Jump to content

LeVosgien

Members
  • Posts

    16
  • Joined

  • Last visited

Everything posted by LeVosgien

  1. @TurelimVampire /Collision issue: Check my answer to a thread covering this, that should help: https://forums.nexusmods.com/index.php?/topic/5112430-what-is-the-bestmost-recent-method-of-adding-collision-to-new-buildingsstatics/&do=findComment&comment=45195185
  2. weapons, armor, clothing and generally speaking any assets that are smaller ingame than your standard skyrim character are made by baking a high poly ( or 3d scupt) over a UV mapped low poly model (the "final", ingame version), rather than this... experimentation of yours,that you're apparently trying to do in your 2 software ;) I suggest perusing youtube for tutorials about 3D modeling/texturing, to get you started on the right track.
  3. (quoted for emphasis) Check this mod: Cobb's blender tools http://www.nexusmods.com/skyrim/mods/81001/? I have not tried them myself, not yet, as RL currently takes priority over my modding halas, but they cover just what you intent to do, if I followed you correctly. There seems to be a bit of preparatory work to do, but it would definitely alleviate the workload of such a project.
  4. As I suspected. Then it sounds like you have to delve into some Blender basics skills.
  5. You can try using an older Nifskope's XML file only for the purposes of Chunkmerge, and of course set its path in the NifUtilsSuite UI. or do the correction yourself in Nifskope, especially if it is a simple static mesh. Just expand the bhkCollision... block until you get the last child (I think, writting this from memory), and in Nifskope block list expand the chunk Materials propertie(s). From what your describing, your probably see now a random set of number (or nothing) for chunkmaterial/material, so double-click that to expand a material list and just pick the right one. that should do the trick. Sanitize the file as needed ("Spells" menu) and save. :smile:
  6. The simplest and cleanest way would be to export as an obj/fbx (I guess that's supported by sketchup by now) to Blender, and from there export as a nif, with the nif plugin set up obviously. There are several tutorial about that last part. You'd only need to learn the very basics of Blender for that task. Navigation, simple objects selection and edition, nothing too time demanding. edit: unless Blender can directly import skechtup files, which is quite possible (I'm a Maya user, so I can't be sure myself). Or you could try and go old school: use and ancient version of nifskope (1.4+ if memory serves) that still have the obj import option, and risk it screwing up your UV mapping in the process, then copy past any necessary block in your new nif file to recreate a working thing. But you'll soon realise than the first method above is far less tedious.
  7. I think that I saw some new meshes along that style at least (not sure if it was Direnni or not) at the Dark Creation forums, some time ago.
  8. this. 100% I don't think that most mod authors would like using their modding time answering users comments in two places.
  9. If you're not using any NiAlphaProperties node (a lot of people do without actually needing to), then you might have painted some vertex alphas in your modeling application, no?
  10. Okay, I'll bite, sort of. What kind of help, besides PR and spreading the good word, are you looking for? Level Designer, Scripters, 3D artists? I'm fluent in French, btw, if it helps.
  11. UV messed up.... This is a well known issue with importing OBJ into Nifskope pre 2.0+ versions. Switch to a more recent release, no matter what other modders tell you. Or use the maya nif exporter, which is on nexus mod pages. Less trouble than importing obj anyway (in whichever version of nifskope you're using). As a side note: be careful not to go too overboard with the polycount. Nif files are in an old 16bits format, meaning a max of 65K vertices before things start to unravel. Though that might be per niTrishape rather than per file, I'm not sure which it was. You could easily bake a lot of those nice details into a lower poly version's normal map.
  12. one more vote for the first one (of yours), without a doubt.
  13. Well, A modder team had actually started working on this very project. As far as I know, they started rather well - had a huge heightmap, working in game, and perhaps the beginning of the main landscaping (not sure about that one); plus a few custom models. But we haven't heard from them since... I don't remember how long (more than a couple of years). Maybe they'd be willing to share their worldspace+heightmap, so that others could take over? this rarely works either though.
  14. the 'Green Field' optional file from the Enhanced Landscape mod, by AceeQ does exactly that. I can't remember if it works as a standalone option or not though. http://www.nexusmods.com/skyrim/mods/68782/?
  15. Wow, exactly what I needed too, incidentally. nice!
×
×
  • Create New...