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eronel55

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About eronel55

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    Fallout 4
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  1. hope u had a nice WE, buddy!! :)
  2. Happy New Year, mate !

    Jon said you're busy like a bee :)

    ... hey, skyrim is absolutely in need of some 'pretty' bodies by now ! ;)

    greetz freddo

  3. Merry Cristmas Eronel
  4. Many thanks Ghogeil and Favored Soul. It is often very difficult to find GOOD practical information on these subjects as too many times the guides or 'tutorials' are written by someone who actually has no grasp of the technical side. Yoou know those guides that basically say push this button and select this menu choice and save -- not helpful. This was most helpful. - the issue was not the alpha map size - but ALL of your info, favored soul, was most enlightening and i thank you for all of it. At the risk of displaying my ignorance again - here is what i discovered. First let me say that my knowledge of the function of Mip Maps is decidedly limited - mostly what i have inferred from reading. My understanding is that mip maps are graduated lower quality versions of the texture that are stored in the texture file and used to display at distance -- no need to load the full texture if the object is so far away that it only takes up the space of a few pixels on screen, right? What i do not understand is when do you need 10 or 12 or 8? and how does this affect the performance in game etc? The solution to my issue was to save the texture without mip maps. I have never given thought to this before because , as i stated previously, i have never encountered this issue before in both fallout games and have always used the default settings in the nvidia plugin -- and i 'thought' those default setting were to create mip maps. Perhaps the default was to not create mip maps and not include in the texture file. -- i am not certain. So -- after i edited the texture (eyes) and set up the alpha channel then saved without mip maps, everything displayed perfectly in game. (btw i made my own _sk map for the eyes. i observed the existing eyebrown_sk.dds is an inverted black and white version of the diffuse - little higher contrast - so i made one from the eye texture i made. I t works quite well - the eye appears more normal - balanced lighting - than when i used the efault _sk. of course without the creation kit it is impossible to see what is being used in the texture sets - the _sk is linked in the human eye nif - and it does affect the appearance) So - is there a change in the mip maps in skyrim? I thank you for the information -eronel55
  5. ok, I feel really embarassed posting this but - i am having so many issues and not finding any answers and it is obvious that most are not having trouble so --- here goes. When i installed the game back on 11.11.11 one of the very first things i did was to extract all of the textures and meshes from the master bsa files. from what i have been able to gather, it appears that the textures are saved in one of at least 3 formats - DXT1, DXT3 and DXT5. The textures in the characters\female\folder show that all 3 of those formats are used- it seems to depend on several factors -- whether or not the texture has an alpha channel, and 'maybe' the image size --- i stress maybe -- i am guessing. So, one of the first things i wanted to do was to change the eyes. Some of the eyes are in DXT1 format -- those that have no alpha channel. Some are in dxt3 - for instance the human eyes that require an alpha channel for the lashes. and some such as the high elf are in DXT5. ( Fyi the method by which i am detecting the format is hovering the mouse over the dds file in an open window. The Sage Thumbs plugin is responsible for the detective work. I am assuming that it is reading the file header. I don't know how else it would be able to display the info. Also im on Windows 7 professional using Photoshop cs2 and the nvidia dds plugin to create dds files)) I went about working using the textures i had used in fallout 3 and NV that i had become fond of. after i finished pasting the iris into the vanilla texture (128X128 -- i was quite shocked!) i saved the eye text as a dxt3 and it worked. I was not crazy about the texture size tho and so began work converting to a higher size 512X512. I did the same thing - pasted in the iris -- this time using an updated background texture given to me by a fellow modder. The alpha channel was intact. I saved it as a dxt3 again. This time the eye is completely black in game! I attempted saving as a DXT5 and an 8.8.8.8 unsigned - to no avail - the texture does not show i8n game -- the eyes are a solid black orb. I used a texture from my friend - same background , same alpha channel, and his worked --- although it does vary in brightness depending on the camera position. if you simply pan around the character , there is a spot at about 1 or 2 oclock (noon being straight on the characters face) where the eye texture suddenly appears about 50 times brighter! move the camera back a tad and it jumps back to the normal appearance. Very strange. What i cannot determine (due to my limited knowledge of texture formats and THIS game's method of display - idiosyncracies) is if there is a