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Posts
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Everything posted by DKZZ2
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thanks. I wonder what is the point of the new tile design? I noticed that many forums are switching to such * twitter tapes *, it's just disgusting.
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Blender Animation - HEEEEELLLLLPPPPP!
DKZZ2 replied to madmongo's topic in Fallout New Vegas's GECK and Modders
where? i know only kfupdater_2_2-496 Thanks. is every bone should be chosen that way? Hm... -
Blender Animation - HEEEEELLLLLPPPPP!
DKZZ2 replied to madmongo's topic in Fallout New Vegas's GECK and Modders
where? i know only kfupdater_2_2-496 -
Current resource caps?
DKZZ2 replied to blackhand8657's topic in Metal Gear Solid V: The Phantom Pain's Discussion
MMD caps/hats, import to Blender -
I'm not an expert in this, but there seems to be a voice and lip movement must be done in the old editor, however this structure is exactly working ... http://jpegshare.net/thumbs/4b/77/4b77a942c2a50904fa8435444fdb1cc9.jpg tutor (RUS) :) http://tiarum.com/wiki/Fallout3:%D0%A0%D1%83%D0%BA%D0%BE%D0%B2%D0%BE%D0%B4%D1%81%D1%82%D0%B2%D0%BE_%D0%BF%D0%BE_%D1%81%D0%BE%D0%B7%D0%B4%D0%B0%D0%BD%D0%B8%D1%8E_Lip-%D1%84%D0%B0%D0%B9%D0%BB%D0%BE%D0%B2
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There were nice pictures…. Thank you
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good CPU and Motherboard? and stuff about cooling
DKZZ2 replied to mase18's topic in Hardware and software discussion
http://www.youtube.com/watch?v=Gw-WhFl7_yM :))))))) -
I blocked all that is possible (through the special features of Opera), and still site is very slow or *BAD Gateway*...
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.esp - How it http://www.sendspace.com/file/z2vgju Two scripts on the objects can not work simultaneously. This is easier to do as a quest script Scriptname NephRoseKvatchHeavy01Script Short DoOnce Short DoOnce2 short ic ;MUST BE QUEST SCRIPTTTTT ;You can add control variables for the quest script into clothing scripts ;Exmp. - Begin OnEquip ; NameQuest.DoOnce to 0 ; ; to start controll this cloth begin GameMode if DoOnce == 0 ; with Begin OnEquip controll must be not 0 if player.GetLevel >0 ;>4, for test >0 if Player.GetAV HeavyArmor< Player.GetAV LightArmor set ic to Player.getitemcount JailShirt ;NephRoseKvatchHeavy01 1;+it must be CALLfunc of course if ic>0 ;+ Player.removeitem JailShirt ic ;+NephRoseKvatchHeavy01 1 endif ;+ Player.AddItem JailShirt 1 ;NephRoseKvatchHeavy01 1 Set DoOnce to 1 ;!!!!!!!!!! added else set ic to Player.getitemcount JailPants ;NephRoseofKvatchLightList 1 if ic>0 Player.removeitem JailPants ic ;NephRoseofKvatchLightList 1 endif Player.AddItem JailPants 1 ;NephRoseofKvatchLightList 1 Set DoOnce to 1 ;!!!!!!!!!! added endif endif endif ;======================== ; if DoOnce2 == 0 ; with Begin OnEquip controll must be not 0 ; ; if player.GetLevel >0 ;>4, for test >0 ; ; if Player.GetAV HeavyArmor> Player.GetAV LightArmor ; set ic to Player.getitemcount JailShirt2 ;NephRoseKvatchHeavy02 1;+it must be CALLfunc of course ; if ic>0 ;+ ; Player.removeitem JailShirt2 ic ;+NephRoseKvatchHeavy02 1 ; endif ;+ ; Player.AddItem JailShirt 1 ;NephRoseKvatchHeavy02 1 ; Set DoOnce to 1 ;!!!!!!!!!! added ; ;.........................etc end
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it is the frequency of the processor. Oblivion is using one core, so that no matter how many of them in the processor, moreover, calculates the entire scene (invisible objects,npc, behind a wall for example). (Except game settings, it may be advisable not to use high-poly models-meshes (bodies, clothes, objects)) ps. And , even this may be because of the sounds, especially the steps of animals.
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1/Do not reinvent the wheel. The structure of the script magical effect: scn ParryMagic float ttt short played short mindex ref PL ref playervar begin scripteffectstart Message "ParryMagic script enabled." set PL to NewHtHparryL set mindex to GetModIndex Cyrodiilic_Combat set playervar to PlayerRef SetDebugMode 1 mindex set ttt to 0 end begin scripteffectupdate if (IsKeyPressed2 36)&&(ttt<=0);!!!!!!!!!!!!!!!!!!!!!!!! if played != 1 Message "Parry Animation Initialized" set playervar to Player ;(refresh refs) set PL to NewHtHparryL playervar.PlayIdle PL 1 set played to 1 set ttt to 3 endif set played to 0 endif if ttt>0 let ttt:=ttt-getsecondspassed endif end 2/ No
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if magiceffect use == begin scripteffectupdate == And this command(playidle) works only for the view - the third person. To animate the view from the first person need to give Idle objects.(And of course have the first person animation)
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In general, there are similar functions in the papyrus, but they do not work for the player , only on the actors (NPC).
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we just need to either wait for new versions SKSE, or write to them about such a possibility, in principle. (I do not think Bethesda will be something to remake itself. It's just extra cost for an already finished product. For example, on the compatibility of the all animation and killcams)
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i also tried to use scripts (my own), but it does not work on a player, why was it off? Perhaps Shegorat controls their mind.
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Unlikely to this is possible, the main problem in facial animation - is still there is no correct of the importer of floating bones of the face in a 3D programs.
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I make a motion of non-linear (parametric) In general, it works (TranslateTo) fine on the speed of 0.15 (for the quest script) Thank you again.
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Thank You, but How about general performance speed of scripts - no glitches, ie increase is not possible? How sad for Skyrim....
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How to make a script run every frame - as it did in Oblivion fQuestDelayTime=0.01. In Skyrim, if update time is less than the 0.25 sec, begins a terrible lag and glitches, especially for the command setposition For example - the same script: =======================
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I also agree that, the main character is blind, deaf, mute - it looks like a zombie
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http://i2.pixs.ru/thumbs/4/7/4/Untitled1j_8426041_1649474.jpg FlyingFairies.esp