how do you find this i cant find a vender and if there is suppose to be a quest or something it hasn't shown up its not in chen or in cooking as well i know xbox mods did that often and would sometimes be in the same section if the author or someone who knows where it is could you tell me
Have sent to my tester to see what he can break .. did initial testing today and all seems to work in game for my setup and rig. So will have another test to see what he can find.
Only issue i found is can not get the grip to change from pistol to rifle using the mod features that the pipe weapons have ... will look at but probably will implement the mod even if can not get it to work. POSTED image of a 1911 maxed out with all the upgrades but for the muzzle.
working in CK now to get into the game will post image of weapon from ck so can see what like there. will be diff in game probably not as shiny ... more later. will probably have to my tester this weekend and should have up next weekend.
Man I wish someone would make that Lebman design you have shown in your pics. Walk into Park Street Station and show those posers a real Dillinger hoser.
Posted some images of the weapon in nifskope of the weapon ... now comes the long haul to get it into the game and see if can get all the parts to work with it ...
tis easy to mess up if do not get the bgsm right or the assignments straight when map the uv .. so far have had no issues with how u have set things up and blender just asks for the image to be assigned to the mesh and looks like it should with no fine tuning required.
have begun creating the parts for the weapon in nifskope tis not a straight fwd 10mm implementation, trying something a little different so can have the barrel (long) be added as a mod for the weapon vice requiring a 2nd weapon. Also think have figured out how the ugly weapons use the mod to assign a stock to the pistol .. if so should get it to work here .. time will tell.
Great job! However, a few issues: 1. The model is too low poly. The lettering and metalwork don't look realistic; they look like decals. I ported it to New Vegas first for ease of mesh editing, and it looks like a low-poly model that would be in that vanilla game (like Maria). Although it's, technically, much more detailed in terms of vertices and polygons, it requires many more to be realistic. It's not a matte black Glock or something that would look great with 4 vertices. 2. There isn't enough clearance between the slide and the receiver. 3. Trigger looks quite weird. I haven't seen a Browning pistol with that type of trigger.
Regarding metal engravings: in reality, they are made in 2 ways: 1) a deepening is made on any material (on metal it is done with a grinder, on leather or wood - with a chisel). then covered with gold paint and sanded. the paint stays in the groove, but does not stay on the surface. 2) Inlay: the ornament is turned into a single piece, a recess is cut out in the material, the gold ornament is inserted and pressed into place.I did an imitation of the first option (the normal map is pressed inward, a pattern is applied on the diffuse, and white is applied on the reflection). If you know the best way to simulate, then I'll be glad to know your way. --------------------------------- Regarding the low poly model: I made the minimum polygons possible when detailing for a first person game. (for a game for a mobile phone from a third person, I can keep within 200 polygons). How many polygons (squares) are normal for a fallout? I can even create an accurate 1: 1 model, but it will be over 500,000 polygons and I'm not sure if a fallout can render such a model at a rate of 30 times per second. ----------------------------------- About the trigger: This is a 1911 Colt government model. Its trigger looks exactly like this (its visible part). The inventor of this pistol is John Moses Browning. ----------------------------------- In new vegas, the render is even worse than in fallout 4. There even people look like in GTA San Andres =) Can you upload screenshots so that I can see where I should add polygons? ------------------------------------ Regarding the gaps between the gate and the frame: the grooves are made with the possible minimum of polygons. They are easy to select and move to the desired distance. If you move them 1mm the texture will not be affected. -------------------------------------- If you can suggest a planig render for 3d max 2013 that works similarly to a fallout renderer, so that I can see how it will be in the game, I would be grateful.
Not about textures; if the slide is moved up, there's a noticeable crack between the bottom and the receiver.
When it comes to the number of polys, purely from a numerical point, I think it's above-average for FO4 for this type of weapon. But in practice, specifically for this weapon, it's not enough. Initially, I thought the textures were too low res, but it's 4K lol here are some examples of noticeable lack of detail (especially the hammer and pin or whatever it's called since they are right in your face when you aim in-game). Maybe it's less noticeable for others, but in 4K, it's noticeable to me.
Vanilla FNV looks like donkey s*** lol. It's the best Fallout game, but it's ugly as sin. But the modding community has made completely brand-new shaders that, when combined with lighting and weather mods, make it look decent. More importantly, It's straightforward to create, bug-test, and implement meshes for it (It took me 10-15 min from the moment I downloaded the files to firing it in-game). And very easy to convert them from FO4 and vice-versa, so I use it personally. But who knows, maybe I'm the only one lol. 1. Export OBJs 2. Use a pre-existing mesh as a template (I used FNV's 9mm pistol here), and import the meshes. 3. Adjust and move the new meshes to fit the template and delete the existing ones.
and for textures: 1. If the normal is green, flip the blue channel. (In technical terms, flip the blue channel from Z+ to Z-) 2. Separate the spec map's channels 3. Export the red channel and use it as an env mask. 4. Copy and paste the green channel of the spec map into the normal map's alpha channel. 5. Export/convert all non-normal textures to DXT 1-3-5-Uncompressed and all normals to DXT 5-uncommpresed+alpha. Make sure you mipmap all of them. Done!