problem with the format i am saving as (perhaps ther is an issue with either the mip mapping or possibly the alpha channel? guessing here) or of this is some sort of 'glitch'. i assume operator error is the cause since i have been unable to find other reports of this phenomena. I MUST be saving the file incorrectly, yes? And today, i discovered an issue while i was attempting to make a new hair texture for use with the default female hair meshes. I was attempting - what i thought would be very simple -- like the eyes - to do a similar thing -- take the default hairlong.dds file and paste a new hair texture into the rgb channel - leaving the alpha untouched. I completed the texture - saved as a dxt3 and then attempted to view it on the mesh in nifskope (the latest version 'rc4'). For this it appears there is an issue with the alpha interpolation. The game hairs are composed of 2 meshes 1) a scalp mesh -- that conforms the the scalp - an underlying hair texture to keep the bald skin from showing through the transparent parts of the 2) main hair mesh lying on the outside of the 'scapl' piece. the 'main' mesh was transparent but the 'scalp piece showed underneath. as i zoomed in on the mesh, the closer i got the more the main mesh texture began to appear - as if materializing. I noticed this same phenomena when i opened the uv editor in nifskope - the texture was 'invisible' until i zoomed in -- and the closer i got the more of the texture i could see. Thoughts? Obvously nifskope is still in a testing phase - sort of. i think they have sorted most of the data but not all of it. But i dont hink it is the issue -- for the hair example - reloading the vanilla texture or the cool hair retext that is up on the nexus results in a normal looking mesh. Obviously I am the problem. Can anyone giv me clear info on the texture formats or advise me of your process so that i may trouble shoot my faulty set up? This is most frustrating - saving out the textures should be a very simple task - it is not an issue i have ever had before with fallout or NV. -eronel55
  6. ok, I feel really embarassed posting this but - i am having so many issues and not finding any answers and it is obvious that most are not having trouble so --- here goes. When i installed the game back on 11.11.11 one of the very first things i did was to extract all of the textures and meshes from the master bsa files. from what i have been able to gather, it appears that the textures are saved in one of at least 3 formats - DXT1, DXT3 and DXT5. The textures in the characters\female\folder show that all 3 of those formats are used- it seems to depend on several factors -- whether or not the texture has an alpha channel, and 'maybe' the image size --- i stress maybe -- i am guessing. So, one of the first things i wanted to do was to change the eyes. Some of the eyes are in DXT1 format -- those that have no alpha channel. Some are in dxt3 - for instance the human eyes that require an alpha channel for the lashes. and some such as the high elf are in DXT5. ( Fyi the method by which i am detecting the format is hovering the mouse over the dds file in an open window. The Sage Thumbs plugin is responsible for the detective work. I am assuming that it is reading the file header. I don't know how else it would be able to display the info. Also im on Windows 7 professional using Photoshop cs2 and the nvidia dds plugin to create dds files)) I went about working using the textures i had used in fallout 3 and NV that i had become fond of. after i finished pasting the iris into the vanilla texture (128X128 -- i was quite shocked!) i saved the eye text as a dxt3 and it worked. I was not crazy about the texture size tho and so began work converting to a higher size 512X512. I did the same thing - pasted in the iris -- this time using an updated background texture given to me by a fellow modder. The alpha channel was intact. I saved it as a dxt3 again. This time the eye is completely black in game! I attempted saving as a DXT5 and an 8.8.8.8 unsigned - to no avail - the texture does not show i8n game -- the eyes are a solid black orb. I used a texture from my friend - same background , same alpha channel, and his worked --- although it does vary in brightness depending on the camera position. if you simply pan around the character , there is a spot at about 1 or 2 oclock (noon being straight on the characters face) where the eye texture suddenly appears about 50 times brighter! move the camera back a tad and it jumps back to the normal appearance. Very strange. What i cannot determine (due to my limited knowledge of texture formats and THIS game's method of display - idiosyncracies) is if there is a problem with the format i am saving as (perhaps ther is an issue with either the mip mapping or possibly the alpha channel? guessing here) or of this is some sort of 'glitch'. i assume operator error is the cause since i have been unable to find other reports of this phenomena. I MUST be saving the file incorrectly, yes? And today, i discovered an issue while i was attempting to make a new hair texture for use with the default female hair meshes. I was attempting - what i thought would be very simple -- like the eyes - to do a similar thing -- take the default hairlong.dds file and paste a new hair texture into the rgb channel - leaving the alpha untouched. I completed