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MrDave

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Everything posted by MrDave

  1. If you have saved the file as DXT3, then resaved as DXT5, the compression damage is already done. You will need to add back in any lost detail in the alpha channel. Usually, the difference between 3 and 5 is fairly neglegible (similar to a gif compared to bmp), but it is still there. This isn't going to cause the issue you are having though. Sadly, I ran into the same thing and spent several days messing about with it before deleting my efforts. The glow shaders just seem to flip out on eyes. :(
  2. Aha! Yeash... *rubs hands together* thank you very much for that link. It will be very handy indeed. :D
  3. Nope :D I want Swix! Haha about an hour after I posted last night, I came across a text doc that didn't go with my work lists and sure enough it was the doc I was looking for all this time. Notepad is useless on its own since it cannot convert to ascii. Now all I gotta d is hunt down the correct script to lobotomize... EDIT: Well, that didn't work. Swix was for editing the HUD elements.
  4. Hey guys, I changed the annoying bouncing camera settings back when Skyrim was released (did that before even starting on filling out Bob's), but since then, I have reformatted and cannot for the life of me recall the programs I used to edit the scripts. I want to do the same thing to the vampire lord camera settings. Does anyone know what third party program is used for changing the scripts to a readable format so they can be edited in Notepad? I had the program, along with a detailed list of the few steps, but since I had reformatted, I can't find any of it. :( I've already scaled the vampire lords down a bit, so now I just need to remove all the scripting that changes the camera settings associated.
  5. Hehe... I'll have a two hand sword version in an update pretty soon. :)
  6. The twins are here http://skyrim.nexusmods.com/downloads/file.php?id=12060
  7. Heh... I totally forgot to post that it's out. http://skyrim.nexusmods.com/downloads/file.php?id=12060
  8. Well... there is a way to do that very easily in Max. Instead of using a skin, you just link the hat to the head bone. This frees them up for flutter style morphs or flex modifiers. Problem is ( and I know this from personal experience) if the devs of the engine are the same ones that did the Oblivion version, they have no idea what a flex modifier is, so I doubt that would work. Which leaves the fluttering animation like what I used on Bob's 2 for Morrowind. I just did a particolor hat... I'll test it out after work tomorrow and see if I can link it instead of rigging it. If I can get it to work in game with the dismemberment still intact, I'm pretty sure that morphing a flutter for the plumage would work.
  9. Alrighty... initial release is up... it's still woefully lacking in content though. http://skyrim.nexusmods.com/downloads/file.php?id=12060
  10. ...started at 11:30 this morning. Finally got it in and showing at 4:47 this afternoon... with assertions in the CK. >:\ Hat: 477 verts. My budget was 500 due to the count of the plumage, which puts it up over 1k verts. Still need to finish the cowl and remove the lower planes for the plumage and just do the stencil thing... or whatever it's called now... to cut down on the poly count. Oh yeah, and in my rush to get it into game, I forgot to make the normal map a normal map and accidentally left it a bump map... guess what it did.... worked as a specular and glow map at the same time from the normal map slot. I was wondering why my glow maps weren't working on my other items. Now I know. Slot 1 is trying to read them instead of slot 2.
  11. Hehe... I work fast, but the wonky way the nif formatting works is slow. I went ahead and made a hat last night, textured it this morning, and have spent the past few hours trying to get it to show up in the CK. Why does it always take longer to get an item into game than it takes to make the item?
  12. Yeah, due to all of the issues regarding dismemberment (even there isn't any, save for decapitation) causing items to not show in game, I think the clothing items will be left out.
  13. Hehe... I have 17 items finished. Planning on starting the puff and slash clothing tonight, but I may just blow that off entirely. Rigging is the devil.
  14. I'll be releasing these as one mod, not pieces. The only reason I released (or even made for that matter) the Conan swords on their own was because I was getting tired of people getting banned over confused IP ownership and permissions. I wanted to get a set out there that folks could do anything they wanted with.
  15. Okay... I looked at the dragon staff model and went ahead and made a handle that resembles it, yet is straight so it would reasonably make a grip... still don't know what I'm going to do with the quillions... Progress on everything is slow right now due to us moving the office and me and one of the interns moving as well to remain close to the new location, so updates are slow all around.
  16. I haven't gotten the glow map to work correctly in game for the soul gem in the pommel... it either all glows with the self illumination turned on, or I have to leave it off.... but here is an Orcish scimitar, complete with the eye of Gruumsh carved into the handle.
  17. I'm doing a dragon hilt dagger for Bob's next, so I may modify the handle from that and make this a new one. The more I see the handle, the more I hear Scooby Doo going Ruh Roh! It just looks too much like a cartoon bone handle instead of a bone handle. My personal preference would be for a metal set of quillions with the bone ricasso and handle and maybe a metal pommel.
  18. Staffsword in progress... only a couple hours into it, so it's still pretty basic for now. We are preparing to move the office, so my time has been redirected to that endeavor... EDIT: Changed pic to current state of development. Still a Max render, so is unreliable for in game comparison.
  19. Nope... they say, in English, Bob's Armory, as they did in my previous versions with Arabic and Daedric writings for Morrowind and Oblivion, considering they are just font decorations (like DS Celtic Border) for a fantasy game. Pretty much any time you see a foreign script, save for Sanskrit, it will be like that.
  20. Have you ever read the tutorials on this? They explain exactly what you just asked in great detail. :P After you have removed the old shader properties and have pasted in the new ones, click on the NiTrishape again and scroll down to the bottom of its properties list and expand BS Properties. Double click the first 'None' and type in the number the shader property currently has and hit Enter. After that, expand the shader property to get to the texture property, click that, then in the lower window expand the only drop down arrow there is. It says Textures. It has a mouse over help if you are in doubt as to where each texture should go. Usually they just have the diffuse and normal. Double click the existing texture name and change the name and path if need be and hit Enter. You may need to open the Ling hair, export the obj, then open a Skyrim hair mesh and import the obj into it, then set it up with the proper shaders to get it to work.
  21. On the hair mesh, you have the initial #NiTriShape, then the NiTriShapeData. Below the Data line you have those shader properties. You will need to remove them (one is permanently gone in Skyrim) and copy branch from an existing hair mesh, the BBSLightingShaderProperty so it retains its BSShaderTextureSet and paste this branch into your NiTriShape. In the latest NifSkope it will go right into place. Now expand the new lines and click on your texture set, go into the lower properties window and replace the textures and test... it should work.
  22. My dream mod is the impossible... one that would fix the random CTDs inherent in Bethesda's games.
  23. I'm just going by what the OP requested. Personally, I think it should have a leg style bone with a broken off end and a leather wrapping of sorts, but I'll wait for his input.... although a mammoth tusk style would probably fit the bill just as well. :D Funny thing is, back in 1984 I made a RL version that was very similar to this.
  24. Are you running Vista? I'll assume the answer is yes, considering I had the same hell to pay before I reformatted and shut down the automatic updates before they could do any damage. :D Delete all your versions of NifSkope and grab the latest beta version. Completely bypass Blender, you won't need it. The current beta has Skyrim support, so you should be able to just copy/paste the shader properties from an existing Skyrim hair mesh to the Ling's replacement.
  25. Here's a quickie WIP shot. The way they have their shaders set up this time around is annoying. The specular map on this is almost completely black where the bone parts are and it still shines as if it were bright gray. I also have a bronze-ish corroded blade and a rusty blade so there will be 3 versions included. EDIT: Obsolete image removed.
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