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Natterforme

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Everything posted by Natterforme

  1. I accidentally pressed some button or something and have changed my blender settings. Now, every time I press a button, the 3d viewer cycles through the layers so I cant work on anything. I cant select meshes, delete anything, or edit those meshes. Ive looked for information on how to fix this, but every help page says I need to delete a B.blend file in the Blender folder, but I cant find it. I use Blender 2.49 with all the Pyfy extensions. I know this is probably very easy to fix, but Im still learning the Blender ropes^^. Thanks in advance ! :biggrin:
  2. Most of the time, I do remember to check for bogus nodes but it never seems to help.
  3. Honestly, neither have I :laugh: . I am mostly up to date but Ive been focusing on other manga^^.
  4. As far as I know, Mizore does not have a character outfit in oblivion sorry to say :unsure: . She is a cool character though. Have you been reading part 2?
  5. I always do this whenever I export my clothing/armor mesh anyway. But the problem still occurs anyway :unsure: .
  6. I have made several models for new sets of clothes, but am running into some problems. I use the bone weight copy feature from Blender on the new model with a prefered body mesh(in this case HGEC). The new clothes have a cloak and a collar, as well as a belt that has ordaments that run along all the sides of the waist. It looks fine in Nifscope, but whenever I test the new clothes in Oblivion the collar, belt, and cloak all stretch unnaturally when my character walks. The collar stretches to cover the whole shoulders and look more like football shoulder pads. The belt ordaments stretch along the middle, almost like the middle ordament is weighted to be half on one leg and half on the other, causing it to look much bigger and triangle shaped. I know the problem has to do with bone weights. Can someone point me towards a guide that will give proper bone weighing instructions for clothes so that the clothing mesh you make doesnt deform to the body, but instead looks like you intended in your 3D modeling program? Thanks in advance! :biggrin:
  7. Why did you want to TLB in the first place? That setting removes details and increases framerate at the expense of major graphical detail. Any planes and screens become see through and it is common for items to disappear because its almost like a safe mode for the game. Btw if you didnt know, TLB stands for Toggle Light Bright^^.
  8. If the player file is showing up under your data files in the start menu, that means you have an esp file in your data files by the same name. Either delete it or uncheck it and start over. When working in the CS, always create new form ids of everything you work with, otherwise you will overwrite all items of the same name in the oblivion esm and you dont want that. Also, make sure you are selecting the oblivion esm master file AND the esp that you are working with(checking it as the active file) in order for any new/changed files to appear and be worked with again. If you do not check the esp as an active file, 1. no items made in that esp file will appear in the CS, fooling you into believing that is buried in there somewhere secret --and-- 2. you will not be able to save any new work to the esp file, thus forcing you to create a new esp for each session, which would be better off avoided Hope this helps^^. :thumbsup:
  9. I think you should create new forms for whatever objects/landmasses you are working with and throw them into the game, make sure all the file paths are correct, and actually go into the game to see for yourself. I have had several cases where things I have made show up fine in the CS but display oddities in the actual game. I think you are just gonna have to test this the old fashioned way: one piece at a time. Also, check the file size for both the texture file and its corresponding normal map. If they are not exactly the same size, that means they are not right and will usually not show up in the game. Finally, bone weights have an impact as well. Sometimes, improperly weighted items will dissappear.
  10. So the gem still works when you grab it and move around? It doesnt turn off? :ninja:
  11. And those are exactly the problems we have been running into. Of course, now that I think about it, cant we just make a lefthanded torch/weapon and move it over to be drawn from the right? If we can do that then the left handed weapon would appear to be correctly righthanded and would hold a light source(I think :mellow: ).
  12. I think were just gonna have to give up on adding a light source to the weapon for now and settle for a particle effect with different colored flame. On a different note, I noticed when I was making some clothes in the construction set that under the clothes slots there was torch. Does that mean that a torch is actually a piece of clothing? Does this mean that left handed weapons actuall have to be fitted as clothing in order for them to appear as being left handed? If so that means that clothing can have a light source attached to them. This would be good news because I have several ideas of adding candles to clothing in an artistic way that would create this sort of aged wax/candle/father time outfit and it would be nice if I could add actual light to it. Do you think I am getting my hopes up? Its also possible that the torch/lantern/candle wick light source was a very special one time deal and cant be reproduced :unsure: .
