made as a community resource. The mesh in reference is named "Gomorrahyard" in the statics section.

 

The Gomorrah has a courtyard in back, and albeit nice, it is still attached to the Gomorrah Casino in the NIF file in Geck. I was hoping to have the actual casino section removed (Highlighted in yellow), even though it might leave a small "lip" section of the roof missing where it once connected. I think the courtyard itself would make for a nice standalone piece, and the "lip" section could be patched with any number of items in the Geck.

 

If anyone has the time it would be much appreciated. Cheers.

 

http://i65.tinypic.com/5y5i8o.jpg

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Checking in Nifskope it seems like you may be able to just remove it there instead of having to do it in Blender. Did you check? If that's good enough, awesome. If you need further edits, lemme know :)

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I left modding before I ever got into Nifskope or Blender to be honest, but I've been thinking of trying to give them a go finally. If it's simple enough I could probably figure it out after a day or two I'd hope.

 

I'd be happy just to see it not tower over the courtyard since it's practically too large to hide, so any removal works for me. I'm not picky as to the aesthetics of it at all.

 

EDIT: That was stunningly easy, thanks for the heads up to using Nifskope for it, Blender still scares me after the last time I tried it. I just removed the blocks (about 5-6 of them) and came out with a courtyard with no hotel. Took me about 5 minutes and I checked in GECK and it seems it worked. I'll test in-game to double check, but thanks again. Cheers.

 

http://i67.tinypic.com/2iklqc.png

Edited by SKYZOO
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Blender isn't that bad. I mean heck, if an idiot like me can figure it out, how hard can it be?

 

Blender Noob to Pro is a good resource.

 

Some tips that maybe aren't obvious when you are starting:

 

Make sure you select all before exporting. Blender only exports what you have selected. Also, make sure you have the export options set properly for what you are doing. If you are making a static, click on the static button (at the top near the middle) and then below that click on the button for the closest material type (wood, metal, etc). If you are making armor, click on creature, because armor and human skins and creature skins are all basically the same thing.

 

Statics and clutter items need a collision mesh. Armor, clothing, and human and creature skins don't need a collision mesh, but they do need to be parented to an armature (aka a skeleton).

 

Blender tends to export statics and clutter objects fine, but if there's a way to have it export the shader flags correctly for skins (armor, clothing, etc) I haven't found it yet. If you don't go into NifSkope and fix the shader flags, your skin thing (armor, clothing, creature, etc) will end up invisible in-game.

 

There are two different approaches I use for UV mapping. One is to start with the texture and fiddle with the mesh to fit it, and the other is to start with the mesh and let Blender give it a UV map (unwrap using smart projection) and then fiddle with the texture instead. Either way works, and which is easier depends on what you are making.

 

Start by making simple modifications to things. Here's an easy one to start with. There's a coffee table mesh (SubCoffeeTableDirty01 in the GECK) that has an upper part and a lower part to it. Edit the mesh to get rid of the upper part, and edit the collision mesh to match, then export it and put it in a mod somewhere.

 

There are plenty of good tutorials out there. Blender is a full-function 3-d editing tool that can be used to make everything from cartoon movies to games, so it's got a lot of stuff in there. Admittedly, there's a bit of a learning curve involved. But as long as you keep plugging away at it, you'll figure it out. It will seem easy once you get used to it.

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@madmongo Thank you for the advice and resource information. I'm going to copy/paste this into a word file to read while I open Blender tomorrow, I plan on editing my first armor of a FNV mesh asset sometime soon after getting the hang of things. It's invaluable to know to go to Nifskope after Blender export as well for shader flags, I wouldn't have even thought of that to be honest.

 

I'll try the coffee table method as initial practice, and see how that goes until I get it right. Thanks for the starting point to base off of, I wasn't sure what would be an easy intro to getting used to the interface and functions. The interface was honestly the more intimidating point in starting off, but I imagine it all becomes second nature after time. All of your information is very much appreciated on my end. Cheers.

 

@Jokerine Thanks again for the Nifskope recommendation on the Gamorrah mesh, it did indeed work in-game during testing. I think next I'll figure out how to copy the roof and replace the side with the now existing lip, just to cap the courtyard properly.

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Anytime, buddy. Hit me up if you need moar info or whatnot :wink:

 

EDIT: I also have a tutorial here you cculd use - the one about asset conversion shows how to import something into Blender. If you want one to show how to do some basic edits and stuff I can throw that together this weekend.

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@Jokerine Thank you! I downloaded 3 of the PDF tutorials to look at just for good measure. I also picked up the "Blender Noob To Pro" 700 page PDF file recommended by @madmongo , so to ask you to help any further by writing another tutorial this early on would feel like I didn't have my questions or direction of work in order yet. I do appreciate the offer though, and how willing to help you've always been. Cheers! :thumbsup:

 

@pixelhate Thank you for the two files, especially the "repaired" version! Perfectly executed for my current project to start off with. It's nice to see I got the "cut" version to match yours, I wasn't sure I had done everything to par but had no idea how to check other than Geck and in-game (with the "tcl" or "tfc" commands).

 

Thanks to @pixelhate for the mesh edits (EDIT: Kudos thrown your way), @Jokerine for the tutorials and help offer, and @madmongo for the not-so-obvious advice in Blender. You all rock! :dance:

Edited by SKYZOO
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