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14:46, 9 February 2010
Posted by roguehallow on 14:35, 5 February 2010 in Animation
INTRO---------
This is my first text tutorial for NifSkope, and it will be pretty rough until I get it finished and polished.
REQUIREMENTS
----------------
To adjust a weapon for iron sights (I obviously endorse my own IS mod, found here: http://www.fallout3nexus.com/downloads/file.php?id=6938), you must have the latest version of NifSkope, and Bethesda's GECK toolkit. Depending on how much you want/need to alter the weapon, you may also require a 3D modeling program. I use Blender, but 3ds Max should also work just as well.
Please note that this tutorial assumes the IS mod you are using works properly. I suggest you try not to run any mods other than IS while testing, just in case.
< ...
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Posted by Veterinchild212 on 16:37, 29 January 2010 in Animation
Hey Nexus this is my first tutorial, hope its good.-
-
OVERVIEw
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Ok just to let you know this tutorial is not for beiginers. You will have to
understand the diferent terms that I use and have a animation editing program, a
program like autodesk 3ds max and knows the geck like the back of there hand.
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TUTORIAl
ANIMATIONs
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First you will have to make a couple of "animation sequences": entering the cover,
exiting the cover, a modifacation of the idle, left walk idle & right walk idle
animations. Every reload and shoot animation for every gun. The shoot animations
should be for the Left & Right peak manovers ...
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Posted by mechine on 11:01, 13 January 2010 in Animation
I'll tell you what I found out, an you can take it for what it's worth. I've been kind of kicking it around, but have yet to find a venue. The Articles seems like a great spot. I wish I had visited sooner. Anyhow okay so I play fallout 3 on SLI 8800 GT's in 1600X1200 with a old P4 550 Simulated twin core HT CPU Then often in SLI 32XQ AA an 16 AF from using nvidia's "override any application setting" whereby forcing Whatever AA an AF I want, mostly because fallout 3's lacks in quality an performance. Then Fallout 3 is on Raptor D:/. Probably a middle of the road system.Fallout 3 was designed for 8000 series cards an above on max settings. So with all the added chaos from the hours of hard work we all spent build ...
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Posted by tequilajusthitme on 04:42, 18 December 2009 in Animation
Hi, I've had some very limited experience with Fallout 3 modding tools. Unfortunately, i am unable to link doors from separate plugins (Tranquility Home and the Submarine Home). When i open both up, no matter which one is active, the doors lead me to blank cells (with the exception of the door i came through) when i load the game up. My hopes were to create a cell in which i could link cells from all mods. Unfortunately, it appears that i cannot have links between plugins. Please help- i really dont want to have to copy and paste cells individually from one mod to the next.Thanks ...
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Posted by Ghogiel on 09:42, 27 November 2009 in Textures
Hand Creating Reflection Cube Maps for Fallout 3with Ghogiel
A quick look at Cube Mapping as it pertains to Fallout 3 with a mini tutorial demonstrating how to make your own from normal images, with nothing more than Photoshop. This "tutorial" is largely my personal experiment, documented for the benefit of the community.
Warning - this is not beginer friendly.
Apps:
photoshop
nvidia dds plugin
To make a cube map
Find an image with the scene of a landscape. (I don't do this in this tutorial, but before you start flip your base image vertically)
Judge the area you wish to use. note its width in pixels. make a
new layer. Draw a square box selection on tha ...
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Posted by Ghogiel on 00:27, 26 November 2009 in Models
Fixing bad lighting along UV seamswith Ghogiel
I am using 3dsMax 8 for this tutorial. But the information here is not really application specific. This is also true of models for both Fallout 3 and Oblivion. I had trouble thinking of a good title to be descriptive enough to find easily. The tangent space/UV seam issue isn't the easiest thing to diagnose, once you've seen it though...
The problem:
If your 3d assets suffer from this phenomenon, continue reading
This is caused when tangent space binormals are calculated. As I understand it, when tangent space for the mesh is calculated, it needs to read not only the geometry vertices, but also the verts that are stored in the meshes UV. ...
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Posted by Ghogiel on 14:34, 25 November 2009 in Textures
Environment Mapping in Fallout 3:with Ghogiel
Aim:
A basic tutorial that demonstrates how to create custom environment/reflection maps, setting them up on your models, masking, how they work in practical use, plus a few examples. I have writen this as it seems I am the only one who figured out how they properly work. As evidenced with all of the released mods I have inspected which attemped to use custom env maps.
Apps:
Photoshop
nvidia dds plugin
nifskope
***To Create a Custom Environment Map***
Firstly I am no expert, I am just documenting my experiments for others to benefit from. So go google cube mapping and Environment/reflection mapping, and you'll know more than me pretty qui ...
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Posted by Zenl on 04:51, 22 November 2009 in Models
TOOLS REQUIRE: Blender with nifscript and Nifskope.I will be thorough, so you do not need to know how to use Blender beforehand.
There are two ways to rig.
One, rig using the existing fallout mesh.Bone weight copy[upperbody.nif](For rigging cloth/armor, or meshes with similar proportions)
Second, rig using the skeleton.nif. (For skinning creature to the existing skeleton)
I will cover the one first.
NAVIGATING THE VIEWPORT IN BLENDER:
-Use the arrow keys on your numpad to rotate and
-CTRL+Numpad Arrow to pan. Middlemouse to zoom in/out.
-Numpad 1 to go to front view. Numpad 3 to go to side view. Numpad 5 to change perspective.
IMPORTANT SHORTCUT KEYS I ...
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Posted by Dark0ne on 16:18, 17 November 2009 in General
This article is about using BBCode to format file descriptions and articles. It has been taken, adapted and expanded from the article written by Skinnynerd on TESNexus.BBCode tags are a form of safe mark-up used to format the content you write to the site in a more appealing or organised manner. They can be used in file, image and article descriptions as well as comments on files, images and articles.
Note: Due to limitations in the way the site handles code in the descriptions, the tags cannot be shown as they should be. All Syntax code has an extra space before and after the code. The actual code has no spaces between the brackets.
Bold
Syntax: [ b ] Bold [ /b ]
Example: Bold ...
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Posted by l0n3llyw0lf on 10:13, 13 November 2009 in General
Small modification and improving from Beretta M92SE made by HeroinZero and Retextured by Cyvanhoe.Based from thinking why we doesn't have many automatic custom for handgun, so after some research born Beretta M92C-DSE Professional from the original Beretta M92SE.
Hope u can enjoyed it! Good Day and Good Luck ...
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