new vegas mod requests

Post » Sat Jan 01, 2011 6:38 am

if i bought a hand scanner and a standing model of it would tha twork to makea 3d version cus they sell statues of it online at palladiumbooks
User avatar
Sammygirl
 
Posts: 3378
Joined: Fri Jun 16, 2006 6:15 pm

Post » Fri Dec 31, 2010 5:51 pm

You're remarkably dedicated to putting no effort whatsoever into this, aren't you?
Making meshes is an art. It requires skills. You will have to learn these skills, and create the mesh yourself.
User avatar
Heather beauchamp
 
Posts: 3456
Joined: Mon Aug 13, 2007 6:05 pm

Post » Sat Jan 01, 2011 4:45 am

You're remarkably dedicated to putting no effort whatsoever into this, aren't you?
Making meshes is an art. It requires skills. You will have to learn these skills, and create the mesh yourself.

actually im just asking questions cus i have no artistic skills what so ever
User avatar
Leonie Connor
 
Posts: 3434
Joined: Mon Mar 12, 2007 4:18 pm

Post » Fri Dec 31, 2010 4:57 pm

actually im just asking questions cus i have no artistic skills what so ever


Then let's tackle your scanner question...I've no idea whether it would work or not, since that depends on the data output format of the scanner- but the cheapest 3D scanner I found with about 5 minutes of Google work was one bragging about having "cheap" 3D scanners starting at $18,800 US. Or then there's the ZScanner 800 handheld, for $49,900 US.

Could just be me, but I think you could hire an existing modding team to do it for less.

Or use a 2D scanner...which would produce a 2D image and leave you at the same "How to make 2D image into 3D model" stage you're at now.
User avatar
Laura Simmonds
 
Posts: 3435
Joined: Wed Aug 16, 2006 10:27 pm

Post » Sat Jan 01, 2011 3:47 am

yea i saw that as well
User avatar
Taylor Thompson
 
Posts: 3350
Joined: Fri Nov 16, 2007 5:19 am

Post » Fri Dec 31, 2010 2:53 pm

yea i saw that as well


So basically, unless you have fifty thousand dollars to burn on making a 3d model and something physical to actually scan in, you're better off just learning how to sculpt in blender yourself then convert it to a nif with nifskope.
User avatar
Rachael Williams
 
Posts: 3373
Joined: Tue Aug 01, 2006 6:43 pm

Post » Fri Dec 31, 2010 11:34 pm

Then let's tackle your scanner question...I've no idea whether it would work or not, since that depends on the data output format of the scanner- but the cheapest 3D scanner I found with about 5 minutes of Google work was one bragging about having "cheap" 3D scanners starting at $18,800 US. Or then there's the ZScanner 800 handheld, for $49,900 US.

Could just be me, but I think you could hire an existing modding team to do it for less.

Or use a 2D scanner...which would produce a 2D image and leave you at the same "How to make 2D image into 3D model" stage you're at now.

:chaos:

http://www.david-laserscanner.com/
http://en.wikipedia.org/wiki/David_Laserscanner

http://www.david-laserscanner.com/wiki/user_manual/getting_started

(I would not recommend a 3d scanner for low poly game meshes though)
User avatar
Dan Scott
 
Posts: 3373
Joined: Sun Nov 11, 2007 3:45 am

Post » Sat Jan 01, 2011 12:09 am

:chaos:

http://www.david-laserscanner.com/
http://en.wikipedia.org/wiki/David_Laserscanner

http://www.david-laserscanner.com/wiki/user_manual/getting_started

(I would not recommend a 3d scanner for low poly game meshes though)


True on the parenthetical comment- but aye, those prices are a lot better than what I managed to turn up. :D
User avatar
Andrew
 
Posts: 3521
Joined: Tue May 08, 2007 1:44 am

Post » Sat Jan 01, 2011 4:37 am

True on the parenthetical comment- but aye, those prices are a lot better than what I managed to turn up. :D
:foodndrink:

Wasn't really fair though... I found this years ago. :whisper:
User avatar
cutiecute
 
Posts: 3432
Joined: Wed Sep 27, 2006 9:51 am

Post » Fri Dec 31, 2010 11:56 pm

ok found a 3d mesh someone already made and downloaded it from them to work with now how do i install the zip into blender to work with it
User avatar
Samantha Pattison
 
Posts: 3407
Joined: Sat Oct 28, 2006 8:19 pm

Post » Fri Dec 31, 2010 10:06 pm

Let's back up a few steps. Like I said above, start with a Blender tutorial first, so you know how to use the program. THEN worry about importing stuff.
User avatar
Joe Bonney
 
