Shoot a firework rocket ~ Winners!Make a forum zoo! |
| Welcome to The Round Table. We hope you enjoy your visit. You're currently viewing our forum as a guest. This means you are limited to certain areas of the board and there are some features you can't use. If you join our community, you'll be able to access member-only sections, and use many member-only features such as customizing your profile, sending personal messages, and voting in polls. Registration is simple, fast, and completely free. Join our community! If you're already a member please log in to your account to access all of our features: |
| Current Projects | |
|---|---|
| Topic Started: Feb 15 2014, 07:38 AM (241,674 Views) | |
| Bill | Jun 16 2014, 01:54 AM Post #421 |
![]()
originally, one_piece
![]()
|
perfect then! cause i did not exported anything before the bones adjustments. thank you DM. EDIT: new question though, how can i nif-code the newly exported model, with a completely new bones set when there are no base nif file for it? Edited by Bill, Jun 16 2014, 02:30 AM.
|
![]() |
|
| HENDRIX | Jun 16 2014, 06:04 AM Post #422 |
![]()
-retired-
![]()
|
Simply create or paste a NiCollisionData and link it to the right block, I've written a tutorial here
|
![]() |
|
| HENDRIX | Jun 26 2014, 12:09 PM Post #423 |
![]()
-retired-
![]()
|
Did a little BFB decoding today, trying to understand the structure, and to make decoding easier I wrote a script that can import very simple BFBs: This is the small tundra rock BFB, which I used coz it is simple and I have the nif as a reference: ![]() The end goal is to be able to create BFBs for foliage, so the wind effect using materials can be recreated... Edited by HENDRIX, Jun 26 2014, 12:10 PM.
|
![]() |
|
| HENDRIX | Jun 26 2014, 03:23 PM Post #424 |
![]()
-retired-
![]()
|
I've learned quite a bit about the structure of the BFB meshData by trying to import something, the importer can now handle more complex models and even import the UV data, at least mostly without bugs. ![]() The faces are messed up but you get the idea: ![]() The tundra rock works perfectly, perfect UV, so that's no big deal. ![]() So that's enough with importing because now I know the structure and can start creating the exporter.
Edited by HENDRIX, Jun 26 2014, 03:29 PM.
|
![]() |
|
| davidy12 | Jun 26 2014, 03:54 PM Post #425 |
![]()
|
Is that the Brach slide?! |
![]() |
|
| HENDRIX | Jun 26 2014, 03:57 PM Post #426 |
![]()
-retired-
![]()
|
Yeah it is, there's some problem with the face order, but I don't know where it comes from. The script works fine with the tundra rock, though... |
![]() |
|
| Bill | Jun 27 2014, 01:14 AM Post #427 |
![]()
originally, one_piece
![]()
|
bfb's importer you say? now that would be useful! i will be able to create the place-able skeletons so that no one will need to wait until the guests gather the required fossils for them. that is actually my first ambition before i even started designing ![]() on a bigger idea, if the animals bfb can be imported to then all the nodes set of EA will be available and can be rigged easily as other nif files. i wish you the best of luck in this project DM. |
![]() |
|
| HENDRIX | Jun 27 2014, 02:04 AM Post #428 |
![]()
-retired-
![]()
|
As I said, I have no intention of making a fully fledged BFB importer, I just had to do it to decode the BFB file type, since I had absolutely no file specification for BFBs (I think Lego was working on decoding them but I've never seen his results), I had to make one my self, and the easiest way was to try to import something to see how the data looks. And it's very different from nifs, it goes like: for every vertex: (Vertex: x y z, normal: x, y, z, (vert color: r g b a), UV: u v), while the nif have blocks of vertices, then blocks of normals, then blocks of UV.... So what I want to do is make use of the foliag moving in the wind that BF created using the BFMAT effects, and for that I need an exporter, a rather primitive one should suffice I think
|
![]() |
|
| SamtheMan | Jun 27 2014, 03:28 AM Post #429 |
![]()
|
That sounds incredible. I think that we can all agree that this community is lucky to have someone like you who is not only making so much progress with revolutionizing the game but also sharing the results with others so that the rest of us can learn how to do this too! I'll be sure to give that sort of work a try when I get more experienced with the more basic elements. Keep up the excellent work! |
![]() |
|
| HENDRIX | Jun 27 2014, 03:30 PM Post #430 |
![]()
-retired-
![]()
|
So there is something in there which I cannot really explain, first 3 floats after the UV coordinates, not the normals and also not vertex colors. Then, foliage consists of just one meshdata, even though in the nif it consists of several NiTriStripsDatas. Even models with different materials are joined, and I have no clue where each face is marked as belonging to a certain texture. Furthermore, the external structure of the nodes and the hierarchy is also a puzzle to me. Not as easy as expected...
|
![]() |
|
| HENDRIX | Jul 1 2014, 11:00 AM Post #431 |
![]()
-retired-
![]()
|
For those that haven't seen it yet, the Boa constrictor is released here: http://w11.zetaboards.com/ZooHispania/topic/10375763/1/ |
![]() |
|
| davidy12 | Jul 1 2014, 11:04 AM Post #432 |
![]()
|
AWESOMENESS!!! Been a while since the last release HENDRIX! |
![]() |
|
| Knertje2208 | Jul 1 2014, 11:12 AM Post #433 |
![]()
It does not matter how slowly you go as long as you do not stop.
![]()
|
It looks awesome! Are you going to make more snakes in the future? |
![]() |
|
| Robbie | Jul 1 2014, 11:31 AM Post #434 |
![]()
●■♥WHY?♥■●
![]()
|
Wow, thanks for the release, Henridx ! The snake is so cool and I can't wait to try it out ingame !
|
![]() |
|
| Thom | Jul 1 2014, 12:27 PM Post #435 |
![]()
Master Of Quack Fu
![]()
|
Thanks for the release DM ! |
![]() |
|
| 2 users reading this topic (2 Guests and 0 Anonymous) | |
| Go to Next Page | |
| « Previous Topic · Individual Projects · Next Topic » |

FAQ
Search
Members
Rules
Staff PM Box
Downloads
Pointies
Groups














The snake is so cool and I can't wait to try it out ingame ! 