DocClox Posted November 29, 2023 Author Posted November 29, 2023 11 hours ago, Pfiffy said: BTW: If it is not working with the body, it may work with the helmet. Have you ever tried this? Well, the helmet has to come off, which limits the options. At least, I'd like to make it so hiding helmets in breathable areas still worked, at least. It would get a lot easier if these were combined suit and helmet outfits. What I thought I might try next though, was to make the head skin part of the suit. I can set the head flag in the biped model to suppress the default skin. Then, by deleting faces in Blender but leaving verts and edges, I can do the equivalent of a bodyslide zap to hide the z-fighting tris. Finally some sort of collar to hide the jagged edges and we should be good to go. If that doesn't work, I'll try some sort of proportional editing in Blender on the body mesh to inflate it so it's a touch bigger than the neck mesh, I'm a little wary of this approach since I can't seem to find an equivalent of OS's mirror editing and I'm worried about getting something horribly lopsided. But it might be the only approach if the face mesh doesn't work properly. (There doesn't seem to be an AA record for the female head, and I'm worried that using a helmet with the same mesh won't pick up facial animations and the like. I might even have another crack at that halter, now that I've got something to export again. Deleting shape keys before export, making sure the origin is correct, maybe export to nif rather than just to mesh. One of them has to make the difference. Anyway, lots of possibilities.
Loogie Posted November 29, 2023 Posted November 29, 2023 23 hours ago, DocClox said: Someone suggested it might be getting overriden in your My Games folder. Also, do you have a skin/body replacer? The suits are just the default body mesh, but if something overrides the naked skin AA record, that could mess things up. It isn't getting overridden in my My Games folder, but I do have several other esp mods. I'll play the enable/disable game and report back.
DocClox Posted November 30, 2023 Author Posted November 30, 2023 On 11/29/2023 at 12:20 PM, Loogie said: It isn't getting overridden in my My Games folder, but I do have several other esp mods. I'll play the enable/disable game and report back. OK. Cool. Next version will probably have its own body mesh, distinct from the vanilla skin. Downside is that it doesn't necessarilt have the same shape as the naked player. Upside is that I don't have to end the mesh where the vanilla neckline ends. Which also means that if your issue is a clash with the vanilla skin, this would be unaffected. And of course, once we have an version of Outfit Studio, I'll redo the thing with proper sliders. 1
DocClox Posted November 30, 2023 Author Posted November 30, 2023 I made bit of progress last night. I'm working on a collar for the suit. Partly it's the base for the fishbowl (and make sure there's a proper seal there). Bit also, it's going to hide some jaggies where I ct the top off the mesh. Bit problem so far is I haven't been able to get it to appear in game. Found out why last night; The damn thing has been under Stella's feet the whole time. Move the mesh up, and there it is! Of course, now its rubber-banding all over the place. But that seems to be a weight problem. So I figure I'll hand weight it to the neck bone, and make sure the origin is correct. If that goes well, I might have something this weekend. 1
Pfiffy Posted November 30, 2023 Posted November 30, 2023 Ok... I can fianlly see the pictures.... And I have to admit, that I like the spikes. And I would like to see this as additional spacesuit... with the original colours and in black, red, an blue... But now for something completly different: For me it is quite ok, if the suit does not cover the neck part as long as the helmet is not worn. That is the reason why I asked if it is possible to add the cover for the neckpart to the helmet. (just in case that this is easier...)