the texture - saved as a dxt3 and then attempted to view it on the mesh in nifskope (the latest version 'rc4'). For this it appears there is an issue with the alpha interpolation. The game hairs are composed of 2 meshes 1) a scalp mesh -- that conforms the the scalp - an underlying hair texture to keep the bald skin from showing through the transparent parts of the 2) main hair mesh lying on the outside of the 'scapl' piece. the 'main' mesh was transparent but the 'scalp piece showed underneath. as i zoomed in on the mesh, the closer i got the more the main mesh texture began to appear - as if materializing. I noticed this same phenomena when i opened the uv editor in nifskope - the texture was 'invisible' until i zoomed in -- and the closer i got the more of the texture i could see. Thoughts? Obvously nifskope is still in a testing phase - sort of. i think they have sorted most of the data but not all of it. But i dont hink it is the issue -- for the hair example - reloading the vanilla texture or the cool hair retext that is up on the nexus results in a normal looking mesh. Obviously I am the problem. Can anyone giv me clear info on the texture formats or advise me of your process so that i may trouble shoot my faulty set up? This is most frustrating - saving out the textures should be a very simple task - it is not an issue i have ever had before with fallout or NV. -eronel55
  7. Merry Christmas...doooood!
  8. thanks for the links and info on object space normals
  9. Drachis , I too am trying to prepare for the day when all the tools are available and have been trying to find some way to generate Object Space Normal Maps. I am quite the novice. I learned how to create tangent normals using the nvidia tool for photoshop but these new (new to me - obviously object normals are anything but new!) _msn maps had me stumped. Here's what i have been able to learn so far: Object space normals are created using the mesh. It is possible to do this in blender - here's a link: http://www.blender.org/development/release-logs/blender-236/normal-maps/ obviously you need the mesh to do it. That may be possible now. over on the nif tools forums, Throttlekitty has been working on decoding the new nif and has succeeded in the first stage in this process. it is possible to open the skyrim nifs with nifscope now using the nif.xml file and changing the version number in nifscope. if you can successfully export an .obj from nifscope, then you should be able to import into blender and then use the method above to generate an obj space normal. nere is the link to that forum topic: http://niftools.sourceforge.net/forum/viewtopic.php?f=10&t=3164 you will need to read through the posts if you are unfamiliar with how to change the nifscope version number. also this 'might' create issues opening nifs for other games like fallout. im just trying to provide some info here. one other thing i discovered today - again new to me but very old - is a program called melody from nvidia. this program can generate obj space normal maps from .obj and 3ds max files. it looks the most promising to me. i have only downloaded it and opened it -- have a long way to go to learn how to use it. you can get it here: http://www.nvidia.com/object/melody_home.html i hope this helps a little bit. this is all a discovering process for me at this point. good luck - and if you are successful in generating a useable obj space normal, please let me know! oh one last --- after decompressing the texture bsa and poking around at the game normal maps -- it appears to me that the only place that obj space normals are being used is on the characters. all inanimate objects that i have seen are still using tangent space normal maps. I am grateful for that since those are much simpler to make. eronel55
  10. congrats to ur mojave delight release
  11. well - im not exactly certain how to read your post - when you say that arms are removed you mean the torso is left there right? the only skin parts that are normally included in an armor are the exposed parts so yeah - if you delete the sleeves you will not see arms (skin) underneath - the only way that i know how to pull that off is by using blender. Import the mesh and delete the pieces you dont want - piece the armor together that way. The only thing you can do in Nifscope is delete mesh pieces that are already partitioned - you cant selectively delete parts unless they are already partitioned in the nif. So really - Blender or 3ds max or any other 3d editing package is the only way to pull that off. of course - if you could find an armor - perhaps a raider or fiend one - that has the arms partitioned and exposed - you could import those pieces into your armor and then you would see sleeveless arms
  12. catboy97 here is the direct link -- it is definitely 1.3 http://download.zenimax.com/fallout/nv/geck/GECK_NVE_v1.3.zip -eronel55
  13. i could'nt find this already posted so thought i would share -- i went to the bethesda site looking for an updated geck - there was only a link for the 'new vegas geck' so i thought i would down load it and check the versions and -- it is new -- the version that you download when choosing the link to new vegas geck is version 1.3 - the date on the files inside is today - april 26 -- i installed it and it is working
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