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okokokok

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Everything posted by okokokok

  1. - Maybe. - It's a different game. - It's still quite an accomplishment. - Maybe. - It's a good mod. ----------------------------------------- I'm glad i took the high ground on this.
  2. Does Nif exporter for 2011 support exporting of p-array. That is to say can i import weapons with p-array particle systems into nifskope, and further into Oblivion Construction set?
  3. Deadly Relex is my first thought. It has a feature to make combat more immersive and intense.
  4. Funny story. Open cities are great. But yes i too had you quit using it due to compatibility issues with other mods.
  5. Fast exit has ever worked? My game crash on exit NO MATTER WHAT!
  6. Noticed that GameHour Returns a short variable not a float. Been some time since i scripted but thought you might want to know. Edit: i have to learn to read.
  7. I making a blade for oblivion but, in the animation process i broke something. So if anyone is good with nifskope, i could use your help. Im happy to send .nif file to whoever takes up the challenge :S http://s1.postimage.org/1guvvcdl0/Untitled_1.jpg When imported to CS the pieces of the sword are completely reversed and not scaled to the right proportions. I think its the translations in the animation controllers has something to do with it. But i don't know.
  8. So yeah i need help replacing a NiPSysBoxEmitter in a particle system with NiPSysMeshEmitter. The particle system is part of a weapon mod. It is possible to use NiPSysMeshEmitter on weapons right? anyway i need help with that.
  9. Remember to save your mods, and enable them before running the game.
  10. hmm... yes i see it now. OK i'll ask there! ty ty!
  11. There is no 3d model part of the forum, wtf are you talking about? either you have access to something i don't or you are delirious.
  12. So yeah i need help replacing a NiPSysBoxEmitter in a particle system with NiPSysMeshEmitter. The particle system is part of a weapon mod. It is possible to use NiPSysMeshEmitter on weapons right? anyway i need help with that.
  13. Update: So i took someones work and used it as a template i'm in the prossess of setting up the modifiers and controllers now. I have a question though, Even after deleting the Gravity modifier. particles still "fall" along the y-axis. I'm looking into it but if you know why give me a shout. Edit: Nevermind i got it, Edit the speed variable in the NIPSysBoxEmitter to 0 makes it all stay in one place
  14. Alright, so i looked at the tutorial. I understand more of the basic structure now, but didn't manage to get any results, whatsoever! I downloaded the sample package provided and followed the simple instructions, but it didn't work at all. nothing happened. Why doesn't it do anything?
  15. bump still confused, need help
  16. How would i go about doing that? atronach skin? what atronnach? Pretty sure they just use regular particles to make the fire, frost, and lightning effects surround them.
  17. That is a cheep work around, with still standing texture insted of particles it would looks more like a toy sword. Interesting thought, but I'm more ambitious then that.
  18. Hey, I have very little experience with particles but im working on this sword that would look great with the use of particles. I want the pieces of the sword to glow on the edges, as if some kind of force kept them together. http://s2.postimage.org/1428psz1g/nice3.jpg http://s2.postimage.org/142adcbj8/Render1.png http://s2.postimage.org/142c0vo10/Render4.png I read this article and this article but they don't seem updated. Other modders seem to use a completly different method then what is explained. I am confused. Some help would be appreciated.
  19. head or tail piece not important to your character? Make a "teeth helmet" :D
  20. You might learn a thing or two from this. Not quite sure what you want to do, if its for a quest or what, but don't dismiss this right away if it doesn't seem to be relevant. It can teach you A LOT about activators.
  21. seems its a reference issue, make sure you place your new item ( the one that you changed to light) into the actual world and that you SAVE THE MOD. you might also want to make sure that you save your own version as a separate esp and disable the original mod that you downloaded in the load order. gl
  22. well, when i said shape i actually just meant the scales, and as they are now they are not even real 3d, in that they have no "backside" if you know what i mean. So the model isn't done yet. I'm not sure what program you use to model but if you would like it, i will happily send you the entire scene. I am using 3ds max 2011. If that sounds like to much trouble however i have the opportunity to upload the Wire-frame pictures you wanted, tomorrow.
  23. yeah, scales is the culprit. But it looks sooooo cool! Converting the shape to a "plane and normal map" sounds like a lot of tedious work. You mentioned my models lack of detail in other areas; any idea how i can make the other pieces of the sword better? No i haven't UVW mapped and textured it yet. so everything you see is really there.
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