[RELz] Eyelashes New Vegas

Post » Sat Aug 08, 2009 8:13 pm

http://www.newvegasnexus.com/downloads/file.php?id=34790.
http://www.newvegasnexus.com/downloads/images/34790-2-1287606876.jpg

Not much to say here, just a port of my Fallout 3 mod of a similar title. It adds eyelashes!
Now go be pretty, or whatever it is you people do in the desert. (or get less dust in your eyes)
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willow
 
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Post » Sat Aug 08, 2009 9:36 pm

Already ported it over myself. ;P

Anyhoo... do you think you could investigate a few things about hair meshes? Specifically...

1: Why are they off-kilter? The head mesh appears identical to FO3's, and the race facegen presets are identical.

2: Why aren't the EGMs working? I managed to twiddle around with positioning and scaling in NifSkope to make it fit the head, but even then after the Conformulator says OK it still doesn't load. I have a sneaking suspicion that Problem #1 is caused by Problem #2...
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Stryke Force
 
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Post » Sat Aug 08, 2009 10:51 pm

1: Which hairstyles aren't working? I didn't do anything other than a quick comparison of head wireframes in NifSkope and filesize checks for the egm/tri files for the heads. But they look the same.
2: Sounds like you're trying to conformulate a new hairstyle?
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le GraiN
 
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Post » Sun Aug 09, 2009 5:39 am

1: Which hairstyles aren't working? I didn't do anything other than a quick comparison of head wireframes in NifSkope and filesize checks for the egm/tri files for the heads. But they look the same.
2: Sounds like you're trying to conformulate a new hairstyle?


It was one of the ones transferred from Oblivion, FO3idkrrr14.nif. Didn't work with a straight transfer. Tried twiddling with it, but still nothing. It's as if the EGMs aren't loading or something. I'm not the only one that's having problems with them...

I can send you my FO3idkrrr14 mesh, I made a custom hat mesh to go with it... which is not working even worse as it's not appearing with hats. I've tried repositioning and rescaling in NIFSkope and then generating new EGMs off of those (via exported OBJs), but they just aren't loading.

If you see any custom hairs transferred from FO3 out there, I think they just got lucky and had a mesh that didn't clip. Not a clue why your eyelashes were exempt...
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Oyuki Manson Lavey
 
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Post » Sat Aug 08, 2009 10:46 pm

Did you make a hat/nohat version for the hairstyle, like what's seen in the vanilla assets? After repositioning, did you freeze/apply the transforms (if any) on the hair mesh, and is the mesh properly positioned for FaceGen (feet height, not head height)?

If so, and it's still not working, send me a PM with a link to your files.

As far as luck, There's a hair pack of mod hairstyles throughout the games ported to FNV, I didn't see any complaints of styles not working yet. (just people trying to load eyelashes and said hairpack) I have seen a vanilla cowboy hat that clipped the NPCs hair (Ghost, at a NCR post in the south), but it looks that's by design.
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Leticia Hernandez
 
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Post » Sun Aug 09, 2009 12:32 am

Nice mod. But can you do so only females have eyelashes? Males sadly look rather weird and feminime with those eyelashes - like they are wearing makeup.
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sarah taylor
 
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Post » Sun Aug 09, 2009 8:25 am

Already ported it over myself. ;P

Anyhoo... do you think you could investigate a few things about hair meshes? Specifically...

1: Why are they off-kilter? The head mesh appears identical to FO3's, and the race facegen presets are identical.

2: Why aren't the EGMs working? I managed to twiddle around with positioning and scaling in NifSkope to make it fit the head, but even then after the Conformulator says OK it still doesn't load. I have a sneaking suspicion that Problem #1 is caused by Problem #2...


For some reason in my game Sunny has male pattern balding and I dont think she should. That is without any mods altering the head.
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An Lor
 
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Post » Sat Aug 08, 2009 6:47 pm

Did you make a hat/nohat version for the hairstyle, like what's seen in the vanilla assets? After repositioning, did you freeze/apply the transforms (if any) on the hair mesh, and is the mesh properly positioned for FaceGen (feet height, not head height)?

If so, and it's still not working, send me a PM with a link to your files.

As far as luck, There's a hair pack of mod hairstyles throughout the games ported to FNV, I didn't see any complaints of styles not working yet. (just people trying to load eyelashes and said hairpack) I have seen a vanilla cowboy hat that clipped the NPCs hair (Ghost, at a NCR post in the south), but it looks that's by design.


Hat/nohat naming layout unchanged from FO3. Zero'd out all positional changes after they were made for both hat/nohat meshes. Re-exported the OBJs after each time before re-conformulating. Resulting EGM files match expected namestructure (IE: "nohat.egm").

Checked all materials and stuff up against vanilla hair mesh hairbun.nif.

