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Urwy

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Everything posted by Urwy

  1. It's Alive!
    1. gatorade1102

      gatorade1102

      i cant hold on much longer......
    2. gatorade1102

      gatorade1102

      im losing my sanity

       

  2. W00T! New 3570K Has arrived!
  3. If anyone would even be making this, i figured they'd omit the swastika.. I know i would as i view it as a symbol for a very dark age of human history. I had no intentions of offending anyone by asking him to elaborate.I do agree that i shouldve thought twice before i actually posted. :pinch: I'm just hoping that if anyone does pick this up, he/she does so with more sense than i used when posting my earlier post. Again, i apologize for not thinking twice before posting. It was not my intention to offend anyone in any way.
  4. Any elaboration? Things like images, descriptions and stuff like that might make it loads more appealing for any modder to pick this up.
  5. Yes i do! =) It's under the useful skyrim links. Posting links doesnt do the work for them right? :P And the newer nifskope still ruins you uv's if you try to import OBJ's. Importing .3ds files works perfectly though. :thumbsup:
  6. so it does what i did in gimp at a more advanced level/more detail. Basically, yes. To simplify what Ghosu just said: where GIMP/Photoshop are more like painting a painting (heh..), Mudbox, Z-brush and sculpturis are more like painting a miniature figure; One works solely in 2d whilst the other (also) does 3d paint. Texturing has always been one of the harder parts, imho. Interesting! :) I barely need GIMP/Photoshop these days... I tend to do everything in blender itself..:P To each his own i guess. :happy:
  7. Sounds about right. =) And as you probably noticed, the older blenders arent needed when making weapons. The only reason to use the older blender is if you plan on making armors. (stuff that needs weight painting, vertex paint and other stuff that isnt saved to the obj and 3ds file formats) Some little details on the dds files: non-transparant files use the BC 1 / DXT 1 (mipmaps on). Transparant textures should be BC 3 / DXT 5 (also mipmaps on). Other than that tidbit it seems you have a good idea of what you need to do.
  8. Just answered a similar question in this topic. Might be interesting for you to read all the replies. =)
  9. That could be usable, yes. If you join all objects into one object it'll easier to fit everything onto a single texture. Alternatively you could keep the different parts of the sword as separate objects and use multiple textures, one for each object. (Blade, hilt and scabbard for example) Do make sure you create a new image with the right dimension before you unwrap though. (something like 1024x512 for the blade for example. (width x height) or anything else that can be used optimally) In the UV/image editor click Image > New and then just input the dimensions. Because the UV's will save their position, size and whatnot relative to the image size. So unwrapping them on an image that is 1024x1024 and then assigning a texture that is 512x10242 (Half as high) will scale the UV's down by 50% in height.
  10. Well, you can try here, here and here. Or you can follow this... Yeah, yeah it isnt blender... that doesnt take away that its a bloody good tutorial. Just google the blender equivalent of every step. That's why a pause button is so useful! =) Edit: And there's also two additional tut's in my sig under usefull links > Skyrim
  11. Uploading a retexture of vanilla items is no issue at all. Even a retexture of mod-added items isnt a problem, as long as you have permission from the original author. =)
  12. You need to edit the nif itself. There's a node that determines where the weapon is sheathed (Back, side: Sword, Side: axe, Side: Mace, etc..) On a dagger it'll be "WeaponDagger". If you want it to behave like a normal sword you'll need to change it to "WeaponSword". (all in addition to the changes you made in the CK)
  13. Blender all the way. I try to do most of my sculpting in blender itself, simply because i can't afford Z-brush. Edit: Post 900! Woot! :teehee:
  14. Someone that has 3ds max could do some kitbashing between an ordinary crossbow, imperial sword, imperial armor and imperial shield to make it look more like it's an imperial item. Sadly, this is where my usefullness is lost. My educational license on 3ds max has expired a long time back. And i have no clue if this is even possible using the old blender 2.49b workflows. (add to that the lack of experience in the older blenders) I once did a crossbow mod. but i'm afraid i've got no idea as to which tutorial i used to learn it. Though i'm sure someone else might well be of help to you on this. :)
  15. Damn you Ghosu! Why are you so epic? :laugh: Looking good, as always!
  16. Well, i just stumbled across this today... It doesnt contain all the requested features, but its pretty good step in the right direction.
  17. I could have one of those replace anathros without too much of a hassle... honestly, i just dont feel like wrestling the CK right now. :P
  18. Yeah, realistic..... As realistic as a fantasy RPG can get, that is. =) Anyway, some proof of concepts: As you can see above, it's quite tricky to spot it in still images. Its an orb of fire that originates from the players palm, as this is the only place that stays relatively the same across any and all weapons. (even modded ones.) Sure, it looks less styles than a flaming blade, but like i said; its absolutely universal. (just like the vanilla enchant effect) It should also be compatible with mods that increase the detail on the flame textures and such...
  19. Wasent trying to start a new topic or anything at all. =) I just thought i'd link people to the active topics i knew of, so they wouldnt be hoping for a reply in the other topic. I'm not sure what you mean by me wanting to using any of your ideas, because i have absolutely no ties to such projects. :ermm: I dont even know what any of your ideas are :laugh: (maybe i should read the entire thread this time? :P) Making a single sword from the inheritance cycle has been more than enough for me! :laugh: Good luck on the project! And hope your mom will recover soon! :smile:
  20. There's been several mods that have attempted this. (here's one of them) All have run into the issue that the effect can't dynamically adjust it's shape to the weapon it is applied to, So every enchantment will need a effect mesh for all weapon shapes. And even then it will not be compatible with modded weapons. The best thing i can come up with is having the enchantment add a small flaming/snowy/lightning orb near the crossguard. (similar to this, only slightly larger.) That might make it more compatible with mods, but it's still no guarantee that it'll look good on every weapon.
  21. HareDeLune is right. Modding is not something you will be picking up overnight. And i'm wondering, what kind of mods do you wish to make eventually? Because some mods are made entirely using vanilla game assets and just have their stats altered by using the Creation kit. (Basically a "Skyrim editor" that is provided by bethesda) Other mods just add new models that overwrite the vanilla ones. For these you'll need to know your way around 3d modeling software like 3ds Max or Blender. (and a photo manipulation program like Photoshop or GIMP will come in handy too) Either way, it is best that you start simple. I've been modding skyrim for nearly 2 years now and i'm still learning new stuff when it comes to Blender... And can barely find my way around the Creation Kit.. :laugh:
  22. Check that date. =) I doubt this mod is still alive, as someone just necro'd the thread a few posts earlier. However, i do believe that the makers of this are still actively working on their alagaesia mod. Their forums can be found here. They are also the team behind this group-page on steam. That's about all i know about any alagaesia mods that are still WIP.
  23. Yup! the defaults for all settings are 1.0 if im not mistaking. :) Lovely mod that race menu!
  24. Looking good there Ghosu! I applaud you sir!
  25. Sounds like you need a mod that lowers your carry capacity by X amount (so you have just enough to carry your equipped armor/weapons and some potions) and adds a piece of clothing that looks like a bag and has a carry weight enchant of the same (or more/less) amount. Can't do this myself, but i hope this gives any other modders an impression of how this could be achieved. =)
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