Jump to content

Tyen

Premium Member
  • Posts

    16
  • Joined

  • Last visited

Nexus Mods Profile

About Tyen

Profile Fields

  • Country
    New Zealand (Aotearoa)

Tyen's Achievements

Apprentice

Apprentice (3/14)

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

Recent Badges

0

Reputation

  1. I've run into some really strange rendering behaviour with some custom meshes. Where the gauntlets seem to either be zFighting, or sorting incorrectly? I'm not quite sure what is going on here, and was hoping that someone on here could point me in the right direction. The stranger part is that you can see the hands and part of the gauntlets through the shield. http://img804.imageshack.us/img804/6671/2012022200013.th.jpghttp://img6.imageshack.us/img6/6793/2012022200011.th.jpghttp://img854.imageshack.us/img854/6350/2012022200010.th.jpghttp://img839.imageshack.us/img839/1860/2012022200009.th.jpghttp://img718.imageshack.us/img718/569/2012022200008.th.jpg I also think this may be linked to the weird self shadowing you can see in the image below. http://img513.imageshack.us/img513/8724/2012022200012.th.jpghttp://img36.imageshack.us/img36/8917/2012022200014.th.jpg You can download the meshes as it stands from SkyrimNexus or Steam I hope there's someone out there that has come across this before!
  2. Update 0.2 has been released! This version includes the full Link Tunic in green, with removable clothing pieces. Updates to the Mastersword and Hyrule shield include less insane bloom, more grit and damage, and tweaks to the meshes. Finally as per request, each item is now craftable from any forge, and are also fully upgradable! Known issues are: There are odd self shadowing artifacts that are really apparent on the tunic. No neck or leg meshes ( Looking into the dismemberment system to fix this ) Spikey geometry when the weight slider is not 100% to the left or right. What do you guys want to see next? So what the hell happened right? two months of near silence with not a single update? I'll tell you what happened. Real Life happened. Ah, but you don't need all the details. From this point on, progress will begin ticking along again. Albeit a little slowly ( not two months slow, hopefully ). Hope you all enjoy the update! Have fun!
  3. Yep, the tunic will be compatible with both male and female, also light and heavy body types. That makes -so- much sense. I had not thought of that. I'll definitely fix that up. Cheers! Hmm, I'll see what I can do about this. I think I saw a bunch of dismemberment nodes for hair when I converting the hat the first time. It will be :) Once the CK is out. The current modding tools are Not Fun to use. So that update has been put on hold for a little while longer.
  4. Oh, hey! Progress is ticking along again, and things are a happening. Here's a sneak peak at Link's tunic, which you can look out for over the coming weeks! http://tomc3d.com/other/skyrimzelda/2012-11-01/Updates_t.JPG Many other nice things will be included in the update, which I will write up about when the time comes ( Yes that means unique items for everyone that has requested it ) What items do all want to see next?
  5. You can go to this page to find a nice piece of software to manage it for you, and explain the steps required to get the mod. http://www.skyrimnexus.com/content/modmanager/ Next time you visit this page ( and you are logged in ) you will be a button for 'Download with Manager' on the page. Just hit that, and the application will launch and download the files for you. Send me a message if you run into any problems :)
  6. This is the look of the tunic I am going for; http://img.gkblogger.com/blog/imgdb/000/000/080/397_2.JPG Thanks for you offer, I pm'd you about it.
  7. Hi everyone, Just a quick update to say where things are at with the mod for the moment. 'Real Life' happened over the past few weeks and progress slowed down, so that is why there has not been a update recently. But now it is the new year! Things must be done! For the mod; The tunic is 80% done, with final texturing and actually getting it into the game to go as a unique item. I know one of the biggest requested features right now is to have items as unique weapons and armour, I have been looking into this. But there have been a series of show-stopping issues with the modding tools. Where either they go invisible, do not show the model or do not get saved to the inventory. Or a collection of those. Most likely a big update will hopefully come soon after the creation kit is released.
  8. Hi, I think you mistakenly posted a question in the Zelda mod thread.

    To answer your question, you cannot currently bring in custom mods to the xbox or ps3 consoles.

    This may be possible after the creation kit comes out, but is unlikely

    Thanks!

  9. I recently had to re-find the Max2012 niftools, and this was the first thread result that came up on Google. So for anyone who comes here via Google like I did, you can go here to download the Max 2012 plugin. http://niftools.sourceforge.net/forum/viewtopic.php?f=20&t=3178&p=21726&hilit=3dsmax+2012#p21708
  10. Cheers somuchmonsters for doing all this, these tutorials have been incredibly helpful to me.
  11. @chocolambot I will definitely be adding more wear and tear to the shield and sword. Also tweaking the overall shininess of it, right now with the amount of bloom it reflects, it looks like I've made the MirrorShield @Voraxith The weapons will be stand-alone soon, all in good time :smile: Your ideas are good, I really like the idea of the MasterSword doing extra magicka damage. @LoganZezima2 That's pretty neat! All we need to do now is add in high grass we can trim with our swords en-mass and collect these gems :wink:
  12. Hey everyone, I've released a update to the initial release yesterday. Based on feedback, I added detail to the hilt and made it more 'Skyrim-y'. With kind of beaten and dented metal, and a dark leather grip. I really kind of like how it turned out. Also fixed a problem with blood always appearing on the blade. If you had any trouble with the feedback form, the link should now be fixed and you can find that below. https://docs.google.com/spreadsheet/embeddedform?formkey=dFRNQjU3Yzc0RGtVNlRvanM0dEVJX3c6MQ Let me know if you have any problems. Next up, the iconic tunic and awesome hat!
  13. Hi everyone, The other day I released a mod that brings Zelda weapons into Skyrim, if you are interested in that you can find it here. Shameless plug, I know. But it links into the topic of this thread. I originally was going to post this into the thread above, but I realised that this may spawn into a bigger discussion and decided to split it up. To get to the point. As I have been working on my own mods I have started to notice that I am leaning towards the look of the Skyrim's art style in my own assets as I personally like keeping the look of the game consistent as I play through it with custom assets. So, I pose the question; should the modders and artists that are working out there try to stick to the design and art style that Skyrim abides by? That is, there are many different things that make up how the look of the final asset, such as the edge of a blade's contrasted jaggedness in it's diffuse and specular, how the colour style of the bone armour or inlay of the ebony looks or how the designs of the inlay are created. These things and more together make up the final look of the asset looks and how well it fits into the game. I know for some modding theme things, like Zelda. That it would be a little odd to see Nordic designs replacing the inlay on Hyrule emblem, or to replace the Triforce with the Imperial Crest. And that it makes sense to keep the designs as they are, but I feel that when it comes to making a custom Ebony helm, it would be nicer as a user for it to match the original Ebony plate. So that I can wear it in-game without worrying that it is not matching. ( I know right, fashion nightmare. Gotta look good when you are slapping a dragon around with the sharp end of your greatsword ) My opinion is that the artists, modders or teams themselves should be able to choose their own art style. And I know it's ridiculous to expect everyone to stick to it, like it's some overarching rule that must be stuck to. But on the other hand... creating assets as you see fit can cause some serious discrepancy in how the game looks when you start playing with a large number of mods. So I thought I would pose this question to the mod scene at large and see how you all felt.
  14. Within the next three days I hope, that all just depends on whether I run into some show stopping problems with the skinned meshes. I did receive some feedback about the sword, and will be adding more detail to the hilt.
  15. Hi there, this should point you in the right direction for switching out those models manually Check out the third youtube video on this page. I am unsure about just changing paths, if you find out, I would love to know. :)
×
×
  • Create New...