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TTW - Tale of *Three* Wastelands?

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thermador
Posts: 773
Joined: Tue Aug 07, 2012 2:24 pm

RoyBatty wrote:

Post by thermador » Wed Nov 25, 2015 3:59 pm

[quote=RoyBatty]


 I'd rather just create a mod that makes Fallout 4 more the game that fans of New Vegas wanted.


[/quote]


Me too.  Fallout 4: Obsidian Edition



TJ
Posts: 2181
Joined: Mon Sep 17, 2012 1:06 pm

I'm going to do everything in

Post by TJ » Wed Nov 25, 2015 4:12 pm

I'm going to do everything in my power to make that happen.


My project Dash is on Kickstarter!



JaxFirehart
Posts: 3003
Joined: Wed Sep 12, 2012 12:33 am

Easier said than done.

Post by JaxFirehart » Thu Nov 26, 2015 1:31 am

Easier said than done.



TrickyVein
Posts: 982
Joined: Fri Mar 29, 2013 3:04 pm

zilav wrote:

Post by TrickyVein » Thu Nov 26, 2015 1:34 am

[quote=zilav]


I can convert worldspaces and all interior cells without much problems, but meshes convertion come first.


[/quote]


Could you explain how you would do this in a bit more detail?


You're right that without a way to convert meshes from the old .nif format to the new, and without a way to import to the new .nif format barring some conversion script, very little is going to be possible. And without those meshes, converting worldspaces and interiors becomes futile, since a worldspace would be empty and an interior would be empty space without any tilesets. 



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Risewild
Posts: 3219
Joined: Mon Oct 01, 2012 9:14 am

Would the new converted

Post by Risewild » Thu Nov 26, 2015 1:45 am

Would the new converted meshes be up to the standard of the new FO4 ones? I mean would they fit or look totally outdated? frown I can't play FO4 so I can't really say if meshes look too different from videos or images, but I am curious cheeky.


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TrickyVein
Posts: 982
Joined: Fri Mar 29, 2013 3:04 pm

They wouldn't look outdated

Post by TrickyVein » Thu Nov 26, 2015 3:27 am

They wouldn't look outdated at all.


Actually, I think we have higher-poly assets in Fo3 than in some dungeons in 4 - but what might look weird or out of place in the new engine is all of the fake shadowing that's included on Fo3's meshes. That is now taken care of with real shadows and ambient occlusion. 


Also, a common technique to make architecture appear worn or damaged in Fo3 is to wrap an 'edge trim' texture around sharp edges. (Like so: 1, 2). It's not clear if these faces would cast shadows - obviously, it'd look pretty weird if they did.



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zilav
Gary
Posts: 225
Joined: Tue Apr 09, 2013 4:03 pm

The same way I converted

Post by zilav » Thu Nov 26, 2015 8:32 am

The same way I converted Oblivion and Morroblivion to Skyrim.


Export incompatible data using xEdit script into txt dump, leave only compatible records and subrecords in FNVEdit. Then load plugin in FO4Edit and import data back into new structures and formats where possible. It is quite easy actually.



TJ
Posts: 2181
Joined: Mon Sep 17, 2012 1:06 pm

Please PM me all the info I'd

Post by TJ » Thu Nov 26, 2015 3:36 pm

Please PM me all the info I'd need to do this, when you have time. I'll get started on what I can do now and when we can deal with meshes I'll go back to that.


My project Dash is on Kickstarter!



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zilav
Gary
Posts: 225
Joined: Tue Apr 09, 2013 4:03 pm

Don't worry I will convert

Post by zilav » Fri Nov 27, 2015 9:00 am

Don't worry I will convert base objects, worldspaces and cells if needed. But meshes and textures are the first task. NifScope already has a good support for FO4, and I've already seen some converted meshes in FO4 from previous games. Probably without collisions, but they are not really required for conversion and could be added later.



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chucksteel
Posts: 1388
Joined: Wed Aug 15, 2012 3:20 pm

Any way to get models into

Post by chucksteel » Fri Nov 27, 2015 7:51 pm

Any way to get models into Blender yet? I tried using Nifscope 2.0 to export them as .obj and import into blender and that did somewhat work. I could get them in but not out. 


Edit: Sorry I am asking about FO4 models. 



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