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Capitto

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Everything posted by Capitto

  1. 3ds max has an student version. 3 years of license for free.
  2. I have the same problem now, did You find a solution?
  3. Hi all! I created the meshes and textures for my new weapon, but now i dont know how to merge all together and put it in game. I've saw a lot of tutorials but a lot of them seems to be outdated... and don't know which i have to follow. I used a modded weapon as base, so i don't need to put my weapon on the right position/angle/scale. Do i need nifskope? I need some help with the next step. Thank you a lot.
  4. Oh god! Well, thanks for the answer. Need to find a good texture tutorial now!
  5. Hi all! I want to modify a weapon from a mod. - I created the new weapon meshes and UV maps on 3ds max. - Now i want to add the existing textures of the original mod to the weapon, but I don't know how to do it because the old textures now don't fit with the new weapon. There are some textures that i can't use (blade's textures), cause i delete that part of the weapon. I don't know how to continue with my work now. Conclusion: I don't know how to create and add new textures. All what i want is to use original textures, modifying them a little (changin metal textures for wood ones). Thats all. It's my first weapon mod and i'm very noob with these things. Sorry if i'm asking stupid questions.
  6. I'm a totally noob with 3d models, really noob. So, i'm looking tutorials to make my own magician staff from vanilla staffs. Videos shows how to edit polys, not meshes. Reading on internet, i saw that the only different between poly and meshes are the customisation. Polys are much more editables than meshes. Then, can i just click on my mesh staff and transform "editable mesh" in to "editable poly". Are there conflict problems? Thanks!
  7. I want to make an animation and to prevent cpliping problemes in-game i want to import the armor mesh to the animation (just to see that nothing wrong is happening) I'm a totally noob with this program and i'm still learning. When I import the armor mesh (armorname_0.nif), it is not adapted to the body mesh (too big or too small). Scaling the armor doesn't seems to be the solution. What can I do? Thanks!
  8. Hi all, I'm trying to make a follower mod and i was wondering what's the best way to proceed. - To have a good control and best results it is necesary to create a new race? Vilja, Arissa, Sofia... these mods uses a custom race or they just twik follower system? Thanks for your time!
  9. I can export the animation but a warning message pop-up on Havock content tool. It is important? --- Configuration: Export HDT --- Create Skeletons Filter 0xabba99f4] Warning : Invalid scale/skew in initial pose of bone NPC L Forearm [LLar 0xabba99f4] Warning : Invalid scale/skew in initial pose of bone NPC R UpperArm [RUar [0xabba99f4] Warning : Invalid scale/skew in initial pose of bone QUIVER [0xabba99f4] Warning : Invalid scale/skew in initial pose of bone WeaponAxe [0xabba99f4] Warning : Invalid scale/skew in initial pose of bone WeaponBack [0xabba99f4] Warning : Invalid scale/skew in initial pose of bone WeaponDagger [0xabba99f4] Warning : Invalid scale/skew in initial pose of bone WeaponMace [0xabba99f4] Warning : Invalid scale/skew in initial pose of bone WeaponSword 0xabba99f4] Warning : Invalid scale/skew in initial pose of bone NPC L Finger00 [LF00 0xabba99f4] Warning : Invalid scale/skew in initial pose of bone NPC L Finger10 [LF10 0xabba99f4] Warning : Invalid scale/skew in initial pose of bone NPC L Finger20 [LF20 0xabba99f4] Warning : Invalid scale/skew in initial pose of bone NPC L Finger21 [LF21 0xabba99f4] Warning : Invalid scale/skew in initial pose of bone NPC R Finger01 [RF01 0xabba99f4] Warning : Invalid scale/skew in initial pose of bone NPC R Finger10 [RF10 0xabba99f4] Warning : Invalid scale/skew in initial pose of bone NPC R Finger11 [RF11 0xabba99f4] Warning : Invalid scale/skew in initial pose of bone NPC R Finger20 [RF20 0xabba99f4] Warning : Invalid scale/skew in initial pose of bone NPC R Finger21 [RF21 0xabba99f4] Warning : Invalid scale/skew in initial pose of bone NPC R Finger40 [RF40 [0xabba44f4] Warning : Skeleton "NPC Root [Root]" has multiple roots. [0xabba44f4] Warning : Extra root found in bone : "Camera3rd [Cam3]" Root Node Name:NPC Root [Root] Num Bones: 99 Create Animations Filter [0xabba3a95] Warning : Animation for bone NPC L Foot [Lft ] has invalid skew/scale [0xabba3a95] Warning : Animation for bone NPC R Foot [Rft ] has invalid skew/scale [0xabba3a95] Warning : Animation for bone NPC L Forearm [LLar] has invalid skew/scale [0xabba3a95] Warning : Animation for bone NPC R UpperArm [RUar] has invalid skew/scale [0xabba3a95] Warning : Animation for bone NPC R Forearm [RLar] has invalid skew/scale [0xabba3a95] Warning : Animation for bone NPC L Hand [LHnd] has invalid skew/scale [0xabba3a95] Warning : Animation for bone NPC R Hand [RHnd] has invalid skew/scale [0xabba3a95] Warning : Animation for bone AnimObjectL has invalid skew/scale [0xabba3a95] Warning : Animation for bone AnimObjectR has invalid skew/scale [0xabba3a95] Warning : Animation for bone SHIELD has invalid skew/scale [0xabba3a95] Warning : Animation for bone WEAPON has invalid skew/scale [0xabba3a95] Warning : Animation for bone NPC L MagicNode [LMag] has invalid skew/scale [0xabba3a95] Warning : Animation for bone NPC R MagicNode [RMag] has invalid skew/scale [0xabba3a95] Warning : Animation for bone NPC L Toe0 [LToe] has invalid skew/scale [0xabba3a95] Warning : Animation for bone NPC R Toe0 [RToe] has invalid skew/scale [0xabba3a95] Warning : Animation for bone NPC L ForearmTwist1 [LLt1] has invalid skew/scale [0xabba3a95] Warning : Animation for bone NPC L ForearmTwist2 [LLt2] has invalid skew/scale [0xabba3a95] Warning : Animation for bone NPC R ForearmTwist1 [RLt1] has invalid skew/scale [0xabba3a95] Warning : Animation for bone NPC R ForearmTwist2 [RLt2] has invalid skew/scale [0xabba3a95] Warning : Animation for bone NPC R UpperarmTwist1 [RUt1] has invalid skew/scale [0xabba3a95] Warning : Animation for bone NPC R UpperarmTwist2 [RUt2] has invalid skew/scale [0xabba3a95] Warning : Animation for bone NPC L Finger00 [LF00] has invalid skew/scale [0xabba3a95] Warning : Animation for bone NPC L Finger01 [LF01] has invalid skew/scale [0xabba3a95] Warning : Animation for bone NPC L Finger02 [LF02] has invalid skew/scale [0xabba3a95] Warning : Animation for bone NPC L Finger10 [LF10] has invalid skew/scale [0xabba3a95] Warning : Animation for bone NPC L Finger11 [LF11] has invalid skew/scale [0xabba3a95] Warning : Animation for bone NPC L Finger12 [LF12] has invalid skew/scale [0xabba3a95] Warning : Animation for bone NPC L Finger20 [LF20] has invalid skew/scale [0xabba3a95] Warning : Animation for bone NPC L Finger21 [LF21] has invalid skew/scale [0xabba3a95] Warning : Animation for bone NPC L Finger22 [LF22] has invalid skew/scale [0xabba3a95] Warning : Animation for bone NPC L Finger30 [LF30] has invalid skew/scale [0xabba3a95] Warning : Animation for bone NPC L Finger31 [LF31] has invalid skew/scale [0xabba3a95] Warning : Animation for bone NPC L Finger32 [LF32] has invalid skew/scale [0xabba3a95] Warning : Animation for bone NPC L Finger40 [LF40] has invalid skew/scale [0xabba3a95] Warning : Animation for bone NPC L Finger41 [LF41] has invalid skew/scale [0xabba3a95] Warning : Animation for bone NPC L Finger42 [LF42] has invalid skew/scale [0xabba3a95] Warning : Animation for bone NPC R Finger00 [RF00] has invalid skew/scale [0xabba3a95] Warning : Animation for bone NPC R Finger01 [RF01] has invalid skew/scale [0xabba3a95] Warning : Animation for bone NPC R Finger02 [RF02] has invalid skew/scale [0xabba3a95] Warning : Animation for bone NPC R Finger10 [RF10] has invalid skew/scale [0xabba3a95] Warning : Animation for bone NPC R Finger11 [RF11] has invalid skew/scale [0xabba3a95] Warning : Animation for bone NPC R Finger12 [RF12] has invalid skew/scale [0xabba3a95] Warning : Animation for bone NPC R Finger20 [RF20] has invalid skew/scale [0xabba3a95] Warning : Animation for bone NPC R Finger21 [RF21] has invalid skew/scale [0xabba3a95] Warning : Animation for bone NPC R Finger22 [RF22] has invalid skew/scale [0xabba3a95] Warning : Animation for bone NPC R Finger30 [RF30] has invalid skew/scale [0xabba3a95] Warning : Animation for bone NPC R Finger31 [RF31] has invalid skew/scale [0xabba3a95] Warning : Animation for bone NPC R Finger32 [RF32] has invalid skew/scale [0xabba3a95] Warning : Animation for bone NPC R Finger40 [RF40] has invalid skew/scale [0xabba3a95] Warning : Animation for bone NPC R Finger41 [RF41] has invalid skew/scale [0xabba3a95] Warning : Animation for bone NPC R Finger42 [RF42] has invalid skew/scale Animation Length: 126.666664 Frames: 3801 Annotation: absent Extract Motion Filter Motion extracted using 3801 samples Spline Compression Filter Compression Number of blocks: 15 Size of largest block (PlayStation®3 SPU): 158320 bytes. Original Size: 24083136 bytes. Compressed Size: 2295548 bytes. Compression Ratio: 10.491236:1. [0xabba1e5f] Warning : Spline animation may not fit on PlayStation®3 SPU. Try reducing the block size [if developing for PlayStation®3]. Footstep Analysis Filter Loop Animations Filter Prune Types Filter Removing hkxEnvironment ("Environment Data") Removing hkxScene ("Scene Data") Removing Resource Data completely. Removing 1 skeletons. Removing 0 mesh attachments. Removing 1 Transform and 0 Float identity binding index arrays from 1 bindings(s) Removing 0 skins. Write to Platform Filter Wrote layout for [Win32 MSVC] to file [.\exported_anim\Animaciones creadas\mt_idle.HKX]. Finished in 00:00:04
  10. I made my first animation and renamed as "mt_idle", but in game looks like in the photo. I don't know what i'm doing wrong. I installed FNIS and ru the patches. I used XP32 Extended skeleton "skeleton_female.nif" and a personal body mesh. ¿Maybe i did something wrong with exporting the animation in 3ds Max?
  11. (YourAlliasNPC.GetReference() as Actor).KillEssential()Put this in your fragment script stage. Be sure that YourAlliasNPC is defined as propertie
  12. If helps this is what i did http://s28.postimg.o...empopackage.png
  13. In my quest, NPC and player have an appointment to go to a cave next morning at 6 o'clock. I want to make NPC stop his packages at 5, an then travel to meeting point. Problems here? - I don't know when player and NPC when it has become the hangout (every game will be different: maybe player meets my NPC at 3 AM, maybe at 4 AM or maybe at 8 PM) - Package Schedule only let me say when package starts, and how many hours will be running. (Not a generic option to end the package). - GetCurrentTime and IsTimePassing (Conditions) seems like don't help to much to solve this problem. Any idea?
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