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raughnut

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  1. I tried to edit the file in nifskope, the size and position values... I wasn't very successful as you can see. And It was the last thing I tried.
  2. If it helps, I kinda figured it out here. Custom hair crash in CK
  3. while looking for this, the answe I found was here Bound Texture Locations?
  4. ok i'm going to check it out. thank you. Edit: Well, It's something... The eye Glow is the problem. I tried editing the eye position but it still looks kinda weird. At least I got my trail effects looking as they should.. Not much for gameplay, but maybe a cinematic effect... who knows... I'll keep working on it. http://i42.tinypic.com/2d11thy.jpg
  5. Is it possible to add the blue glowing trail effect of the draugr to the player character? I'm thinking of making a new spell that does this, like a power up. I can manage to add a new spell, but I don't know if it's possible to add this particular effect. does anyone know how could I implement it? Edit: It could be helpful too if there was a way to add a smoking effect to the eyes
  6. Hi! a quick question, I've tried to create new hair meshes too, but when I finally managed to get them working ingame, they look transparent when there's water or sky or some other things in the background. has that ever happened to you? I use 3dsmax. and If you're interested, you can take a look at my workflow custom hair crash in CK It was kind of a trial and error process until I got it working. Edit: Well.. I read a few lines back in this thread and saw that you said something about the alpha in short hair meshes. and I remembered that I copied the alpha property from a short hair. so I edited it in nifskope and replaced the alphaproperty with one from a long hair mesh and it now doesn't look transparent. at least in two out of three hair meshes that i tried it, so.. thanks! :)
  7. Weeeell. since this has caught the attention of the impressive number of just 2 people, I think I may just give up on the idea of getting any help. Fortunately, I kinda figured it out on my own. and I'm gonna post all the steps I followed to get a working new hair mesh in skyrim using 3ds Max 2011. 1.Get your tools and mesh ready. and the textures ready too. I'll asume that you are up to this point. I used the latest Nifskope 1.1.0 RC6 but I replaced the default xml.nif for throttlekitty's xml.nif so be sure to do the same because this is the way It worked for me. 2.In 3dsMax. import an existing hair Model. I used one of the vanilla models for my test. but this is the step where apparently I was failing. Other tutorials on importing new meshes showed wich options to use, so I followed those. but after seeing no progress, I started a trial and error process until I came up with this Import setting. this will Import the missing Root Node, wich is something like the file name of the hair (i.e. hair09.nif) http://i39.tinypic.com/b9fz2h.jpg 3.Now that you have a hair model In max, turn off the modifiers and you'll see that the hair model goes all the way down to the zero point. I advise to delete the BsDismemberment modifier since its easier for you to just recreate it. 4.Go to materials, Import new Material and select from the scene the Material used by the original hair mesh. save it in a slot in the material library 5.Now, Position your custom Hair mesh In the Zero Point and then select the original hair mesh. then go to the edit mesh modifier and into element sub object mode. then select all the hair parts and move it sideways, away from the custom hair model, now attach the custom model and then delete the original mesh that you moved apart. (you could also use skinwrap for adding the skin modifier but this is what I usually do.) The reason for doing it this way is that I can retain the properties from the original hair model. like the way it is connected with the hair root (i.e. Hair09.nif) Instead of Scene Root. 6.If you need to adjust the weights in the skin modifier, do so. and make sure you recreate the BSDismemberSkinInstance and do 2 Partitions. the first is the head part, wich in my case, was the top part of the head, and the second partition, was head2 wich is the lower part of the model. make sure that all the faces that you didn't select in the first partition, are selected in the second partition. 7.Now, the model is almost ready. just select the hair and apply the Material you copied to the mat. library. 8.You can Make a few changes now, Like renaming the Hair Mesh to something like, "HairFemaleCustom" without spaces, and Also Rename the Root Node to the name you're going to give your file. i.e. If your new file is going to be HairFemaleCustom.nif then rename the root node, wich previusly was hair09.nif to HairFemaleCustom.nif 9.Now, Export. I used this settings. http://i44.tinypic.com/2hx8y7m.jpg 10.Now, open nifskope, open your new hair. and in another instance of niskope, open the hair you used as reference. 11.In NiNode, It still Says Root Node, you should double clic this and add the value pertaining to HairFemaleCustom.nif (in my case, It was 2) 12.Copy the BSLightinhShaderProperty and NiAlphaProperty from the vanilla hair into the new one and replace them in NitriShape node. under properties, in the new hair. Dont Forget to replace your own textures from BsShaderTextureSet 13.In NiTriShapeData change "has vertex color" to "yes" 14.In BsDismemberSkinInstance, Collapse both partitions and Replace the values as the other tutorials show, in the first partition, double clic the value, select all and write 131 and in the second write 141, but since I replaced the original nif.xml with throttlekitty's, When I do this, After I change the values, It changes to something like SBP_131_HAIR and SBP_131_LONGHAIR http://i41.tinypic.com/2n9fk21.jpg 15.Use the Conformulator to generate a valid .Tri File, there's a tutorial for that already. so... that's it. Try your new hair in the creation kit. in theory, it should work. I hope this is useful for someone.