DocClox Posted December 3, 2023 Author Posted December 3, 2023 On 11/30/2023 at 8:01 PM, Pfiffy said: And I have to admit, that I like the spikes. And I would like to see this as additional spacesuit... with the original colours and in black, red, an blue... What I might do, if I can get this working so it's fairly bullet proof, is I might open-source the whole thing. Otherwise there's going to be a million variants On 11/30/2023 at 8:01 PM, Pfiffy said: But now for something completly different: For me it is quite ok, if the suit does not cover the neck part as long as the helmet is not worn Well, this is where I'm at. I've been using a VBB mesh (from the unified mesh on Nexus) as the base body. It's got a few more curves than the default one (The wird textures are just because I don't have a UV that accounts for head body and arms. It's no big deal, I just want the body to look different from the suit). I've got a suit mesh to cover that: Covers nicely with no clip through. Of course, we only need to worry about that in the neck area, but you could put a body under here. (But it would clip horribly unless it was the same VBB veriant, so I'm not going to do it). The neckline is horribly ragged of course, so I've got a collar to cover the jaggies. Fits snugly and looks reasonably convincing, at least in the context of skintight spacesuits and fishbowl helmet.s Speaking of helmets: The green and purple textures are just so I can clearly see what clips with what. But that fits nicely on to the helmet. If I turn on X-Ray mode, you can get an idea of how much space there is inside that helmet. So that's what I've been up to. That and fring to get the damnable thing to import back into the game. Which still isn't working On 11/30/2023 at 8:01 PM, Pfiffy said: That is the reason why I asked if it is possible to add the cover for the neckpart to the helmet I can try it. I kind of want the collar on the suit to cover those jaggies, although I reckon I can straighten those out by hand if it comes to it. 3
Halstrom Posted December 3, 2023 Posted December 3, 2023 (edited) Looking awesome Edited December 3, 2023 by Halstrom
DocClox Posted December 9, 2023 Author Posted December 9, 2023 OK! Progress! That's using the shoulders from the Neon Dancer outfit as a halter, complete with holes where the spikes used to go. It's not ideal, but now that I've got one thing to import, I'm fairly confident I can get others to work. 3
DocClox Posted December 9, 2023 Author Posted December 9, 2023 And better yet! That's a VBB proportioned body, edit to cover the chest and with the neckline smoothed off. The weird black and dark red patches are where the UV map spills over onto an area where there's no texture. I assumed that if all they wanted was black and shiny, they'd do that for the whole texture, but no. So I guess it's time to work out how that AVM records work. There should be a brass collar in there, but it's stubbornly refusing to render. Might be an issue with the material I picked. If so, AVM will sort that out too. 4
Pfiffy Posted December 9, 2023 Posted December 9, 2023 Looks like you got it!!! And we have an animation framework.... I wonder what comes next....
DocClox Posted December 9, 2023 Author Posted December 9, 2023 7 minutes ago, Pfiffy said: Looks like you got it!!! Not 100% yet, but definitely getting there. 8 minutes ago, Pfiffy said: And we have an animation framework.... I wonder what comes next.... Well, if I can export statics, I might take a shot at making the PervoTech cockpit I posted about, yesterday. See if I can animate well enough for a furniture pose There's also a dozen or so small things I'd like to do for these suits, probably finishing up with a "handcuffs" version for use in bounty hunting. 1
DocClox Posted December 9, 2023 Author Posted December 9, 2023 Well, that didn't work! That's supposed to be smooth black plastic. First attempt at a material swap using the new system. I thought I could reuse some vanilla textures, but it turns out the smooth black plastic isn't as smooth as I'd thought. Still, impressive the way does those raised strips. Entirely normal maps, that is. 1
DocClox Posted December 10, 2023 Author Posted December 10, 2023 Well, I found out why the gaps in texture - I was using a VBB UV Map with a CRT mesh. Put the right mesh into place and that problem goes away. The textures are still a mess though. Which takes some doing when all your inputs are single color blocks. Oh well, if it was easy... 1
DocClox Posted December 10, 2023 Author Posted December 10, 2023 (edited) Use the right mesh, forget the AVM nonsense and just use a vanilla texture, and voila. OK, the suit needs to come up a pixel or two relative to the body. but otherwise... Now if I can just get that damn collar to display... (I'd post a screenshot, but the damn thing does not want to upload... I'll try again later.) Edited December 10, 2023 by DocClox 3
denMos6678 Posted December 10, 2023 Posted December 10, 2023 Of all mods currently in progress, I check this one's status the most often ? 1
DocClox Posted December 10, 2023 Author Posted December 10, 2023 2 hours ago, denMos6678 said: Of all mods currently in progress, I check this one's status the most often ? Good news: I finally got the collar to appear. Bad news is the UV map's gone wonky again: Also the collar color isn't final, and the helmet needs it's position tweaking a little. And there's a patch of skin on her back clipping through. But it's miles better than where I was a week ago. I think there's something about that UV Map I don't fully understand. I may need to seek advice from wiser heads than my own. 2