I use Substance Painter and Photoshop myself. But there's no real way of knowing how something looks in practice until you use it. Especially because of the Bethesda's "brilliant" idea to not use a standard metallic or specular workflow and instead have a bizarre mix of 2D renders, specular, metallic, and masks. FO3/NV/Oblivion/Morrowind meshes technically kinda use a specular standard, but the shaders are terrible so it's understandable why they went with 2D renders. But for Skyrim, FO4, and FO76, there's no excuse. They built the engine, and instead of fixing this non-sense, they made it even more convoluted.
1) Put the gun parts correctly =) You have not positioned the slide exactly in the groove. Orient the frame along the grooves at the back. Orient the longitudinal position of the slide in the forward position by the safety catch, and the rear position by the slide stop. And if a pin going through a "connected state property" bothers you, then take the pin's vertices and slide them inward.... As you can see in my images, there are no cracks or gaps. 2) Do not try to evaluate the texture through the viewport. In the viewport you will not see the 4k texture, only 256 or 512. Since this is not a render replacement, this is a tool for adjusting the UV map. 3) to see the texture as it is, you have to set up the scene (set the environment and set up the light, then set the render resolution and render. I use VRAY, you can use another. 4) I also use a substance and as far as you can see from the textures, I know how to lay out the preset. I meant a method of imitation of engraving different from the one I described.5) the lower corner of the handle and the butt joint, not to be used in any way in the animation from the first person, at a distance where it can be seen. so I left a sharp corner there, as well as at the edges of the pistol magazine.
1.I know it's not positioned accurately down to the millimeter; I merely threw it together to see global issues. The issue is very prominent and no amount of micro-positioning will fix it. There's still very little clearance in your picture too. Here's a real 1911:
2. In Nifskope? it displays existing textures in their native resolution. There are no renders. It's not the substance painter preview window that is rendered in real-time. I LOVE the fact that it accentuates problems that way. Without lighting and reflections to obscure small imperfections. 3. I wasn't referring to the blurriness. Of course, it looks better rendered. I meant the flatness of the text and engravings in comparison to these for example:
4. I'm nowhere near an expert so I don't know, unfortunately. I did some research though and I think it's not just about the meshes after all. It's some baking sorcery that's way over my head lol. 5. ohh my bad. I forgot it's a WIP and not a final render.
addition to 1: I do a rough checkup before starting to micromanage because I've been burned too many times when I spent hours on a mesh only to spot some massive, critical issues later when everything is put together.
Well that's right, you are showing me a screenshot from the game when the model has already been rendered with lighting. And then you show my model from the viewport of some program that does not render. For this reason, they look different. The model that you showed me, apparently, was also made in substance and by the same method. I know what a Colt looks like, and this is it. I had such a long time ago when I served in the army, when we captured a gang of smugglers in Chechnya.Therefore, it has exact proportions of the sizes of parts and externally (not internally) has all the details except for the notch under the bolt stop pin (with such a recessed normal map on low poly does not work well) ................................................... ... There are no errors in the mesh since I don't use podifiers to create low poly, except for "mirror". everything else is done in "editable poly" and nothing more ................................................... .... If you don't collect the parts accurately, then something will inevitably be wrong. Until you put the details exactly, you cannot see the correct result =) .................................................. .... If you think the groove is too narrow, you only need to pull on a few vertices. if I knew what kind of gap you need, I could do it ............................................... .Can you render the model like in a game? this is the only way to understand errors.
Here's the same model without shaders. See the sharpness? no shader can fake that. it's even more noticeable in-game because the alpha transparency is messing up the overall look. Also, I read the comments below and others are saying the same things.
The textures look nice and all, but the bake wasn't very successful I see and that is mostly because of the UV map - you should really work on the UV mapping techniques and don't be afraid to add some more polygons to the model. Up to 9000 triangles in an acceptable limit and unless your going to use 4K textures or even 8K textures for the model, it shouldn't really be a problem for most people's graphics cards.
I would be grateful if you could point out more precisely where the error in baking normals is. If you are talking about the store, in the screenshot without texture, then this error has been fixed.
