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FavoredSoul

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Posts posted by FavoredSoul

  1. It's about time and effort.

    It's one thing to have to go to the effort of making one piece of armor with two morphs, but to have to do that again and again X the number of bodies available... its extremely tedious, and there is little to no benefit for the extra effort you have to put in.

    But hey, some people probably get their jollies out of making an armor that everybody can use. Then it comes down to time. I'm sure i'm not the only person who wishes he could not work, stay home all day and make countless renditions of the same outfit for the plethora of body mods...

    When I make armor, I make it for the body I use, and no others. For the most part, i've already spent enough hours modelling and texturing it, I just want to get it out of the way so I can move on to my next project already.

  2. Body Slots aren't the problem; there are more than enough available to split the cuirass into two parts.

     

    The problem is effort. It's no small task and nobody could be bothered to do it; hence why it doesn't exist.

     

    Splitting every armor mesh in the game,

    Extensive BSDismemberModifierEditing,

    Loads of Item Edits

    Loads of New Items / Recipes / Tempering / Crafting Adjustments

    Lots of NPC Editing

    Loot Editing...

     

    to name but a few of the many chores...

  3. Navigating your C drive is computer literacy 101.

     

     

    The scripts folder is @

     

    C:\ Program Files \ Autodesk \ 3ds Max 2012 \ Scripts

     

    Niftools belongs in the plugins and plugcfg Folders. Open the downloadable archive, chose between 32 and 64 bit, chose your version of max, then copy the contents of Plugins and Pluginscfg into your 3dsmax installation folder.

     

    C:\ Program Files \ Autodesk \ 3ds Max 2012 \ Plugins

    C:\ Program Files \ Autodesk \ 3ds Max 2012 \ Plugcfg

  4. This would be easy. A few hours work tops.

     

     

    Here's how:

     

    Using Max/Blender, you'll need to edit the body meshes and all gauntlet/bracer meshes, and change the BSDIsmemberSkinModifier partition for hands, by splitting them into two partitions (simply remove the left or right hand from the hand partition, and put it in its own partition; about 3-5 clicks of mindless work). Currently both hands share the same slot and can never be independent of one another.

     

    - For example, instead of both hands using Slot 32, make the Right Hand use slot 44, the Left Hand use slot 45)

     

    Once they have their own partitions, each gauntlet and bracer mesh must then be split into two separate mesh files; one for the Left Bracer, one for the Right Bracer. Then you're good to go with only wearing one gauntler/bracer at a time, and still keep the other hand, naked and visible.

  5. Can the text size for the forum titles and forum thread titles be made larger? The new version has made them smaller, and as a result, difficult to read and navigate through.

     

    CTRL+ to zoom in will increase the size to how it was in the previous version; which was perfect. That ought to be the default?

  6. Head meshes are the most tricky thing to replace. You're probably going to fail, but i'll tell you what you need to know anyway, since i've done this myself:

     

    1. Start by duplicating one of the standard races. This is not optional; you will need a new race for this. Give it a unique name and then close it.
    2. Go to Miscellaneous => TextureSet => Duplicate the relevant SkinHead form. This form is where you specify your head texture; (Nifskope does not control this). For example, if you duplicated the Breton Race, duplicate SkinHeadMaleBreton/SkinHeadFemaleBreton. When editing this form, select the new head texture for your head mesh, and give it a unique name, before closing.
    3. Go to Character = HeadPart => Duplicate the HeadPart form. For example, if you duplicated the Breton Race for your race, you need to duplicate the MaleBretonHead/FemaleBretonHead entry. Inside the form, specify the Model and Tri files of your mesh. Then select your race in the Valid Races dropdown list. Then specify the new texture set you just created in the Texture Set dropdown list. Then specify the Race Morph and Chargen Morph TRI files. Don't have any TRI or EGM fuiles? Edit and Cancel to clear them (not guaranteed to work). Make sure this form has a unique ID, then press OK to close it.
    4. Go to Character => Race => Right Click Edit your new race => Face Data => In the Base Head Parts box on the left, change the Face: MaleHeadRace item to the new HeadPart form you created in step 3. If the option does not appear, you did not select your race correctly in the Valid Races dropdown list when you created the HeadPart form.

