Nif masters needed

Post » Tue Sep 21, 2010 3:22 am

I notice the weapon crosshairs are all 3 dimensional .nif files. Does anybody know if one could be edited to make it equipable like a pair of sunglasses, in a way that would make it visible in 1st person? It would be great for people using NVidia 3D Vision - much less immersion breaking than NVidia's 3D crosshair. I've managed to turn one into a set of eyeglasses, but it's only visible in 3rd person.

*Edit - Woops wrong subforum. :facepalm:
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Kristian Perez
 
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Post » Tue Sep 21, 2010 12:48 pm

I've managed to turn one into a set of eyeglasses, but it's only visible in 3rd person.

I believe attaching an outfit item to those slots don't render in 1st person, hats and eyeglasses would obscure the camera so they won't render.
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Jennifer Rose
 
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Post » Tue Sep 21, 2010 9:59 am

I've been trying to figure this one out http://www.gamesas.com/index.php?/topic/1091887-making-armor-visible-in-1st-person/. I don't know if its the slot specified in the geck that determines 1st person visibility, or the node that the model attaches too, which is a property of the .nif. Since only the arms of armor are visible, I would imagine it's dependent upon the node rather than the slot.

I never did try turning the model in that screenshot into a crosshair. It might be sort of cool, though I'd prefer if it were also visible when you weren't scoped/iron sighting.

*Edit - Also, a little off topic, but have you noticed anything different in the way FNV handles environment mapping? It might just be due to my using different graphics settings, but it seems like the engine now takes local lighting conditions into account when determining the brightness of the reflections.
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Ana Torrecilla Cabeza
 
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Post » Tue Sep 21, 2010 6:53 am

I've been trying to figure this one out http://www.gamesas.com/index.php?/topic/1091887-making-armor-visible-in-1st-person/. I don't know if its the slot specified in the geck that determines 1st person visibility, or the node that the model attaches too, which is a property of the .nif. Since only the arms of armor are visible, I would imagine it's dependent upon the node rather than the slot.

Node names and geck slots, it's both.
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ZANEY82
 
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