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Urwy

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Posts posted by Urwy

  1. Are you serious? You don't have a problem with it being nazi stuff? If he means this should be made for the thalmor or stormcloaks or the legion because of his personal view of things in game I think that's alright, but if he means this should be made for his own fun and use that's pretty insulting, I'm Jewish and I find this very very offensive, I might just report this If he means its for his own fun. Unless of course it's alright to request nazi stuff and admit that you want to use it for you're own fun but swearing is forbidden

     

     

    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.

  2.  

    -snip-

    Back then i used release 1.0.0 rc4 - newer versions tend to trash the UV map so it messes up your texture. If you're planning to spend a lot of time on modding/modeling i would recommend to use the .nif method and search for the fitting Blender plugin.

     

    And yeah, i rarely post direct links because i love to see people working on their own. If i remember right, member URWY has got links and matching tutorials in his board signature - and even if not it's no big deal to find the correct stuff :D

     

    greetings

     

    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:

  3.  

    In Mudbox you have plenty features you don't get with most image editors...it's used to sculpt (details) / create normal map and directly paint on the 3D model. I often create the rough texture in MB, export it to Photoshop, fine tune it, export it back to Mudbox and so on...

     

    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.

     

     

    Normally you use such tools in combination with an image editor, at least i do so in my workflow.

     

    Interesting! :) I barely need GIMP/Photoshop these days... I tend to do everything in blender itself..:P To each his own i guess. :happy:

     

  4. 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.

  5. 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.

  6. 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)

  7. -snip-

    1) Does anyone know of anything that could work?

     

    -snip-

     

    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.

     

    -snip-

    2) Could somebody with the ability kindly create one for me (full credits will be given)?

    -snip-

    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)

     

     

    -snip-

    3) Does anyone know of a decent tutorial of how I could do this myself (considering stickmen always come out wrong for me)?

    -snip-

    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. :)

  8. One last question, btw.

     

    Will you make a flameless version of brisingr, but with the reflections? I missed them with Anathros... :O

     

    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

  9.  

     

    Just don't make it too fancy, make it look realistic.

     

    Yeah, realistic.....

     

     

    As realistic as a fantasy RPG can get, that is. =)

     

    Anyway, some proof of concepts:

     

     

    http://i.imgur.com/g0w1XSZ.jpg

    http://i.imgur.com/pA7b54e.jpg

    http://i.imgur.com/CJLZFO7.jpg

    http://i.imgur.com/PaatEQd.jpg

     

     

     

    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...

  10. Hey guyknow it's been awhile, just letting you know that yhe mod is still ongoing and I'm still working on it. I haven't posted anything because, I've been super busy, my mother had neck surgery 3-4 weeks ago, and she almost died a few time last year, so she has been taking up a lot of time. @athd: Yeah man, that would be amazing I'll message you in a bit. My steam is Nanotixx. @Urwy: There's no need for a new thread man, plus if you were to use any of my ideas or varied, you would have to ask.

     

    Anyway, again I do apologize for not posting in such a long time.

     

    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:

  11. 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.

  12. -snip-

     

    There you go!

     

    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:

  13. NEW THREAD IS UP PLEASE POST IF YOU WANT THIS MOD AND LIKED THE INHERITANCE CYCLE. it will be amazing!!

    http://forums.nexusmods.com/index.php?/topic/716454-legend-of-the-dragon-riders/

    Check that date. =)

     

    I don't know if this mod is still going on, but I'd be happy to help. If you are making (or going to make) it, I can certainly help with building the storyline and writing some lore. Seeing as I'm a huge fan of Inheritance and TES and am actually an author myself, any way I can use my strengths to help is welcome.

     

    I could even create an NPC and voice him if you want.

     

    I just really hope that this mod is going to happen. Just shoot a PM to AtHD on steam, if you want to discuss.

     

    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.

  14. 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. =)

  15.  

    ...possibly you already made a mistake when modeling it.

     

    This is what I've been saying from the beginning lol. Thanks for trying to help man and like I said, your tutorial looks solid.

     

    Now it should be more clear why I wanted someone who uses Blender as I am not just looking for someone to solve the issue but hopefully be able to explain where I went wrong so I can be able to do this stuff on my own going forward.

     

     

    Very well then, PM it to me. and i'll have a quick look. =)

    Though i have to agree that it did sound like an export issue. Either way, i'll find out soon enough. :wink:

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