     

    If your head doesn't have any morphs, animations / TRI, EGM files going, you will not be able to use skyrim's eyes, mouth, ears etc. Good luck getting anyone to tell you create the morphs and animations for a new head mesh, cause that is some seriously advanced modding; NOBODY has done it. The best i've seen was a custom head mesh that had blinking eyes, but that was the only thing they had going for it, and it looked retarded anyway.

     

    If I were you, I would just create a new race without any head parts at all, and make a non-playable, un-equippable custom helmet with your head mesh assigned to it. You'll still need to follow the same steps as above, but remove all traces of head meshes and facial body parts from the forms.

  7. Two things you ought to try doing,

     

    1. Make your own eye, mouth and nose morphs that look like Leon's. Skyrim's character creation is pretty crappy, you can only cycle through a handful of premade options for these, none of which are a decent fit for Leon.

     

    2. The best look-alike characters use custom textures. For example, you're never going to get a lip texture that looks like his unless you make it yourself. Same with the facial hair.

     

    Are you making him in the Creation Kit, or at character creation? If the latter, quit right now, otherwise, try using one of the extended Character Creation Menu mods like RaceMenu by Expired6978.

  8. You need to make adjustments to the specular map in the Normal Map's Alpha Channel (the cloth part should be almost pitch black).

     

    If the weapon is using the Environment Map Shader setting, make the same adjustment to the Environment Mask texture.

  9. If providing ripped models is not allowed, please just let me know. If it is okay to post them or PM them, I can do so.

     

    No it's not allowed. See ToS.

     

     

    The posting of copyrighted material, unless the copyright is owned by you or you have consent from the owner of the copyrighted material, is strictly prohibited on any Nexus site. This includes linking to sites that contain copyrighted material used without permission of the copyright holder. Legal inquiries regarding copyright infringement are taken very seriously on Nexus sites and we will work with any legal body to identify and bring to justice anyone who might use a Nexus site to share copyrighted material.

     

    Absolutely no copyrighted work is to be used without permission of the original creator. This includes content from other games, from DLCs, music creators or from other file authors.
  10. What you're doing wrong is that you're not using a 3d Painting Program.

     

    Those 'tutorials' are trying to get you to do something called "Blending". Where you blend your texture with the vanilla texture near the edges. This is NOT the way to remove seams; it's just a cheap, cheap, cheap workaround.

     

    If you're pretty sure you made no mistakes following those tutorials, try looking to your normal maps.

     

    Did you edit the Normal Maps too? Cause mismatching diffuse textures are only 33% of the cause for seams. The Normal Map and Specular Map share the other 66%. Even if you didn't edit the Normal Maps, someone else probably did, and they are the ones that probably didn't do it right.

  11. A friend of mine (at my request) made some modifications to the head mesh and exported it back to the game. There were no issues, no *.egm or *.tri files that needed to be changed/altered/fixed, and chargen worked as normal. Head meshes CAN be edited.

     

    You probably disturbed the skin data when you made your modifications in Max, which is probably why its floating instead of resting where it's supposed to be. It might also be floating because you didn't rename the head mesh block in Nifskope after your imported/exported. Sometimes it will take the name of a Bone and cause issues.

     

    If the mesh is white (aka, not skin color), it means you're probably using the BSShaderLightingProperty that got exported from Max, insteading of deleting it and replacing it with a copy of the BSShaderLightingProperty from the vanilla head mesh (which you are supposed to do). 3dsMax/Niftools doesn't know squat about Skyrims Shader Flags.

     

    If the mesh is black, its probably because vertex colors is set to No. That's the usual cause. If you update your Niftools to the latest version, the issue has been fixed.

  12. The most popular tutorial to teach you the basics of skinning meshes to bones (in 3dsMax) is by SoMuchMonsters.

     

     

    As for animations, forget about it for now. Do one thing at a time or your head will explode. I would just concentrate on finishing the armor. You're going to have enough problems getting the skinning done as is.

     

    As for triangles, stick to around 10k, you probably don't want to go higher than 15. It all depends on your system though; everyone's PC varies.

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