Jump to content

Matth85

Members
  • Posts

    1670
  • Joined

  • Last visited

Everything posted by Matth85

  1. creationkit.com - As a totally new modder, I recommend just going through the interior tutorial to get the hang of the CK. Refer to this site for just about anything you need. https://www.youtube.com/channel/UCtYB2iX9_52X_DNtSIJXyWg - This guys amazing! If you want to delve into magic effects and/or scripting, this is your dude! (Which is what you are trying to do with this request) Anything outside of the creation kit, such as 3d and 2d, is something you might want to take a second before you decide. It's the sort of skillset that takes time to develope, and a lot of time.
  2. Try adding the effect to a perk, and add the perk to yourself via whatever method.
  3. I bet anybody could learn it as far. I also bet the "many" you refer to doesn't even try.
  4. You'll need to export it as a .nif. Check youtube; there are some very good tutorials on it!
  5. Learn to do it yourself? (as a response to the last "anyone please...")
  6. Unless somebody has been hiding it for year, then there are no plugins for any package that supports the export of particle system. The last time we had that was in Oblivion, using the CIV exporter with 3ds max 2008. Your best bet is to edit excisting particle systems, or create from scratch within Nifskope(I know that was possible in Oblivion. I am unsure if it is possible in Skyrim. I'd think so!)
  7. Ah. Yeah, avoid bat files! They are scripts editing your system, and are often the sources of viruses! I would only run a .bat if I thoroughly knew the person who made it and his/her intentions! So, yeah. You can't break a pc with nifs, but you can crash games! Often because some settings are wrong (nifskope got no error messages outside of nodes linked wrong. So you never know WHY it crashes. If it does, just start over again :p)
  8. Tell me about it. I wanted to have a lightning effect go from the target and hit the floor at random spots. I found out that Aimed is the only one shooting a projectile; But Aimed on an actor will always shoot at the crosshair regardess if a target is choosen ( Spell.cast(akSource, akTarget) ). So I had to spawn 2 Xmarkers, 1 goes at the player(and 26 units above the ground) and the other to a random position on the floor. Then have the XMarker shoot the spell at the random target. In general, you need to cast a different spell alltogether via the script. It would simply be a matter of checking if the player is dual casting or not. How you would do the actual spell casting I am not sure. Hm.... What, exactly, is the area of effect? If it's an effect coming from the actor you hit, you could just add the explosion/effect via PlaceAtMe to the actor you hit if you dual cast. You need an actor to make it happen, but it's a rough way around it. Otherwise you could try to add a perk to the player when s/he got the spells, which force change the spell depending if the player fits the conditions and is dual casting(Though If it plays any sort of animation, it would break the dual casting... ruining that idea) You could also spawn an invisible activator/Actor when you dual cast, and place it at the crosshair. So when the spell hits, it will hit a valid target. Then delete it at OnEffectFinish. For an activator, you just specify Event OnHit, and set it to do the effect when hit. I am unsure if you could make an invisible Actor - if so, it might also work naturally with the spell.
  9. A quick note: Aimed spells with a script only activates when an actor is hit(Which is a valid target, the ground is not). To hit the ground you need to set target Location. http://www.creationkit.com/Magic_Effect
  10. Easy fix: Don't generate mipmaps. (Not worth doing on unique weapons.) Hardewr fix: Generate good mipmaps. As Frank said, the game is optimizing by rendering the lower resolution texture as you scroll out. Also. Give that bow a specular map and a normal map! That would make it look a lot more realistic!
  11. Uhm... Not quite sure I get you? A bad nif will crash the game. There is not middleground with nifs. Either it works, or it doesn't. It got no affect outside of the game itself. What makes you think it got weird and unexpected effects? Unless you pack a .bat file into the nif, there really isn't anything unexpected things a nif can do. Anybody ever working with nifs have had the pleasure of going half-insane of stuff not working. I doubt there is an error I have yet to see!
  12. A texture set often consist of 3 maps: A diffuse map, a specular map and a normals map. Aditionaly, we use a cube map and an Environment map for Skyrim. Skyrim also uses .dds for compression. Fior fancy effects we also got the good old glow map to play with. - The Diffuse map is the color map. The alpha channel of the diffuse map contains the transparancy(if you want something invisible, or partly invisible). - The Specular map is the strength of the shine. A pure white specular map will shine a lot, whilst a black one won't. The specular map will sit in the alpha channel of the normal map(For the most part.) - The Normals map is not a texture map per se, but a mathematical set of information in terms of color. It tells the shader what sort of "depth" the model got, so the lighting will fake it. The specular map is found in the alpha channel. - The Environment map is often called reflection map and contains the reflection amount of the cube map. A full white map will reflect the cube map fully, a black one will not reflect it at all. - The Cube map is, well, an unwrapped cube texture that the enironment map uses for reflection. - The Glow map adds a glow effect(Most noticeable in the dark). Anyways. Retexturing and recoloring are 2 different beasts, although used interchangeably from time to time. Recoloring is the act of playing with the hue and pure color of the diffuse map of a texture. No