Here is the example, amount of faces and triangles are low, but it just show general idea, you can simply clone the same mesh several times and collapse it to single to make about 1000 vertices total. Don't forget to apply uv modifier to them after modelling to ignore vertex split by 3 for each triangle when exporting.
The idea is simple, you make few vertices and connect triangles to them as much as possible by combining with each 3 vertices, this case almost never happen when making real models.
Fallout 3 / New Vegas 0.237
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- *blah-blah-blah maniac*
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Re: Fallout 3 / New Vegas 0.237
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Re: Fallout 3 / New Vegas 0.237
OK, will do that tomorrow.
Have to reinstall Maya first, i learned modelling with Maya instead of 3DSMax,
so Maya is much easier for me to work with..
Have to reinstall Maya first, i learned modelling with Maya instead of 3DSMax,
so Maya is much easier for me to work with..
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Re: Fallout 3 / New Vegas 0.237
So i decided to make it in 3dsmax cause i want to learn Max,
i made pretty complex models in Maya before, but a new program is a pain in the ass rightaway..haha..
I can't even do the simplest things like splitting a edge in 3dsmax, feel like a beginner again rightaway..
But i have to learn the controls, so since you wanted to look at it after NY, i'm going to go ahead and learn the 3dsmax controls,
where not in a hurry here anyway so..
i made pretty complex models in Maya before, but a new program is a pain in the ass rightaway..haha..
I can't even do the simplest things like splitting a edge in 3dsmax, feel like a beginner again rightaway..
But i have to learn the controls, so since you wanted to look at it after NY, i'm going to go ahead and learn the 3dsmax controls,
where not in a hurry here anyway so..
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Re: Fallout 3 / New Vegas 0.237
I can make instead of you, but exporting is on your side.
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Re: Fallout 3 / New Vegas 0.237
Attached model for 3dsmax which have 17 vertices and 146 triangles, perfect detector.
EDIT: file deleted
EDIT: file deleted
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Re: Fallout 3 / New Vegas 0.237
@Marcurios
I just found this note on geck wiki about "IsPlayerActionActive", i think it's important.
I just found this note on geck wiki about "IsPlayerActionActive", i think it's important.
Didn't test it myself, so i'm not sure it it true or not.PLAYER_ACTION_IRON_SIGHTS (9) will not return true if the player is in combat. This is most likely because the IsPlayerActionActive function was intended for NPC dialogue commenting on the player's actions (e.g., when the player takes a test shot in the middle of town), which would be out of place in the middle of combat. An alternative is to use FOSE to check IsControlPressed for the Block/Aim control.
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Re: Fallout 3 / New Vegas 0.237
@Boris,
Thanks, then i can learn modelling in max somewhat later..
Í like programming and texturing better..
So this is good as it is ?
Cause you said that you wanted a higher vertices count.
If so, i can copy it a few times and glue it together.
But you also said that this construction is pretty rare in normal modelling, so maybe it is already perfect as it is..
here is the mod with your mesh in it as is:
https://skydrive.live.com/redir?resid=6 ... ile%2c.rar
just drop the 2 files in your Fallout 3 "DATA" dir, i made the texture and mesh in a bsa file so you can easily delete it when neccesary.
If some shader parameters need to be set different, let me know.
The object stays in camera view exactly from when the horizon is visible till you look totally up when aiming.
It has no collision so if set to black alpha in the main texture it can't be seen and won't bother anyone.
for now i made it visible for testing purposes.
@Xilandro,
I know, re-read my post, you probably missed some stuff i typed.
Then you will see that i make this version only for Boris, so that he can test without FOSE.
I don't suspect Boris is going to fight while he tests stuff out.
Thanks, then i can learn modelling in max somewhat later..
Í like programming and texturing better..
So this is good as it is ?
Cause you said that you wanted a higher vertices count.
If so, i can copy it a few times and glue it together.
But you also said that this construction is pretty rare in normal modelling, so maybe it is already perfect as it is..
here is the mod with your mesh in it as is:
https://skydrive.live.com/redir?resid=6 ... ile%2c.rar
just drop the 2 files in your Fallout 3 "DATA" dir, i made the texture and mesh in a bsa file so you can easily delete it when neccesary.
If some shader parameters need to be set different, let me know.
The object stays in camera view exactly from when the horizon is visible till you look totally up when aiming.
It has no collision so if set to black alpha in the main texture it can't be seen and won't bother anyone.
for now i made it visible for testing purposes.
@Xilandro,
I know, re-read my post, you probably missed some stuff i typed.
Then you will see that i make this version only for Boris, so that he can test without FOSE.
I don't suspect Boris is going to fight while he tests stuff out.
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Re: Fallout 3 / New Vegas 0.237
I need some help here. New Vegas turned blue after updating to .237.
I didn't add any new visual mods, .219 works fine, .237 even works fine for Fallout 3 but New Vegas with .237...
:?
I didn't add any new visual mods, .219 works fine, .237 even works fine for Fallout 3 but New Vegas with .237...
:?
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Re: Fallout 3 / New Vegas 0.237
@Marcurios
You're right, my apology.re-read my post, you probably missed some stuff i typed.
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Re: Fallout 3 / New Vegas 0.237
Dredd
Can't help with such things, simply use old version.
Marcurios
That model is perfect for required purposes, if it exported was not modified. It will take some time to install Fallout 3, so can't say now if it's ok.
Can't help with such things, simply use old version.
Marcurios
That model is perfect for required purposes, if it exported was not modified. It will take some time to install Fallout 3, so can't say now if it's ok.
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