Jump to content

jboyd4

Members
  • Posts

    100
  • Joined

  • Last visited

Nexus Mods Profile

About jboyd4

jboyd4's Achievements

Enthusiast

Enthusiast (6/14)

  • First Post
  • Collaborator Rare
  • Week One Done
  • One Month Later
  • One Year In

Recent Badges

0

Reputation

  1. Which version of nifskope are you using for that? Mine doesn't do that.
  2. Yes, I have re-done it. And it's still got the same collision issue. I even tried using a different template and that made it worse. Any other thoughts? Edit: Solved it. It was the template I used a completely unrelated template(one for a ship) and it worked. Not sure why.
  3. Hey all, I made a custom mesh and I'm having a problem that I usually don't have. The collision works, but it has a strange issue. It's a table/altar and the sides have correct collision, but the top of the table is a foot or so above the mesh. Any suggestions? https://cdn.discordapp.com/attachments/405152107436441610/580299786897457152/collisionproblem.png
  4. Thanks, that was exactly what I needed to do to fix the issue with the armor I modeled.
  5. I really like the sound of your mod and if my team wasn't already engaged in an extreme amount of stuff, I'd help out. But my team(our big mod is Beasts of Tamriel) is busy trying to get our new custom Havok project working 100%, then we have a bunch of sea creatures to work on, personally just rigged an octopus, haven't animated it yet because I'm a terrible animator. Working on getting the centaur's Havok project working, it is only working about maybe 50%. So, you see my issue. You might contact Spikedragonlord, he's our teams leader, and he's one of the best level designers I've met. His ability to clutter a dungone is better than anything Bethesda produced.
  6. A cyclops race is still part of spikedragonlord and my plans. We are currently working on figuring out how to make animations race exclusive(for our gorgon/tsaesci races as well as the possible centaur race - made a functioning skeleton but until I can get it's skeleton.hkx exclusive, it would break all other races).
  7. Ceruulean, I've recently learned how to write the skeleton.hkx file and have successfully animated my custom bones in game. But the problem I'm running into is, I want the new race to use their own animations and not have to replace all the other races animations. Now, I know that fnis can do this, but I don't really like the idea of having my mod be depended on fnis to function. Don't get me wrong fnis is great, and I use it for lots of things, but I'd just prefer my mod not need it. So, my question to you is, is getting the race to use its own animations just a matter of copying the playable races folders and creating a new folder structure? For example, actors/character/gorgon/character female/defaultfemale.hkx? Then the folder for the animations would be ....gorgon/animations? Or am I just being overly optimistic?
  8. Zerocore, my team is in the process of making some of the creatures you have mentioned. In fact, we have successfully made the gorgon, with functioning tail. The version we have released right now, just has the HDT physics tail, but the new one that we will be releasing hopefully in the next month will have an animated tail, with physics(because I don't want to make all the damn animations:P ) our team has plans to make a centaur next. We even have a pretty good idea how to do it. The only issue we are struggling with right at the moment, and has been address already in this post, is getting the animations to be exclusive to the races we are making. I'm hoping Arocide's statement about the Havok Anarchy project might help me better understand how to create a new havok project for the races.
  9. 1. Gimp has the plug-in for dds and it's free. You can even use it to port the textures over so that Photoshop can open and edit them, if you aren't wanting to work with a program you haven't used before. 2. Yeah, it's similar to that, so you've got that right. 3. I've never messed with SL, but I know that if you can use many different 3d modeling programs. If you have a 3d model, port it over to either blender or 3ds max. I personally prefer blender, for me the system seems more intuitive. Also, it has the easiest weight painting system, as far as I can tell. Good luck on your modding experience. I've enjoyed modding even when it's been a terrible pain in the ass. If you have rigging questions, I'm really good at that. Modeling, not so much.
  10. Working on a cyclone race with spikedragonlord
  11. You might try the one over on deck 16. I used it to make a custom voice follower, and she doesn't seem to have any problems with UFO, though I did install UFO after I'd made the custom voice work.
  12. Hey all, I recently created a custom head mesh for spikedragonlord's Tsaesci race. It works perfectly in game(made the TRI's and everything), but we realized that the UV's aren't quiet up to snuff for making good object-space normal maps(for lighting and shadows). So, when I went into to work on unwrapping the UV's to make new ones, a very strange issue happened. The number of verts changed on export. In fact, the number of verts changed on nif import too. The amount of change seemed to depend on what way I unwrapped the UV's. But I'd noticed the problem before when I'd made the head meshes in the first place. I had to export the trishapedata as an OBJ just to have the TRI files have the same number of verts. Anyway, I'm just wondering if there is a way to fix this so that my nif exporter would stop adding verts for no apparent reason? If not does anyone have any ideas on how I can fix the UV's for the new heads without having to start over from scratch?
  13. Hey all, jboyd4 here, one of the makers of the Gorgon Race mod. I've been wondering if I could use chunk merge to add better ground collision to the snake tail. My thought is that won't work, but I'm not overly familiar with the nifutility suite. I'd go ahead and give it a shot just to see what happens, but I'm currently deep in making the head mesh for the female Tsaesci(already made the male) and the head mesh for spikedragonlord and my Lamia mod. Anyway, I was just hoping someone with more experience with chunk merge could tell me if the effort would be worth the time or not. Thank you.
  14. Hello, I'm sorry to necro this post. But I'm having a collision issue with the ground as well. The difference is, I'm not making a clutter or static object. I'm working on a gorgon race with hdt tail. The tail is mostly working, in fact looks halfway decent even with my bad constraints. My issue is the tail keeps clipping the ground. You wouldn't have any suggestions on how I could fix this? If not I understand. I only quoted you here as a way to make sure you saw this post. I'm sorry if this is not your area, I'm just having a terrible time finding any information on this. Thanks in advance for whatever you might be able to help with.
×
×
  • Create New...