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niagra127

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Everything posted by niagra127

  1. I know nothing of Cinema 4D. But, get nifskope and open up the mesh files with it, click on the trishape data and you click on file and export as a .obj. Just about every modeling program can open that file-type
  2. This looks absolutely amazing, some serious detail in this. I can't say I have any criticism, though I wish I had some for you. Would you be willing to share what it's like working with Zbrush? I have tried so many times to get into it and I just can't for whatever reason. Yet I use sculptris almost religiously for organic models. I'll be looking forward to this being released!
  3. I've made a bow for a large project mod I'm working on. Granted it's an anime mod :P. Making bows actually isn't as hard as one might think once you understand the process. If I had more time I would consider making a lore based bow mod, but sadly I don't :/ If anyone does want to make one and needs help though they can pm me. I try to check this forum once a day or so.
  4. Would someone kindly point me to some tutorials or explain how "effects" work in skyrim? I tried dissecting some nif files of the magic spells and stuff like midas magic but none of it made any sense to me :/ the nif files make it look like everything should be 2D X's. I would greatly appreciate some help and I can't find any info on it.
  5. Bump, because the lack of animation help is ridiculous :/ looking everywhere to figure out how to make new sets and either nobody will help or nobody knows.
  6. I have animations made, I want to know how to add them as new animations instead of replacing.
  7. Now that the CK is out anyone want to help shed some light on how this could be done? I can't seem to even find all the animations in the menu, just some of the basic character ones. I'm trying specifically to figure out how to create a new animation set. If you look in the art and sound of a weapon you will see "Attack anim" and "Anim type" anybody know where that is dictated so I could make more?
  8. I know maya, I use it occasionally for animating and smoothing, never really modeling though. To figure out the weights look at a vanilla bow in your program and look at it's weights. Just make yours similar. If you don't understand that much then I can't help you.
  9. I have never heard of that program in my life XD I can't help you there. I'm gonna advice you look into blender since it is completely free and is widely supported around here. You will never be able to export a .obj with weights you will always have to have the support of the nifskope plugin to export it directly as a .nif file.
  10. Glad I could help. If I had a voice worth hearing and a headset I would make a youtube tutorial so I could quit writing these steps over and over again :P Lemme know if you have any other problems or you can't find something in nifskope. It gets tricky if you don't know what to look for.
  11. One of these days I ought to just make a bow tutorial for people >.< You didn't say if you were using blender or not so here is how I go about putting a new bow mesh in-game through 3ds max (this is super general and I'm assuming you can find everything yourself). If you are using blender you will have to figure out what commands will have similar effects. 1. Model bow 2. Using nifskope plugin, import a vanilla bow (make sure to include skeleton) 3. Apply a skinwrap modifier to my bow using the vanilla bow. (This takes the weights from the vanilla bow and applies them to mine) (Make sure you select "weight all vertices") 4. Export bow using nifskope plugin 5. Open up my new .nif file and a vanilla bow .nif file side by side. 6. Click on skeleton root in my nif file and erase the number. 7. Copy my bow over to vanilla .nif file 8. Remove vanilla bow, make sure to set my bow to use their shader 9. Set parents, children, textures, etc 10. Save, make sure it works as a replacer. Bows are considered complicated because they have skin data. If you can't use a skin wrap modifier (aka your using blender) then you need to look at the vanilla bow and set the weights on your bow as similar to theirs as you can. The other really important step is exporting it through the plugin as a .nif file. Exporting as an .obj will not save the skin data so it'll freak out in game.
  12. I'm working on a custom bow animation and it looks all fine and good in 3ds and havok preview. However upon getting in-game it seems to just skip over it completely. I have changed the bow_drawheavy and bow_drawlight for the 3rd person view. Any ideas why it would be skipping over the animation?
  13. Don't change the bones, the animation needs them to be in the same place. Instead just use them as they are and weight the bow properly to them. It may not match the shape of the bones perfectly but so long as the weighting is good it'll never matter. I can't help much with blender (which I'm assuming your using?)
  14. Haha yea. Just practice a bit. It doesn't take too much talent for good swords so start there and then branch off :)
  15. .Hack was my favorite anime ever series ever o.o I would help if I weren't already in a large scale bleach project :/ I do wish you the best of luck and hope this gets done though! Would be cool if you added in all the spells from the original games and some armor to go along with the weapons. :) I do suggest you grab blender and learn how to model though because I don't know a lot of people that would help if you were just an overseer.
  16. If blender doesn't have an option to export normals with an alpha then you'll have to do it in a program like paint.net or photoshop
  17. Alright thanks man :) Wasn't gonna dabble in scripts till after the CK but I guess I'll give it a look now.
  18. I have made new arrows, created a Projectile and an Ammo in the records. Making it a normal arrow works perfectly with normal bows but setting the arrows to be bound arrows and changing the PROJ in the bound bow magic effect to my new arrows still has it using the old bound arrows. Am I missing a record somewhere?
  19. Are you using environment maps? Do you have a specular as an alpha in your normals? I ran into this same problem my normals actually didn't show up right because everything else was too dark and it was caused by my environment map being too dark so you might look there. A good bet would be to make an all white one and see if it changes anything.
  20. Bows are rather complicated if you haven't worked with weights before. I'm not at all familiar with blender but is there a way to do anything like 3ds max's skin wrap modifier? It basically takes the weights from a mesh of your selection and applies them to your mesh. You may want to look for one and if there isn't then I'm sorry this isn't much help. Judging from your screenshot though your weights aren't right. If they are right and they work in blender then you need to fix your nif file. Here are my steps to get a working .nif file for a bow 1.Export the bow as a nif with the bone files, make sure it has the skin modifier on it. 2.Open up the exported nif file in nifskope and find your bow. Click the arrow to expand the parameters so you see nitridata, skin instance data, etc. 3. Click on the skin instance data and then remove the root skeleton. 4. Copy your bow over to a vanilla bow nif. (Take the block that contains the tri data and such) 5. Assign shaders, set the children in the fade node. Basically set up just like a normal weapon from here with the exception that you have to go back into the instance data and add the fade node as it's root skeleton. There is a really quick tutorial on skinned bow meshes in nifskope. I kind of suck at writing out tutorials though >.<
  21. Heya guys, I have been in the works of a bleach mod for a little bit now, would be interested in working with you, I already have a working Quincy bow (Ginrei Kojaku) as well as a few of the characters swords modeled and in-game. I'm gonna release the pack here in a bit but here is an old video of Ginrei back before the animations were fixed. I still need to do the arrows though >.< Let me know if you want to work together :)
  22. Geometry looks fine, all shows up white if I turn off textures. Also to clarify I have completely remapped and retextured the sword giving me the problem and came out with the same results :X Update: Turning off "has vertex colors" made the normals show up at the cost of the diffuse map >.<
  23. No, just textured the same. They look similar in 3d coat but completely different in skyrim.
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