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Nexus Mods Profile

  1. @ KiCHo666 Hehehe. Nope. That won't do it, and that article at TESNexus about adding glow maps has several errors in it. It doesn't mention a lot of things, actually. For example, it doesn't mention that when you change the emissive color it also tints/lightens your model. That's okay for, say a sword with a dark color. But when you start making glow maps monsters, NPCs, or armor, it has a definite impact. But thank you for trying to help!
  2. Quick question about Glow Maps and New Vegas: anyone know how to get them working? I've tried the same, working nifs I use for mods in Fallout 3, but to no avail. Specifically, I want to add glow maps to various suits of Power Armor, gear, and robots (eyes, brain packs, etc). Any help would be GREATLY appreciated! Thanks all!
  3. Me and Adobe recently parted ways, so I have stopped modding for a while so I can get up to speed with open source software. Having hopped on The Gimp train, I noticed there is practically no good info out there that details how to use its DDS plugin. I've written a guide to address this problem while using The Gimp on the Windows platform (Windows 7 Ulitmate 64-bit). The guide addresses: Where to install the plugin (path is on page 2)Explanation of the various BC / DXT formatsRGB modesCreation of cube mapsCreation of volume mapsI added info on other topics as well. You can read, print, or download it from here, or you can download it directly from this post. Its a WIP, and if anyone with more experience sees an error, please let me know and I'll correct it. ~V~ --Edit-- Uploaded version 0.2. This new version contains a few corrections and adds explanations to each of the RGB types (bit depth, with or without alphas, etc).
  4. This is a question that I hope will have an answer. Actually, two questions. Question 1: Can someone point to where, especially in Fallout 3 and New Vegas, the moon textures are specified. I'm tired of looking up at the night sky I've spent so much time on only to see a big, black, blob of a hole when the New Moon comes around. I want to replace this with an actual texture, like the full moon (appropriately darkened, of course). Question 2: This is a tough one here, and one I intend to repeat over at Boris's ENB forum. When you use an ENB, you get a really nasty looking two-tone moon when it is behind clouds. This I've traced to the alpha channel in moonshadow.dds. But you make the alpha one solid color, and the two-tone problem goes away only to be replaced with another problem: a transparent moon on clear nights. The question is, If I create two moonshadow files is there a way in GECK to specify which is used during cloudy and clear nights?
  5. I've searched for an answer to this and every answer I find doesn't work. So hopefully a scripting guru will jump on this and solve my problem. I'm creating a mod that (in part) alters all the damage, range, and more, of all the weapons in the game since I'm tired of shooting something/someone in the face 100 times at point blank range without any result. :mad: Or, being able to snipe somebody a 1000 meters out with a 10mm pistol. That's not realistic at all. :laugh: This mod will also add a selection of lore friendly weapons (atomic punk and some diesel punk inspired, period correct), and a specific selection of weapons used in previous Fallout games. I've created or ported a number of weapons already, and none of them are showing up on Vendors or NPCs. I've chosen to use scripting as the way to introduce these weapons into Fallout 3. As an example, in the linked pics I'm using a Type 50 Submachine Gun, which was used by the Communist Chinese after WWII. All of the weapons I've made that are full-auto capable (such as the T-50 and City-Killer Combat Shotgun - Terrible Shotgun, too) work perfectly with other mods, such as JIP Selective Fire. The same goes for single-shot weapons, such as rifles and pistols. But I can't get any of them to propagate into Vendor inventories or into encounters with NPCs. I've tried using it as an esp, and an esm. Nothing! The scripting is good, or else GECK wouldn't let me save it. Here's the relevant code I've used thus far. (using the T-50 as my example). Click Here And here are a few screenshots in an album showing JIP-SF working just fine, and the T-50 in action on full-auto. Click Here Hope somebody can help because this is driving me NUTS! :confused:
  6. Thank you, spookymunky! That thread took care of a lot of my other questions I was figuring out just by noodling around with nifskope and photoshop after turning to google for info here and there! Again, thank you sir!
  7. Could a more experienced modder please correct me if I am wrong in the following: Specularity maps should end with--> _s.dds A displacement map is equivalent to/same as parallax map --> _p.dds Sub-surface specular/detail --> _sk.dds And finally, what extension does the occlusion map have, or should it be part of the _n or _p map? Thanks!
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