Jump to content

KorinOo

Members
  • Posts

    133
  • Joined

  • Last visited

Nexus Mods Profile

About KorinOo

KorinOo's Achievements

Enthusiast

Enthusiast (6/14)

  • First Post
  • Collaborator Rare
  • Conversation Starter
  • Week One Done
  • One Month Later

Recent Badges

0

Reputation

  1. Hello! Sorry for resurrecting this topic (no pun intended). Just wanted to inform that I finished converting this mod to Skyrim Special Edition (including quite a few improvements over the standard version). You can check it over here: http://www.nexusmods.com/skyrimspecialedition/mods/9984
  2. I have found a potential fix for this. In your model, in NiTriShapeData, find a property "Vector Flags" and set on "Has_Tangents" flag. It fixed the black screen bug for me, as well as made some objects visible that were previously invisible.
  3. Yep, your sphere .nif is perfectly fine. You just have too thick fog in that lighting template to see it :tongue: Here is my slightly edited LT: screenshot And this is how it looks in game: screenshot
  4. I think one of the models has flipped normals. If you take the closer look, you can see that the geometry of surface details was baked ok, so the problem is with the colors used to define this geometry. In normal maps, different colors are responsible for different directions, and such an extreme result indicate that there is a big difference in surface directions between low poly and high poly (and flipped normals basically counts as "opposite direction").
  5. There are two ways to fix this. -Easy, but imperfect: Just move the vertices a little further away from the body in that area. Moving vertices does not change their weights, so you don't have to worry about breaking the skin modifier. On the other hand, you are not changing their weights, so you will fix it in that pose, but then it might start clipping in another. -Hard, the way it should be done: Fix the skinning by weight painting in 3ds max, so the shorts and the body vertices have (almost) identical weights in that area. And don't worry about these cookies. I wouldn't eat the anyway. My mom told me I shouldn't accept sweets from strangers.
  6. Yep, welding vertices may produce artifacts or break the whole skin modifier. If you really wanna do that, then I suggest doing it right after you import your original mesh (before you edit it). Select all vertices, set welding radius to 0,0 and weld them (this way you will weld only those vertices that got split during import). After that, you might wanna reset the smoothing groups, so all polygons are in one group (otherwise you might have some artifacts in normal maps in-game). When I said "skin selected", I meant to have the "export skin modifier" option selected in export window. The BS subindex modifier is for marking the polygons you would want to hide if the character have a different armor piece equipped. It allows you to mark the polygons to be assigned to "body groups" like torso, head, legs, hands, etc. For example, lets say you have two armor pieces, a shirt with long selves and big gloves. The shirt is set to "torso", and the gloves are set to "hands". If you equip them both at the same time, you would see a nasty clipping between the gloves and the end of the sleeves. But, if you mark most of the shirt polygons to "torso" and the ends of its sleeves to "hands", and then equip the gloves, the shirt polygons that are marked "hands" will become invisible and there won't be any clipping. Does that make any sense to you? It's hard to explain it without going too much into details.
  7. I never used Outfit Studio, so I don't really know how to help with that. That being said, I would suggest trying this: Tinkering with export options. I would start by unchecking "flatten hierarchy" and "remove unused bones". Or unchecking only one of them. Just play with those options... OR Open your exported nif in NifSkope in one window and your original armor (before edit) in another. Delete the mesh block in the original nif. Then copy your edited mesh (with skin block) from your exported nif, into that original nif. This way you will have exactly the same file structure (and skeleton) like the original nif. Just remember to rename the mesh nodes so it doesn't have the same name as bones.
  8. No problem :) Glad I could help! Working with skinned/rigged object is not an easy thing and there are no good tutorials as far as I know. I personally learned it the hard way (from many bad tutorials like the one you were reading, combined with a lot of trial and error method), so now I try to help whenever I see someone having problems with it ^^ Oh yeah, I forgot that skeleton option is only for importing. My bad.
  9. Ok, you can throw that tutorial out of the window :) Here is what you should do: 1. Start 3dsMax and open new scene (empty) 2. Import the armor piece you wanna edit. Import it with skeleton. Note: It should have "Skin" modifier on it in the "Modify" tab. http://s11.postimg.org/7xtwd69lf/Untitled.jpg 3. Edit your mesh (delete polygons you don't want) 4. Export it (with skeleton and skin modifier selected in export window) That's all. It should work. As long as you are just deleting polygons, you don't have to re-skin the whole mesh. Also, for people who try to learn from that tutorial- don't. It skips a lot of things that are important when working with skinned/rigged objects. It works if you follow it in 100%, but it doesn't teach you enough to actually allow you to work on your own. And let's face it, you are reading it to learn a little more than how to import and export that exact jetpack.
  10. I'm not sure I understand the problem here... You want to delete the mesh, but keep the bone, right? And the menu you can't find in your 3dsmax is the sidebar on the left (in that screenshot)? I think I can help you, but I need a little better description of what we are looking for. EDIT: Can you show us your export options and a screenshot of your exported nif from NifSkope? If the nif file don't have skeleton, then it's probably something wrong with the export. I'm reading this tutorial right now, and I must say, it's not the best one... A lot of stuff is all over the place.
  11. Hi! I have few small announcements: 1. There is a new version of the mod (1.0f). The biggest change in this version is (hopefully) increased stability and fixed Silver Shield exchange. 2. I made a compatibility patch for Alternate Start- Live Another Life. Both mods should now work correctly together. For more information, see the mod description and download page. Let me know if you have any other requests for compatibility patches.
  12. I have a question to every person reading this, that did NOT play this mod and it is: Why have you not played this mod? Is is the DLC requirement? A need to start a new game? Incompatibility with other mods? The fact it's not lore friendly? Or maybe the quality is on not high enough level? Please don't take this the wrong way. This is simple data collecting for future reference. P.s. MxR showcased this mod ^^
  13. And here we have our first Review/Showcase ^^ Big thanks to the author!
  14. Hello everyone! Just dropping by to inform that MediEvil: Hero of Gallowmere is finally released! You can download it here: http://www.nexusmods.com/skyrim/mods/71021?
×
×
  • Create New...