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IkeCoast

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Everything posted by IkeCoast

  1. This error also occurs with mTES4 Manager, so I will assume the cause is the same on your case: Close ALL instances (windows) of the Windows Explorer (File Manager) before swapping profiles. mTES4 Manager cannot swap profiles if the current profile's Game directory is open or active in the Windows Explorer, and since this is not a bug in mTES4 but something inherent to Windows Explorer (for instance, you cannot delete a folder if the contents of that folder are visible in the Windows Explorer view window), I assume MOM has the same limitation. If that's not the cause of your issue, I'm sorry, I cannot provide any other workaround. Cheers!
  2. Oh, don't worry, Lupis, I'm a little bit ill (spring allergies) and going to bed right now, so you have 8 whole hours to finish it until I come back. 'Night! Cheers!
  3. Don't worry, looks awesome this way. Once you have released that, and I have it on my computer, I will experiment on glowmaps for that. Cheers!
  4. Insane. Absolutely, utterly, brilliantly insane. Especially the Portal. Boy, I can't wait to see it in-game. And knowing the troubles you had with the stairs, it's great to see you finally managed to build them! One question, are these textures glowing in the dark? The effect in the pictures suggests this, and is absolutely amazing. This will completely divide people: they will love it or hate it. No mid-point. I definitely love it! I'm not sure what it tells about my own sanity, but whatever. *applause* Cheers! PS: Biodramina is the standard remedy here in Spain for motion sickness. I'm taking an entire flask right now after watching these pictures.
  5. There are two ways to achieve this: A) one single .dds texture file. You create a diffuse map with all the pieces for the whole object contained in it, and then, in Blender, you UV-unwrap the mesh "cutting off" each piece with a closed unwrap seam that completely circles each piece. Then you place each "loose piece" of the UV map in the correct spots of the diffuse map. Good for small to medium sized objects. B) several .dds files, for each piece of the whole object. You need to assign a different material with a different texture source in Blender, contrary to the single material with a single texture source of the previous method. No matter if the blend mesh is a single mesh or multiple meshes, each piece MUST have an unique material assigned, and UV-unwrapped separately. Good for large objects with HD textures. EDIT: I mean, each piece needs to have a material linked to a texture file assigned. If two pieces share the same texture file, then they share also the same material. Cheers!
  6. Oh, I love purple, and only got motion sickness on boats. I was talking about all those curvy things in the floor, and how the coloring on the tiles gives them a 3D effect (at least in this picture). Biodarmina will make their year with your mod! I love it! Cheers!
  7. Evil, Lupis, these new floor tiles are pure evil. Oh, I shiver with antici... ... ... pation for the motion sickness epidemic these floor tiles will break loose once you publish the mod. I love it, really I love it! Need to go out now, see you later! Cheers!
  8. Hmmmmmmmm, you must have a very different version of GIMP than mine. I told you: right-click the layer the base texture is in - DUPLICATE LAYER. That should have created a copy of the original layer, with a copy of the base texture on it. But if you found the way to make it work, then I'm not going to fire you. Keep working, that Evil Lair is not going to create spontaneously by itself. Oh, and let me know If I sound perhaps, theoretically, a little bit too harsh for your taste... before putting a bullet between my eyebrows. Cheers!
  9. Yes, you can. First, open the base texture, the one that will form each corner. Then upsize the canvas (not the image, the canvas) to be exactly twice the height and twice the width of the original image. Do not "center" the image on the canvas, be sure it stays in one of the corners. DO NOT RESIZE THE LAYER TO FIT THE CANVAS. Now select the layer the base is on and duplicate it. Use the Flip (yes, Flip, since this is the tool that mirrors the image) either horizontally or vertically. Then use the Align tool to place this second layer in the corresponding corner of the canvas. Repeat until you have all four corners. Now, in the Layers panel, right click one of the layers (no matter which) and select "Combine visible layers", "Expanded as necessay". Now you can resize the whole image to fit the proportions and size your final texture needs to be. Cheers!
  10. Be sure it comes out really EVIL. But please, don't be so cheap to fill it with corpses and zombies. Try being more groundbreaking. Or you're fired. Cheers!
  11. Yes! You really are getting GIMP's knack! I completely love them, and the Mages Octarine is exactly what I had in mind, you nailed it! Now gotta go to bed. Have fun and keep the great work! I'm starting to think that the Anima Cyrodiili being so flawed was for good. Look at what you're achieving once you had to scrap your previous version. Cheers!
