Jump to content

getintherobot

Supporter
  • Posts

    5
  • Joined

  • Last visited

Nexus Mods Profile

About getintherobot

Profile Fields

  • Country
    None

getintherobot's Achievements

Rookie

Rookie (2/14)

0

Reputation

  1. got two questions this time. thanks in advance for being so patient and helpful w me. -- 1. i'm trying to get my item (a beacon, set up as a weapon in the geck) to emit a directional light à la flashlight/spotlight. it does glow (via glow map), but it doesn't cast any light on the environment. i've tried setting the radiosity in blender 2.49 but no dice. looking at the geck lighting tutorial is a bit confusing as i'm trying to light an object rather than a cell -- do i need to place a lamp within the object? how would i go about doing that, and where (in blender or in the geck)? this is my setup so far for the object; i've been guessing at what i need by poking around the geck, so it's possible i'm completely missing the necessary component(s). http://i.imgur.com/lJnx7IQ.png -- 2. i imported a .nif (eyeglasses) to change the uv mapping in blender, but upon exporting the glasses no longer fit properly on the head: http://i.imgur.com/gSYd4Eh.png what the heck happened? do i need to use non-default options when exporting from blender? do i need to edit the .egm or do something inside nifskope?
  2. @jokerine: sorry for the late reply (was on vacation) -- i've finally managed to get blender up and running, and with enough time i'm pretty confident i can get the uv remapping figured out. thank you for the offer!
  3. hi, thank y'all for responding, i mostly just make retextures so i'm a little bit out of my depth here lol @madmongo: this is what glassesblackrimmed.nif looks like in nifskope (sorry about the terrible colors) -- it seems to be all one mesh and the lenses are just alpha channel in the diffuse. as you can see it just mirrors the two halves of the glasses http://i.imgur.com/GW0Zq9z.png i don't know a dang thing about uv mapping i was able to locate the uv map, but this is pretty much as far as i got http://i.imgur.com/HwYIiUC.png the next steps seem to be duplicating those coordinates and mapping them to the proper parts on the mesh -- i'll search around and see if i can't figure out how to do it in nifskope, but i may need to grab blender and try it there @raywatson65: i've been able to change the transparency/add details to the diffuse itself (base and alpha), luckily, although the dropped item mesh doesn't read the transparency and it seems to be a problem with the vanilla files (i was able to make the lenses semitransparent in glassesblackrimmed.nif by tweaking values in the nialphaproperty subnode, but glassesblackrimmedgo.nif has different nodes and i'm not too concerned about the global item anyway)
  4. site suggestion: non-mandatory gender field for profiles, or "not given" option
  5. i'm brand-new to fnv and know essentially nothing about nifskope/geck -- is it technically possible using those tools to give the eyeglasses model different right/left textures? i'm working on a beaten-up retexture, and i've managed to make the lenses look shattered, which looks pretty neat but is also perfectly symmetric, which seems unrealistic. i imagine i would at least need to edit the mesh in nifskope and point each half towards its respective texture, but i'd like to know if that is even possible (i don't do too much mesh modding) or if i just have to live with it. (also, i can't tell the difference between blackglassesrimmed.nif and blackglassesrimmedgo.nif and if someone could explain it real quick, that would be cool)
×
×
  • Create New...