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 Help on a Weapon Port?

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jwarner007

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PostSubject: Help on a Weapon Port?   Wed Jul 09, 2014 10:02 pm

So, I've been working on a weapon port of a rifle from the Custom Edition of Halo CE. It's based on the Battle Rifle, but with a different sight. I've run into a few issues though:

  • There are some mesh holes that I haven't been able to fix (circled in red in the images)
  • I also don't know how to do the texturing.


I've pretty much done everything that I'm able to with my experience.

Spoiler:
 

Spoiler:
 
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Tesvixen

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PostSubject: Re: Help on a Weapon Port?   Wed Jul 09, 2014 10:08 pm

Assuming you haven't done something to wreck the original UV mapping, the original textures should fit it just fine.  Do you not have them?

If the mesh is in OBJ format or something and does not currently have a 'Texturing Property' you'll need to give it one.

Right click the mesh in the Window, then mouse-over Node > Attach Property. In that long, long list that comes up, click "Texturing Property."

This will add a 'NiTexturingProperty' to the object's NiTriStrips. Right-click NiTexturingProperty, in the menu that comes up mouse over 'Texture' - another menu pops up to the right, choose/click "Add Base Texture"

From there, navigate to the place you stored the weapon's texture and choose its Diffuse texture (note that it should be in DDS format for Fallout 3).


Last edited by Tesvixen on Wed Jul 09, 2014 10:14 pm; edited 1 time in total
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jwarner007

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PostSubject: Re: Help on a Weapon Port?   Wed Jul 09, 2014 10:09 pm

Tesvixen wrote:
Assuming you haven't done something to wreck the original UV mapping, the original textures should fit it just fine.  Do you not have them?

I have them, but they're split into different groups. The red dot sight is separate from the rifle is separate from the rails. Halo CE does things a bit differently than Fallout.
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Tesvixen

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PostSubject: Re: Help on a Weapon Port?   Wed Jul 09, 2014 10:15 pm

jwarner007 wrote:
Tesvixen wrote:
Assuming you haven't done something to wreck the original UV mapping, the original textures should fit it just fine.  Do you not have them?

I have them, but they're split into different groups. The red dot sight is separate from the rifle is separate from the rails. Halo CE does things a bit differently than Fallout.

Check my original post (which I just edited) for instructions on how to add a TexturingProperty and see if that helps.

As for the holes in the weapon, I don't think those are holes so much as they are deliberately omitted/deleted vertices that you would never see playing the game in first person.  Many games do this to save on performance, and its really obnoxious.  I might be wrong in this case (they might just be holes) but I've seen a lot of FPS meshes where this applied.
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jwarner007

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PostSubject: Re: Help on a Weapon Port?   Wed Jul 09, 2014 10:23 pm

Tesvixen wrote:
Assuming you haven't done something to wreck the original UV mapping, the original textures should fit it just fine.  Do you not have them?

If the mesh is in OBJ format or something and does not currently have a 'Texturing Property' you'll need to give it one.  

Right click the mesh in the Window, then mouse-over Node > Attach Property.  In that long, long list that comes up, click "Texturing Property."

This will add a 'NiTexturingProperty' to the object's NiTriStrips.  Right-click NiTexturingProperty, in the menu that comes up mouse over 'Texture' - another menu pops up to the right, choose/click "Add Base Texture"

From there, navigate to the place you stored the weapon's texture and choose its Diffuse texture (note that it should be in DDS format for Fallout 3).  

I'm assuming NifSkope. right? That's what I'm using, but I can't find the texture option when right clicking.

And what would be the easiest way to fix those holes? Nothing I've tried has worked well.
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Tesvixen

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PostSubject: Re: Help on a Weapon Port?   Wed Jul 09, 2014 10:30 pm

There's no feasible way to, short of being a high-skill level modeler and being able to redo the weapon's UV mapping (along with altering all of its textures) to accommodate the changes you make.

Your best bet is to find the 3rd person/world version of the weapon. E.g. the one you'd see lying on the ground, or another player using in multiplayer or something.
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jwarner007

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PostSubject: Re: Help on a Weapon Port?   Wed Jul 09, 2014 10:32 pm

Tesvixen wrote:
There's no feasible way to, short of being a high-skill level modeler and being able to redo the weapon's UV mapping (along with altering all of its textures) to accommodate the changes you make.

Your best bet is to find the 3rd person/world version of the weapon.

There isn't one, since this is a modified mesh. The UV mapping appears to be different for Halo CE as well, because it was extremely unaligned
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Tesvixen

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PostSubject: Re: Help on a Weapon Port?   Wed Jul 09, 2014 10:42 pm

Then unless you always play from FPS view, I wouldn't bother with it.
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jwarner007

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PostSubject: Re: Help on a Weapon Port?   Wed Jul 09, 2014 10:47 pm

I could deal with the missing section of the sight. But what should I do about the textures?
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Tesvixen

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PostSubject: Re: Help on a Weapon Port?   Wed Jul 09, 2014 10:51 pm

Zip the weapon up along with its textures and upload it to Mediafire or something, and PM me a link. I'll try and see what's up with it.
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jwarner007

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PostSubject: Re: Help on a Weapon Port?   Wed Jul 09, 2014 11:01 pm

Okay, thanks!
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