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Posts posted by JDGameArt
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I just finished a tutorial on texture baking, modeling for texture baking, theory, checking for bake errors, and how to repair them for 3ds max & xNormal. I hope it ends up being some use to the modding community.
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For a first time project its pretty good. I think you got the basic look / feel down well.
http://images3.wikia.nocookie.net/__cb20080318141839/starwars/images/b/b7/MSE-6_btm.jpg
If you want, looking at the reference, try and get the silhouette a little closer? Maybe add wheel wells, etc.
For a real-time game mesh everything should be pretty optimised. Based off the assumed size, it looks to be a pretty small item? If so, there's too much geometry on the side and top. Its so small the player wont even be able to appreciate all of the detail. Instead, look at baking some high poly, and if you want follow it up with a "few" of your extruded pieces you have.
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Can 3ds max with the latest nif plugin deal with bhkMoppBvTreeShape or bhkCompressedMeshShape? I haven't found a setting to get this type of collision to export. If not. Is there some kind of a workaround?
Thanks
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Or by it's own citizens whom are tired of people in power abusing their powers?
I'm not sure by what means, but based off the direction DC has taken things, in combination with the sea-saw the entire world is on something gotta give at some point. I don't see any major military conflicts other than maybe Iran, but if something were to happen Id see it happening with the major commodities of the world. Food, Oil, communications either at home or abroad.
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During .nif export, set the weld vertices threshold to like 0.001, or something very small. I think default is 0.01.
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What I'm trying to do should be about as simple as it gets. When a player equippes an item, give the player a perk, but all attempts have failed and I have no idea why.
I'm using the Spiked Shield as a template (dunTargeOfTheBloodedPerk). I've copied it's magic effect, spell, and perk, line-for-line (in the CK) but still nothing. :wallbash: Is a separate script needed to get everything started when the game starts like how quests were done in Oblivion?
I've also tried looking at how perks in the talent trees work too. It's pretty much the same thing, but talent based instead of if an item is equipped. Everything "on paper" makes sense as to how it should work, but just doesn't...
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Free and Paid Distribution
Valve may choose to distribute Your Contribution for free and/or for a fee. Where Valve distributes Your Contribution for free, Valve has no obligation to compensate You. With respect to Third Party Games, Your end user license or subscription terms may preclude You from giving Valve the right to distribute Your Contribution for a fee.
So if I read this correctly, Steam gets pull an income off our idea's and work?
The modding community helped build TES series into what it is today. Why are we getting run up the flag pole?
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Awesome, thanks! Can't wait to start using a tool like that again. A packing tool, coupled with NMM will be perfect!
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Open the mesh in nifScope, and see where the texture paths point to.
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I browsed a few pages back and didn't see any topics quite related to this, so I thought I'd ask if there was any talk about making an .nmm compression format similar to the way .omod was done. I don't know if I'm alone here but I rely liked what the .omod platform offered a modder in regards to packaging a mod that was almost stupid easy for the end user. I never did the math, but I think the .omod format got an additional 10-15% more compression out of the same group of files, as compared to .rar for example. Another worthy point, it had a non-bloated script format we could easily set options for the end user to choose from. (easy menu creation)
Are there any plans for the Nexus Mod Manager like this in the future?
Sort of a side thought but... If this were to happen, one thing that would be nice to see is a build in packaging tool similar to how a file-sync program works. The user could specify in a directory menu, I need this .esp. Textures A ,B, and C. Meshes 1, 2, 3. The output would be a compressed .nmm format with a small text script that would be run during install.
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This happens for me also, but only when I reopen NMM. The first time I run it, it's fine. If I close the app, then reopen it, it get the crash error.
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Kind of going off what others have stated hopefully this can help.
If this fails, try a reinstall of the Nvidia plugin.
http://static.skyrimnexus.com/imageshare/images/1566738-1325464114.jpg
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I thought in the back of my mind they might release it today as sort of a new-years surprise... If nothing else I just hope it's sometime this week.
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It rely depends on what your trying to do. I'm not sure if you ever seen the Frostmourne mod for Oblivion, but I loaded it up in max once and it was somewhere around 51,000 tris. It's so detailed, It's like swinging around a full body mesh with armor lol.
Bethesda's Dawnbreaker without the FX billboard is 2006 tris. So somewhere between 1500-4000 is still fine. But like as mentioned before, just try to keep things as optimized as possible.
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Looks like someone just got out of WoW Stormwind trade chat?
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I must be alone here... I haven't updated to the latest nVidia beta drivers yet, but my games running better now than ever. It's finally pushing over 2gb on the video card, using 50% of the cpu and a nice chunk of the ram on the mobo. Is it glass perfect? No, but it's not bad at all. If nothing else I cant remember when the last time I got a CTD.
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Request Thread Deletion
Never mind I figured it out. Jumped the gun on forum post, sorry.
Edit: If the thread doesn't get deleted, and your looking for a solution. Check out this YouTube tutorial... Ive tried it with new meshes, and works well.
http://www.youtube.com/watch?feature=player_embedded&v=KVPicWtxTWk
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I hate to make a new thread about this, but I've been everywhere and am a bit confused on where things stand... Ive been all over nifScopes forums and ended up using the niftools-max-plugins-3.7.1.fdef17d build which came out not too long ago. If I didn't know any better I'd say everything is working well. I can Import files, export to nifScope, most of it seems okay...
The first problem I come across is when dealing with the materials. The way this current build works, it exports materials just like Oblivion content does, and with Skyrim we have BSLightingShaderProperty in place of the old material setup. Then below that, is an extension where all the textures point to. Ive tried to manually add these branches but it didn't want to attach itself to the mesh.
http://www.skyrimnexus.com/imageshare/images/1566738-1324254821.jpg
Does anyone know whats going on with the current tools, or worst case senerio, a workaround to get files from 3ds to Skyrm?
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Maybe I'm wrong here, but this has been a sort of ramping up thing ever since the six months or so toward the end of Oblivion content.... When I first came here most people were pretty respectful. Even if a guy released the crappiest mod ever made, people wouldn't flame him just out of the respect of a person trying... Now, the first fat mouth to sprout off is the guy with 6 forum posts and 0 uploads. These people are nothing more than useless members that suck up bandwidth.
The TES community has with out a doubt changed for the worse, but what are you going to do? It goes with the territory of a game becoming so successful.
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I rely like how this new game engine applies texture effects, it's much more up to date than the old gamebryo engine was. Were going to be able to get much better looking effects easier. Cant wait to dig into the new creation set.
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I'm a warrior class, and rely never stole anything. I however ran across assassins (i think 4 now) on the roads to various places trying to kill me with a contract. I don't think the assassins are after you because you stole items.
Edit: Or if they are I'm not sure what i did to see a number of them.
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Ohh this is soo nice!
Thanks to who ever was involved!
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This is exactly why no one wanted Steam apart of Skyrim, and why I was so pissed off on launch day when I saw this. For you're run-of-the-mill game Steam is perfectly fine, and in some cases desired, but for a game like Skyrim (i need not go into details why) its nothing more than a big pain in the ass. If nothing else Steam could have been left as an option.
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Just sort of a side thought, but Skyrim started playing with the idea of dynamic camera movement when set events happen. (ie. swing axe, get knocked around) What about adding the effect of a ice cold wind gust hitting the player making it tougher to look in a direction or face a direction.
UV mapping probelms
in 3ds Max
Posted
Were you using PTex to paint?
Open the mesh in nifSkope, right click the mesh and go to texture > edit UV. Do the UV islands look like a bunch of little boxes and not like how you unwrapped it?