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Reading posts like this one is also important for me, not only because it gives me an idea about what to expect from the Nexus in the future, but more importantly also about what it takes to keep it running. Al I can say is that I do very much appreciate the effort you've put into this site over the years. It gives comfort knowing that you and the team put our interests as end users first. You've essentially given millions of people a place to share the fruits of their creativity, whether through mods, pictures, or just a thoughtful post. To say that the Nexus is precious to many is perhaps no exaggeration. My best wishes for your future endeavor with regard to the site.
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New ENBSeries v0.126 with ingame editor!
Edmond Dantes replied to LargeStyle's topic in Skyrim's Skyrim LE
Yes, the GUI is a nice touch. Unfortunately, this version of ENB doesn't allow for hardware AA. Which is a deal breaker for me. SMAA or FXAA looks alright but imo doesn't compare to hardware AA in terms of image crispness and detail. It's too bad really. -
I don't know about hugging in Skyrim but I did see a player cry during a baseball game once :laugh:
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Hi all, If I'm not mistaken, there was once a mod that allowed you to make anyone a follower by pointing at them and pressing a hotkey? Or something like that, I think it required either script dragon or SKSE, not sure which. Anyway, I'd appreciate it if anyone can point me to that mod. Thanks.
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I just downloaded it. Absolutely fantastic work. Thank you so much for your hard work and for sharing it with us. :thumbsup:
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Tutorial: 3ds Max Skinned Meshes Into Game
Edmond Dantes replied to Vannus's topic in Skyrim's Skyrim LE
Awesome, thanks a bunch for the tutorial. Some of the things you talked about are definitely beyond my comprehension, but it's good to know for future references :) -
Tutorial: 3ds Max Skinned Meshes Into Game
Edmond Dantes replied to Vannus's topic in Skyrim's Skyrim LE
Thanks Ghogiel, your advice about the smoothing group was spot on. I was able to resolve the blockiness issue and got my head working in-game. I just wanted to clarify this particular advice of yours What did you mean by consolidating normals? What I did to minimize seams between the head and body was use an original head and positioned the bottom vertices of my head to match as closely as possible the lower neck edge of the original head (since the changes I'm doing only involves the upper parts anyway). I'm guessing this isn't what you meant. Could you give a brief example? Thanks a lot, as always your advice is invaluable :thumbsup: -
Tutorial: 3ds Max Skinned Meshes Into Game
Edmond Dantes replied to Vannus's topic in Skyrim's Skyrim LE
I'm having a bit of a problem I'm hoping someone can help me with. I'm trying to modify the male head, but the head mesh doesn't seem to import or export properly into and out of 3ds max. Using the standard import setting like the one detailed from this thread to get it into 3ds max, I get this : Notice the blockiness of the nose mesh. At first I was hoping this was just a 3ds max rendering issue, but when I exported it to Nikfsope, turns out the result was the same: Same blockiness on the nose. This is without any modification to the mesh whatsoever. I've tried various other import and export setting (with and without skin and skeleton, increasing or decreasing weld settings, etc) and the result ranged from similar to worst. None of which allowed me to make the headmesh usable in-game. So my question basically is, is there anything different about the headmesh that would require some kind of special treatment / setting in import and export. If someone knows how to successfully import-export head mesh in 3ds max please let me know. I can't do my modification if I don't get past this phase. Thanks -
Tutorial: 3ds Max Skinned Meshes Into Game
Edmond Dantes replied to Vannus's topic in Skyrim's Skyrim LE
Hi everyone, A bit of a question regarding Nifskope, if I'm not mistaken, a looong time ago, I was able to combine every piece of a mesh that has the same texture into one mesh in Nifskope. I don't recall the name of the function, but I've tried looking in the current Nifskope and couldn't find anything resembling such function. Is it still available in current Nifskope or is this function no longer there? Thanks Edit: While I'm at it, it seems people were talking about the Skinwrap function in 3ds max. I use it too, but sometimes I notice that it would cause some strange behaviors on the mesh. For example, up close, the mesh would look fine, but as you move farther, parts of the mesh would suddenly become see through or something like that . Does this have to do with the skinwrap settings used? What is generally the best setting to use when trying to copy a skin data? For instance, what threshold and etc..? -
Tutorial: 3ds Max Skinned Meshes Into Game
Edmond Dantes replied to Vannus's topic in Skyrim's Skyrim LE
Thank you very much Ghogiel. I was able to get my morph to work properly this time. All thanks to your generous explanation :thumbsup: I did pretty much what you instructed above. Turns out the morpher modifier was quite friendly to use. I just have one tiny question though, whenever I do a morph or any other changes that I want to make final. I tend to collapse the changes. Is that good practice or is there any negative side effect to doing it that way? -
Tutorial: 3ds Max Skinned Meshes Into Game
Edmond Dantes replied to Vannus's topic in Skyrim's Skyrim LE
