-
Posts
50 -
Joined
-
Last visited
Everything posted by Gary3
-
Hi, I wouldn't need to use quest markers, if quests would have descriptions and background info like in the old days. But I'm not going to search thousands of square miles for a quest description like "Kill that guy at quest marker position.". Best regards, Gary
-
Hello Insentience, in some other games this issue is caused by V-Sync, I don't know if that's on by default in skyrim or where to disable it for testing, however. Best regards, Gary
-
Any hint?
-
Hello, when i create a new idle animation for the horse mesh (idle_pawning.hkx for example), only parts of that animation are taken and animated ingame (tail for example) while some bones (head for example) perform an animation which isn't present in the new idle_pawning.hkx file, but seem to come from the standard idle animations where the horse is panning its head (very strange the horse is taking its head down while looking upwards). When replacing an animation which is not an idle animation (runforward.hkx) there is not such a problem, it correctly only plays all of the new animation. Do I have to configure idle animation in some special place or what could be the problem? Best regards, Gary
-
Imported Bones 90 degrees wrong in 3D Studio Max
Gary3 replied to Gary3's topic in Skyrim's Skyrim LE
Hi, I've imported the mesh first, then the skeleton and attached the bones to the horse body mesh. As soon as the bones get attached, they are again rotated by 90 degrees. The animation is working partialy, with several vertices moving into strange positions. Is there a fix / workaround for this? Best regards, Gary -
Imported Bones 90 degrees wrong in 3D Studio Max
Gary3 replied to Gary3's topic in Skyrim's Skyrim LE
Hello Jet, I tried that, but unfortunately the skeleton doesn't seem to stick to the mesh then (transforming the skeleton isn't affecting the mesh, loaded animations only animate the skeleton, but not the mesh). Do I have to attach the bones to the mesh somehow? Is the vertex weighting still there if I can somehow attach the skeleton to the mesh? Best regards, Gary -
Hello, I've got a problem when importing a mesh including its skeleton into 3D Studio Max. The bones seem to be off by 90 degrees: When I attach a kf-animation, the body gets all messed up, because the bones are not in the correct layout. If I import only the skeleton without a mesh, it is displayed correctly, but it's hard to animate without the mesh as a visual guideline. I'm using the NIF-Plugin 3.7.3.fd27a94 (fork mod on Skyrim Nexus). Does anyone know, how I can fix this? Best regards, Gary
-
Hello Bergzore, thank you very much, it worked! :) Best regards, Gary
-
Hello, when I import the .kf-file animation into 3D Studio Max it seems that a keyframe is present for every frame of the animation. When I delete the keyframes and create my own animation with 3 keyframes, 3D Studio Max animates smoothly between these keyframes. However, when I export the animation, convert it to an hkx-file and load it in Skyrim, there is no real animation but the positions of the bones jump to each of the 3 keyframes when its time is reached, without playing the animation between the keyframes. Do I have to create a keyframe for every single frame in 3D Studio Max and how do I tell 3DSMAX to create new keyframes between the two I define? Best regards, Gary
-
Hello, And based on this, _you_ want me to do something to my mod? I spent 250 hours creating my mod, I've got a usefull name of the esp. There is no description, because I don't use NMM and never have used CK. But with such wording... just... no. Though I have some left over punctuation marks you may use in future posts: !!!!?!!?!!?!?!??? Regards, Gary
-
Hi, got it working, thank you very much! :smile: Best regards, Gary
-
Hi, when working, 3D SMAX 2012 often crashes when adding a modifier above the BSDismemberSkin modifier. Delete that, add the other modifier, bake it (or just delete it after you're done ; unwrap uvw modifier for example) and readd the BSDismemberSkin modifier. The Nif exporter will crash if you merge several meshes and choose something different than "leave the material as is" in the material dialog with the three options. Best regards, Gary
-
Hi, unfortunately I cannot find a way or tutorial to add my created *.dds and *.nif-files into an esp. I created a new esp file and set it to active in the Creation Kit. When I click "Create archive" or "Upload Plugin and Archive to Steam" (which I don't want to do) I get an empty files window where I cannot drag files into (from the windows explorer e.g.). How do I add custom files to an esp and into the right folder? Best regards, Gary
-
Hello Asaang, as soon as you make the smallest change to only a single vertex, the BSDismemberSkinInstance gets invalid and has to be rebuilt. The name of its subpart is irrelevant (at least I never had problems using the default and I never had to change it). It's important, that after you copy your modded NiStriShapeData and BSDismemberSkinInstance to the original NIF, you change BSDismemberSkinInstance -> Partitions -> Partitions -> Body Flag to the correct value again (look in the original file what it was before). Unfortunately, I'm not really used to work with the human mesh (horse mesh specialist :laugh: ) so perhaps someone else can give a few tips? Best regards, Gary
-
Hi, you can attach new polys to the original mesh, but it goes like this: Original mesh: Delete BSDismemberSkin modifier New Mesh: Edit & Convert to editable mesh (you can edit it as an editable poly, but after that you have to convert it to an editable mesh. Make a backup copy of the poly, if you want to edit further). Original mesh: Klick on the Editable Mesh (modifier) and attach the new mesh. Add a new BSDismemberSkin modifier, open it, click on its subpart and select all faces of the mesh by dragging a box around it. If you want to texture it, please take note of this: http://forums.nexusmods.com/index.php?/topic/562202-tutorial-editing-the-horse-mesh/page__view__findpost__p__4560810 Best regards, Gary
-
Hi, maybe this can help you. It's about the horse mesh and explains some things about the BSDismemberSkin and Skin modifier for editing: http://forums.nexusmods.com/index.php?/topic/562202-tutorial-editing-the-horse-mesh/ Best regards, Gary
-
Updated the first post because of new information.
