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Isilmeriel

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Everything posted by Isilmeriel

  1. I find the best approach to learning modelling, and just about everything else in life, is through problem based learning. You should set out to make something, and identify the problems you are having, and then look specifically for tutorials on those subjects rather than just looking randomly for tutorials. If you have a question about something specific we can help you.
  2. It's summer, summer, gotta get down on summer... Looking forward to hop into the water, water
    1. alonsomartinez

      alonsomartinez

      haha rebecca black remix xD
    2. Brittn

      Brittn

      tho...I think I might like this song better ^^
  3. just check their moddb page from time to time, new screenshots and whatnot
  4. Don't have my BSA unpacker around so cna't extract the vanilla file to check. The bottom part uses a different texture on its own right? One possibility is that it uses vertex shading for colouring. but that only affects the colour so you should still see your new texture on there (though in a wrong colour). I haven't seen vertex colouring being used for clothes before but it's possible.
  5. Can you post some screenshots of your issue?
  6. max 2012 has something called ProOptimizer modifier... I actually think it IS poly cruncher for some reason. I thought it was bundled in as a tool back in 2010 like all the polyboost tools were.... :unsure: I'm pretty sure they work equally well. Someone also told me that it's pretty much a bundled Polygon Cruncher, much like how polyboost was bundled in 2010 up. Aside from that, polygon cruncher also includes a standalone app, in case you want to try that to be sure.
  7. You can try the optimize modifier in 3ds max, or use a third party plugin called Polygon Cruncher which provides better results than the modifier. I've had problems with invisible polygons before. Do you import obj into nifskope or do you export to nifskope via 3ds max? If the latter is the case, try disable the "generate strips" option in the export window. That seems to cause invisible polygon issues sometimes. As for correct positioning for parts of the model in nifskope, as long as the parts have the same pivot point when you exported them, they should automatically be in the correct position when you assemble them in nifskope
  8. In addition, do you have a flipped normal?
  9. What's this mod about? Hi, @FakePersonality: I PMed you. @Isilmeriel: You mean CLS or FP's mods? yours.
  10. You did check the drop down menu under that tab right? Just making sure.
  11. is having wisdom tooth pulled today :( owww?
    1. KennethKarl

      KennethKarl

      Had mine pulling back in August of 2008. Hurts don't it?

       

    2. KennethKarl

      KennethKarl

      Had mine pulling back in August of 2008. Hurts don't it?

       

  12. is hating wisdom tooth
  13. That's actually what I've been doing for my previous models (in sprite plane before sprite plane situations), used both alpha test and block order method and haven't had trouble. I can't use alpha test here since I want the glass to be translucent, not completely invisible. I also tried moving the block order like I usually do. It works, to a small extent. I'm not sure why, but while the model appears perfectly in nifskope, in the game itself, the inner sprite only shows up when viewed from certain angles, from other angles it disappears again. Wonder if it has to do with the fact that I used the inner sprite as a billboard, don't see why that has anything to do with alpha but never know. I will take a look at the file you provided in the morning. Thanks.
  14. So I made an orb, and lowered its alpha value so that it's translucent, like glass. Inside the orb I placed a sprite, which also has transparency via alpha channel. Now, the sprite appears completely invisible despite the orb still being translucent. I've heard of this issue before, but are there any solutions or ways to circumvent this problem? Is it not possible at all for example to have a glass object inside another glass object? Thanks
  15. The media is so one sided on this that it's scary. It's all about Gadaffi this and Gadaffi that. Why are there so few reports on the rebels themselves? Who are these guys.
  16. you wont add world space transforms when scaling(or rotating/translation) in the subobject level. But it can't hurt, but collapse it or the nif exporter reads/treats that as a transform controller or something... I realize that, slapping on an edit poly and all. But he's still learning how to scale objects... one thing at a time :)
  17. press x if you dont see that gizmo. also, make sure you go to utilities tab and reset xform before you export to games like oblivion or you might get issues after scaling.
  18. Hello all, I've been encountering this problem since the first time I used the nif exporter plugin for 3ds max. On almost every model that I export, some seemingly random number of faces turn invisible (both invisible in nifskope and in-game). While the wireframe for these faces still show up, the actual surfaces are nowhere to be found. I've checked and tested many things such as flipped normals, degenerate faces, but everything seems to be correct and they show up fine in 3ds MAX and Cryengine Sandbox 2. I've attached some screenshots from both nifskope and Oblivion that display this problem, and I've circled the missing faces. 1 2 3 The problem in the third screenshot is especially weird because there are several archways in that one nif and they are all instances of each other, yet only one of the arches is missing some faces. This suggests some sort of problem with the exporter itself. I use 64-bit 3ds max 2009 and the exporter version is 3.4.2.4632. P.S. I tried to import the 3ds file into nifskope directly and that seems to have solved the issue. However, I really want to avoid using the 3ds format since it messes up the normals, among other problems. I also can't seem to import max-exported obj's.
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