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MaelstromDesign

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Everything posted by MaelstromDesign

  1. I've already tried hash check, but i'll post it too the Warspace thread and see if i get any bites there, thanks anyway though.
  2. Title pretty much says it all. I'm running into the unexpected file size error when trying to run ToolBox and Warspace. I'm on Patch 3 with Slingshot DLC enabled, running the proper version of ToolBox that supports patch 3. Anyway, by itself, Warspace works fine, just every option in Toolbox is disabled. Anyone else run into similar problems?
  3. You know what, it just turns out i'm retarded. I was so sure i had set the parition right i didn't even check it in the CK. Fixed now, but thanks for the offer!
  4. Again, i'm having issues with a custom mesh i've made, a completely custom model instead of just a simple model edit. Model isn't appearing ingame or in CK, and i have a bunch of screenshots to show as i have nowhere to begin with. I've done everything i can imagine, but my knowledge of blender and nifscope are, at best, in their infancy. Ignore the lack of skeleton in the blender shot, i imported the ebony's skeleton (as well as it's bone weights) to the model for the acual nif, it's just to show off my texture. http://i433.photobucket.com/albums/qq55/KnightOfAmmo/Templar1.jpg http://i433.photobucket.com/albums/qq55/KnightOfAmmo/Templar2.jpg http://i433.photobucket.com/albums/qq55/KnightOfAmmo/Templar3.jpg http://i433.photobucket.com/albums/qq55/KnightOfAmmo/Templar4.jpg http://i433.photobucket.com/albums/qq55/KnightOfAmmo/Templar5.jpg Ask me for more pics if they will help! This is part of my on=going Warfighter Armory mod.
  5. I am using Super ENB... i'm going to give this a look... edit: Yep, that was it. Disabled SSAO on it and the effect dissapeared. That is odd though... what exactly is SSAO?
  6. TO clarify, what shader settings effect this glossiness?
  7. Yes, no alpha properties. The Alpha nif setting in the BSLightingShaderProperty is set to 1, which i understand is 100% opacity.
  8. i've made a custom model for a weapon and managed to get it ingame, but i'm suffering from some kind of texture (probably) problem that baffles me. When i'm very close to an object, in first person, the weapon begins to become semi-transparent. It's barely noticeable outside, but indoors the problem is exaggerated to an enormous degree, especially in caves and ruins. I have all the texture settings exactly as the iron war axe, have a normal map with specular, a dif with completely white alpha, and a _m that blacks out the wooden handle but registers the axe's head. Here's a pic of the problem (You have too look closely, as i'm outside, but you can see the window's lacing through the axe's head and it's handle): http://i433.photobucket.com/albums/qq55/KnightOfAmmo/TESV2012-03-1217-34-20-80.jpg
  9. That is great and thorough info from both of you, especially you AurelTristan, this anwsers many of my questions. But i have one more, i've made a custom model for a weapon and managed to get it ingame, but i'm suffering from some kind of texture (probably) problem that baffles me. When i'm very close to an object, in first person, the weapon begins to become semi-transparent. It's barely noticeable outside, but indoors the problem is exaggerated to an enormous degree, especially in caves and ruins. I have all the texture settings exactly as the iron war axe, have a normal map with specular, a dif with completely white alpha, and a _m that blacks out the wooden handle but registers the axe's head. Here's a pic of the problem (You have too look closely, as i'm outside, but you can see the window's lacing through the axe's head and it's handle): http://i433.photobucket.com/albums/qq55/KnightOfAmmo/TESV2012-03-1217-34-20-80.jpg
  10. I've been searching for some reliable info regarding how texture maps (diffuse, specular, normal, and otherwise) affect models ingame so i can better understand my texturing abilities, but so far, my searches have remained in vain. Can someone explain to me, hopefully in detail, how the diffrent textures work in the engine? Also, what is the proper order for putting textures in the BSTextureSet in NifSkope and what do the diffrent endings of each texture mean, such as _emit, and _e.
