Rkotcha Posted November 23, 2008 Share Posted November 23, 2008 From what I've read we don't have any easy way to put in new models to FO3 yet. However, you guys has been successful in replacing model parts to make new weapons. I've made a bunch of weapon model in 3D MAX over the years , their poly counts are all in game friendly range. I would like to make them as accomodating to current modding technique as possible so I would like to inquire certain informations. 1) How much polygon budget do I have?2) How do LOD work in FO3?3) What is the prefered texture size and how many texture files are allowed?4) What is the limitation on the model parts, precisely what part must be modeled seperately? I also take in model/skinning request if you have any I thank you in advance and looking foward to contribute Link to comment Share on other sites More sharing options...
vashts1985 Posted November 23, 2008 Share Posted November 23, 2008 ive got some rather poly-heavy models ingame so far. i have not tested or found an actual answer to the question of what the maximum PC could be. i might try and put it to the test though. texture size, 1024x2 would prolly be a good sized texture, ive put some high res 2048x2's in but for having to combine several textures into one to get it working ingame. iv heard that anything bigger that 2048x2 is somewhat of a waste so i would not go higher than that. model parts are limited (currently) to the amount of parts that the original nif contains Link to comment Share on other sites More sharing options...
Moraelin Posted November 23, 2008 Share Posted November 23, 2008 model parts are limited (currently) to the amount of parts that the original nif contains Actually, that's not entirely true. I've been adding silencers to a bunch of weapons, and they're just that, an extra part. If you do what I wrote there, namely pay attention to the name index, it works flawlessly. Heck, for test sake I even made a blaster out of silencers, crates (resized), 9 volt batteries, and the like. Really A-Team stuff :P Fugly as heck too :P It kept working like a charm, despite being made of more parts than you can shake a wrench at. Also, it seems you can add more than one NiTriStrips entry to the same node. E.g., the silenced revolver needed the silencer attached to the barrel node, or the silencer would remain hanging in the air when I broke open then gun to reload. Just pasting another NiTriStrips entry into the same node worked like a charm. So for a silly example, if you have a scoped break-open shotgun (e.g., a non-sawed one) that actually consists of 2x individual barrels, front part of the stock, and the scope on top, you can put all 4 into the same node and they'll flip together gracefully when you open the gun. You might have to edit the Translation coordinates to align them afterwards, but if you're into modding meshes, you already knew that. CAVEAT: if you do so, though, they all get the same texture from a 1stPerson TXST in a STAT record. Which might not be too bad if they had coordinates in the same gun texture in the first place. WORKAROUND: just use the high res texture in the .NIF and then you don't need 1stPerson TXSTs or more than a "00 00 00 00" in your STAT's MODS entry. I assume your problem is with importing from .obj. No idea there, I never managed to model anything worth beans. I would assume that, worst case scenario, if you really must overwrite something when pasting from your .obj, you can paste in a dummy part from another .nif and overwrite that. Link to comment Share on other sites More sharing options...
Rkotcha Posted November 24, 2008 Author Share Posted November 24, 2008 Great ! Thanks for the timely reply, I will get on with modeling / skinning. Now, here's another question, What are the original parts for 1) Assault rifle2) Chinese Assault rifle3) SMG4) Powered Fist5) Powered Armor I plan to design new versions of those for a start, thanks in advance guys Meanwhile, here is my design portfolio, mostly mechanical stuff I did for other mods and personal amusement. tell me if there is anything you like OK ? http://blindart.busythumbs.com/ Link to comment Share on other sites More sharing options...
vashts1985 Posted November 24, 2008 Share Posted November 24, 2008 oh crap, thanks for the correction Moraelin, i will have to look into that. Blindshooter? that name sounds familiar.....you ever do anything for CS? Link to comment Share on other sites More sharing options...
Rkotcha Posted November 24, 2008 Author Share Posted November 24, 2008 Thanks for noticing I have done 1 or 2 custom model for CSS, my AR20 futuristic rifle model was quite popular. Ohter than that, I have done a lot more model for CS 1.6 version. If you have any special request I will see if I can do it for you. Link to comment Share on other sites More sharing options...
Moraelin Posted November 24, 2008 Share Posted November 24, 2008 Well, probably the easiest is to just open the .nif and count the NiTriStrips entries, since those are the stuff you'll overwrite. Easiest to do in list view. That way you can just see for yourself when something catches your fancy. Link to comment Share on other sites More sharing options...
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