My weapon mod causes game crashes

Post » Sat May 28, 2011 5:46 pm

Hello world!!!
(Yes you thought it right about my profession)

Ehm, i'm not very uncommon with my idea (to create a weapon mod). :whistling:
But anyway, this wish would never appear if somebody implemented a few special nuances of my idea - before i thought of it.
One of my upcoming mod's "royal features" is such an awesome weapon as http://http://en.wikipedia.org/wiki/PTRS-41 14,5 x 114mm, how do you like IT (that's not about Stephen King's movie/story)?
The 14.5 mm armour-piercing bullet has a muzzle velocity of 1012 m/s and good ballistics. It can penetrate an armour plate up to 40 mm thick at a distance of 100 meters.

Also, 32,200 J (23,700 ft·lbf) of bullet energy. Barret M82 has only 20,195 J (14,895 ft·lbf). ;)
This thingie could, really, become an ultimate non-cheat (depending on REAL effectiveness) anti-enclave "tin-opener".

I'm already ripped a model of this gun from Call of Duty: World at War, remodelled and retextured it:

http://fallout3nexus.com/downloads/images/13502-1-1278697230.jpg

... To make this gun look a bit more realistic. More like a weapon, that is survived in (outlived, gone through?) a nuclear war. Also, i made a normal maps for it:

http://fallout3nexus.com/downloads/images/13502-1-1284019586.jpg

And yes, i've already placed it in the Game (screenshot 2).

But, there are few troubles with it.

Trouble #1 is a periodical game crashes. "Goodbye F3, hello desktop! Uh shed, WTF is wrong again?!!"
And again, and again, and again.
Well, i must say that i did my "PTRS drag-n-drop operation" (CoD: WaW --> Fallout 3) with copy branch - paste branch method.
Other words. After i've finished model (3d max, Milkshape) and texture (Photoshop & GIMP) editing, i've exported my work in a *.nif format. Then, i've opened two NIFScope windows, one with Fallout 3 Sniper Rifle, second with PTRS-41 (3dm export). Then, i've used a copy-paste branch method, copying PTRS-41 NiTriStripsData and pasting it over a F3SR NiTriStripsData. Magazine over magazine, trigger over trigger, etc.
After editing a texture sets and saving a nif, i added a gun in the Game via the G.E.C.K.

Crash, that was all the story.

Trouble #2. My gun, as you can see on screenshots, have a sniper scope. After i set lens's NiMaterialProperty's "Alpha" parameter to 0.8000 (it was 1.0000), all the gun (not only the lens) became partially transparent. I was to change damn alpha back.
And, i must expain something. This trouble appeared when i exported my model from 3dm at a first time. More exactly - when i set alpha before the first saving of "Sniper Rifle", which were drag-n-droply replaced with PTRS-41.
When i,...
|||||| after first saving of half-replace, and closing it, and opening it again ||||||
.., changed alpha from 0.8 back to 1.0, that made a zero effect. The gun became NOT transparent when i've exported it again (deleting the old (b)ugly export litter).

Trouble #3. Too strong glow trouble, same as Trouble #2.

From my point, all of this looks like all these bugs appear because of defectiveness in drag-n-drop porting method itself.
Looks like, correct (not buggy) NIF models must have an inner structure, that were built manually, from a zero. Am i right?

In any case, i ask you: please, help me with this trouble! I'll appreciate any help - FAQ links, porting manual links, etc.

P.S. Err, and sorry for my bad english.
P.P.S. Also, i have the same troubles with DT-29 and PPS-43, which you can see in my nexus "thread", http://fallout3nexus.com/downloads/file.php?id=13502.
And, also: PTRD (http://pix.playground.ru/view/299883.jpg), DP-28 (http://pix.playground.ru/view/323819.jpg, http://pix.playground.ru/view/323818.jpg), Browning M2 (http://pix.playground.ru/view/321264.jpg), PPSh-41 (http://pix.playground.ru/view/290564.jpg), SVT-40 (http://pix.playground.ru/view/290566.jpg) and others (screenshots of which i placed at the another site), including the classic Doom 1-2 plasmagun, which is almost ready (darn...).
User avatar
Marilú
 
Posts: 3449
Joined: Sat Oct 07, 2006 7:17 am

Post » Sat May 28, 2011 6:47 pm

just export it straight from max into a nif. if you set it up correctly in scene, you only have to change 2 things in nifskope for it to work correctly in game. I can't advise you on broken or outdated workflows, such as copy branch in nifskope.

the crashes are probably because you did copy branch in nifskope and corrupted the index name array. making the nif unstable
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Richard Thompson
 
Posts: 3302
Joined: Mon Jun 04, 2007 3:49 am

Post » Sat May 28, 2011 6:17 pm

just export it straight from max into a nif. if you set it up correctly in scene, you only have to change 2 things in nifskope for it to work correctly in game. I can't advise you on broken or outdated workflows, such as copy branch in nifskope.

the crashes are probably because you did copy branch in nifskope and corrupted the index name array. making the nif unstable
Thank you very much!
But, could you, please, be a bit more specific about that 2 things? Perhaps, you got some links? :)
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JUan Martinez
 
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Joined: Tue Oct 16, 2007 7:12 am

Post » Sat May 28, 2011 12:12 pm

You should be copying only the NiTriStripsData block (R-Click-->Copy, not copy branch) and pasting it into the "Data" line in the properties of the NiTriStrips (which adds the name and creates a new data block), not "paste over" the whole data block. Then delete the old data block which has moved to the bottom of the block list. Doing it this way only changes the shape of the original TriStrips/TriShape, but does not replace its whole block and make other entries become invalid.

I noticed that using "copy branch" will almost never work in the geck/game unless the whole branch is from one of Bethesdas NIFs, or from a custom NIF that is set up properly and working in the geck and game already. I ONLY ever use copy branch when copying parts of Bethesdas nifs, like weapon or armor pieces, and then adding the whole branch (sub-entries, properties, and all) as a NEW branch in a different NIFs branch tree. Never use it to try to replace something, only for adding another.
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Lil Miss
 
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Joined: Thu Nov 23, 2006 12:57 pm

Post » Sat May 28, 2011 8:53 pm

In this circumstance> Why do that at all? Red Blaze appears to making(well ripping) custom content and exporting from max. Just press export, and change 2 things in nifskope. I wrote a tutorial on exporting from max on the nexus which will cover almost every normal model export, apart from skinned meshes. That's even easier in some respects
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Zualett
 
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