changes done to any of the other textures. Retexturing is the act of redoing all, or parts, of the texture - redoing the corresponding normals, specular, glow and environment map. So, for your question. If you want to create a new texture(aka; a retexture and not recoloring), then you want both a new normal/specular and possibly environment map. Fret not, they are not difficult to create, but can be a tad bit annoying to get right without experience. shows the workflow in depth, although there is no reflection/enivironment map (I made a gloss map, which governs the width of the shine. ala; sharp vs matte). For more information google and youtube will get you what you need. In any case, here is a quick rundown for you: 1) Do the diffuse texturing. Do whatever change you want. If the new texture looks somewhat similar to the old one, you can get by with the old normal/specular. If not; 2) Copy the diffuse and grayscale it. Start playing with values and get a good specular map working. Remember white = shine, black = no shine. So for wood you'd want a black specular, for rusted iron you'd want a lot of noisy contrast and for clean steel you'd want a rather bright gray/white. After that; 3) Copy the overlays you've got for the texture. Grayscale and contrast it again. Run it via a NVIDIA .dds plugin to get the corresponding normal map. Copy and paste it over to your main normal map, overlay it and play with opacity. If the old normal map is detailed, you can either A) try to clean it up or B) Just delete it and just go with your new one. Do this for each material you got. 4) For the reflection map, just contrast the metal part of the specular map even more, and make anything non-reflective pure black. 4) Copy and paste the specular map and throw it into the alpha channel of the normal map. Save this as a .dds at DXT5. Name it *name*_n.dds 5) Save the diffuse as a *Name*.dds at DXT1 6) Finally save the envornment map at *Name*_m.dds at DXT1. 7) Place these 3 textures in your Data/Textures/YourMod folder. * If you want to make this a unique retexture, and not change existing models. 1) Find whatever mesh you just retextured, open the .nif, click on the mesh and then expand the NiTriShape nod(Click the arrow). Expand BsLightingShaderProperty and click on BsShaderTextureSet. Check down at the Block Details window, expand "Textures" and just click on the flowers and find your new textures. Save this .nif as YourNif.nif under Data/Meshes/YourMod. 2) In the CK you will need to change the static model and the 1st person model. So, first you go under WorldObjects --> Static --> Weaponns --> right click New. Name it something like HEX1stPersonAwesomeSword(or, you know, whatever you want) and click edit. Find your new mesh in the YourMod folder. If nothing crashes, you should see it. * If the mesh is black, vertex coloring is on and set to black. **If the mesh is purple, the texture pathing is wrong. ***If there is a big exclamation mark, the mesh pathing is wrong or the model is broken. **** If CK crashes some nifskope settings are wrong. 3) next go under Items -> Weapons -> find the weapon you wanted to retexture, edit it --> give it a new name and ID --> under the ART tab change the 1st person model to the one we just made(dropdown menu) and click EDIT --> Add the model again. 4) Add it in-game, or use - Help "name of weapon" - in the console in-game. * If you want to replace the original texture for all models. 1) Go under the CK and find the 1stperson model the weapon used. Just search for it under the statics. Like "Ironwaraxe" will give the 1stpersonironwaraxe static. Simply click edit to your new nif. 2) Do the same for the Item-weapon part. Find the weapon, edit the model to your new one. Then you save, and it's done. A lot of stuff? Yeah. I recommend using YouTube. Visual help is more valuable than written help when it comes to something like this. Nifskope can be tricky to work with!
  13. 3 armor sets. average 2 weeks per armor set. 6 weeks of work for a typical, experienced, 3d artist with a job besides 3d ( not proffesional). Average 40 hours of work each week. Estimated time of 240 hours for an experienced armor modeler. Double the time for the average modeler. So let's round this up to 500 hours of work. 1 sentence and 2 lines with a picture. Do you feel the request itself is worth the time a 3d artist would need to use? Just so you are aware how much work this actually is.
  14. Google the issue? Tried reinstalling it? Tried verifying the cache? Is your Skyrim up to date? (Ala; have you turned steam online, or ran Skyrim offline the last years) Something crashing is not much to go on in trms of us assisting you.
  15. You shouldn't be! If the scripter is not absolutely retarded and ends up writing a 1000 line code that runs 4 infinite while loops, then scripts are nothing to be afraid of! Anyways. I do not got my main PC aviliable (It sort of broke down... Now I use my study PC which is a HP Stream Notebook 13. Not much power!) so I can not assist you beyond what I have already done. I got all the codes in the thread and the logic explained. Your choice is to learn how to script (Which, admitedly, is not hard. Papyrus is a very friendly language!), try to use what I have given you and make it work or hope somebody with some basic scripting knowledge comes about and takes what I just mentioned and makes it :) Best of luck!