-
Hi, here it is: http://skyrim.nexusmods.com/downloads/file.php?id=5622 Best regards, Gary
-
Hello, I deleted the posts, because the reason of the problem was not that which I had initially posted and it would lead other users to wrong conclusions. So here is the real problem this is all about. Exporting the horse mesh from 3D Studio Max and opening it in NifSkope/Skyrim gives this result (wrong hard ends at the meshes of the horse tail): http://img688.imageshack.us/img688/8637/tailck.jpg Have a look at theese two pictures: http://img853.imageshack.us/img853/9477/tr2k.jpg http://img41.imageshack.us/img41/6568/tr1bc.jpg The UV's of horse tail's meshes (about five) are overlapping each other, which is correct, because it guarantees that the color gradient from the top of the tail to it's bottom is smooth (1st picture). As you can see in the second picture, each segment of the original horse tail is only transparent at its end. This cannot be from the alpha transparency map of the texture, because then the mesh underneath the end of the next segment would be transparent at this position, too! (and not just on ITS end) How is this done? Best regards, Gary
-
Hello, I've got the problem, that when I export the horse.nif from 3D Studio Max and open it up in Nifskope, the transparency of the tail is largely gone. Unfortunately, I can't just copy the tail from the original, because though it is 1:1 in this version, I'm going to change the tail mesh later, so this is the try to generate a workflow. The attached NiAlphaProperty has the flag 4844 and the correct threshold of 35, texture paths are correct. If I increase the threshold, the transparency gets more, but in an ugly way (long stripes) and it doesn't look like the original. Here are my export settings (please click images to enlarge): Here's how the two versions look like: This is how the exported tail look like in Skyrim: Can anyone give me a hint what I'm missing or doing wrong? Here is the modified NIF-File - the tail is in the horse:2 mesh : http://www.mediafire.com/?dd0j375o74eww03 Thank you very much & best regards, Gary
-
Hello magnemoe, I hope I understood your workflow right: ;) the BSDismember-Part must be there when exporting and it has to show up in Nifskope. You cannot copy it from another NIF-File because it is directly generated for your specific new mesh shape. Be sure to change the Body Part Value in it to 30. For adding textures to new parts (if you are using 3D Studio Max): You have to add the Unwrap UVW modifier and do some UV work (this can be very time consuming), here is one of the best tutorials I've ever found for this (you probably need to download the VEOH player for its following tutorials): http://www.veoh.com/watch/v1691441PgJrJDGd?h1=OMS+-+Part+09a+-+Unwrapping+UVs+for+Organic+Models When your UV mapping is done, export a template of the UV and paint the additional graphics on the texture in an image editor. Best regards, Gary
-
>> I'll try the trial version and post back results! this is annoying! I know, but every failed attempt adds to the wohoooo-effect when you finally get it working :woot:
-
Hello reelo, in 3D Studio Max 2012, the button is here (click image): I don't know if it's there in 7 already, I have no experience with 3DS before version 2010 :confused: By the way, 3DS is also crashing on my system with the horse.nif and selecting BSDismemberSkin and Unwrap UVW after each other, I don't think thats a system specific problem, but has to do something with the importer/NIF-File. Maybe you can download the 2012 trial and install it in a Virtual Machine (VMWare player) so that the trial doesn't mess up your registry and check if it's loading there properly? I did so with 3DS 2010 and 2011 (2010 together with 2012 is messing some stuff up) to check if a problem occured everywhere. Best regards, Gary