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#21
Requests for Skins and Meshes / Re: Possible Projects Interest
Last post by Randomdays - February 19, 2026, 08:06:34 PM
Thanks guys

The Ranger plane took a lot of work and hours taking apart an stl, skinning it, and putting it back together, but it looks pretty good.

Out of the pack below, Cranlox's meshes went very smooth, but the robot dog took a lot of hours as well - it had major problems due to multiple material layers on the skin and not working well with the wolf meshes or big cat versatile. Luckily Val's Dinobot worked fairly well.

Rescue Ranger Villain PAck

Fat Cat, Professor Nimnul and Rat Capone - mesh and skin by Cranlox

Rigged to male_dwarf

Robot Dog - mesh and skin from Disney's Sorcerer's Arena

Rigged to Val's Dinobot Slag

All imported and rigged to FF by Randomdays

Uploaded to the Dizney folder




#24
Hex Editing / Re: What've you skoped lately?
Last post by MarvelHero - February 19, 2026, 03:36:00 AM
Cyclops vs Captain America and Hulk. :cool:






#25
Requests for Skins and Meshes / Re: Possible Projects Interest
Last post by deanjo2000 - February 18, 2026, 08:31:52 PM
Beautiful work  :thumbup:
#26
Requests for Skins and Meshes / Re: Possible Projects Interest
Last post by cranlox - February 18, 2026, 08:07:15 PM
Quote from: Randomdays on February 18, 2026, 07:15:41 PMRescue Rangers Pack 1 - the good guys. A diorama and bad guy pack coming next

Chip - mesh and skin from Sorcerer's Arena. Rigged to Gren's Punisher

Dale - mesh is from an stl. Someone else added a good skin to it. Rigged to male_dwarf. some clipping on Dale's shirt.

Montery Jack - mesh and skin from Sorcerer's Arena. Rigged to male_dwarf

Gadget - mesh and skin from Sorcerer's Arena. Rigged to female basic.

Zipper - mesh and skin from Sorcerer's Arena. Simple rig to male dwarf, but not animated.

Since we're limited to 4 characters in a team, there's also a Montery Jack with a non animated Zipper "mounted" on his shoulder

Ranger Blimp Plane - Converted from an stl. Simple skinned by me. Comes with basic kfs so it can fly. Not rigged.

I made all of these small to match their size compared to a standard human. This sped up their animation, but it kind of goes with their characters anyways.

uploaded to the Dizney folder.











Great work!!!
Working in :
Zula
Falcenar
Greywolf
Snagg

#27
Requests for Skins and Meshes / Re: Possible Projects Interest
Last post by Randomdays - February 18, 2026, 07:15:41 PM
Rescue Rangers Pack 1 - the good guys. A diorama and bad guy pack coming next

Chip - mesh and skin from Sorcerer's Arena. Rigged to Gren's Punisher

Dale - mesh is from an stl. Someone else added a good skin to it. Rigged to male_dwarf. some clipping on Dale's shirt.

Montery Jack - mesh and skin from Sorcerer's Arena. Rigged to male_dwarf

Gadget - mesh and skin from Sorcerer's Arena. Rigged to female basic.

Zipper - mesh and skin from Sorcerer's Arena. Simple rig to male dwarf, but not animated.

Since we're limited to 4 characters in a team, there's also a Montery Jack with a non animated Zipper "mounted" on his shoulder

Ranger Blimp Plane - Converted from an stl. Simple skinned by me. Comes with basic kfs so it can fly. Not rigged.

I made all of these small to match their size compared to a standard human. This sped up their animation, but it kind of goes with their characters anyways.

uploaded to the Dizney folder.









#28
Requests for Skins and Meshes / Re: Requesting a Beam FX that ...
Last post by Randomdays - February 18, 2026, 06:51:18 PM
No idea on this, but looking over the fx's;

I see that beams and projectiles have 3 nifs - core, start and end, while area and cone don't have an end nif.

Maybe adding a beam end.nif to a cone folder and see what happens. if it works, then maybe you can change the size of the core and/ or end nifs in nifskope to broaden them.

#29
Requests for Skins and Meshes / Re: Possible Projects Interest
Last post by Randomdays - February 18, 2026, 05:14:43 PM
Marvelhero,

I've got everything I've done organized on a megasite linked at the bottom of my posts. I though about doing a webpage but it would be a lot of work, and a lot of things I do are other companies/ peoples work imported to FF/ FFvtTR. I thought it would be safer not to draw too much attention to it.

I think everything on Alex's site and the FF4ever site are original works and not imports, so I think they won't get any grief.

Of course, after 20+ years we're so low profile now I might be overthinking it.

Cranlox, got them! Thanks!
#30
FX / Re: how I can make an ffx last...
Last post by Jimaras8 - February 18, 2026, 01:42:18 PM
Quote from: SickAlice on February 16, 2026, 12:59:53 PMYeah it's relevant. Again I don't work much with keyframes but in the event of say character keyframes you want every single time value within a keyframe to match other. In that case what happens is bugs if you don't, like parts of the model blinking in and out for example (like two different end time values on a leg node just to visualize this). So you want to match all of that. And I don't know what files but new and newly named files as not to destroy any originals.

It's a lot of stuff I haven't played with (though coming near to looking at leave hand values for TMNT actually). Nor has anyone here I think? Most of us sort of rely on optical illusion in game or "good enough" and FX from character hand to FX is usually not factored in. Notable in your case because you need to figure out the math for those ranged animations in the character as well of course which can get messy.

At any rate I'm not the expert (partly due to a lack of a codex, I wish there was one) and just know those basic functions of Nif formats. You guys who are otherwise testing are the one's figuring out the settings and paving the way. Too busy working on 3d models on my end. Well? Everything is off my drive for awhile and backed up so I can finally upgrade to 11 today (10 support expired) so I'm not even doing that much. My biggest wishes in this community were always that I had lists of settings add for FFX and otherwise just took some more classes on coding. But I didn't so I am not much help for the finer points of this stuff, sorry. I just animated a few textures and manually made an animation or two in my own works.

Though again from what your trying to accomplish I can say the most important thing I learned is the more complicated you make things in settings and including not conforming to the otherwise rigid hardcoded game settings themselves (again, lack of codex for this too) the more likely something breaks at least in game and bugs out. So I generally avoid the mess all together by keeping things simple. Where if one looked at my early stuff a lot of it is buggy. Yet running experiments was always fun too on the other even if the outcome was finding out it won't work. So good luck with that and I do look foreword to what you guys figure out about this.

Just so I didn't bury the point here what I do know for sure is all times in an animation must match exactly. And then times in adjacent files, so character to FX, must much but spatially. So calculator time in other words. But that's the deal in 3d animation.

And? Whatever needed feature might even end up not being there meaning it just can't be done. We have so many discussions on site about that stuff that lead to that. Like there is no implemented North and South proximity value in either game for example. A very basic function I learned in 2d platformer programming long before 3d games existed is just for some reason not even implemented in an otherwise customizable sandbox type game system. But it just isn't so I had to give up on making interactive bridges and floating platforms and such in game levels. I did have fun with the discovery process though but I am saying do mind that these games and have a lot of limitations even as far as most Netimmerse based stuff goes. So you might run into a wall with this.

Years ago i asked Windblown to make a fx last a couple of seconds longer and he was able to do that. Is he still active around here? maybe he can provide us with a tutorial on how to make fx last longer or be shorter.