JackSK19 Posted May 5, 2019 Share Posted May 5, 2019 (edited) Hello. I am trying to create various new mainframe models in Fallout 3/New Vegas and release it as modders resource but I am sruggling with those "mainframe red lights" animations. Basic meshes are ready and you can see them in Fallout 3 images category (It is cca 1 week old), glow maps are working just like they should, collisions are functioning (I made brand-new collisions for my models) but those lights... I have tried to create animations to them by looking at the vanilla Fallout 3 mainframe01.nif but it does not work. Then I tried to "import" my mesh into this mainframe01.nif and replace the old one but does not work either. I can release it without animations but it just feels odd without them. I also encounter that few of the lights are "shuting down" when not exposed to the light source. Simply their glow map is not working well. Some of them does work and some not. I am patiently waiting for and answer (not troll ones) and I hope someone can help me with itSincirely, Subject Gamma. P.s. Here are the mainframe nifs, 01 is clean mesh and 02 is mesh with my "animation" experimenthttp://www.mediafire.com/folder/8an1u914giy93/Mainframes Edited May 5, 2019 by JackSK19 Link to comment Share on other sites More sharing options...
uhmattbravo Posted May 6, 2019 Share Posted May 6, 2019 (edited) https://www.nexusmods.com/newvegas/mods/56203 Pix's tutorial on material and texture animation should teach you what you need to do. Edit: at least I think that's pix's guide, but the username is different... Edited May 6, 2019 by uhmattbravo Link to comment Share on other sites More sharing options...
dubiousintent Posted May 6, 2019 Share Posted May 6, 2019 Yeah, that's Pixelhate's guide, based upon the "User's files" list. The change in username might be related to why he closed his account on 20 Apr. Though he does say after 10 years it was time to move on. He will be missed. -Dubious- Link to comment Share on other sites More sharing options...
JackSK19 Posted May 6, 2019 Author Share Posted May 6, 2019 Okay, I will try it :) And yes, Pixelhate will be missed :/ He helped me a lot Link to comment Share on other sites More sharing options...
JackSK19 Posted May 8, 2019 Author Share Posted May 8, 2019 Okay I solved it! I had to remake whole .nif from scratch. It took a while (3 hours to be honest) but it is working now :) But, I just got another problem... My new collisions work...odd. I made them to roughly imitate the shape of that mainframe and its curves, edges etc. but is seem to work just like the was simple cube there. No edges, no curves, booleans... Only cube. Despite that the collision works, just not like I wanted it to work :/ Link to comment Share on other sites More sharing options...
uhmattbravo Posted May 8, 2019 Share Posted May 8, 2019 For a Static (or Activator) you can pretty much get away with just copying the whole mesh, setting the drawtype to wireframe, then adding collision properties and it'll work. It's not always the best for performance though. My first thought is that mabe you have the drawtype set as bounds rather than wireframe? Does the shape look right when you open it in Nifskope? Link to comment Share on other sites More sharing options...
JackSK19 Posted May 9, 2019 Author Share Posted May 9, 2019 There is no shape at all. I made collision for previous mainframes and they work perfectly as you can see here: https://www.mediafire.com/view/5a8xvaudhid0wbj/Collision01.png/file Skeleton fits nicely in that ridge I made but here... : https://www.mediafire.com/view/hdxdyy8mkmhbr4i/InGeckView.png/fileThat bottle is obviously behaving like there is solid cubic collision but there is supposed to be ridge too... I have bit low knowledge in collisions so I dont really know how or where to set it :/ And when I open NifSkope (newest version I guess) I can see only shapes of meshes, not collision as you may see here: https://www.mediafire.com/view/jfhn79tjasi7m5h/InNifView.png/fileI can not see collisions of vanilla objects too. I apologies for my stupidity, I am not familiar with learning things, expecially in foreign languages like english definitely is. Link to comment Share on other sites More sharing options...
uhmattbravo Posted May 9, 2019 Share Posted May 9, 2019 (edited) To see collision in Nifskope, go to options -> settings -> render and check the box that says show collision. While I do have the same version of Nifskope as you that I use for Skyrim and Fallout 4, I primarily use an older version for Fallout 3 and New Vegas: 1.1.3, and it gave me some errors opening your mainframe02. The thing I noticed though, is that the collision actually works really well on both meshes. I dipped down as I walked across and dropped milk bottles on them and they fell right in the dip. Neither one played an animations though. Could be that I forgot to check a box or something or that it's supposed to be done by script though, but again, I did get errors when opening the one in a version of Nifskope that I find to be better suited for working with this specific game. Edited May 9, 2019 by uhmattbravo Link to comment Share on other sites More sharing options...
JackSK19 Posted May 9, 2019 Author Share Posted May 9, 2019 Okay, I solved it again :D Problem was in the Blender itself. I had to change collision settings from "Box" to "Polyheder" but keep it with "bounds" setting. Anyway, thank you all so much. You helped me to find a way to solve it :) Here it is. Fixed Quad-Core Mainframe :) (I will rename that .nif, dont worry :) ) https://www.mediafire.com/file/urqtb72laeh56sb/MainframeMultiscreenQuadCoreTEST01.nif/file Link to comment Share on other sites More sharing options...
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