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clintmich

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Everything posted by clintmich

  1. In response to post #92351448. #92400943, #92430308, #92443448, #92485323, #92526708, #92739943 are all replies on the same post. The zoom interview went good. If chosen for the team I'll hear back in about 2 weeks they said.
  2. In response to post #92351448. #92400943, #92430308, #92443448, #92485323 are all replies on the same post. I will let you guys know how it goes. I'm pretty nervous, but excited to see what this is all about.
  3. In response to post #92351448. Just got a surprise email.. zoom Interview being scheduled. Holy crap!
  4. Give it a go I guess. I've been heavy into Unreal Engine for the last 3 years doing solo dev stuff anyway. See what happens....
  5. Hello, If there is any modders out there who can help me with this, it would be greatly appreciated. I recently uploaded my Super Skyrim Bros SE mod to Xbox One. But for some unknown reason to me, the videos are not playing. The videos work fine on PC version though. I might add that I had to manually add the video files to an import list during prep for upload to bethesdas site. Otherwise it would not pack them in the BSA. (so they are there and not missing) Is there a different format that xbox one uses for Bink videos? Does it recognize the 1920x1080 res? I'm stumped here, and unfortunately don't have an xbox one of my own for testing. Any ideas are welcomed. Thanks for taking the time to read this. Cheers.
  6. I have come to realize this is a bethesda error on their part. Nothing can really be done except trying to do a workaround as you have suggested. I eventually had to re-shoot my video in a different location where no brown color was on screen. The final result in game looks pretty awesome though. It produced a sunset effect, so I just went with it:)
  7. I'm having an issue with my bink video playing correctly in Skyrim SE. It plays fine in standard skyrim, but in Skyrim SE all the brown colors in video are a shade of blue. I tried re-binking the video but the colors are still messed up. (Worth noting the colors are only wrong in game, if played normally on a video player everything is good) Any help would be appreciated. This is the last step in converting my Super Skyrim Bros mod over to SE. Thanks in advance.
  8. It's a real pain having to open up FO4 every time to see if a texture replacer is working. Any word on a Nifskope update?
  9. Guess it will have to be named something else then.
  10. Super Skyrim Bros has already been made. Although it may not be the mod you expected. It is a mini Mario style game which takes you though 6 different worlds. The ultimate goal is to defeat Bowser and save the princess.
  11. I wasn't able to get on all day yesterday. Issues seem to be resolved for the most part now.
  12. -------SOLVED-------- So I got this one. Again I jumped the gun by posting too soon. Anyway, here's the script that worked for me. It bypasses the actual use of a door entirely.(but it works the same way) The door is just used as an activator in this case. This script makes a message box pop up with 2 choices once the door is activated. Once the player makes their choice it forces the player to move to the location of a reference marker. There's also a "PlaySound" function in there I added for my specific needs. http://newvegas.nexusmods.com/images/1520317-1362035425.gif
  13. I'm just looking for a way to show a message box when activating a door. I have this. scn DoorMessageScript Begin OnActivate ShowMessage AutodoorMessage end This shows the message when activating the door, but it keeps showing it over and over again in a loop. And going through the door never loads. What would I have to add to this simple script to only get the message to show up once, and the door to load? Any feedback is much appreciated. Thanks
  14. --------SOLVED------- So I did some more experiments and I have located and FIXED the problem. Here's what was going on: - The new building mesh is fine. (no issues there, everything was set up properly before exporting from Blender) - The normal map was built correctly. (it works as intended) - The Layer Mask on the alpha had a black layer applied to eliminate plastic like glossiness (This was not the issue as I had previously thought) - It turns out the problem was with the actual texture itself being to bright.(Not the normal map) I'll explain further, and tell you what I did to fix it. Below is a couple pictures showing 3 buildings. Two vanilla buildings, one with a dark texture, and one with a light texture, and my new building mesh and texture. In the upper left picture, you can see my texture closely resembles the shine effects present on the side of the vanilla light building. And the dark building has none! Hmmm...... this got me thinking, maybe my texture is to light, I need to darken it up. This is what I did to fix it: - Opened my main texture in Gimp(not the normal map) -Under the Colors tab I chose "Brightness-Contrast" - I then pulled the brightness slider completely to the left making it as dark as it would go, then clicked OK -Then I exported You can see the results in the far right of the image below. http://newvegas.nexusmods.com/images/1520317-1361950398.jpg
  15. Ok so I did an experiment. I attached a vanilla normal map(with a black alpha) to the model just to see if I get the same shine. And I do. The vanilla alpha behaves exactly the same as mine. So therefore it must be a mesh issue. Guessing here. What settings do I have to change in Nifskope to lower the reflective properties? I've messed around with Glossiness,alpha,and Emit Multi under the NiMaterialProperty. But none give me the results I want. Any ideas are welcomed. Thanks.