Hat hair either doesn't appear and just the nohat stays in place with headwear, or in some cases my char just goes bald with hats. And the hair is unresponsive to facegen changes I make.
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katsomaya Sanchez
 
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Post » Sun Aug 09, 2009 7:02 am

Nice mod. But can you do so only females have eyelashes? Males sadly look rather weird and feminime with those eyelashes - like they are wearing makeup.

I won't no. I'll leave things like that to the people who make beauty packs.

Madcat, forgot another: check the shader flags against a vanilla style. After that, send me your files.
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Hearts
 
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Post » Sun Aug 09, 2009 12:52 am

Madcat, forgot another: check the shader flags against a vanilla style. After that, send me your files.


All checked out, completely identical (aside from texture sets).

Found that both had NiTriShapeData consistency flags set to CT_STATIC when hairbun.nif had them set to CT_MUTABLE. Still didn't make any difference, they were unresponsive to facegen changes.

Emailed you the files to your gmail account.
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El Goose
 
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Post » Sun Aug 09, 2009 7:04 am

Maybe I've gotten rusty, but everything checks out here, little stumped. .egm data looks fine, .nifs compare just fine, except for the minor difference that Hat and NoHat are in reverse block order than everything I saw. (probably not really an issue.) I was going to try that, but found a bug in the current test build of NifSkope that prevents me from saving the file properly.

What about the person who had issues with clipping when s/he unpacked the .bsa to the game dir? hmm.

Edit: Game or GECK problem, I'll post in the HW section shortly. I took a vanilla hairstyle model and textures in completion to the proper game folders. Renamed the files with a "1" prefix, so the .bsa won't be involved. Added to a race, and... no facegen worky, even after 'update facegen..."

Edit2: Found a solution, and your hair works fine: Put it in a .bsa. The game/geck apparently have issues reading hairstyles loose in the data folder.
http://www.gamesas.com/index.php?/topic/1125649-geck-fnv-facegen-bug/
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Sweet Blighty
 
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Post » Sat Aug 08, 2009 9:58 pm

Maybe I've gotten rusty, but everything checks out here, little stumped. .egm data looks fine, .nifs compare just fine, except for the minor difference that Hat and NoHat are in reverse block order than everything I saw. (probably not really an issue.) I was going to try that, but found a bug in the current test build of NifSkope that prevents me from saving the file properly.

What about the person who had issues with clipping when s/he unpacked the .bsa to the game dir? hmm.

Edit: Game or GECK problem, I'll post in the HW section shortly. I took a vanilla hairstyle model and textures in completion to the proper game folders. Renamed the files with a "1" prefix, so the .bsa won't be involved. Added to a race, and... no facegen worky, even after 'update facegen..."

Edit2: Found a solution, and your hair works fine: Put it in a .bsa. The game/geck apparently have issues reading hairstyles loose in the data folder.
http://www.gamesas.com/index.php?/topic/1125649-geck-fnv-facegen-bug/


Ahhhh... makes sense now.

However, I discovered a bug caused by a community solution caused by another bug... transparency multisampling. Apparently it doesn't work with the d3d9.dll fix meant to solve the system slowdown in the presence of NPCs. Arrg, gotta use transparency thresholds, those make the hair look like straw when overdone.

EDIT: It seems because the more popular d3d9 fix fools the system into thinking the video hardware is an nVidia card. Which is well and good, but it loads the wrong shader package (package 13) if you've got an ATI card (like me). There's a second one on Nexus that doubly fools the system by making it think it's an nV card, but also loading package 17 like it should.

http://www.newvegasnexus.com/downloads/file.php?id=34970
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Manny(BAKE)
 
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Post » Sun Aug 09, 2009 4:22 am

You could always go and fix the hair mesh so you don't need to rely on alpha test :)

Good to know about the d3d thingy, I started using the one mentioned in your link this afternoon. I didn't notice, since I've got practically everything dialed down for performance right now.
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scorpion972
 
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Post » Sat Aug 08, 2009 10:36 pm

How does one "fix" a hair mesh in such a manner?
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Nathan Hunter
 
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Post » Sat Aug 08, 2009 6:45 pm

Short answer: separate the mesh, and hope you get a usable set of shells/islands. Select the shells in the order they should be sorting in; back to front, minding inner/outer facing shells. Then combine back into a single mesh again.
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Genevieve
 
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Post » Sat Aug 08, 2009 10:34 pm

http://www.newvegasnexus.com/downloads/images/34790-2-1287606876.jpg

Wow, where is that sweet hair from?

Also, hilarious avatar.
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GEo LIme
 
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Post » Sun Aug 09, 2009 7:25 am

It's one of the original hairstyles in the game.
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Antonio Gigliotta
 
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