  11. That's for 3DS Max, i'm looking one specifically made for blender, preferably written.
  12. I'm stuck, the armour tuts are much more comprehensive than anything I've been able to find about getting custom weapon meshes ingame. Does anyone know of any tuts or exceptionally good techniques to getting weapons in game? (I have been able to getting custom armour in game, so you don't really need to explain every little detail and how to navigate certain programs).
  13. Check this Tut out. I love ghogiel's tut, but frankly, a lot of it doens't explain itself. He tells you what to do, but he doesn't explian why. The above tutorial will help you fix a bunch of problems and help you understand how Skyrim itself works. Another problem with ghogiel's tut, is that most people can't convert the BSLightingPPShaderProperty do to certain nifskope/python setups, which even though he provides, don't work for most people. You're probably better off using both tutorials to cross refrence and expand your knowledge of the inner workings of nifskope.
  14. Yep, that's exactly it. Thanks for the help!
  15. That's probably it, i've been saving it in DXT1 compression which doesn't keep the Alpha.
  16. Generally, you don't convert the BSShaderPPLighting whatever... just delete it, then right click your model, hit 'insert', go down the list till you find BSShaderLightingProperty, then click it. The new node will appear at the bottom, so you go back to the main block of your model, check the block list, then find properites (or children), expand it, then set one of the lines to the number that corresponds with the new node. You then do the same thing, but insert a BSTextureSet, go to the BSShaderLightingProperty, then set the line Texture Set to the number that corresponds with your new (new) node.
  17. I'm doing a retexture/model edit of the thieve's guild leader curiass, but the texture, when in game, appear extremely shiny, as if it were recently covered in water or made of very glossy metal. Does anyone no of any modifiers, texture maps, or issues in blender that cause or control this problem?
  18. For your Nif., is your shader have one of it's flags set to vertex_color or somehting like that?
  19. I'm having an issuse regarding selecting partitions in Blender and how they translate back into nifskope. I'm editing the thieves guild armor to make it more cape-compatible, but when i run through the motions to importing, to exporting, and such, i hit a wall. In blender, i have my three new partitions: BP_TORSO, BP_RIGHTARM, and BP_LEFTLEG. I look at the vanilla model of the armor in nifskope (just the torso as that's all i'm working with for now), i see that it has three partions, the legs being four verts up, the arms being three verts up, and the torso taking up the rest. I follow this to the exact specifications in blender when i assign the faces, yet when i export it, then open it up in Nifskope to prep for Skyrim, i end up with four different partitions. The RIGHTARM and LEFTLEG are just as i selected, but it seems that the BP_TORSO was seperated into two partitions, one encompassing the knees and the faces around them, and the elbows. Has anyone encoutered this problem before?
  20. Damn, i wish even new what i was looking at. I'm mostly a texturer and 3D modeler, art stuff, not so much flash player and such, but i do have a friend i'm going to show it too. I'll post if he can make any break throughs regarding, but i wouldn't hope for too much.
  21. If your defiantly into archery, there's a faster velocity arrow mod on nexus you can check out. Make it a lot more fun to be a archer. Also, there's this new survivlist mod out (cant remember the name) but it regulates thirst, hunger, and sleep values that can affect your gameplay or even kill you.
  22. I'm making a new armory set mod which is themed around the style of 'carbon', more or less, and i wanted to create a new section to select when forging with the same name. I made of new material, but ingame, my items are set as 'Misc'. Has anyone managed to add a new material?
  23. That tutorial worked like a charm, thanks. I didn't have to use your mod as i managed to figure out all the NifSkope mumbo jumbo and get it ingame, but thanks anyway!
  24. Well, i want to remove the cape from the Nightingale armor and make it a separate addon that you can mix and match with other armors, but i was just wondering at what steps i would have to do to implement this, what partitions I needed and what not. This is part of an ongoing Ranger Armor set project i'm doing.
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