Nexus Modding > Mod Development / Released Mods

CEP Revival?

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The Old Dragon:
Invitation sent.

To begin with, can you start with the following models?

Kissaki.msh
Kissaki(b).msh
Kissaki_support_kontainer_transporter.msh1`

To get around the format issue on models, if you save them in .OBJ format and place them in the CEP folder (you can create your own subfolder), I can then put them through lightwave.

Just to completely remove any confusion on texture size, the manual states...

Width and height can differ, but both factors must be powers of two, and cannot be larger than 2048. The figures can therefore be: 4, 8, 16, 32, 64, 128, 256, 512, 1024, and 2048.



Multigun:

--- Quote from: The Old Dragon on March 24, 2016, 08:51:35 ---Invitation sent.

To begin with, can you start with the following models?

Kissaki.msh
Kissaki(b).msh
Kissaki_support_kontainer_transporter.msh1`

To get around the format issue on models, if you save them in .OBJ format and place them in the CEP folder (you can create your own subfolder), I can then put them through lightwave.

Just to completely remove any confusion on texture size, the manual states...

Width and height can differ, but both factors must be powers of two, and cannot be larger than 2048. The figures can therefore be: 4, 8, 16, 32, 64, 128, 256, 512, 1024, and 2048.

--- End quote ---

Sure, just need to study up on the manual and what not. Haven't had the chance to read through it just yet. I haven't heard of lightwave before. Are you using it to convert the .OBJ to the appropriate format for Nexus? Or are you doing specific tasks with the models in lightwave?

I am going to openly assume you will want the UV maps done, which isn't an issue. And yes, 2048 I know what you meant :) Better safe then sorry though!

I will read through the manual tomorrow and post my questions if need be. I assume there will be a little bit of a learning curve, but that's part of the fun :)

The Old Dragon:
Lightwave is the 3D art program used by the original devs to create the models. It comes in two parts - in modeller, you can create anything you want really and attach your textures files (if you're good with it though, I think you can even texture your models with it!) and then you have layout. With this part you can create your animations and renders.

Incidentally, I think it was also used in the newer BSG (amongst probably countless other projects) series to create the space scenes and ships... I seem to recall the battlestars had a poly count round the 3 million mark. I wouldn't like the task of mapping that one :s

As I mentioned earlier, the first task is to improve the models themselves (if possible), which would then require new UV maps and then onto trying to improve the textures for them. Hopefully, newer programs and techniques will let us create more realistic textures. However, if the model itself can't be improved, then we can use the existing texture files as templates to to create new ones without the need to remap the UV's.

Nexus comes with it's own converting tools to turn the models and textures into game readable files - it's these that require the models and textures to be in certain formats.

Multigun:
3 million poly's...Ya, UV mapping can be a lot of hard work but 3 million? That's downright scary. Makes sense about the required formatting thing. As long as you have the tools to take an .obj or .fbx and convert it into the proper format, no probs.

I don't see how improving existing models wouldn't be possible, unless there is some sort of engine or code limitation. My understanding is that you can create your very own models, so shouldn't be an issue to improve existing models.

UV mapping tools in the latest iteration of Maya have made the process much easier, but I typically throw the mesh through 3D Coat first. 3D Coat lets you draw where you want your seams to be; its basically amazing. So I'm not worried about UV mapping in the least, just takes a bit of time and effort :) Looking forward to getting started.

Multigun:
As I run into issues and need help, have updates I want to report/show, etc, where should I post? Update this forum post, create my own, email, add something to dropbox, etc?

For the time being, I'll just update this post. I am having issues importing an .obj into Maya LT. I have had this issue in the past and have used .fbx to get around it. What happens is I go to import it, and Maya does nothing after the update. Nothing shows up in the viewport, nothing shows up in the Outliner (essentially a list of all the objects in the scene), nothing. I used some sort of 3D viewer that apparently comes with Windows 10 (who knew), and it displays the mesh just fine in that so the .obj isn't corrupted to my knowledge.

I'll add the .obj's to dropbox under "Multigun's" files. Could you throw them into Lightwave and convert them into an .fbx for me? Just a short term workaround while I try and figure out why Maya hates me and .obj's. I'll download Blender in the mean time and install it after I wake up, haven't used Blender before but I assume it has an .obj importer and an .fbx save (I hope) and I assume I can figure out the software even though I haven't used it before.

Edit:

OK I am having issues with just the Kissaki.obj file. The other two seem to be fine. Again though, the Windows 10 viewer see's the mesh fine, but not Maya. Still will probably need that .fbx

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