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mybad

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  1. Here's just a sample of what's coming on here in "Odyssey of the Dragonborn" ;) hypeee http://s3.postimg.org/qi51wkamb/Clipboard.jpg
  2. the direnni tower exteriors are completed..now lets detail the island!!
  3. for now i can make them as lod (they cant be explored because of the border invisible wall) when we've done all the rest we can provide such an expansion :wink: i'm concentrating all my time to detail a bit more my new model right now!!
  4. just some numbers for who's interested in the project, i'm creating from scratch the entire isle of Balfiera, adding almost 20 square km of content with more than 50 new models including the Adamantine Tower itself! the whole isle will be populated with lore friendly enemies and quests, the habitat is characterized by an overgrown green temperate forest, a burned city, a huge harbor and many ruins temples and such things all around.. and will be fully explorable! http://www.darkcreations.org/forums/uploads/gallery/album_197/med_gallery_3108_197_324295.jpg
  5. hi there, I'm trying to add new content to a new huge mod (sequel of "Legacy of the Dragonborn (Dragonborn Gallery)" http://www.nexusmods.com/skyrim/mods/52248/? ) but i'm finding huge problems adding the collision to all my new meshes (i've created a lowpoly mesh for every model).. when trying to generate the collision (no matters if with 3dsmax from scratch or using NifUtils) the collision wont work at all so ingame i get a ghostly mesh which from view seems working nice but approaching it will result in passing by walls and stairs :| anyone wants to give a hint or help directly?here is a sample of the structure: http://i61.tinypic.com/2nlmo0.jpg any help will make me really happy (almost a week i'm parked at that point ç_ç ) i can provide .blend .fbx .3ds .nif files if needed :wink:
  6. problem solved but another one was found!! i've reinstalled all clean versions and got a working nif..when trying to generate the collision (no matters if with 3dsmax from scratch or using NifUtils) the collision wont work at all so ingame i get a ghostly mesh which from view seems working nice but approaching it will result in passing by walls and stairs :| anyone wants to give a hint or help directly?here is a sample of the structure: http://i61.tinypic.com/2nlmo0.jpg
  7. hi everybody, i've completed many new models in blender and correctly exported them to nif format.. now i was trying to convert the files into the skyrim nif compatible files but when using the NifUtils converter and chunkmerger i always get 2 problems: if the template file is a skyrim nif (ver numbers 12 83) then the converter crushes because "no nitrishape data found in template file", that is quiet strange because obviously the nitrishape date exists in the file and i can clearly see it!! if the template file is a blender nif (ver numbers 11 34) then it converts the file but there will be no bslighshader branches and obviously importing the nif into skyrim will generate a invisible object (no exlamation point - no purple meshes)!!is there a way to sort out this problem? thanks to all!
  8. no one knows why this s**t happens?
  9. i'm using BSAopt to open the bsa and extract the nifs (thanks for the answer ;) )
  10. any other knows how to fix this?i need a solution for the release of a massive mod.. ;)
  11. thanks for the answer neo :wink: just tried your solution but it didnt solve the problem, as i can see from the ck the cuirass is properly imported (the skin preview is working properly) but when i make an npc wear it starts to stretch..may be a problem with the nodes that attach it to the npc bones?
  12. hi everyone, i'm starting to understand how to let work things between blender nifskope and the CK..but i found a strange issue importing some armor models that i modified in blender to the ck! look at these 2 pics attached... the nifskope model looks fine but when i import it to CK and associate it with a model it looks like stretched and weird like in the red circle...anyone a bit skilled in these tools know how to fix this?thanks!
  13. i'm sorry to recovering this thread from his tomb :D but i was attempting the same things as this guy up there.... actually i succesfully imported a mesh .nif file into blender and worked to delete some vertexes and reshaped a bit the vanilla one, after that i attempted to export my work into skyrim again but when i assign the mesh to the obj in the CK it always give me the exclamation mark mesh :sad: do you know why this occurs???? (obviously i'm using blender 2.49b too ;) )
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