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Isilmeriel

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Everything posted by Isilmeriel

  1. I've seen a few mods that does this but being incompetent with anything scripting, I couldn't make heads or tails. Can anyone walk me through how to create a window that's pitch black during the day and light up at night? In addition to the window, I'd like to add an actual light that only turns on at night. Edit: I found a script for light switching on and off (http://www.creationkit.com/Light_Switch), but still no idea how toggle on and off the glow of the window mesh at night
  2. @FalloutBeast: I'll have a look at them, thanks @VileTouch: I have a few things under my profile @Durai: Isn't Wars in Skyrim a mod that increases random spawns? What does it need a modeller for?
  3. Out of curiosity, are there any serious skyrim modding team projects ongoing? Any of them needing modellers in particular?
  4. So basically playing it like a film reel at a high speed? How do I do this scrolling?
  5. Can anyone tell me how to implement animated texture on a planar mesh in Skyrim, something like the 2D billboard smoke and fire in Oblivion. I have a sequence of textures each containing a frame of the animation.
  6. That kind of looks outrageously over the top.
  7. Very nice, love the knuckles on the sharkman. Been wanting to do some mechanical hard surface stuff myself lately, can't think of what to make.
  8. Kickass, thanks! What are you working on these days, Ghogiel?
  9. 128 units = 6 ft right?
  10. I'm hoping to create a tileset for skyrim in 3ds max. How should I set up Max's units and the viewport grids to ensure a functional snap-to-grid system in CK?
  11. Hi, would anyone help me rig a new bow that I just made? I've spent hours on it and couldn't get it to work. I'd appreciate any help, please pm me if you can. bow: http://skyrim.nexusmods.com/imageshare/image.php?id=76783
  12. I like the movie version of the witchking helm just fine.
  13. Shader 7 is what I'm using. It doesn't work unless you also checkmark the SLSF1_Parallax option under "Shader Flags 1". There's also a "SLSF1_Parallax_Occlusion" option which doesn't work. The parallax map itself goes into the 4th slot of the BSShaderTextureSet, not the alpha map of diffuse map like in Oblivion. I tried Shader 3 (Height Map) as well and it produces the exact same result. I also tried to open testcaveepicwall01.nif, but in CK some parts of it are invisible, including the parallaxed part. A while ago I made an interactive panorama of the same mesh in oblivion, and you can see that the parallax on the ground is significantly "neater" and less wiggly like the Skyrim counterpart: http://pan0.net/upano.php?id=1941&set_accept=1&perm=1
  14. you need to set it to a faction hostile to the player, under one of the the NPC editor tabs. Set it to something like a bandit or monster faction, or create your own.
  15. I think multilayer parallax might be a different thing altogether? The name and the image in that thread suggest it's more specifically geared for something like the subsurface ice effect. I'll try fiddling with the parallax occ material again in a few days. Maybe the POM was invisible because it doesn't use the 4th slot for the relief map like the parallax shader, there are 9 slots in total after all, and I've only ever used about 6 at max. Wish someone would come up with a reference on exactly which type of map goes in which slot. Edit: managed to get the pixel-shift direction for the parallax (not POM afaik) mostly correct. I think it's still off by a bit and makes the relief effect somewhat muddy, but it's functional. So far I'm still underwhelmed because I think Oblivion's parallax looked more convincing. Also, at some distance away (ie. from the outside of the structure) the parallax suddenly glitches, turning the texture wiggly in all sorts of wrong directions. Maybe it's some LOD thing. Overall, unless someone can confirm that the "SLSF1_Parallax_Occlusion" option under "Shader Flags 1" actually works, we might be stuck with what I have here (SLSF1_Parallax). It's far from perfect, but does have potential. Attached screenshot here: the tiled stone ground is parallaxed
  16. from the untextured version you showed at the bottom, it's definitely not a reflection issue. Either you have some sort of vertex painting turned on (not likely if you didn't knowingly do that) or it's a smoothing group issue. Are the opposite faces on the sharp edges in the same smoothing group?
  17. In the R6 version of nifskope, under the BSShaderProperty or whatever (the material node) there are several different types of material available, one of them is parallax occ and another is multilayer parallax. Furthermore, under the checkbox shader settings, there are a parallax option and a parallax occlusion option. The two cannot both be checked, or CK will report this error. Choosing the parallax occlusion setting causes the object to go invisible, while the parallax option seems to do something close to the parallax effect in Oblivion (with a parallex map attached to the 4th slot of the texture set) The problem with the parallax option is that the direction of parallaxing is somewhat off (ie. the pixels shifting sideways when I only change the vertical viewing angle). Rotating the UV map of the object seems to help a little but it's tedious and seemingly random, at this point. I can't tell if it's because of the shader in general or just the off-angle, but the parallax effect produced was much less convincing than Oblivion's. I am aware that parallax and parallax occlusion are two different mapping techniques, and I find it strange that they both exist in the shader options and that the parallax occlusion option doesn't seem to work for me. Please, if anyone knows how to achieve a convincing parallax effect in skyrim, or address to any of the problems I encountered above, pm me.
  18. Is it possible to have non-bone-skinned vertex animation in skyrim? Back in Oblivion I'd use morph animation, generating a NiGeomMorpherController node in the nif file. The node does not work in skyrim and causes instant crashes. Is there another way to export morph animation, or other alternative vertex animations?
  19. I like the movie elven gear better. Is using straight blade instead of curved ones such a big lore-breaking deal?
  20. When I did that, the normal map does not render in game, even after doing "update tangent" in nifskope. Seemed to work better if you simply exported the trishape as an obj and reimport it into the skyrim nif.
  21. Unless more people have replicated the result, this could very well just have been a bug in the animation loop.
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