Posts: 3466
Joined: Tue Jul 17, 2007 12:00 pm

Post » Sat Jan 01, 2011 2:45 am

I am going to move this to.. GECK? Mods? I'll try it in mods I guess.
User avatar
Sammygirl500
 
Posts: 3511
Joined: Wed Jun 14, 2006 4:46 pm

Post » Fri Dec 31, 2010 4:30 pm

id like to get started on crafting a mod for fonv for my charecter it will be a power armor mod i tried using the geck but cant make heads nor tails from it im more of a hands on walk me thru for first or second time type ill be adding the only photo i have of said item id like to create if someone can point me to a voice over heres how to craft your own armor /weapon system walk thru if there is one id apreciate it id like start moding and one day create a rifts rpg/ fonv conversion mod that would replace factions with certain types of armor and weapons etc and make this for my charecters own me against the world type of armor to combat the new over powering fire power of the factions the ngr i was going to make like the rifts coalition while the the other major faction i would make into triax northern gun heres the image of the armor id like to craft for my charecter to begin my mod system with i made it my avatar image cus couldnt figure out how to post it online to make a link http://www.fallout3nexus.com/imageshare/images/1204080-1281042800.jpg



i can get the stuff started tho with the geck they already said they were adding geck to nv so i figured id have the files needed set up so when it comes out i can transfer em over and do any slight mods to i need to make it compatable


Just having the GECK is not the hardest part, it helps but to get anything like an armor ingame its going to take months of people like MySelf and the rest of the People over at NifTools to decode all of the file format changes from FO3 to FONV there is also the fact quite a few of us who decoded multiple parts of the FO3.nif format are no longer around or just not planning to Buy FONV because of the Steam Requirement garbage leaving the task of updating the our knowledge or FONV .nifs and .kfs to new people who have to spend forever and 2 years just to catch up to where we are at now.

Its unrealistic to believe everything FO3 will just plug into FONV -> the mods that always come out first are gameplay changes, scripting, re-textures, Very basic Model Alterations for existing stuff (NifSKope Copy/Paste), then there are people like myself who Hex Edit Update who can update FO3 assets to FONV and far far into the future we get people like Amorilia and Tazpn who update the Exporters for all the rest of you people to use.

If you wanted to make a plan for when you can expenct to even be able to alter Textures that alone will take at least 1 month if Alphax works almost non-stop updating NifSkope for FONV (I would not hold my breath) it took something like 3-4 more months just to get NifSkope stable with opening FO3.nifs and all of the updated blocks and it still took another few months to even have a working exportable BSDismemberSkinPartition (something I personally helped decode, and will most likely not be doing for FONV) another stumbling block to making armors :/

Also I fully expect Max users to be left out of the FONV party as Tazpn has not been around for quite some time so the Max party will most likely not move over to do any serious work until a new Max Exporter Coder steps up, the Blenderites should be ok though as Amorilia and Aplhax are still around.
User avatar
Ana
 
Posts: 3445
Joined: Sat Jul 01, 2006 4:29 am

Post » Sat Jan 01, 2011 4:24 am

The problem with designing mods early is that, for the most part, we have very little idea what NV will actually have. It'd be awfully inconvenient to add, say, a Marcus the Mutant companion mod if Marcus turns out to be one of the companions included in NV vanilla.

NV will more then likely have all the same capabilities as Fallout 3, as the engine was only slightly changed to add in the new features, so if anything all modders have to worry about is easier ways of making their mods. XD

ok i downloaded and installed blender and python 2.7 blender required it to work now what do i need keep in mind all i have is the one photo to work from to make a 3d image of it

Since you are new to modeling, I STRONGLY suggest not trying to start with armor. A simple sword is good for starters, and progressivly working on more difficult things. Blender can do a lot, but jumping in is a sure-fire way to get frustrated, lost, and quickly hating what you are trying to do.
User avatar
Rebecca Dosch
 
Posts: 3453
Joined: Thu Jan 18, 2007 6:39 pm

Post » Sat Jan 01, 2011 12:22 am

This all reminds me of the part of The Sopranos series when Chris decided to write a screenplay for a movie about vampire wise guys, so he bought a computer and writing software and then sat back to watch the computer do its thing.

If it were only so easy.

I am sorry, but there is no way to quickly and easily create working assets in a computer game with the expertise of the people here who have done that sort of thing for months and years. Sadly, it will require that you put in a great deal of time to master the tools, just like they did.

