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raughnut

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Posts posted by raughnut

  1. Well, i've seen another "improvement"... i re-exported the dds texture in a rgba8 format from gimp, i didnt know what specific options to use but i couldnt compress the image because it said that images that werent multiples of 4 could be compressed... im still figuring how to edit the .mao file to make the hair look propperly but at least it now has the transparency working almost as it should...

     

     

    I couldnt figure out blender. is a lot more complicated than 3dmax to me. maybe because Im used to max, but everything was like in another language!

    anyhow, I had to update my fbx plugin for max and used it, along with a tool called fbxcmd to transform those dragonage mmh.xml files to fbx and then imported them into 3dmax. at least they came with bones and the skin modifier applied to them, so I just copied the modifier from a vanilla hair to the new hair mesh, after that, I exported the whole file into another fbx together with the separate mesh for the back of the head and the bones and all. It all went a little well because as I opened the character generator, I could see that the hair is now attached to the neck bone. however, it seems that it is not attached to another bone and that causes the hair not to move along propperly with the head.

     

    well, this is really driving me crazy, but i hope it will work soon. If anyone has any advice, I'll really apreciate it!!!

     

     

     

     

    Ps: By the way, I never mentioned it before, but english is not my native language, so please forgive my spelling...

  2. Hey thank you so much for you help! i'll go and edit the .mao file. I use 3d studio max for modeling and then I export the mesh to obj and convert them to the mmh and msh and etc. with the tazpn tools, but im going to give blender a try with those scripts you mentioned... I guess that I should have figured earlier about the rigging hehe.

     

    Again thank you for your help! I'll keep on working on this, hopefully I'll have something to show soon...

     

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    another image in spoiler code

     

    Well, at least it is not transparent as before... but the colors look a little weird haha. im going to try to fix it... im still figuring out blender, its a little different from 3dmax. ill post any update i can come up with!

  3. Thank you, I'm going to try that. i'll download the GIMP and try. I usually use photoshop, maybe I can try there as well, but I could never get the dds plugin from nvidia working there... maybe is because of my ati graphics card... maybe Im just out of luck hehe.

     

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    well, after a lot of tinkering with all these tools, i've seen a little improvement... i can now succesfully see the hair in the character generator screen... however there are still 3 issues that i still have to fix..

     

     

     

    i used a spoiler code to put the link to the picture... the attachment didnt work here...

     

    first, as you can see in the image attached, the hair is there, but it is transparent... i used gimp with the texture. added an alpha map, decomposed it, edited each layer according to kzelsama's advice, then recomposed the layers and saved the texture with a plugin for gimp that i found in gimp plugin registry. i dont know if it counts, but i think that i may have also forgot to change the hair color wich is originally black...

     

    second, apparently, the hair is not attached to the body. i can see the character moving idly but the hair remains stationary. i figure it has something to do with rigging but i pray to the gods that it doesn't...

     

    third, it also seems that the hair should include the portion of the head that is missing in the image... does this means that i have to take it from another hair and then merge it into the hair mesh that im trying to do?... and then merge the texturemap from that hair into the other one? i gues that when i said that i was new to this... i really meant it haha!

  4. Hello everyone! Im somewhat new to the modding world, and im trying to do a custom hair mod. I already have the mesh modeled and textured. but i dont know how to merge the individual textures into a single .dds texture. I tried render to texture in 3d max but it lowered the quality of the texture, and i also dont know how to add the hair as an additional hair for the character generator... i only go as far as exporting the hair into the mmh msh dds and such, because of a very useful tutorial i found on the internet and Tazpn Tools... If anyone can, please help!
  5. Hey there!, im having a bit of a problem creating a custom armor mod for oblivion using the nifskope program. Im new to all this so i was starting by opening other armors in with nifskope to see how they worked and i read some tutorials on how to create custom weapons wich has been my only guide so far...

    so my biggest problem so far is that im using 3dmax with the niftools plugin to import nif files into max and when i export my custom mesh with the skeleton (skin modifier) and all, i notice that some of the bones that were on the original mesh and that appear on the skin modifier on max, dissapear once i export the mesh to nif format... and when i try to use the armor in the game, some parts, like the pauldrons, dont behave as they should... i'll post an image as soon as i figure out how to... because im new in these forums as well!

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