DocClox Posted December 11, 2023 Author Posted December 11, 2023 Well, the weird UV maps seem to be a product of materials in Blender. If I make sure the suit has one material, assign it to everything and then unwrap that, it all seems to work. Now I'm just left with one persistent neck patch that will insist on clipping. I think that's down to morphs. And possibly weighting, since I'm not sure some of the new tris are weighted properly. I can see I'm going to end up re-doing this suit from scratch. Again. Still, it does get faster with practice After that: Boots as a separate item. Restore the gauntlets to the design. Revisit AVM so I don't need a separate nif file for each color maybe a custom boost pack, shrunk down a bit so it doesn't hide the lines of the wearer so much. Retexture the boots and gauntlets. The gold color boots look a bit weird in context. Fix the patches so they're no longer free-floating If I'm feeling particularly enthusiastic, set the suits up so the color can be changed at a workbench. Maybe some other spacesuit tweaks as well. 4
Halstrom Posted December 13, 2023 Posted December 13, 2023 This is looking so cool, and its great the helmet and boots are are seperate items. I'm hoping the helmet will fir other skintight outfits like this one too Cortana Bodysuit at Starfield Nexus - Mods and Community (nexusmods.com)
DocClox Posted December 13, 2023 Author Posted December 13, 2023 16 minutes ago, Halstrom said: This is looking so cool, and its great the helmet and boots are are seperate items. I'm hoping the helmet will fir other skintight outfits like this one too As it turns out, I can't copy the Constellation helmet in SF1Edit. It's got reflection data, and xEdit doesn't know how to save that yet, so you can't alter anything that uses it. So I ended up just changing the nif that the AA record points at. Which means every now and then I'll see Barret talking to me wearing his bulky Constellation suit and a fishbowl helmet. Actually, it works quite well. 2
Pfiffy Posted December 13, 2023 Posted December 13, 2023 (edited) 56 minutes ago, DocClox said: As it turns out, I can't copy the Constellation helmet in SF1Edit. It's got reflection data, and xEdit doesn't know how to save that yet, so you can't alter anything that uses it. So I ended up just changing the nif that the AA record points at. Which means every now and then I'll see Barret talking to me wearing his bulky Constellation suit and a fishbowl helmet. Actually, it works quite well. Will we see a new version soon? BTW: I need some help with a little project that I want to do for my own usage: I want to create a unique, modified cheated Frontier that is strong enough to take on every fleet of enemies during the whole game. For a start I need an esm with all the original Shipparts, so that I can modify the stats and re-add them to the ship. Edited December 13, 2023 by Pfiffy
DocClox Posted December 13, 2023 Author Posted December 13, 2023 Soon as I get a suit that doesn't clip or have weird jigsaw textures. At the moment, It seems like the minute I fix one thing, something else pops loose. That said, I am close. All things being equal, I'd expect something for the weekend. 2
Pfiffy Posted December 13, 2023 Posted December 13, 2023 12 hours ago, DocClox said: Soon as I get a suit that doesn't clip or have weird jigsaw textures. At the moment, It seems like the minute I fix one thing, something else pops loose. That said, I am close. All things being equal, I'd expect something for the weekend. Sounds promissing: I will not be able to do anything until Sunday. I will just collect the main stuff for my own bad ass Frontier and if I get it to work, I will post it here...
DocClox Posted December 14, 2023 Author Posted December 14, 2023 (edited) Let's see if that image loads. I think I'll call this ready. Full coverage, collar and helmet, and a nice shiny black texture. I think I'll do a test release. Note that there are no boots or sleeves on this one, and only the black suit is ready. I'll get to the rest of it tonight or tomorrow, 20 hours ago, Pfiffy said: For a start I need an esm with all the original Shipparts, so that I can modify the stats and re-add them to the ship. I can do you one with all the weapons fairly easily. I haven't had time to dig around and see where things like reactors or shield generators live, [edit] Not going to have time to write up the release page before I leave to work, It'll have to wait until I get home tonight. Edited December 14, 2023 by DocClox 4
Pfiffy Posted December 14, 2023 Posted December 14, 2023 2 hours ago, DocClox said: Let's see if that image loads. I think I'll call this ready. Full coverage, collar and helmet, and a nice shiny black texture. I think I'll do a test release. Note that there are no boots or sleeves on this one, and only the black suit is ready. I'll get to the rest of it tonight or tomorrow, I can do you one with all the weapons fairly easily. I haven't had time to dig around and see where things like reactors or shield generators live, [edit] Not going to have time to write up the release page before I leave to work, It'll have to wait until I get home tonight. Yeah, that's pretty good. I digged around in Xedit for a moment last night and was able to extract the blueprint of the frontier and the engine. I think I can do it alone. I have to find out how the stats work... I need more power, more hull, more speed, more space, less weight.... and enough crew.... If I get this to work, I can delete half of my mods and save a lot of money for the modification of the ship...
DocClox Posted December 14, 2023 Author Posted December 14, 2023 What do you think of the body shape there? I'm not sure I didn't prefer the vanilla mesh. I'm not going to mess with it tonight, obviously. I want to get this release out first, But I might well do a vanilla shape variant. Also, any interest in having a custom color suit? It turns out material files are just JSON files, editable with a text editor. So I could do a "(Custom)" suit so you could set the RGB values to whatever numbers you wanted. (Of course you can do that anyway ...) 1
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