  8. I've been trying to add new hair meshes but I only get crashes in the Creation Kit, has someone figured out the workflow to export hair meshes correctly from 3ds max?
  9. I'm having the same issue. This is my workflow: I export everything from max to a .Nif file I edit the nif file according to the tutorials around, I replace BSLightingShaderProperty from a vanilla hair and relocate textures I Tried even copy/paste NiAlphaProperty from another hair Change "has vertex color" to "yes" in NiTriShapeData Edit the BSDismemberSkinInstance to match the other vanilla hair models (131 the first branch and 141 the second) Save and test. but it still crashes. Does anyone knows how to do it propperly?
  10. chillisauce...
  11. I think you specify the item scale in the import/export plugin setup... preferably to 1. and you need to resetXform your weapon mesh in order for it to "define" it's size, rotation and etc.. Im not too sure but i think thats how it is.
  12. I don't know if its the best way but... its how i do it at least :tongue: I use gimp with a dds plugin and photoshop. I save the icons by only adding an alpha map (and leaving it in white as it was) and saving as uncompressed and without mipmaps in gimp... for the textures, you need to save the difuse texture adding an alpha map but leaving it alone. save in dxt5 with mipmaps. for the normal map. in photoshop duplicate the difuse map 2 times and desaturate them. for the first, add an emboss filter with the light coming from below then copy it and paste it in gimp. then add an alpha map and decompose the image in rgba. in photoshop again, to the other duplicate of your layer, apply another emboss filter with the light coming in 45 degree from below-left and then invert the colors. copy it and paste it in gimp in the alpha layer. recompose the image and save it in dds as the normal map. dxt5 with mipmaps. for the specular map just desaturate the original difuse map and lighten the "glossier" parts of your texture (like metal) and darken the rougher parts. like skin or fabrics. then paste in gimp, add alpha map, decompose in rgba, paste the same in alpha map and recompose again. save the recomposed image as the specular map and you're done. dont forget to change all the textures names in your materialobject (.mao) file accordingly. :teehee: Edit: After reading your post again, I noticed this may not be what you needed haha. but even so, I'll leave it here in case it is.
  13. Hello! I didn't wanted to post there until it was final, I know that all the user base goes there, but I was aiming to people who deals with this kind of situation. it is a good suggestion anyway, I hope to get enough feedback here, if not, I can always just post there as you said. thanks!
  14. Hello Again! A while back I asked for someone to help me creating a .dazip for my armor project. but I decided to just go all the way... and that's what took me so long to do! It is not very "lore-friendly" I know. I just happened to made an armor design for an animation that I wanted to do a long time ago, but when I was about to start, my computer fried, so I lost the interest since then, and after playing this amazing game dragon age, and learning that I could create my own custom content, I decided to give it a try. when I started, I have never modded anything, and now, well, at least I know the basics... and VERY basics... and that's why I need help. The inspiration from the story and etc. came from the "slayers" wich is my favorite series when it comes to magic and swords and stuff hehe. A screenshot of the armor http://img408.imageshack.us/img408/2936/screenshotuw.jpg And the file download Armor - Mediafire known issues: I've tried everything, but I cant get VFX to attach. gloves and boots will be just retextures some little graphic glitches around the edges in some parts of the armor... i don't know how to get rid of them but that's not that bothersome... is it? maybe the weapons are too glossy? any feedback is very much appreciated! Edit: hmmm... I forgot to mention 2 things. first, the armor is for human males ONLY. and second, I dont think there is any problem with the armor, but as with any other mod, there is always the posibility that it may crash your game or something, not permanently I guess, so if it happens, I apologize.
  15. Hello! well, I checked everything and it turned out to be a missing mesh that is supposed to be the particle emitter, the weapon works now as it should. now I only need to fix the armor and it'll be done finally... thanks again! http://img32.imageshack.us/img32/8118/arreglado.jpg
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