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RyuDoppler

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  1. Yea that's pretty much one of the quirks of the physics engine. There's always that little distance separation between collisions that makes it near impossible to stack collision surfaces flush to each other. If the mesh was thicker you might be able to "fake it" so that the collision is just thick enough to get them to seemingly stack correctly and not overly clip into things. That was actually the basis of a mod I made for Oblivion (RD Better Book Collision). But seeing how the objects in question are meshes of really thin playing cards well...there's not much more one might be able to do.
  2. Looking good! Well done Ghogiel! I love the grime detail. :smile:
  3. Actually, I wouldn't mind having a go at making a Gas Mask such as this one. It might be some time though, as I'm backed up working on a few things currently though.
  4. The Revolver Rifle certainly looks interesting. I might give a go at making one. I'm currently making a revision to a M1887 release I did a while back though, so it might be some time though.
  5. As far as I am aware of, the dismemberments are hardcoded to the few special bodypart bone weights (BP_RIGHTARM, BP_LEFTARM, et cetera). And I'm not aware of any ability to add any additional dismemberment weights unfortunately.
  6. The basic gist of the idea is using a combination of the Heightmap Editor and an image editor to help assemble a worldspace's heightmap. You would use the Heightmap editor to work on sections of the landscape, and a image editor to merge work from those sections into a worldspace scene to work off of. Mostly through import/export work coming from the Heightmap Editor. This example image should give you an idea as to what I mean by an image scene. http://img234.imageshack.us/img234/1602/rm369jo9.jpg Beyond that, when one has worked out a heightmap to use it's all then just the matter of combining all the landscape quads into a usable ESP/ESM. There are certain functions within both the Construction Set and GECK that can help with this, but if I am recalling it correctly they aren't really documented very well. Might also be more buggy with the GECK as well. I honestly can't remember.
  7. From my own experience, the Heightmap editor is best used in combination with an external program. TES Annwyn is one possible option to use for generating a base worldspace and is the most accessible. Another more professional option for generating a worldspace would be the utilization of the import/export functions of the heightmap editor. With those functions, you could potentially create very large worldspaces. Unfortunately, for the best results in utilizing this method one would need access to a program that can open/save 16-bit Raw files. One would also need to be familiar with some of the GECK's development functions as well (documentation of which, if I'm recalling correctly, is a bit on the sketchy side). These 2 factors make this option less accessible.
  8. Editing of worldspaces using thirdparty tools can be a bit finicky, and from my experience seems to have the effect of messing with the file's size to some extent. From pretty much every tool I think, although don't hold me completely to that statement (I always have problems trying to do any sort of edits worldspace-wise with TES4Edit it seems). Without getting too deep into it, I honestly think your file should be more something along the lines of 300-500 kilobytes in size, rather than 5 megabytes. Experiments I've done before suggest that the size of a ESP containing an empty 4 quad worldspace can be around 800 kilobytes to 1.4 megabytes (and that's empty as in only landscape data; no objects/items). And unfortunately, I don't believe I have a solution to reversing the filesize irregularity. The whole function of how bytes are being saved in a file certain ways is more of a programmers forte than mine. :(
  9. That was a mod made by Cethegus, which was pulled a long time ago by it's author. So the original mod isn't/shouldn't be in circulation nowadays. Before he pulled the work and barred future use of his content in future mods however, he did allow those already using his stuff to continue using it. So you might be able to get a hold of something from the original rapier belt mod from one of the few mods that made the cut. If I recall correctly, one of Bane's store mods have a version of the belt. And another one has the rapier. I have my own created version of a belt in my own Armory mod, but it's more of an alternate accessory addition for a regular armor rather that a separate wearable armor piece.
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