Fallout New Vegas
L85A2 Stage 12

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UKmarine545

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Picture of the L85 mesh, almost complete. The bolt and cocking handle are in the open locked posistion. Scope is complete with only scope holder, magazine realise and selector switch left to add to the mesh.

11 comments

  1. pickinthebanjo
    pickinthebanjo
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    Best way to transfer from the newer Blender versions is to get your mod finished and ready for export then:

    - Delete all but the piece you wish to export and export them one at a time (I find it works best, but a bit slower)

    - Export as .3ds (I have had serious shader issues while exporting from modern blender version with .obj wavefront, if you look at my stalker mod you will see I am currently correct that problem)

    - With each of the pieces exported as .3ds you are ready to import into Nifskope.

    Now for the nifskope steps:

    - Open the closest model you can find to an L85 (I used Joefox's Bullpup as the animation for mine) because you are going to use these animations for your weapon.

    - With the weapon .nif open, open a new Nifskope application and start imported your parts (File/Import .3ds/ect)

    - Now it's best to refer to that tutorial I sent you but I will try and describe the process here as well.

    - Select one of your pieces in Nifskope and copy it's NiTriStripsData Node's (look through the tree on the left column to find them) I believe I show how to do this in the tutorial I sent as well.

    Now select the piece you want to replace with one of yours in the weapon you opened and scroll through the bottom column and right click on NITriStrips data and select paste. This will replace that part with your part.

    Suffice it to say it is best to read that tutorial as you read this because it has pictures ,but between this and that tutorial you should have the info needed.

    DDS programs like Gimp and Photoshop and I guess the DDS converter(not recommended) are needed for texturing but not for getting the mesh into the geck.

    I suggest look into Gimp, I use a $10.00 photoshop trial I purchased but it will expire soon so I will probably go back to gimp since Photoshop is a ton of money.

    If you have more questions feel free to post them and I will do my best to answer them, if worst comes to worst I can get it ingame for you but since you are making meshes it would be logical to lean how to properly get them ingame so I am quite willing to walk you through my way of getting meshes ingame, I have a lot of experience in doing so.
  2. UKmarine545
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    Do I need DDS converter to transferr mesh from blender to Nifscope or any scripts need?
  3. pickinthebanjo
    pickinthebanjo
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    The best way to make that scope usable is to leave it as a hollow tube, then make a flat round plane, don't really do anything to the plane other than make it round and place it in the center of the scope. It will block the view inside completely but when you get it into nifskope you can add an alpha node to it and make it transparent then add a texture for the reticle. The way I make the reticle is by making a a blank image transparent then overlaying the reticle over the transparent image. Once those steps are done you have a transparent plane with a reticle in the center of it.
  4. UKmarine545
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    Thanks thats proving usefull, but I go a question does the scope still need it's ritcule (pin sight) all ready made because I have completed the scope and wondering if it's needed. The lens is on the gun but will only become see through when it is rendered is that needed? Do I need DDS converter?
  5. pickinthebanjo
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    Weapon Creation Tutorial

    Here is a tutorial I made some time ago, most of it is still relevant but where I say to use the Sniper Rifle to copy your weapon parts into, you should really use the assault carbine or service rifle instead because the bolt will animate much better than if sniper rifle animations were used.
  6. pickinthebanjo
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    Click that button the arrow is pointing to and select bevel, there will be some options which are self explainable so I will not describe them but when your finished hit apply and your done.
  7. pickinthebanjo
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    I will send you a PM about how to bevel objects in blender, as for getting it in game you will need Nifskope. I can help you figure that out as well. Best to start by making 4 separate pieces (trigger, bolt, body and mag) those are the pieces that will be animated in nifskope.
  8. UKmarine545
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    Actualy I would apreciate that please, and any tips on how to put this thing in the geck or any programs I need (First MOD).
  9. pickinthebanjo
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    Are you sure about that? In blender 2.58 (the version I use) there is but it is hidden in a different menu, since 2.59 is just an update to 2.58 I would imagine that it is still in there. If you would like I can post a pic showing where it is in my version. The problem with subdeviding a mesh is that it also subdevides the UV Map making it a bit more difficult
  10. UKmarine545
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    Yeah your right is still has some sharp edges but i'm working on that. I'm having to subdivide the faces to soften the edges, there is no beveling in 2.59 blender. The developers are working on that though.