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AdeptusAstrates

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  1. Oh yea thanks.. I will take a look on the forums here to see If I find something interesting in that direction. However, it hasn't been a long time since the CK is out ... Im pretty sure there will be many very nice mods that will add those missing animation to the players behaviour - it just takes some time :)
  2. Well yeah, I know Imps More Complex Needs... Though its a neat mod, in my opinion it definitely exaggerates the ting .. with all that Protein, Nutrients, Calories, Satiation etc. etc... thats way too much.. I mean, it would fit to a futuristic sience fiction game (like Fallout NV) where character indeed can keep track of those specific things.. but not on a mideval fantasy game ... Even the basic mode is a little bit too much... If so, I would only build such a mod like this: Character is hungry, thirsty or tired.. not more, not less and no special scientific terms like Proteins, Nutrients and whatnot...
  3. Hello there fellow mod users and modders :) Have you ever felt that your character is sort of " inanimate"? I miss all of those animations that actually already ARE in the game (for npcs) This is stuff like: drinking, eating, sleeping, picking up an item... Well so I would love to make the game look more realistic and "alive" by having the character do all that stuff instead of just standing there doing nothing and having all those things done magically by some internal script. So what I would like to have, is that when one drinks stuff and closes the inventory, the character makes one drinking animation. Same goes for eating. And when I pick up an item, I want the character to bend for reach for that item, or If I loot chests or defeated enemies the character goes down on the knees to open the chest or browse a cropse for items. (A good example on how I mean it is gothic, I loved the variety of player animations from that game.. when the character went to bed, we actually saw him sleeping (for some frames) Well this is it basically what Id like to have... maybe, also some new little animations that bring even more realism and make the game more believable ... by that I mean something like frequent shivering when in cold areas.. A different type of walk if the character is walking in water... the character sometimes covering his/her eyes when watching into sun direction... An other thing that annoys me is the very unrealistic extremely fast direction changing from character.. he looks so static when I look around, and then walk forward and the character rotates to the new direction - well he doesnt rotate, he just flips to the new postion wich looks veery lifeless... Id like to have some dynamic movement as it was on games like GTA IV .. that was a nice movement physic.. Ok, this is all for now ... It would be nice if some of you great modders could make this work ( it doesnt have to be all of this, but if you feel like you could do one or more of these things.. I would be very grateful ;) )
  4. Do I understand right? When you extract the meshes and import to max the UVs arent layed out already? Why is that? When I extract them, I import into NifScope and convert them to .Obj when I then import in Maya the UVs are all layed out nice and clean...
  5. Hm I use CS5.1 maybe yours is too Old You mean you are doing a simple texture created in photoshop, no imported texture from the game? I dont know if theres a .DDS plugin for ps 7 I use the Nvidia plugin, when I save I use the DXR3 ARGB 8bpp structure (You see in the channels: Alpha, Red, Gree, Blue) Unfortunately I didnt manage to get the right compression level: my textures somehow look "blocky" PS: to create an alpha channel: (Its cut off in my screenshot) but down there should be an icon left next to the little trash can "create new channel" that will create an alpha channel filled with default black. Or you can select any part and choose the button right next to it "create channel from selection"
  6. Didnt it look like this? http://img827.imageshack.us/img827/2006/photoshopalphachan.png
  7. Its always the same: I know the photoshop method: Open a .DDS texture in Photoshop and go to the channels tab. Open the Alpha channel, now paint with White to Black and inbetween: White means Completely visible, black means invisible, anything inbetween will be kind of transparent. Save the texture back to .DDS format.
  8. This has been discussed long enough I think, lets talk about the alternative: What If I model my own 3D creatures, characters and items based on my own designs, or the designs from other media. I think thats allowed isnt it? But If so, what would be the steps to do? The characters needs to be modeled in M-Pose right? Do the limbs need to match up perfectly with the rig? Where is the rig so that I can use it as reference? Or doesnt it work that way? Maybe I can rig them by myself in my 3D application with Nif. export support such as 3Ds max? I would like to know the steps required to model, rig, skin, (maybe animate) and import my model into the game... is there going to be support for that on the CK? I never made something like this before - I mean modding for games, but I DO have advanced modelling, and riggin experience in Maya and 3Ds Max... Will the CK support an integration of Autodesk software (Maya, 3Ds max) or will I need to rely on scripters to write tools, and plug-ins?
  9. I remember walking in one of those fisher houses.. there were some fishes hanging down from the cieling. When I walked through them they "dynamicall" reacted and bounced a little... couldnt it be possible to do the same to hair for characters? I also remember when I played Soul calibur IV, the characters had some nice and dynamic hair. When I extracted the meshes from the game to a fbx format for reading in Maya, I saw that those hairs were simple skinbound polygons with bones... Im pretty sure there is a possiblity to implement this in the game - though it could be rather performance impacting so that older computers or consoles could not handle this anymore... Am I right or is this not as simple as that? I dont know exactly...
  10. GTA IV had a little bit of all that, some prostitutes, and relationships with a few women - the player had to date them a couple of times for the big thing... something like that would be a nice start. Would also be an Idea to reward sexual acts with some temporary advance for your character, suchs as increased max. Life for the next one or two days, or better resistance against something, or increased skill points for something.. you know. Also to add more realism, imagine you play an Orc, Argonian or Khajit character.. I think most of the female npcs wouldnt even think about having sex with your, so why not have the ability to force them? Such a rape should be concidered as a crime maybe...
  11. I knew it! Look at this... We are going to release a new tutorial at Digital Tutors, with Rick Vicens as instructor.. http://www.digitaltutors.com/dtlabs/?p=3714 This guy worked at Bethesda game studios as Character Animator.. Im so going to check out that tutorial wehn it gets released.. For everyone interested in Modding new characters and animations.. this is a good point to learn ;)
  12. Id like the words of my wife to be replced: Always she says stuff like "Yes my Dear?" or .. "..Nice to see you, my Heart" I play an Ork, and therefore I want her to call me "Master" ... so she needs to say "Yes Master?", "What is your desire, Master?" and stuff like that..
  13. Sounds nice, im looking forward to that :D Will it be possible to import rigs into Maya or Max for reskinning purposes? (My prefered 3D application is Maya, but I wouldnt bother to use Max) I found some errors within the game that could have been made better with proper skin weight painting...
  14. Nice Idea.. one other add: how about splitting the armors in Torso and Legs? So that one has more freedom in equipping the character...
  15. I would also decrease that difference between what the merchant pays for an item and what he charges for one, so lets say you sell him a sword for 300, and he resells it for 400..
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