I would be grateful if you could point out more precisely where the error in baking normals is. If you are talking about the store, in the screenshot without texture, then this error has been fixed.
I can actually see quite a few minor errors and all of them are triangulation/ UVs related - too many broken or otherwise unstitched UV islands, that were also presumably stretched because of the lack of additional loops in geometry - all of these errors combined rendered the normal map info in certain areas sharp or visibly triangulated -> from indirect - pinpoint tracer lighting, that bounced off from the surfaces without support loops in geometry... BTW, did you use the cage" projection entirely? Some edges could look a lot better if you'd use the box projection, cause some surfaces are flat out perpendicular to one another, which in turn causes problems when rendering if the "Box" projection isn't used or if UV islands of those surfaces with sharp edges- lying under a perpendicular angle aren't broken apart from the other parts with more angled sufraces.
Alas, triangulation takes place. I don't know how to deal with this halera. I export from 3d with max a clean model, with its own geometry. but Substance Painter adds its own damn triangles and I don't know how to turn that off. As you can see in the screenshots from 3d max, my mesh has no triangulation. Maybe you know how to disable it?
It doesn't work that way. You can't just fix normal map data in photoshop, it won't work right, because the normal map is dependent on the smoothing groups and those are dependent on the geometry itself, since it's best to match smoothing groups to UV groups/shells. You should also manually triangulate the model before baking normals as well as when exporting it (if you've used a separate file for the bake and haven't triangulated the model before, when finishing the UV layout)!
To triangulate the model select it first -> Vertex sub-object mode -> select all and hit CONNECT, then export your model to substance painter. I personally don't like substance painter, I prefer doing things the old fashioned way.
D/L will take a look at implementing once finish the Red Hammer for you and the Gilded Bolter doing for another dude ... luv the look and will see what can do to smooth it out. The standard fo4 animation will not support all the attachments so will probably need to get OK to use some one elses .. will see when get to that point.
When I talked about the possibilities of animation, I was talking only about the possibilities, not about the prerequisites.It is only possible to poke around to a subordinate. In case of cooperation, it is only possible to offer. I know that well.
38 comments
https://www.nexusmods.com/fallout4/mods/52518
Only issue i found is can not get the grip to change from pistol to rifle using the mod features that the pipe weapons have ... will look at but probably will implement the mod even if can not get it to work. POSTED image of a 1911 maxed out with all the upgrades but for the muzzle.
Walk into Park Street Station and show those posers a real Dillinger hoser.
have begun creating the parts for the weapon in nifskope tis not a straight fwd 10mm implementation, trying something a little different so can have the barrel (long) be added as a mod for the weapon vice requiring a 2nd weapon. Also think have figured out how the ugly weapons use the mod to assign a stock to the pistol .. if so should get it to work here .. time will tell.
However, a few issues:
1. The model is too low poly. The lettering and metalwork don't look realistic; they look like decals. I ported it to New Vegas first for ease of mesh editing, and it looks like a low-poly model that would be in that vanilla game (like Maria).
Although it's, technically, much more detailed in terms of vertices and polygons, it requires many more to be realistic. It's not a matte black Glock or something that would look great with 4 vertices.
2. There isn't enough clearance between the slide and the receiver.
3. Trigger looks quite weird. I haven't seen a Browning pistol with that type of trigger.
1) a deepening is made on any material (on metal it is done with a grinder, on leather or wood - with a chisel). then covered with gold paint and sanded. the paint stays in the groove, but does not stay on the surface.
2) Inlay: the ornament is turned into a single piece, a recess is cut out in the material, the gold ornament is inserted and pressed into place.I did an imitation of the first option (the normal map is pressed inward, a pattern is applied on the diffuse, and white is applied on the reflection). If you know the best way to simulate, then I'll be glad to know your way.
---------------------------------
Regarding the low poly model: I made the minimum polygons possible when detailing for a first person game. (for a game for a mobile phone from a third person, I can keep within 200 polygons). How many polygons (squares) are normal for a fallout? I can even create an accurate 1: 1 model, but it will be over 500,000 polygons and I'm not sure if a fallout can render such a model at a rate of 30 times per second.
-----------------------------------
About the trigger: This is a 1911 Colt government model. Its trigger looks exactly like this (its visible part). The inventor of this pistol is John Moses Browning.
-----------------------------------
In new vegas, the render is even worse than in fallout 4. There even people look like in GTA San Andres =) Can you upload screenshots so that I can see where I should add polygons?
------------------------------------
Regarding the gaps between the gate and the frame: the grooves are made with the possible minimum of polygons. They are easy to select and move to the desired distance. If you move them 1mm the texture will not be affected.