  16. Thanks for your responses. Sorry it took so long to reply. Been working a long shift today. Anyway Ghogiel, I downloaded that dds viewer. and checked into my alpha map. And low and behold it is totally black! I had already applied the black layer mask. As for the glossiness material property in Nifskope: I have it set for 12. But it don't seem to make any difference what I set it too. It seems to do nothing. So I'm still stuck with the result you see above in the picture.
  17. I just recently got back into FNV modding after taking a long break from it. And it seems some of my knowledge has been swept away after modding Skyrim for the past year. I'm currently working on a Metal Gear re-creation mod for FNV. I've created numerous new models and textures without an issue. But my problem seems to be with the normal maps alpha channel. All my new objects are showing up shiny or highly reflective, and I can't figure out why. Here's what I'm doing in GIMP: - I create an alpha channel on my texture - create my normal map - add a layer mask set to black - erase part of the mask to adjust what parts I want shiny - apply the layer mask - export from Gimp in DXT3 format And here's the result I get: http://newvegas.nexusmods.com/images/1520317-1361834389.jpg I had this issue before but was able to resolve it with some tutorials and hints I found online. But now it seems everything I try ends in the same result. Half of the mesh shows up fine, and the other half is reflecting way too much light. Does anyone have a solution for this problem? This issue is driving me nutty.
  18. A couple of my custom weapons(a great sword and a staff) won't hook up to weapon racks. They just bounce off and land on the floor. Or sometimes they hang in mid air. These weapons use vanilla collision, so I don't know what the issue could be. Please help if you know some answers or a solution. Thanks
  19. Just in time for the SSB update. Cool!
  20. Natterforme added a good one! This aspect often gets overlooked more times than not. And, it is actually very important if you want your mod to do well. With good advertisement and exposure, mods will be successful, and get lots of downloads and endorsements. If no one has done a review vid of your mod, make videos of your own, and upload them to youtube yourself. You never know who will see them. Months before my mod Super Skyrim Bros was released, I uploaded a few sneak a peek vids to youtube. PC Gamer, Kotaku, IGN, and a few other big gaming web sites saw these vids, and featured news articles on my upcoming mod. Then when I actually released SSB, these websites did a follow up story on it, with download links to the mod embedded in the articles. And they included my mod author name. COOL! Super Skyrim Bros went viral, and made the hot files on Nexus for a week straight. Do not overlook Advertisement! clintmich
  21. I think it looks pretty good so far. I too am making the leap from casual modding to indie game development. Just curious, what SDK are you using? I've been dabbling a bit with Unity and it seems pretty good. I've created a partial demo game(it will never be released) just to see if I can actually create a game from scratch. So far so good.
  22. You can try reverting back to the 1.7 Update.esm,and leaving everything else updated to 1.8 here's what you do: Windows 7 fix only --------------------------- 1. Go to your Steam/steamapps/common/skyrim/data directory 2. Right Click on Update.esm 3. A new window will pop up, Left Click "Restore Previous Versions" 4. An Update Properties window will pop up with the 1.7 version showing, Right Click on it and then click copy 5. Right Click in your Data Directory, and paste. 6. Repeat these steps for the Update.bsa as well Once it's reverted your mod should theoretically work since it relied on the 1.7 update.esm in the first place.
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