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RafaelDeJongh

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Everything posted by RafaelDeJongh

  1. An extra hand is always welcome for our team and their creations, feel free to contact me and then I will provide you with additional information regarding future projects or alike if you're interested.
  2. Hello Creation Engine Modders, Apocalyptic Studio is currently searching for a dedicated Skyrim/Fallout 4 compiler (getting content put into the game) for various project and to possible join Apocalyptic Studio for future projects as well. We are now more and more leaning towards modding for Fallout 4 and Skyrim and are really searching for someone that wants to team up with us to get various bigger projects finished. We are accepting anyone who's still learning and getting into modding for the Creation Engine and more advanced people as well, everyone is welcome! For more information feel free to contact me! Thanks for any interest in advance. Sincerely, Rafaƫl De Jongh www.apocalyptic-studio.ga
  3. Searching for a Creation Engine Compiler! More info here: https://gamebanana.com/threads/209030
  4. Going to bump this one last time in hopes that someone could assist me with this project!
  5. As mentioned I do not have the time to get these in games. I know the whole procedure myself but with my busy schedule. It's not really something I would be able to make time for, hence this thread in search for someone to do it.
  6. Depending on how you see it, it might be called that way, being an old modder myself I tend to use rather old terms for things that might have gotten a different name by now. While I do know the process of getting everything in-game (from my previous releases) as mentioned I just lack the time to perform these steps and that's why I'm reaching out to this community in hopes that someone could assist me with it. I would deliver the model files as OBJ's and the textures as TGA's so converting the textures to DDS and the OBJ to NIF, to then setting everything up in the actual nif file (creating the blood/decals/effects) etc would then still be required. So yea if you do know anyone who's fit for the job, feel free to link this thread!
  7. The game in question would be Skyrim might have to mention that in the main thread. With compile I mean just getting it working in-game. "Compiling" as a term is used mostly for games where you tend to convert a model format that can be read by your 3D program to a format (sometimes with instructions) that can be read by your game engine. Example: MDL + QC => SMD (for the source engine).
  8. Going to bump this as I've still haven't found anyone sadly enough!
  9. I recently finished these two follow up swords: http://www.rafaeldejongh.com/wp-content/uploads/2016/10/ZangetsuBankaiRender.jpg http://www.rafaeldejongh.com/zangetsu-bankai/ http://www.rafaeldejongh.com/wp-content/uploads/2016/10/ZangetsuFullBringFront.jpg http://www.rafaeldejongh.com/zangetsu-fullbring/ However I lack the time to compile/get them into the game, so if anyone feels up to get these compiled into Skyrim then feel free to hit me up via a PM or so!
  10. Nice work already Yogensia as expected, looking forward for further development!
  11. The Gifts of Akatosh mod can now be downloaded over at: http://gamebanana.com/skins/146488
  12. Managed to release it today: http://steamcommunity.com/sharedfiles/filedetails/?id=242598497 Thanks for all the support once more!
  13. Alright thanks mate! I'll look into it and well besides that I think I can call this done!
  14. That was exactly what I was looking for thanks! Sorry about this but I also have another question about the mask, is there a way to make it reflective like it reflects the world/cubemap? As for the _0 and _1 well currently it works without it as the nif is currently just called dtbmask I'll see what happens if I change race or sex but I think it should be fine! Well mate once more thanks a ton for all the information and help you've provided! You're the best! Credits will be of course provided when I'll release this.
  15. Yep that did it, for a reason the export settings fixed it! Without a need of redoing the textures just adding the additional nif data made it work! There's just one slight problem alpha related which I think is not directly fixable although I've got very limited knowledge about translucency in Skyrim but the mask sometimes tops the hair making the hair just disappear from a certain angle that Fixed this, for a reason there was an alpha property on the mask hierarchy as well, removed this and seemed to not appear anymore although I do still wonder if there is a way to cull the back faces like noculling it? And perhaps could you explain where exactly I have to enable the _0 and _1 in the DK and what the difference I need to make on both of them? Didn't quite get that at first. Other than that thanks a bunch for all the help you've provided me already! http://sleekupload.com/uploads/5/thm/72850_20140324_00005_thm.png
  16. Okey so I tried it with your esp and my models and well I couldn't find anyone near the blue palace I even searched over the whole city without any luck nor could I find the code to spawn the mask via console for a reason 'help MaskTest' nor 'help AAArmorMaskTest 0' worked. I've made sure to put the files into Meshes/Armor/MaskTest as seen in CK but just couldn't find nor spawn it for a weird reason and I did make sure it was checked/active under my settings (and I don't have that many mods installed either) so I don't really know what was wrong. As I also noticed when I separated the top hair and exported that my file was 13kb lighter, so perhaps I've been exporting it with the wrong settings? Here are my current export settings: http://sleekupload.com/uploads/5/exportsettings.jpg When I exported and swapped the hair nif and dismember data and tested that with my esp the mask was on the correct position but the hair was no where to be seen, so really what the hell am I doing wrong, might it really be my settings? Edit: I tested it with your given nif files and my esp but well the hair was no where to be found, I've got no idea what's going on here though. And well thanks for the changes although I really don't want to alter the current textures it was a bit of a too huge hassle to already create these as these are all textured/painted by hand so I'd prefer to stay with what I got. As far as I know with weapon modding it shouldn't be a problem to add more or less trishapes right? Or is that totally different with clothes/armor? Edit2: The hair was gone as I disabled it in CK but when I enabled it it was there and it worked but it had some weird effects that I think are caused by the dismember data not being set up correctly.
  17. Very strange, that setup looks almost identical to what I had, so I really wonder what I was doing wrong? Another question though: How do I assign different textures to the hair? As it currently is one part in the nif and the texture exists out of two parts (hairside & hairtop). Well I'll be going over the max file and see what I did wrong! Thanks for the help!
  18. Thanks for taking a look at it! In case you require it, here are the textures: http://files.gamebanana.com/bitpit/textures_9.rar
  19. Just spent hours without any result, I've normally done everything you said correctly but now it doesn't even appear in-game at all. I'm out of ideas to get this to work, do you mind giving it a look yourself? Here are the latest files: http://files.gamebanana.com/bitpit/maskhei.rar Thanks in advance if you're willingly to look into this matter.
  20. What's that _0 and _1 version? I'm mostly copying what I notice from other nif's as I couldn't really find a proper tutorial about it. Do you perhaps know one? With the 3DS Thing I mostly did that with OBJ and also reset my privet like I mostly do but the problem in this case is that as far as I think is a weighted problem. As one strand of the hair is at the top but the rest is inside his belly if you can picture that. If I might ask, mind giving it a try?
  21. Hey fellow modders! I'm currently having some problems where I'm trying to create a custom mask where the user also changes hair, I managed to make the head from the player go bald to fit the new hair but whatever I try the mask/head will not be in the right position (on his head) After countless of hours I'm now coming here in the hope to receive some help. Here are the current files: http://files.gamebanana.com/bitpit/skyrim.rar The DTBMask.nif is the compiled version The mask.nif is the plain exported one and the Max file is a 2012 version of the setup. So if anyone could provide me some help or information that be greatly appreciated! Thanks in advance.
  22. Still nothing on this because I can't get them to work either.
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