--------------------------------------
If you can suggest a planig render for 3d max 2013 that works similarly to a fallout renderer, so that I can see how it will be in the game, I would be grateful.
When it comes to the number of polys, purely from a numerical point, I think it's above-average for FO4 for this type of weapon. But in practice, specifically for this weapon, it's not enough. Initially, I thought the textures were too low res, but it's 4K lol here are some examples of noticeable lack of detail (especially the hammer and pin or whatever it's called since they are right in your face when you aim in-game). Maybe it's less noticeable for others, but in 4K, it's noticeable to me.
Vanilla FNV looks like donkey s*** lol. It's the best Fallout game, but it's ugly as sin. But the modding community has made completely brand-new shaders that, when combined with lighting and weather mods, make it look decent. More importantly, It's straightforward to create, bug-test, and implement meshes for it (It took me 10-15 min from the moment I downloaded the files to firing it in-game). And very easy to convert them from FO4 and vice-versa, so I use it personally. But who knows, maybe I'm the only one lol.
1. Export OBJs
2. Use a pre-existing mesh as a template (I used FNV's 9mm pistol here), and import the meshes.
3. Adjust and move the new meshes to fit the template and delete the existing ones.
and for textures:
1. If the normal is green, flip the blue channel. (In technical terms, flip the blue channel from Z+ to Z-)
2. Separate the spec map's channels
3. Export the red channel and use it as an env mask.
4. Copy and paste the green channel of the spec map into the normal map's alpha channel.
5. Export/convert all non-normal textures to DXT 1-3-5-Uncompressed and all normals to DXT 5-uncommpresed+alpha. Make sure you mipmap all of them.
Done!
I use Substance Painter and Photoshop myself. But there's no real way of knowing how something looks in practice
until you use it. Especially because of the Bethesda's "brilliant" idea to not use a standard metallic or specular workflow and instead have a bizarre mix of 2D renders, specular, metallic, and masks. FO3/NV/Oblivion/Morrowind meshes technically kinda use a specular standard, but the shaders are terrible so it's understandable why they went with 2D renders. But for Skyrim, FO4, and FO76, there's no excuse. They built the engine, and instead of fixing this non-sense, they made it even more convoluted.
You have not positioned the slide exactly in the groove. Orient the frame along the grooves at the back. Orient the longitudinal position of the slide in the forward position by the safety catch, and the rear position by the slide stop. And if a pin going through a "connected state property" bothers you, then take the pin's vertices and slide them inward....
As you can see in my images, there are no cracks or gaps.
2) Do not try to evaluate the texture through the viewport. In the viewport you will not see the 4k texture, only 256 or 512. Since this is not a render replacement, this is a tool for adjusting the UV map.
3) to see the texture as it is, you have to set up the scene (set the environment and set up the light, then set the render resolution and render. I use VRAY, you can use another.
4) I also use a substance and as far as you can see from the textures, I know how to lay out the preset. I meant a method of imitation of engraving different from the one I described.5) the lower corner of the handle and the butt joint, not to be used in any way in the animation from the first person, at a distance where it can be seen. so I left a sharp corner there, as well as at the edges of the pistol magazine.
2. In Nifskope? it displays existing textures in their native resolution. There are no renders. It's not the substance painter preview window that is rendered in real-time. I LOVE the fact that it accentuates problems that way. Without lighting and reflections to obscure small imperfections.
3. I wasn't referring to the blurriness. Of course, it looks better rendered. I meant the flatness of the text and engravings in comparison to these for example:
4. I'm nowhere near an expert so I don't know, unfortunately. I did some research though and I think it's not just about the meshes after all. It's some baking sorcery that's way over my head lol.
5. ohh my bad. I forgot it's a WIP and not a final render.
I do a rough checkup before starting to micromanage because I've been burned too many times when I spent hours on a mesh only to spot some massive, critical issues later when everything is put together.
................................................... ...
There are no errors in the mesh since I don't use podifiers to create low poly, except for "mirror". everything else is done in "editable poly" and nothing more
................................................... ....
If you don't collect the parts accurately, then something will inevitably be wrong. Until you put the details exactly, you cannot see the correct result =)
.................................................. ....
If you think the groove is too narrow, you only need to pull on a few vertices. if I knew what kind of gap you need, I could do it
...............................................
.Can you render the model like in a game? this is the only way to understand errors.
Also, I read the comments below and others are saying the same things.
You should also manually triangulate the model before baking normals as well as when exporting it (if you've used a separate file for the bake and haven't triangulated the model before, when finishing the UV layout)!
To triangulate the model select it first -> Vertex sub-object mode -> select all and hit CONNECT, then export your model to substance painter.
I personally don't like substance painter, I prefer doing things the old fashioned way.