I need a few models or instructions on how to

Post » Tue May 17, 2011 12:30 pm

First off so I don't have to re write the whole things. Go here. http://www.gamesas.com/index.php?/topic/1110869-debris-model-object-needed/

Ok, So I can get a hold of blender and gimp. Plenty of free pictures, etc. If no one will make them for me. Can anyone at least direct me to how I can bang out a few basic designs? How do I make transpareny on an object. How could I bump/uvmap....what are maps?? lol

How do I extract the objects from the fallout3 esm. Such ass ceramic plates. So that I may take make broken versions of them??

Newb questions perhaps. But I'm curious, and I'd rather not surf for hours getting know where fast blundering through info and installing crap I may not even need.

Thanks in advance. And if nobody can help. What good are ya?? hehe ^_^
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Jacob Phillips
 
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Post » Tue May 17, 2011 2:34 pm

you'll need to get blender up and running.

to learn how to use it, even for the most simplest of things, especially if you do not understand 3d and how 3d programs work, be prepared to spend many hours doing tutorials. I don't know any off hand, perhaps that noob to pro wiki will help. you will want a basic navigation and mesh editing tutorial to help you along. so start at the beginning.

other tutorials like UV mapping and what not will be a whole separate kettle of fish. just start doing stuff, and you soon find you need to know how to do X or Y, and you will search the blender wiki or google for those solutions. < just cross those bridges when you come to it. same with exporting.
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Tessa Mullins
 
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Post » Tue May 17, 2011 4:22 am

K, thanks gho =)

So the simple version I could use help in having someone bang out the objects I need lol

Likely hood of this actually taking place....probably won't happen. Because I suppose then they'd just end up doing the whole thing themselves =/

Damn shame beth never made any glass debris or it would be modded already.

PM me if you would want to model the parts I need. Would be much appreciated. =)
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Brad Johnson
 
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Post » Tue May 17, 2011 10:32 am

i'd do pretty much what Ghogiel said. start with the http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro wiki... i started out with this and it got me pretty far. be warned: blender's 2.4x UI is pretty much non-standard, so you will have to spend quite a bit of time just learning that. you will have to use 2.49b if you want to make meshes for FO3; afaik, export scripts for blender 2.5x haven't been released yet.

i don't have a clue how to make destructible meshes, you might want to look at the destructible environments mod to get some ideas from it. afaik, you will have to do quite a bit of work in nifskope to get things set up for destruction.

you should definitely follow the tutorials from echonite/miaximux/artisten once you get ready to export FO3 meshes.
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Stace
 
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Post » Tue May 17, 2011 3:23 am

Its actually kinda easy. The idea is what I have. The how to model, I know not.

Example of destruction:

1- Have your regular old object in game
2- Shoot/explosion to damage said object
3- Lets assume we already gave the object hitpoints. This would be rather small of course. Say, 1hp.
4- Now when you have that object take 1hp damage, it will then be instantly removed from the game world and replaced with a similar set of objects. The exact same object but in 2 or more pieces (like broken glass, naturally)
5- Add a small particle effect (a puff of fog or tiny explosion) to hide the replacing. Heck why not go the extra mile and even model tiny objects of "glass". That way there the thing really explodes realistic like.
6- Then the parts drop and give the appearance of a destroyed object.

In this case of my idea, Kitchenware. Cups, plates, pitchers. =)

But I need the same items in vanilla FO3. Just in multiple pieces of course. I can add the effects and insert them into the game world etc etc.
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Gwen
 
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Post » Tue May 17, 2011 11:34 am

The Blender tutorial that Artisten and I created can be found in my sig, which will show you alot of the Blender, GIMP, NifSkope and GECK basics for creating, modifying and importing models into Fallout3.

With regards to your specific task, what I would do is:

1. Import the full model into Blender.

2. Make a copy of the model so you have a good back (hold space and hit D, then hit M and select another of the 20 windows).

3. Now make more copies, one copy for each "fragment" object you plan the main object to break into. If you plan for 5 fragments, make 5 copies of the model and put each into it's own window with "M".

Now you have 6 copies of the model at least, each in it's own sub-window in Blender. SAVE.

4. Now go through and delete vertices from each mesh until all that's left are the parts of that particular fragment. You may have to fill-in some open spaces that get created when you hack out the stuff from that fragment that doesn't belong. You will need to use some of the Blender basic functions such as Extrude, Duplicate (vertices) and creating faces - stuff that you should get from the tutorial (too much for here)

5. When done you'll have 1 good full backup and 5 fragment meshes that are each a sub-set of the full model. You can now Export each of the 5 pieces as separate models, so you end up with 5 Fallout3 models that are fragments of the original.

6. SAVE.

7. Now in the GECK you would use the destruction stage of the object to add each of the 5 fragments to the space where the original model sits, so that when you shoot it or it takes damage the effect is just as you wished - model vanishes, fragments appear.

8. Now add a small explosion as the last step in the destruction stage of the main model, so that the fragments will fly all over the place. :)

Thats just one way, I'm sure there are many clever ways to achieve this effect.

Cheers,

Miax
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Vickytoria Vasquez
 
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Post » Tue May 17, 2011 5:24 am

AHA ! I KNEW IT ! lol

Thanks miax. I knew it could be done, but I didn't know the how.