@Ghogiel: Thank you for the detailed explanation. I checked the UV map, and if I understood your explanations correctly then I can confirm that there are no overlapping of the UV map pieces (don't know what the correct term is :tongue: ). The CBBE body consist of 3 separate islands (to borrow your term) consisting of the main body and arms ( 1 piece), and 2 legs (2 separate piece). All of them overlays a different part of the texture with no overlap as far as I can tell. About the morph, I've never really used one before but if I'm not mistaken this involve importing both _0 and _1 body. Assigning the morpher to both, and pacing a value of 0 to the _0 body, and 100 to _1 body, and then have the _0 body set to 100 in order for it to transform into the exact shape of the _1 body. Is this about right? Or is there something else I need to know? Thanks in advance -
Tutorial: 3ds Max Skinned Meshes Into Game
Edmond Dantes replied to Vannus's topic in Skyrim's Skyrim LE
Sorry, I'm kind of a noob, so I'd just like to clarify :blush: About the smoothing groups or UV, if they were the source of the problem, how would I be able to resolve them? Is it something that can be done by tinkering with the exporter values? Also, I've made sure (as far as I can tell) that no vertices were set to be welded either during import or export. Previously they were set to the default 0.01 in the export menu, but then I changed it to 0, still the same. The amount of vertices would change as soon as I export them. Unless there's another way to make sure? About the morph, what I did was import the CBBE body_0 when I worked on the light version of my armor, then exported it as light version. Then I imported the CBBE body _1, and made changes to my armor (same mesh as before) to conform to this heavier body, and exported this as heavy version, The armor itself morphs fine in-game. It's the part that uses the CBBE body that won't play nice :confused: Any help would be appreciated -
Tutorial: 3ds Max Skinned Meshes Into Game
Edmond Dantes replied to Vannus's topic in Skyrim's Skyrim LE
A followup to my previous post (no. 350 of this thread), I was able to discover that the increase in file size whenever I export the CBBE body is perhaps due to some verts being duplicated during export, because afterwards, the number of verts in the exported mesh will always differ from the original mesh. This would be fine if the changes done to the _0 body and _1 upon exports is the same, but for some reason they're not. This causes the problem I mentioned before where the exported _0 body will always be smaller in file size than the _1 body. This makes it difficult for me because I cannot (as far as my limited knowledge allows) make a proper weight morph for my armor as long as the CBBE body export result in different sized files. So if anyone knows of a way to allow me to export both light and heavy version of the body so that they would result in a same-sized file, please let me know. I've tried every import and export setting I could think of but still can't resolve the issue. I'm hoping someone with more knowledge or experience can help. For more detail on my problem please refer to post no. 350. Thanks. -
Tutorial: 3ds Max Skinned Meshes Into Game
Edmond Dantes replied to Vannus's topic in Skyrim's Skyrim LE
Hello everyone, I have a bit of a problem that I'm hoping someone can help me with. This is something I only experienced recently because prior to this I usually only do male armors, but anyway, I was using the CBBE female V2 (not the latest version currently available) body as a base for my custom armor. I used both version _0 and _1 of the CBBE body to make the light and heavy version of the armor. When I was done with my modifications I exported my armor and noticed that the _0 and _1 version had a slight difference in file size. I went back to max thinking it was an export setting or perhaps some other error on my part, but after some pretty extensive testing, I discovered that the difference in file size was due to the CBBE body itself. For some reason I can't understand yet, the CBBE body _0 and _1 which started out as having the same file size would no longer come out as a same-sized file despite whatever export setting I use. Typically, the _1 body would be 1-2kb larger than the _0 body despite my not being able to see any physical or structural difference both in Nifskope and 3ds max. This is troublesome because those differences keep me from making my armor morph properly as I change the weight setting. Strangely, this also happens even when I don't do any changes whatsoever to the CBBE mesh. For example, I would import the _0 body, without doing any changes, I instantly export it. I do the same for the _1 body and always I would end up with a _1 body that has a slightly bigger file size than the _0 body even though they started out the same. I'm at a loss here. Can anyone explain why this happens? Is it something to do with the way max export the mesh? Until I can get this resolved, I won't be able to make my armor scalable in-game, so I'm hoping someone can help me out. Thanks in advance Tools used: 3ds max 2011 64 bit Max niftools 3.7.1 Nifskope 1.1.0 RC4 -
Tutorial: 3ds Max Skinned Meshes Into Game
Edmond Dantes replied to Vannus's topic in Skyrim's Skyrim LE
Edit: I think I solved the issue. I had an epiphany while I was at work :happy: I won't be able to test it until tonight, but I'm 90% sure the issue has to do with my export settings. Hopefully that'll solve it. AlphaWolf: I was also working on rigging the Raven Armor, but I'm only 60 % done. Wasn't happy with the way the arms and shoulder area moved. I hope to be able to see yours soon cause that'll save me some work :biggrin: