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Osprey88

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  1. I think that may be the case. However, IMHO (and this might be a very rare opinion), I tend to think some of the normal maps ruin the detail of some of the textures with overdone light interaction (if you want an example of what I'm talking about, take a look at the "highwayman shirt", it's the black version of the blue silk shirt) - that would be the reason. Basically, I know that if you create a custom graphic for oblivion and make it so the specular map is pitch black, the object won't interact with light. Is there any way I can make it so objects don't interact with light at all? Turning specular distrophy all the way down? I'm not sure. Maybe I should rephrase the question - I want the graphics to render without any specularity. Maybe that's the solution I'm looking for. EDIT: changing bDoSpecularPass to 0 in the .ini did it. should anybody else dislike the lighting effects on the geometry (not likely, i know I'm weird), this is how.
  2. What I want to do is force the game to not use normal maps at all - i.e, make the game render like it does in the preview window of the construction set. Any way this could be done through the .ini file or anything else?
  3. Now that I look closely at the character models on Dissidia (particularly Sephiroth's) I noticed that the hair isn't alpha enabled, which I'm sure is why this is possible.
  4. I'm about 90 percent positive this isn't possible, but I just thought I'd mention it. I was playing Dissidia today and I noticed they have soft-body animation (correct me if i'm wrong, i might be thinking of the wrong term here) over things like capes and long hair. I know that some people like growlf have figured out how to attach hair to bones and animate them that way, but I've always wondered if the engine allows for physics to be applied to the biped model at all (sort of like it's applied to clothing ground models except elaborately) I figure if it was possible it would have been done already, but maybe somebody knows something I don't
  5. This will be for use with Talkie Toaster's companion share and recruit mod (I'm not a big CM fan). A couple of people mentioned on my advent child race mod that they wanted to see a Kadaj save game, but I prefer releasing characters as NPC's instead, so here it is. The armor is my own model and texture, the other parts of the biped model are from my advent child race (credits are in there), and the Souba is from Noen's Final Fantasy 7 Weapon pack. Whether I can release this or not depends on if I get his or her permission, but if it becomes a problem I'll just make my own sword. I gave the Souba a different hilt texture and made it shiny where I felt it needed to be. Screenshots below. http://i707.photobucket.com/albums/ww73/osprey788/Kadaj1.jpghttp://i707.photobucket.com/albums/ww73/osprey788/Kadaj2.jpghttp://i707.photobucket.com/albums/ww73/osprey788/Kadaj3.jpg
  6. Besides the DMC stylish mod, another mod that includes a bow idle animation and another random mod I found that has poses that are slightly too feminine, I cannot find any weapon idle poses. Are there only these 3 mods for weapon idles? I'd rather not learn how to animate, but I'm just not satisfied with the ones currently out and hope that there's a mod i'm not finding. Anybody know of any others?
  7. Try throttlekitty's "head06". you'd have to figure out how to put those long ears on it (probably just some CS work), but at least for me, it allows you to create much nicer looking characters than you can with low-poly head models. (I have no idea how many triangles the elf heads are made up of, but my assumption is that they're similar in count to the vanilla meshes)
  8. I can get very obsessive with small details, so while most things (it's a full equipment replacement project) are completely new, there are some things, like the guard cuirass for instance, that I didn't really feel like texturing due to their uniqueness (that being having to texture every city's emblem). So to keep it up to par with my high poly replacements, I just ran a subsurf modifier on the vanilla mesh and cleaned it up a little bit. The situations I'm talking about where it would be helpful to see the yellow square rather than the vanilla mesh mostly has to do with my work on the vanilla shields. I ran subsurfing on every handle to the shields (one would wonder why this is necessary, but like I said, small details are important to me). Making sure that I didn't make a typo in the directories and the high-poly handles are being displayed requires me to go to every individual shield and analyze their handles. While such a thing is certainly possible and somewhat easy via the testinghall, it would just be more convenient to have something that's very blatant about telling me that it's not displaying my mesh. I wasn't aware that more resources were required to look up things via directories rather than a .bsa, so it sounds like I should just spend a couple of hours in the testinghall. Thanks for your help once again.
  9. You were right. The ninode name was still upperbody - changed it to something else and now they show up. Thank you.
  10. I'm doing a project that replaces an enormous amount of oblivion meshes. However, it would be more convenient for me if I extracted the entire meshes .bsa into my data folder and then just deleted the .bsa. This way, instead of it displaying the normal vanilla mesh when I screw up and the new edited mesh doesn't show up, it'll display that large exclamatory square and I'll know right away to go fix it. Somehow I don't think this is possible, but it'd be very convenient if I could do this.
  11. Thanks guys. I'll give that tut a shot and see what I can do, but all in all I'm glad I can just resort to the trishape swap method if things don't work out.
  12. I just got done with an armor mesh that uses the hands from the Mythic Dawn armor (with the pointy fingers). Unfortunately, whenever I use the geometry I took off of the mythic dawn armor, the mesh that I put it on will not show the hands in first person. What is it that I have to do here? I already tried update center/radius in nifskope.
  13. Any tutorials on how to do this? I'm having a bit of trouble finding one.
  14. I'm not aware of what Shadow Hearts is, but what were you planning on introducing to the game? Armor? Weapons? Quests?
  15. it's a file format. google "7zip" and download that.
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