amstroid Posted December 24, 2008 Share Posted December 24, 2008 Heys I am making my first mod for fallout3. But because some of the models in fallout3 weren't good for what i have in mind, i'm remaking some of them.But now i have some questions. 1) Do the models in fallout3 have a turbosmooth?What i mean is, if i import my own made model in fallout, do i have to put a turbosmooth on it or not? Because without it, the model looks pointy. But if i put a turbosmooth on it, there are a lot of holes in the model. So i'm a bit confused. I don't want to put a turbosmooth on my model, then import it in fallout3, and then see that the engine itselfs puts an other turbosmooth on it.- I don't think i have to use turbosmooth, but like i said, i'm confused. 2) When i import a mesh into 3dmax, the mesh exists out of several models. Like a house exist of a rooftop, the walls, the floor and the door. All these are differend 'objects'in 3dmax, but in the GECK, its just 1 item.So, if i want to import the model in the GECK, do i have to add extra info, so that the GECK knows it's one thing?- altho i don't think so, because you save the model as a .nif, and the GECK reads the .nif. So he only sees the hole picture. 3) This might be a stupid one (like the rest :P) but i've converted all the models into polygones (that's how i've learned to work with it). That isn't a problem? Or do i have to converted them to mesh again before i import the model? 4) I've managed to read the .bsa file, extract the .nif file i needed and import it in 3d max. I can export the model in a .nif file, but i don't know how to get it back in the .bsa file.I use the BSAUnpack program, but as the name says, its only unpack :). 5) Are there other things i have to pay attention on? Like: its better to import several models in the GECK, and build there your thing. Like for an airplane, import the wings, the cockpit, and the center parts and so, and then build the airplane in the GECK. They told me this is the best place to get some answers for my questions, so i'm kinda counting on you all :)Thanks anyway Link to comment Share on other sites More sharing options...
Khet Posted December 24, 2008 Share Posted December 24, 2008 Well, while I was never very good at modeling here's what I know. 1) Honestly, not sure. All I can say is try it with and without. 2) You can keep it as multiple Objects in 3DS Max and the GECK will still see it as one object as long as it's one .nif. 3) To my knowledge, it shouldn't matter. 4) You don't need to place it in the BSA. Go to the Meshes folder, make a new one (name it like MyMod) and place the .Nif in there. Make a folder with the same name in the Textures folder (.dds files go there) then make the item in geck pointing it toward the .nif. 5) Hit and miss. I'd just make it all one object myself (the entire plane) and then make separate models for destroyed ones (if you're going along that route) Link to comment Share on other sites More sharing options...
amstroid Posted December 24, 2008 Author Share Posted December 24, 2008 4) You don't need to place it in the BSA. Go to the Meshes folder, make a new one (name it like MyMod) and place the .Nif in there. Make a folder with the same name in the Textures folder (.dds files go there) then make the item in geck pointing it toward the .nif. Oke, i think i'm doing something wrong. Tried to get my new house in the geck, and got this message:"MODELS: Root 3D for reference 'AmstroidTestNewHouse' (0100EE5) is not a Fade Node. This reference can not be picked." Then i retried the export process from max to .nif file, and when i import the file now, i get no warning. But i don't see a thing. I just have a huge box of nothing selected (i see the red, blue, green lines, but there is nothing in it) But, i don't have a meshes folder, nor a texture one. In the Data folder there is a Bakcup, Music, Shaders, Video folder, and 6.bsa files. So unless i'm doing it completely wrong from the start, i'm missing something. Just in case, i'll tell how i did it:- Used a BSAUnpack program to open the Fallout - Meshes.bsa file, (Here i get a warning that BSA archive has unknown version number, but when i continue, everything is oke)and then extract "Architecture\Urban\BuildingsComplete\GNRRadioTower.NIF"- Saved it as .nif file.- Downloaded and installed the plugin to open nif files in 3dMax (http://sourceforge.net/projects/niftools/)- In 3D max, i used the import function to import the nif file. A window pops up from the plugin, but i didn't changed something there.- After i've changed the model, i've extracted it to the nif file. Again a window from the plugin, and here i selected Fallout3 in the game list. Didn't changed something else.- Then i open geck, load the masterfile, and open a test map (WarehouseRuins). Btw, when i open a map, i always get some warnings, like: TEXTURES: BASE Traps\ShotgunTrap.NIF : ShotgunTrap:0 is missing a Normal Map. MODELS: Unidentified collision layer on model Clutter\EnclaveEncampment\DeathClawCage.NIF, object BASE Clutter\EnclaveEncampment\DeathClawCage.NIF It that normal?- In the object window, rightclick and new, a new window pops up.- i filled the ID in "amstroidtesthouse", and then pressed the EDIT button, in the new window i pressed EDIT again, and then i selected my nif file.- the 'Alternate Texture' has some names in it, but the preview window is empty.- after i hit ok, and try to load the house, i get the empty selected box. So perhaps there is something wrong in my way to import the file, but honestly i have no idea. Thanks for the other answers :). Just found out that you don't need a turbosmooth, they kinda made their own :P Link to comment Share on other sites More sharing options...
RedEntropy0 Posted December 24, 2008 Share Posted December 24, 2008 1.) I don't see why it would require a turbosmooth modifier. Just use normal smoothing groups. Turbo smooth completly destroys models unless used for specific things. If anything else auto apply smoothing groups. If your edges are still to pointy chamfer your edges more. Link to comment Share on other sites More sharing options...
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