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IanBitterss

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About IanBitterss

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    Morrowind

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  1. I have always been shocked by how little communication happens here on the Nexus fourms considering the traffic flow.
  2. Yeah that is the direction I was heading. Thanks for the response!
  3. Well, in theroy there is nothing keeping it from being real. If it was It would of been created by a very handy programmer. It's all computer data, and if you are skilled enough anything is possible. The thing is, we would have more evidence of its existence if it really did happen, photos can't be trusted, as it's easy to create fake photos. It is definitely a good Halloween story I must admit.
  4. So I have been wanting to rebalance the value of items in Morrowind, but have came across a bridge and I am not sure how to cross it. In a nutshell I want to make some items unsellable, but I am unsure how to accomplish this. Anyone know how this could be done?
  5. What? Offended by bits and bytes? Not even bits and bytes of something real.
  6. Amazing. This answers a question I been wondering! Great work!
  7. I was attempting to send an email to the Nexus site manager. It appears to fail and I cannot enter the code (to keep bots out ) correctly. I tried to refresh and then enter the code. No dice. I am on a phone most of the time, which i belive is the problem i am encounting. To combat my limitation I will just pm my email to a staff member. If thats inappropriate let me know.
  8. I had problems with bounding boxes and collision for awhile, after searching for help I had only found resources stating you couldn't modify the bounding box for creatures, at least pertaining to Morrowind. I found this out to be false, and seemed rather easy to do in Nifskope. So you have a bounding box for your creature and you have "havok" enabled under "render," so you can see you're bounding box, it will appear as a "line drawn box" around you creature. If you do not see one you must select you're bounding box node and open up the block details. You should see the translation, rotation, and ect settings. These are for the NODE itself. You will see a setting "has bounding box" set the boolean aka "bool" to yes. Extend the branch. You will now see the same settings, but with radius instead of velocity. This is where your bounding box is adjusted. In CONCLUSION: it seems to work best setting the node and bounding box node at the same translation/rotation, while only having radius and velocity different. I have not played with velocity. TEXTURES: I also discovered some what confusing information on texturing. Nobody mentioned dark, detail, and decal textures. Using these take some practice, but are more useful then editing your main texture, and give you options to create different combinations for different looks. Under NiTrishape in Nifskope right click on Texturing propertys, you will see options to add different kinds of maps. From my experience here is what I think about how they work; The Dark Map is a texture that appears to work with all color, from black to white. The darker a color, the stronger it will show over you're base texture. Whites and light grays do little. White appears to do nothing. Black appears black. This could be used for grains in wood, scratches in metal or to tint a weapon blade, letting "shiny spots" remain shiny. I have used the same texture as my base for effects I couldn't create by editing the image itself. For best results edit the UV map for each texture map. Select edit UV, go to coordinate slot, and duplicate. Then select texture slot, and select which map you wish to modify. Can be used many different ways. Also wishes me to note that over scaling and using the built in tiling effect on UV maps shouldn't be frowned upon, it can help make small textures (128, 256, ect) appear better. Assuming their seamless for a lot of cases. I have had no graphical problems until you get into 2048+ sizes. And in most cases just appears to make the object the textures attracted to "jump around.". I have used the console feature "purge textures" to fix this. But has also caused crashed I suspect; from 10 to 60 minutes after the command. I have not had frame rate issues, and acually (and so unushally unexplainable) useing all large textures for land tiles for an area with none of other dimensions seemed to increase performance. Compared to "my 4096 cobblestone road texture" mixed with 512s. I don't know why, just appears true. Detail Maps: Ok this is seems to act like the dark map with how colors appear, but affecting the alpha channel of the detail map. Lighter colors are more transparent, black and dark colors cover up what's behind it, less transparent. Of course black appears black. White appears white, but clear, so "adds brightening and highlights." You can use full transparency to see the base texture cleanly behind the detail texture. Can be used to create the same effects as the dark map, like grains of wood, or to enhance the look of wood itself my adding extra depth, and tinting at the same time. It takes experimentation. Decals: Yup a sticker! A better alternative to add clear writing or patterns to your object. Using a sign for example, you could create a plain texture of wood, metal, ect and add a decal map for your writing. This way you can: select edit uv, go to coordinate slot, and duplicate. Then select texture slot, go to decal, edit the uv for you writing or picture show it appears properly.
  9. Ok, I am working on a really basic creature. I have my model and animations working in game how I wanted them to. (The creature is flying, if that makes a difference at all.) The trouble I'm having is my creature is floating about 2 to 3 "imperial guard" heights above the collision box. So my animations are above the collision box and the player when it attacks and ect. In Nifskope everything appears correctly! The collision boxs appear in the correct shape and orientation in game, but not the creature. What am I miss calculating? I'm 90 precent done, I just need this error addressed
  10. Think "spear familiar"
  11. A few tips... Iets assume you are creating an island, far away from everything else as to prevent contamination to anything but our island. You create the island with the many methods available today, and lay down some textures. Now you need to add objects. Instead of painfully placing one object at a time you can select many objects at once and drag them into the render window. Their we are, a handful at a time to visually manipulate. Sweet, you now have a bunch of rocks wrapped around your island quickly. You learn to texture, you reskin the rocks around your island, add them into the editor. You slowly use search and replace and change each rock slowly and painfully...wrong! You can deselect both options, and change ALL objects in the overworld...awsome were done! Wrong... Now you must clean the world of this effect. No contamination. Simply open the the details window, and since were an isle far away we can sort our list, find your cell numbers in the list, delete all other cell listings. This should make it so your rocks will only appear in your cells. We only deleted the change that applied to the rest of morrowind. Of course if you reach a stage in which you need to use this method, you know all about being clean... To help staying clean, a good habit is to check your details often, cleaning as needed. Use bloodmoon as a dependency early on, or use the tools available these days to assist in cleaning before you decide to publish a mod.
  12. Well I play on my laptop, with a integrated HD graphics card, which totally sucks. I have some FPS issues but only when my draw distance is too high. I've have made plenty of huge textures for objects and terrain, and really from what I can tell rendering mass amounts of objects and effects has larger impact then too much texture. Doesn't hurt to test it out
  13. If you extract a mod or two you most likely will find a readme, this readme may contain instructions. If you look around, or do a google search, you will find plenty of universal instructions for many mods. They will teach you about mods in general, which will be good.
  14. Can anyone design a set of rocks for me so I can texture them to match the land tiles in my mod. No vanillas please.
  15. I need a few NIFs from the vanilla morrowind, but have to CS cd. Can anyone help? I need the NIFs for all the rocks, and a NIF for the skeleton would be all appreciated
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