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Arriere

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  1. Same here. Been years since I last played it and wanted to give it another go. The CD is around ... somewhere ... Anyhow, running fallout3.exe does not work.
  2. Zaflis: I think that you are correct but do you have any specifics? Unfortunately when I look under BSLightingShaderProperty I see a bunch of "unknown"
  3. The more that I deal with this nonsense the more that I am convinced that there is something wacked about the hair models. I have done other 3d models and skins and shine isn't anywhere near as much of an issue on anything else as it is on hair. In addition, the color of the hair in game really doesn't match the color in the texture. Again, not at all what I see on other objects types like weapons and clothes.
  4. ResolveThatChord: good information. I did not know that. I'm also sure that you are onto something. Among other experiments this evening I tried opening the original, working normal map and saving it without editing it. Doing so produced the same shine as my edited maps. I am saving as DTX5. So it is something about the way that I am saving from GIMP, but what? Thanks as always to all respondents.
  5. There is something - probably simple - that I am not doing or not getting. I might not be using GIMP properly either. Editing the alpha channel is a pain in the rear.
  6. Thanks for the responses but still no-go. Using GIMP I noticed that the alpha channel is all black by default after creating a normal map. I tried deleting it and then recreating it. Didn't work. What is frustrating me is that I don't even feel as though I understand the rules. Does alpha channel on the normal map control shine? Is black matte? If those statements are true then why the results?
  7. Not sure if this makes sense,but I would consider making each NPC its own mod. In general I think that you are on the right track - do one, get it as close to right as possible and then get feedback. I like the fact that the NPC's story unfolds over time. That is what kept me interested in the Mw and Ob companion mods that I played.
  8. I have ridiculous difficulties in getting rid of the shine on modded objects. Using GIMP: 1. Make normal map. 2. Make grey scale of image. 3. Darken to near black. 4. In the normal map - Layer->Add Mask - Set to translucent (or something like that , it basically puts the mask in the alpha channel). - Anchor layer - Apply Mask When I am done the translucence is high enough such that the normal map almost disappears. This should alter the vector such that it is interpreted as near matte, but no luck. Any ideas?
  9. There are two different things: one is making the texture and the other is mapping the texture to the mesh. Creating the texture: To make the texture you need a paint program. PhotoShop is probably the best but expensive. Paint Shop Pro is only $50 but it is pretty good. Gimp is free but not entirely intuitive. I use Gimp and Paint Shop Pro. Things to do are cop, paste, rotate, layers (very important), etc. You just have to learn to use the tool. I cheat and start with photos from the internet. Sometimes they are not even of the object in question - for instance, I might take a photo of a sheet of steel as a starting point. Then I edit and layer until I get what I want. There is no single "right way" to do it. Mapping to the mesh: If you are just editing an existing texture then don't worry about it, the mapping has already been done for you. Just keep things in the same place and you're good. For your own meshes you are going to have to use a 3d modeling tool to do UV mapping. Again, a learning curve and different with each tool. I use Blender.
  10. Working on importing my Oblivion weapon mod into Skyrim while waiting for the CK. The models are realistic, historically accurate, and usually much more plain looking weapons. About 2/3 are swords but there are axes and maces too. I have about 30 weapons to convert to Skyrim. I vary the characteristics (damage, reach, speed) to try to be both realistic and interesting. The top end swords will be as good as ebony while the bottom end start at iron. The end result is a huge increase in steel weapon variety and the ability to use steel throughout the game. At the moment I am only working on getting the 3d models ready for Skyrim. I use the steel swords as a test bed to make sure that the weapon looks good in the game. I am waiting on the CK to get them all in as new weapons. Just MHO, but I find real weapons much more elegant than their fantasy counterparts. There is a great deal of beauty as well as functionality in their design. I also concede that the weapons are not as detailed as most modders make. The Shiavona was a bear but many are quite simple. Not everybody's cup of tea by any means. Completed: Gladius Oakeschott Type XI (Viking style sword) Oakeschott Type XII (Medieval cut/thrust sword) Oakeschott Type XIII (Medieval cut sword) Shiavona (Basket hilt sword) Bronze Xiphos (I categorize this as an iron weapon) Tulwar (Indian curved sword) In progress: Bearded axe To be converted: Oakeschott Type XV ((Medieval thrust sword) Oakeschott Type XVIIa (Medieval great sword) Oakeschott Type XVIIIa (Late Medieval great sword) Sword of King Edward (A fancy type XII) Landschnekte (15th century great sword) Shamshir (Persian curved sword) Cutlass Falchion (Cheap, ,meat cleaver type sword) Seax (Viking chop sword) Khopis (Short chop sword) Khopesh (Egyptian sickle sword) Dane Axe Mace Hawaiian Tooth Club (Goblins in Oblivion,Falmer in Skyrim) Silver Moghuls Axe There are more but I am forgetting. The models are all done but I do try to improve them as I port them to Skyrim.
  11. Yikes! I am probably in the minority but I was hoping for a mod that went the other way :). Better still would be a mod with racial variations. I always thought of Bretons as being more petite, Nords and Redguards as being somewhat bustier, and Imperials in the middle. Bosmer, Dunmer, and Altmer go small/medium/large. Beast races should be non existent. Khajits are tiny. Argonions? They lay eggs fer Pete's sake. Now comes the question: is there a single male/female mesh or does each race have a unique mesh?
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