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Posts posted by Nadimos
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Combat should be more engaging and archers much more realistic. Also i finally want to see havok cloth and hair. Climbing walls/mountains/hills would be cool. Also the world could be a bit smaller. Overall i want the game to feel more detailed and less generic.
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Drinking and smoking is a waste and i dont like waste (anymore). :yucky:
So just stay away for your own sakes and be yourself. :smile:
Poeple running the herd dont interest me. They have out of whatever reasons temporarly borrowed another ones form, thinking like oh yeah, maybe i can be happy with that, but what it actually does, it drags you along.
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Both and then people tend to also be emotionally attached to things. Like why would you still play
dust2 after all this time? What never gets old tho is having a good story in the right setting
and tying that up into multiplayer. Hopefully bioware can deliver it. And Skyrim with the editor.
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Should gov not hide information from us?
Like banking bailouts?
You tell me. :D
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Do aliens exist?
Every kid know the stars hanging at the sky are all fake chinese lamps!
Have aliens visited us?
Yes, you can see them do shopping in beverly hills almost daily.
The term alien for me is like many poeple can be alien to themself and then there are poeple,
entities who are fully in tune every moment in time. Wether it be one or the other form.
Like go to an animal farm and check that out. There is lots of <dna> there that is vibrating by what is spilled around everywhere in the universe. The universe does not has to hide something. You even have the ocean that reflects the stars for you.
Rather it depends on how much can you handle.
What is your comfort range of knowing?
For the fibonacci crowd and all, i have this:
http://ecx.images-amazon.com/images/I/51eI2oi9FJL._SL500_AA300_.jpg
I wonder what poeple would write about this in a few thousand years, if i build a similiar building
to this shape that harmonicly is aligned with the earth and all the planets in motion. (location and time)
First of all they would be genuinely fascinated. And then there would atleast be like ten version of star wars around it and thered be guys in a forum talking about it. Probably there would also be a few Erich von Dänikens aswell.
Poeple are easily entertained...on what...what is the center....the motor oil.... the mechanics...if even it is something like mechanics, because there always has to be some sort of vaccum right.
You would be just faced with so much friction. And thus form. It cant be all. :P
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Also you should know right now there is a lot of botting goin on in this game. The missions and ratting are so repeatable, just as if it is made for bots and even in 0.0 you cannot catch the bot, because the it got total control of the game. CCP is not fighting it at all. All they have their eye on is the rtm but not the botting itself, which could easily be battled with a few small changes to the game or client. So basicly their mantra is like drug selling is ok, aslong as it does profit us, which hurts the honest player and personally im sick of the situation. Essentially with a single bot you can make 700-800million per day without moving a finger, ever. That is more worth then a 60 day GTC that will cost you 35$. Go figure. Very attractive business for the chinese. Still there can be fun had with this game, no doubt. Tho dont try to overly work hard. :P
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Thanks a lot for the input!
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Normal map. The brighter it is, the more reflection.
Thanks, i got ndo and baked a normal, but now there are coming two questions with it:
I only want to have the effect on a certain area and second: Can i preview my work in nifskope?
As of now I am not exactly seeing a diffrence. I realise the best conditions are directly within the game,
but there gotta be a more or less accurate alternative to that, hopefully.
PS: Btw what exactly do you mean with brighter? I just open the baked normal and adjust the brightness and thats it?
Last but not least whats a good compression format? Thanks.
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Hi,
First of all i hope this is the right forum. I want to make shiny metal for a sink. Not to shiny, but the correct amount.
How can i achieve this ingame?
Do i have to split up my model and give it diffrent values in nifskope? Or can similar be achieved just via texture work?
Is it a combination of the two? Maybe someone can point me to a tutorial or kindly explain. Thank you all.
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The reality often seems threatening to us, but afterwards it seems much brighter.