God, I miss Short Attention Span Theatre.
User avatar
Chloe Mayo
 
Posts: 3404
Joined: Wed Jun 21, 2006 11:59 pm

Post » Sat Jan 01, 2011 12:44 am

actually im trying to learn blender as i go to make mods even if icna only get the basics down of the mods nad post them on nexus for others to tweak into something good it will be worth it issue im having at moment tho is for some reason blender 2.49 and yes i have the right version of python for it every time i try loading my backround image to build my model off of like it says in the tutorials it changes the image to the blank 3d map instead of loading it as a backround
User avatar
Lillian Cawfield
 
Posts: 3387
Joined: Thu Nov 30, 2006 6:22 pm

Post » Sat Jan 01, 2011 12:47 am

actually im trying to learn blender as i go to make mods even if icna only get the basics down of the mods nad post them on nexus for others to tweak into something good it will be worth it issue im having at moment tho is for some reason blender 2.49 and yes i have the right version of python for it every time i try loading my backround image to build my model off of like it says in the tutorials it changes the image to the blank 3d map instead of loading it as a backround


When I Model From Reference -> instead of setting the backround as the Reference I use a Plane that way I have complete control over its diminsions and angles in Max you can also run the image through multiple different Materials that can filter out unwanted sections crop paste and blend multiple images together, the best method is two planes bisecting each other one of top view one of side if you can find both that way you can almost get a 3D view of the object.
User avatar
Alisia Lisha
 
Posts: 3480
Joined: Tue Dec 05, 2006 8:52 pm

Post » Sat Jan 01, 2011 4:14 am

...the best method is two planes bisecting each other one of top view one of side if you can find both that way you can almost get a 3D view of the object.

This method was used by Michelangelo when carving figures from blocks of marble. I'd call that a good endorsemant.
User avatar
loste juliana
 
Posts: 3417
Joined: Sun Mar 18, 2007 7:37 pm

Post » Sat Jan 01, 2011 6:21 am

does blender have an interactive walk thru tutorial like as i do each step it says ok now do this etc
User avatar
Music Show
 
Posts: 3512
Joined: Sun Sep 09, 2007 10:53 am

Post » Fri Dec 31, 2010 6:07 pm

Try http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro, it might help. TBH, you have set me on the path towards wanting to learn blender as well...
User avatar
Isaac Saetern
 
Posts: 3432
Joined: Mon Jun 25, 2007 6:46 pm

Post » Fri Dec 31, 2010 8:10 pm

ok need blender help i saw when loading blender the dos box that opend said no version of python found so i uninstalled python 2.5.6 i have blender 2.49 and im ready to re install python question just install as normal program or is therea specific location i need to install it to for it to work with blender i really need an answer on thsi as any and all learning is on hold cus of this
User avatar
lolly13
 
Posts: 3349
Joined: Tue Jul 25, 2006 11:36 am

Post » Fri Dec 31, 2010 11:32 pm

I use Blender 2.49b, and that works fine with Python 2.6.2

Do you have a version compiled for the previous python version?

http://www.blender.org/download/get-blender/

***Are you running Blender on MAC OSX ?
Blender 2.49b, Intel (24 MB)

Suits Mac Pro, MacBook, MacBook Pro, iMac (Core Duo) and iMac (Core 2 Duo).

Mac OS X 10.5, Python 2.5


Otherwise just install Python 2.6.5
User avatar
Nathan Hunter
 
Posts: 3464
Joined: Sun Apr 29, 2007 9:58 am

Post » Fri Dec 31, 2010 11:27 pm

my question was where do i install python to to work with the blender program i had it installed but blender didnt recognize it so i had to uninstall it my question is do i have to install python to a certain location for blender or not
User avatar
Your Mum
 
Posts: 3434
Joined: Sun Jun 25, 2006 6:23 pm

Post » Fri Dec 31, 2010 11:36 pm

my question was where do i install python to to work with the blender program i had it installed but blender didnt recognize it so i had to uninstall it my question is do i have to install python to a certain location for blender or not

Install python with the installer, and it should be something Blender can find.

***Possibly, you might want to try installing Python to the root of the C: drive. ( C:\Python26 )

I just upgraded to Python 2.6.5, and Blender seems to work fine.
User avatar
Ash
 
Posts: 3392
Joined: Tue Jun 13, 2006 8:59 am

Post » Fri Dec 31, 2010 7:21 pm

ty
User avatar
Channing
 
Posts: 3393
Joined: Thu Nov 30, 2006 4:05 pm

PreviousNext

Return to Fallout: New Vegas