  13. Ok. This time around I am testing out a certain way to make a shade/ghost/specter character/creature. I am going to create a simple, somewhat formfitting mesh that will be the base for a new set of clothes(my thinking is for it to be like a leotard). The clothes will be mostly unimportant, more place holder than final product. I would like them to be, in certain places, slightly see through, like what is done in the cowl for the Tyrael/Altair costume, where the eyes are in shadow but the mouth is visible( I will need help in this part since I dont know how to do it). Finally, I want to have different colored flames covering most of the body, forming, roughly, to the shape of the clothes that I will be making (creating sleeves and a long skirt out of the flames). I dont know if the mist texture that you see in vanilla oblivion(the kind you see hanging around grave yards and evil type houses) can be used either in conjuction with this effect or at all. The over all point of the clothes would be to give the characters' body a very insubstantial and floaty feel to it, without using the vanilla green ghost or shade as a body replacer. I would also like to use the particle effect flames/mist as the hair for the character, also in different colors. I was thinking for it to be similar to the flames found on some swords, but if that is not possible, or if there is a better solution, I will be more than happy to accept it or move on as is needed. I know that there are rings that have flames, so Im hoping it will just be the next step up to do it on clothes. I would greatly appreciate any help in this area and any comments you guys give would be useful. If I am not making much sense, but you want to help, just as me to clarify and I will try to paint a better picture. I do not currently have a screenshot or armor pic to work from to give you guys a better idea of what Im thinking of. *Note*: This is not intended to be a sexual based outfit or an adult mod. The flames or mist will properly cover both male and female models over the entire body, and not just in inappropriate places. There are plenty of adult based mods IMO and I do not intend to add to the list with this outfit. Thanks in advance^^. :biggrin:
  14. I actually have not tried the script you were kind enough to write yet for two reasons. One, I have been busy with severl of my clothing models, but mostly for the second reason of me being intimidated heavily by scripting. will attempt now.... I also looked at the wiki and saw that changing the color of light is impossible. I dont know if this means we can only use colors already available or that creating new colors is impossible. As to Lovender's light saber blur effect, would it be affected by the motion blur mod? I like the motion camera idea, but I wish I could put it to the fringes of my vision. The way it works now means I really cant see the screen very well without getting a head ache. it is possble this side effect may go away with a higher screen resolution however.
  15. Im sort of hoping fg109 will lnow more about how to do it. I dont know much at all really. As to you light saber, the only way I can think to do this would be the way you would do it in real life: Use a camera with a shutter delay. Thats when you leave the lens open for a longer duration and you can capture movement. Of course, you might be stuck needing a new animation of the blur. Edit: Have you tried using the motion blur mod? It blurs the screen, so you might be able to localize it into the blade :thumbsup:
  16. Ok, I ve been thinking it over and I have come up with three new ideas about how to go around this problem. Since we cant give the weapon a light source directly, I think its time for a different approach. Take a look at these ideas and tell me what you guys think: 1.Use the sword and give it a scripted light enchantment that gives light a spell indefinately. 2. Make a spell that has two effects: using the weapon you have created, bind the weapon to you as a bound weapon and give light indefinitely. 3. Script a light spell to occur whenever you draw the sword and have it go away when you sheathe the weapon. In all cases the light spell can be modified to be an appropriate color. If you have played Diablo 2, you know that there were weapons and items that gave a wider light radius to you, which meant that you eventually could do away with torches. This is what Im aiming at with these new ideas. Instead of trying to bind a light source to the sword, we create an ambiant light that goes out from the player. This can be done because vanilla oblivion already has a light spell. If we time it so that it only comes out or goes away when you draw or sheathe the weapon, it will trick the player into believing that the weapon is the source of the light and, hopefully, our goal will be achieved. So what do you guys think? :biggrin:
  17. It certainly looks cool^^. I cant commit to anything though because I am going abck to school for the new semester soon and I will be very busy.
  18. Depends on several things. You have to either make your mesh, or get the resources from other mods(capes, hats, etc.) and put them together. For now Im making my own meshes and its a lot of fun. Personally I like working on the meshes the most because its easy when you get the hang of it and you have a picture of what you want. the harder parts, at least for me, comes later. You have to texture the meshes, which means creating seams and unwrapping the mesh so it unfolds correctly. You also have to create UV and normal maps so that the texture knows how to align itself to your armor or clothing. Then you have to bone weight the mesh so it fits a body of your choice. These two parts can be tricky because they require trial and error and some background knowledge. The final part requires the exportation of the meshes to nif files, which cant go beyond a certain limit for each mesh piece, otherwise it will send it back to you and tell you to make it smaller. For me, I have been working on these 4-6 armors simultaniously for about a month. Three are near completion but need proper weights and all of them need better textures than the ones Ive been throwing on them to test them in the game. Im sure other people can do it faster though, but Im getting better and more efficient at it as I go along^^.
  19. Personally no, but ive heard through reputation based off of the mods I download. Cant really help with you on that one^^. I would take a shot at it but Im working on 4-5 armors myself and dont have the time to add another. Sorry :ohdear: .
  20. I prefer Han Solo: "Never tell me the odds!" :thumbsup: I love it when I get at least 3 Star Wars references in a day :tongue: .
  21. The mask for this already exists I believe. Search under masks and you should find it. There are only about three pages to shift through.
  22. I think that if we did get it to work, we could eventually get it to the point where it would be fully optimized to not negatively impact your frame rate. For me, just achieving it would be a great success, especially since Oblivion does use an older game engine. But when you look at some of the mods that have been made for this game, such as Deadly Reflex, you would be skeptical if you only knew that the engine was old. Also, I am thinking long term. If this feature is fully integrated standard in Skyrim, hopefully we can look at the scripts they use(if its not hardcoded) and duplicate them appropriately to give the same effect in Oblivion. I do thank you for you concerns though, as it is advice, and only fools do not accept good advice and take it to heart^^.
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