But a few more newb questions. When I save the fragments of my items. Are those going to need a plugin for blender/gimp etc, to save to....um, what do I save them as? Least resource taxing while keeping textures and everything.

Oh, and on topic of textures-

When saving. Are they (the objects) going to retain the vanilla textures and maps and all that when I'm done messing with them? Do I need to change the textures because now they are in fragments of the original?

The impressive little mod that inspired my idea- http://www.fallout3nexus.com/downloads/file.php?id=6093

Incidentally both Gimp and Blender come now in portable versions, for anyone interested. Google it ^_^

I almost forgot. Is there a way to make the esp effect the whole world of vanilla(+option esp for dlc's) items I change to react to my blowing them up? I think there must be, but.....not certain of that.
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LuCY sCoTT
 
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Post » Tue May 17, 2011 1:31 pm

AHA ! I KNEW IT ! lol

Thanks miax. I knew it could be done, but I didn't know the how.

But a few more newb questions. When I save the fragments of my items. Are those going to need a plugin for blender/gimp etc, to save to....um, what do I save them as? Least resource taxing while keeping textures and everything.


You don't need GIMP for this entire process fortunately, as you wont be changing any of the textures (unless you want to). You do need the Blender NIF Scripts, which will all your copy of Blender to Import/Export NIF files. Very easy plug-in to install, my Blender/GIMP tutorial will give you both the URLs and instructions on how to install it (link is in my Sig).

Once you create the individual fragment objects, you will Export them as NIFs. Again my tutorial will show you the export process. My tutorial is dated in one way - you no longer need NifSkope to take a basic object from Blender to Fallout3, the latest Blender NIF Scripts save in the exact right Nif format for Fallout3 (Many thanks to Amorilla and their team!). So when you export from Blender, you can go right into the GECK and define a new object and it will work. The key point to remember when exporting your Nif is to make Sure that "Use bsFadeNode as root" is checked. The default options will work for basic objects as long as you check that box when exporting.

Oh, and on topic of textures-

When saving. Are they (the objects) going to retain the vanilla textures and maps and all that when I'm done messing with them? Do I need to change the textures because now they are in fragments of the original?


No you may not need to change Anything on the textures. What your doing is taking an existing object and simply hacking it down to something smaller. In that respect the textures and UV mapping of those textures over your model will not change except in one way - the break points. An example would be a dumbell / lifting weight. Imagine hacking that into three pieces - two end weights and a middle bar. Now imagine the break points where the bar attaches to each weight, and you'll realize that when you break them, the model will have open ends at each end of the bar and open holes on each weight where the bar attached. It is these break points that you may need to add a new face or two to each fragment to cover the break points (as needed). You may need to do some quick UV mapping to make sure that the new faces use the right part of your texture. If you have not done this, then reference our Blender/GIMP tutorial on UV mapping - I have a chapter on that in the guide as well, which was taught to me by Echonite - who also makes some fine tutorials that you can find on Nexus.

To make things simpler at first however, I recommend you not even bother with the break points. First I would focus on breaking the model into fragments and getting those 5 or so fragments successfully imported into the GECK. Once you complete that process it will very likely give you alot of encouragement and you can go deeper to fix the little details like break points later on. This way you can simply focus on breaking it, exporting it from Blender, importing into GECK as a new object and add the objects to the destruction stage of your main GECK model.

The impressive little mod that inspired my idea- http://www.fallout3nexus.com/downloads/file.php?id=6093


http://www.fallout3nexus.com/downloads/file.php?id=12978 mod is the one that I learned this from, he made some models for my mod that are exactly along these lines.

Incidentally both Gimp and Blender come now in portable versions, for anyone interested. Google it ^_^

I almost forgot. Is there a way to make the esp effect the whole world of vanilla(+option esp for dlc's) items I change to react to my blowing them up? I think there must be, but.....not certain of that.


Be careful with the Blender versions - the latest, greatest Blender is not yet supported by the Blender NIF Scripts, so make sure to check that link for the Blender NIF Scripts and get the right version of Blender. Eventually the Nif Scripts will support the current Blender, but I do not think this is done yet - so be careful here. The latest GIMP is fine.

Your ESP can do this for any DLC item as long as you have the DLC as a master file for your ESP.

Luck!!

Miax
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Flash
 
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Post » Tue May 17, 2011 6:14 am

http://sourceforge.net/downloads/niftools/blender_nif_scripts/

Ok, for this I am not sure what one I need. For Blender 2.49b, Do I have to get all those files or 1....or?
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Jade MacSpade
 
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Post » Tue May 17, 2011 12:12 pm

Are you sure that http://www.fallout3nexus.com/downloads/file.php?id=6093 or http://www.fallout3nexus.com/downloads/file.php?id=1904 don't have the data you need?
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Racheal Robertson
 
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Post » Tue May 17, 2011 1:44 am

To be honest I didn't look yet. I didn't really want to take his something that didn't belong to me anyway. I suppose I could just ask him.

Last I noticed though. His mod simply removes objects from the game world. Not really what I wanted. If you read prior posts.
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Mimi BC
 
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