  16. the 3ds max 2014 plugin does work fine. However, it suffer from a transformation issue. It simply does not save out transformation coordinates from max on export. You'll notice this if you export out a collision mesh: The collision will be roughly 1.5% the size of the main object. If you try to export out a multi-model nif, then it explodes. 2012 is the best for anything but collision/animated collision (2012 only support convex collision.. which is retarded). If you do not got 2012 and you want to rig or do anything requiring multiple meshes in a single nif(Which isn't impossible either! I just see people complain about it not working well in 2014) then you might as well go for Blender. If I am not wrong, then we stopped having good support for 3ds max plugins for 2010(which translated to 2011 as well). 2012 was a side project that went good (If I am not wrong, I might be). 2013 is a 1-person-mockabout at TESRenewal. It works at 2014 because 2013 and 2014 are virtually the same software, whereas 2015 had core fucntions changes (THis is common at Autodesk. Every few version changes something important, which means it screws up a lot of stuff). With that track record, I'd use Blender, which i believe got a plugin team?, over 3ds max for exporting. Unless, of course, Bethesda decided to give us an exporter for Fallout 4 that we can rig to use. That's dreaming though!
  17. You do realize how much work it would be to create all that from scratch.. right? We are talking months of work for experienced 3d artists. Why not just play Oblivion?
  18. Why not scripts? I hope you havnen't fallen for the myth that scripts will break your game? Most scripts are harmless, and only run when certain conditions are met, which makes them very stable! Anyways. What you are trying to do can not be done without scripts(I think...). You need to find out when the player powerattacks, which is done via OnAnimationEvent after registering certain animations. Anyways, I made an enchantment on a sword which did something similar (Of course, this is a bit more complicated as the enchantment I had planned was a bit more.. tricky than just firing on power attack.) Anyways. Here is my thread which shows the scripts used. I am not going to do it for you (My main PC crashed a few days ago...), but I can at least assist as I just did something similar myself! http://www.darkcreations.org/forums/topic/9718-matth-learns-scripting/ Okay. Let me try to run you, or anybody trying, through what needs to be done to get a spell effect done on power attack. Basically, we are finding out exactly when the player uses a power attack, then we use a Spell.cast(Player) function, which instantly cast a spell without needing the actor(player here) to have the spell or have them cast it. It's the same thing the soul gems does when they shoot spells at you in ruins! So, first of we need to track the power attack. If you plan to use a 2 handed greatsword, you can simply register the same animations Bloodskal uses. Otherwise we need to use a little trick. We will use a hidden perk to give the player this effect, which we add/remove on equip/drop/unequip of whatever weapon. So we add a magic effect at Constant and Self. We add it to a spell at Ability and then add it to a Perk and set it to Hidden. The rough code for the magic effect will be: Event OnEffectStart(Actor akTarget, Actor akCaster) selfref = akCaster ; --------------------------------------------------------------------------------------------------------------------------- registerForAnimationEvent(akCaster, "weaponSwing") ;if registerForAnimationEvent(akCaster, "weaponSwing") as bool == True ;Debug.Messagebox("Animations Register succesfull") ;endif ; --------------------------------------------------------------------------------------------------------------------------- EndEvent Event OnAnimationEvent(ObjectReference akSource, string EventName) If Game.Getplayer().GetEquippedWeapon(false) == MAT85AranedeanWeapon if eventname == "weaponSwing" &&\ selfref.GetAnimationVariableBool("bAllowRotation") &&\ !selfref.GetAnimationVariableBool("isBlocking") &&\ !selfref.GetAnimationVariableBool("isBashing") &&\ !selfref.GetAnimationVariableBool("isSneaking") &&\ AwesomeSpell.Cast(ak) EndEvent Okay. BAsically: Once the player gets the effect, the OnEffectStart starts. Here we must register the animation we plan to use. Now, to track a powerattack outside of the 2 handed greatsword, we will check for a lot of stuff. To avoid confusion: GetAnimationVariableBool will check if the animation is a powerattack without actually checking for a power attack. It works flawlessly. Second we make a new event OnAnimationEvent, which starts as soon as the registered event happens. So we check if the player swings the sword; Then we check if it's a power attack by limiting the possibilitites. You can copy and paste all the GetAnimationVariablesBools. Then we tell the script to cast the spell. A second note: This only worked with the weapon in the right hand. If you have the waepon in the left hand, you fire the spell with your righthand weapon(or unarmed). So I made sure to limit the effect only if you had the weapon equipped by doing Game.GetPlayer().GetEquippedWeapon(False) == MyWeapon. False means "Is it in the right hand?" If you have never scripted before, then this tells you very little. Though if you find somebody with just the barest scripting experience (This was my first script, actually...) then they should be able to assist you further!
  19. Beyond Skyrim: Cyrodiil is closing in on the Bruma Pre-Release. There you'll get the Pale Pass, Aka various and Ayleid artifacts. Check out BS on Facebook, youtube and http://www.darkcreations.org/forums/
  20. Google, youtube, creation kit wiki, etc. Simply type "Skyrim custom weapon" an you'll find what you need.
  21. Never say never. My computer is out of business for now, but I'll get it out when I can. On that Note, Beyond Skyrim will also use a slightly edited version of it.
  22. Import into 3d package(3dsmax, Blender, maya, etc) Export out as a nif. Cleanest way to do it.
  23. Start learning. You don't got less time than anybody else, I promise you.
  24. What is a "Creative Director." And why do anybody able to do this need one?
  25. Wait... I must have missed something. There are real dragons? Why did nobody tell me!? Also, on a more serious note; Try the Mod Request forum.
×
×
  • Create New...