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Isilmeriel

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Posts posted by Isilmeriel

  1. 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?
  2. 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

  3. 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

     

    http://skyrim.nexusmods.com/imageshare/images/1232514-1332320075.jpg

     

    http://skyrim.nexusmods.com/imageshare/images/1232514-1332320025.jpg

     

     

  4. 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.

  5. 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?

  6. The wikia for skyrim and many users on the internet claim that Dawnbreaker glows brighter near the undead, or certain types of enemies in general. There are even a youtube video or two that show the blade (not just the hilt) glowing white hot. Yet I've tried out the weapon in game and it never glowed any differently when near enemies of any type.

     

    I opened it up in CK and checked out the enchantment on it and the encompassing script, neither of which had any glowing property aside from the standard Fire Enchantment FX. I also checked out the nif of the weapon and found a looped time controller for the glow animation on the blade itself, which by itself would not have anything to do with proximity to enemies in game.

     

    So I'm wondering, if this alleged enemy-sensing glow is achieved by neither script nor nif, is it merely a skyrim urban myth, or maybe a random glitch that stopped the glow animation controller loop?

  7. Most likely they are both editing the same merchant container or leveled list. The last one loaded is the winner.

     

    Oh I was under the impression that the mods append to the seller's inventory instead of replacing. I seem to remember my Oblivion mods working fine when they were sold by the same vendor. No way to resolve that other than combining the esps?

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