I still don't know how the Vending machine operates. if you pay and the door opens what stops you taking more than one ? the Honor System ? and if the door is just opened by the Technicians to add more bottles to the display window where does the bottle eject ? and how does it get their ?
Don't you know? It just works :) . Joking aside, we can only guess... I guess. But don't overthink about it. Just enjoy the game and the cool breeze from the fans ;) .
I tried with this tutorial https://www.nexusmods.com/fallout3/mods/20383?tab=description but it was not working for me. It's older and not for Fallout 4. Then I checked this mod: https://www.nexusmods.com/fallout4/mods/60599?tab=description Kinda pieced some things from there. Basically in the final texture I have four "frames" of the fan and I'm shifting the UV coordinates horizontally, from frame to frame, moving from left to right and it's looped. Each frame has radial blur applied(to simulate spinning effect) and is rotated 90 degrees from the previous. The texture work is the more tedious part. The fan texture must be right in the center of the canvas, before turning it into frames and putting these frames into bigger texture. I really can't explain it well without making a ton of screenshots to accompany the process. The mod from the link actually utilizes horizontal and vertical shift, but that was complicated for me.
So when I said I rotated each frame by 90 degrees from previous, I rather meant -90 (counter clock wise). Later the clock wise rotation was done, by reversing the shifting/offset in the nif, not by creating new texture. I'm not sure, but I think getting the texture in the center of the canvas may be one way. When doing the radial blur, you can also choose the center. And if working in program like GIMP or other different than paint.net, rotating option may also have a way to select the center of rotation. This texture in particular is low quality and not very symmetrical, so with a bit of luck I got it looking ok. Same blur settings and rotation was applied to normal and specular map respectively.
Animating was done in the nif, by adding a few blocks under the BSLightingShaderProperty.
Now explaining the settings there would certainly need screenshots :) . But you can check the file, if you are interested of course. If you are curious about something, ask.
The mesh with the fans was separated from the main one in Outfit Studio. The BGSM for the fans was copied from the one for the machine. Beside selecting the new textures, I changed the following settings in the new material - disabled alpha test, set blend mode to "standard" and enabled "decal" flag. In the nif, for the alpha property of the fan mesh, I set the flags to 4333(not sure what the exact settings are, but this enables alpha blending).
In the nif I edited the BSShaderTextureSet and replaced the [d], [n] and [s] textures with the new ones, because I had to edit the UVs and put them in the upper left corner, where the first image/frame of the fan is. I had to use "Scale and Translate" option on the UVs to upscale/enlarge them a bit to fit the fan(in this case Scaling Factor 2.05). This was done because the new texture is 512x512, smaller than the original, otherwise the texture of the fan was not scaled in any way, except for the specular map. The specular was upscaled to be the same resolution as the diffuse and normal maps, before cutting the fan and putting it in separate texture.
It blows me away that this hasn't been done before.
I love the option for choosing fan spin direction...but what is the correct direction? Would you want one fan going one direct while the other goes the other direction to create circulation for truly 'ice-cold' Nuka-Cola? (I'm totally joking!!!!)
I love seeing an animated world, which I would think that since some things are still powered, then there should be more moving things, even if they weren't maintained. Everything is all clunky heavy duty style, built to last. RAWR MAID IN AMERICA!!!
It blows me away that this hasn't been done before.
I realized too late, that I haven't checked if such mod existed, so I was hoping it hasn't been :) .
I love the option for choosing fan spin direction...but what is the correct direction?
It's hard to tell from the textures and mesh, I'm thinking you've got to have the real thing in front of you(well, not exactly "the real thing", something similar, but you get what I want to say). I decided to make two variations, because someone may say: "it should be spinning in the opposite direction".
I love seeing an animated world, which I would think that since some things are still powered, then there should be more moving things, even if they weren't maintained. Everything is all clunky heavy duty style, built to last. RAWR MAID IN AMERICA!!!
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if you pay and the door opens what stops you taking more than one ? the Honor System ?
and if the door is just opened by the Technicians to add more bottles to the display window where does the bottle eject ? and how does it get their ?
Joking aside, we can only guess... I guess. But don't overthink about it. Just enjoy the game and the cool breeze from the fans ;) .
https://www.nexusmods.com/fallout3/mods/20383?tab=description
but it was not working for me. It's older and not for Fallout 4. Then I checked this mod:
https://www.nexusmods.com/fallout4/mods/60599?tab=description
Kinda pieced some things from there. Basically in the final texture I have four "frames" of the fan and I'm shifting the UV coordinates horizontally, from frame to frame, moving from left to right and it's looped. Each frame has radial blur applied(to simulate spinning effect) and is rotated 90 degrees from the previous. The texture work is the more tedious part. The fan texture must be right in the center of the canvas, before turning it into frames and putting these frames into bigger texture. I really can't explain it well without making a ton of screenshots to accompany the process. The mod from the link actually utilizes horizontal and vertical shift, but that was complicated for me.
So when I said I rotated each frame by 90 degrees from previous, I rather meant -90 (counter clock wise). Later the clock wise rotation was done, by reversing the shifting/offset in the nif, not by creating new texture. I'm not sure, but I think getting the texture in the center of the canvas may be one way. When doing the radial blur, you can also choose the center. And if working in program like GIMP or other different than paint.net, rotating option may also have a way to select the center of rotation. This texture in particular is low quality and not very symmetrical, so with a bit of luck I got it looking ok. Same blur settings and rotation was applied to normal and specular map respectively.
Animating was done in the nif, by adding a few blocks under the BSLightingShaderProperty.
BSLightingShaderPropertyFloatController
|
>NiFloatInterpolator
|
>NiFloatData
Now explaining the settings there would certainly need screenshots :) . But you can check the file, if you are interested of course. If you are curious about something, ask.
The mesh with the fans was separated from the main one in Outfit Studio. The BGSM for the fans was copied from the one for the machine. Beside selecting the new textures, I changed the following settings in the new material - disabled alpha test, set blend mode to "standard" and enabled "decal" flag. In the nif, for the alpha property of the fan mesh, I set the flags to 4333(not sure what the exact settings are, but this enables alpha blending).
In the nif I edited the BSShaderTextureSet and replaced the [d], [n] and [s] textures with the new ones, because I had to edit the UVs and put them in the upper left corner, where the first image/frame of the fan is. I had to use "Scale and Translate" option on the UVs to upscale/enlarge them a bit to fit the fan(in this case Scaling Factor 2.05). This was done because the new texture is 512x512, smaller than the original, otherwise the texture of the fan was not scaled in any way, except for the specular map. The specular was upscaled to be the same resolution as the diffuse and normal maps, before cutting the fan and putting it in separate texture.
Is it possibe to get a version for the Vim! Machine too?
I love the option for choosing fan spin direction...but what is the correct direction? Would you want one fan going one direct while the other goes the other direction to create circulation for truly 'ice-cold' Nuka-Cola?
I love seeing an animated world, which I would think that since some things are still powered, then there should be more moving things, even if they weren't maintained. Everything is all clunky heavy duty style, built to last. RAWR MAID IN AMERICA!!!