  12. For magik-related things, I personally prefer dark violet-purple. Like the rightmost one here: In my mind, it's the closest shade to Octarine. Cheers!
  13. That's completely and utterly non-lore friendly, this in fact takes the lore, throws it into a well, and then tosses a bank of starving piranhas over it. BUT I LOVE IT. I REALLY LOVE IT! Cheers!
  14. If the texture has a normalmap, it is already reflective. To adjust the degree of reflectiveness, go to NiMaterialProperty, click the color palette icon, and in the Material Colors window, use the lowermost slider (Glossiness) to adjust it. The higher the value (that is, the more to the right the slider is) less glossy will the material be. However, bear in mind that the normalmap also affects specularity. Let me check out the values of the glossier surface I can think of, the Glass Cuirass. Cheers!
  15. Yep. Right Toolbox panel, Align Tool (the icon showing a white square with four arrows coming from it in each direction; you can hit the Q-key to activate the tool, too), then click the object, then in the lower section of the Toolbox will appear the Align buttons. Use the two central buttons to center vertically and horizontally. Cheers!
  16. http://www.pardonourfrench.co.za/wordpress/wp-content/uploads/2014/12/tumblr_n54j9gRuL11r8p87xo1_500.gif Don't... come... any closer... I'm armed, too! (that Sixties psychedelia is not my thing, sorry. I prefer the red one). Cheers!
  17. 8196...? "Arkham Asylum? Doctor Arkham? I have here a severe case of dangerous dementia. Please send an ambulance and properly armed personnel to retrieve the patient. Thanks."
  18. Other than the dimensions being in a potency of two (512, 1024, 2048), not that I know of. Did you remember to enable mipmaps and the dtx5 compression? Cheers!
  19. http://s3-ec.buzzfed.com/static/2014-06/9/21/enhanced/webdr06/anigif_enhanced-3779-1402363621-8.gif What is taking you so long? Is there some reason my screenshots aren't here yet? Like, did you die or something? Cheers!
  20. Nope, buddy, that's normal for such a detailed diffuse map. Try the same on 1024x1024 and see how it looks in your game. Cheers!
  21. Of course not, your latest images looks great, using one or other filter for the Normalmap is just a matter of tastes. If you like the 9x9 it's fine. However, the higher the filter and the scale values, the heavier the normalmap and the impact on performance. Since you have a quite modest rig yourself, if you see that your normalmaps do not put too stress on your performance, everything is ok. By the way, the tutorial, if followed to the letter, gives a grayscale texture. I used the Colorize function in the Colors menus, playing with the sliders until I came with something barely similar to brass-gold-brown. Play with the filters, you will not believe the things you can achieve with them, and all free for use. The best part is that the textures you will come with them are YOUR PROPERTY. Cheers!
  22. Ohhhhhhhhhhhhh, I like it! About the depth of the relief on the normalmap, there are some ways to increase it, the easier and the one I use is, first select the Sobel 3x3 Filter and then play with the Scale value, the higher it is, the deeper are the crevices in the Normalmap. About the marble image being copyrighted, what is not copyrighted are GIMP's filters. Look at what I came with after meddling with them: I followed THIS TUTORIAL. Cheers!
  23. Hey, that's a good idea, having different textures with different degrees of visual impact depending on the use for the rooms, just like in real life. Knowing that this cell will be a storage room, it's really adequate. And about the marble texture I made for you... Cheers!
  24. Hmmmmm, no, having ceiling and floor the same texture does not look bad, but this texture in your screencap... looks like it has a good normalmap (relief) but a rather bland and boring diffuse map (colors). The effect is boring... unimpressive... By the way, about the blue marble tile you posted the other day and I promised to turn it into a gold-brass marble tile, I'm not sure which color had you in mind, is perhaps something similar to this? Note: 512x512 is a very good texture size, but rather small. I suggest working with 1024x1024, a good compromise between performance and quality. Cheers!
  25. The image you posted is not your Load Order, but Wrye Bash Installation Order, it's not the same. Look, there isn't the Shivering Isles, for instance. We need the list in your Mods tab. There is something I don't recognize there: the Patch 1_5-9655.zip. What is it supposed to be. And finally, the big yellow cube or triangle with the big exclamation mark means "Missing Mesh": the mesh file for the object (armor) is not installed or the game can't find it. The very first thing you need to do right now is running Archive Invalidation, BSA Redirection, and enabling Reset BSA Timestamps. If that doesn't solve your issue (most likely not) we will delve further. Cheers!
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