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Elves tend to be more attune. :)
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Know your mods and simplify. Go through them with fallout3edit. Delete identical to master records and merge what you can merge with gecko or whatever it is called here for fallout new vegas. I have almost all my weapons and clothing mods merged. Thats quite a chunk. Last but not least you want to apply a merged patch, but only after you have weeded out all the funky stuff and done your load order.
Also i think with the patch quite a few mods broke. So you will have to keep that aspect in mind aswell.
Overall i simply would not reach out that far by having that many mods installed, while all this stuff is still goin on.
In essence choose wisely and carry a leight weight. Otherwise you wont get any rest nor time to play.
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Im usually not a friend of games that require you to be connected to the internet,
but steam is actually still quite fine. Except the sales page in the client seems to be down since ages for me.
Oh and i believe impulse is good, too.
No Fallout there, but i thought
i give it an honorable mention in here.
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:confused: I spend the last 5 hour on this mesh and in the end it tells me 14k are to much? I already cut the original in two seperate parts and reduced it.
Edit: Now it tells me: Raise value error: value out of range (103843).
Edit2: Ah, a noob ways. It appears i solved the issue by cutting the mesh yet again.
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That would be Blender v2.49 you are looking for+the corrensponding Nif Plugins for that version (+Python) and in the oblivion section you can find an easy to follow tutorial by... gah im so bad with names i swear... who did make all the fantastic castle meshes again? Cmon.... Mr. Silka! Thats right, Mr. Silka. Lookout for his tutorial. And if later on you cannot select your model in the geck, that means you need to rename the Ninode in Nifskope to BSFadenode or something such. Thats it. Have fun!
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Sadly i dont have an exact answer for you, as i am not using the 20th century weapons mod(yet), but if you havent heard of FWE yet, you might want to check that out, as they have a video goin through with the installation of the biggest mods like wmk, eve,mmm, project beauty and making that compatible. Maybe it can help simplify things for you, too. Back then it helped me a great deal lining stuff up and on that (solid) base then you might add alternate clothing/weapon mods, whatever there is avaible on the page.
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Via google i found out the following:
It Means the "Root Node" is a "NiNode" and it needs to be a "BSFadeNode"....
Solution? Just rename it in Nifskope accordingly and it will work. Woohoo, my first furniture in-game! Even tho it does not have a normal map, but atleast it works now.
Onto bigger things!
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There are tutorials for Blender and Oblivion. Try the one from Mr. Silka or the other dude, who made a whole bunch of videos, whose name i cannot come up with right now. It will tell you how to texture. Simply making an uvmap is not enough in blender. Afterwards the texture needs to be set, only then the tree will appear. Just dont be overhelmed.
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Wow, oh my god, thanks for posting all this ressources in one place Hammonds! This needs to be put into an article on the page under models.
PS: I second the above request.
Hint: Go to the Oblivion Page and search for blender. Atm it is all abit spread out.
Also i think it would be great to have a tutorial for furniture with active markers as a next step. There are just so many free quality meshes in .3ds format, that i would like to practice with abit by converting them into a game ready format.
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Ah, i already solved the ctrl+a thing with my mesh, all of the suddenly it just worked. Essentially this thread can be deleted.
But now it complains, that "HavokMaterial" has no attribute called "HAVOK_MAT_WOOD". It is exactly written like in the tutorial.
Who knows more? Btw Havok Material works. HavokMaterial as in the tutorial does not.
And now here is another problem. Otherwise evrything is working fine and i am very gratefull, but
i cannot select the mesh inside the geck render window.
The mouse does not turn into a cross by itself as with all the other things.
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When you see the guy dancing, you gotta know, it is Yeltsin.
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Go to the FWE Page, watch the video on how to install the bunch and make sure you really take your time with this and then read what is given to you.
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This can be deleted actually. I found said tutorials. Will look around more and maybe write an article later on, cause thats where i kinda look first, when i need info. I might aswell make that abit more usefull. Cheers.

Skyrim Armor
in Skyrim LE
Posted · Edited by Nadimos