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RafaelDeJongh

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Posts posted by RafaelDeJongh

  1. I might be interested in this. I just recently started messing around with the creation kit. I think I could learn how to import assets relatively quick.

     

    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. apocalyptic_studio.png



    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,

    Rafaël De Jongh


  3. Nice looking swords.

     

    If you have even a tiny bit of Creation Kit experience, you should watch this tutorial and try to do it yourself. Weapons are really simple to do. For how long it must have taken to make and texture the swords, surely it's worth the 10 minutes to get it in the game.

     

    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.

  4. Oh, I just call it converting or porting :smile: Now I know.

     

    Putting the model in game is not so bad. I do not have the time, but you will want to export your model as a Nif for whoever does have time. It will make it easier :smile:

     

    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!

  5. Compile them? I know how to compile code but not weapons. What game is this for?

     

    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).

  6. I recently finished these two follow up swords:


    http://www.rafaeldejongh.com/wp-content/uploads/2016/10/ZangetsuBankaiRender.jpg




    http://www.rafaeldejongh.com/wp-content/uploads/2016/10/ZangetsuFullBringFront.jpg




    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!

  7. In the .nif you probably want to have the hair double sided. Easy fix and takes seconds to do. Select your BSLightingShaderProperty for the hair and in the bottom window find Shader Flags 2 and double click the the value colum. click the arrow thing and find SLF2_DoubleSided and put a tick the checkbox. save the nif and the hair shouldn't become invisible anymore.

     

    As for _0 and _1 I am not sure if its needed. I used a dragonpriest mask nif and it had both, but circlets and hairs only have the one. So you can name it without _0 or _1 and see if it works in the game. As far as setting the CK to use both? you set the male or female model in the Armor Addon to the _1 version and it will automatically use the _0. For these I just saved the nif twice so it was the exact same nif just named different. I explained how to do the 2 versions on the first page.

     

    Honestly I would just use a single nif without _0 or _1 and see if it works, if it does then you are good to go. If there's a problem then name it like I did.

     

    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.

  8. I have enable Multiple Partitions and remove extra bones ticked. Don't know if that would make any difference.

     

    For both mesh I changed the BS Num UV Sets in the NiTriShape to 4097 which is the same as I have seen in other nif files. and the hair in the BSDismemberSkinInstance I changed the body part partition to SBP_131_HAIR. Easy to find, select the BSDismemberSkinInstance and in the bottom expand partitions and the next partitions then change the Body part to that. For the mask I gave it the SBP_42_Circlet partition for Body part. No clue if that made it work.

     

    Also I never use the nif the exporter makes. I open a new window and a vanilla nif that is similar to what I am making and copy the nitTriShapes into it and change the name to one of the vanilla ones. then I delete the vanilla mesh and save the nif.

     

    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

  9. Before you proceed try renaming your nif to the same as the ones I sent you. just duplicate it for the _0 or _1. then add my test esp and go to solitude and outside the blue palace is someone wearing the mask. the folder I had them in inside the .zip was inside the meshes / armor folder. you can verify in the CK to see if you get the missing mesh warning symbol if you check the armor addon. If the NPC wears your mesh then you didn't do anything wrong with it but it was an issue in the armor or armor addon like I had with not having the race that can use it properly set.

     

    Every mesh has 1 texture set. you can't have 2 or more textures for the same mesh. If you did use 2 textures then you will need to redo the hair UVW to use only 1. I did separate the mask and the hair in Max so it makes 2 NiTriShapes.

     

    The nif I imported the nitrishapes was one of the dragon priest masks that had 2 nitrishapes. if you separate the hair into 2 parts then you will need to have a vanilla mesh with 3 nitrishapes or figure out how to add a third(beyond me).

     

    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.

  10.  

     

    I finished and now you have textures for it... Lol no worries just set the textures in the nif files. MaskExport.nif is what 3ds exported. Has an esp with the armor and armor addons that I used for the test if that helps you any. and _0 and _1 versions just incase the game wants those or not.

     

    *edit, also has setup2a.max so you can see it in max.

     

    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!

  11. Umm do you have an _0 and an _1 version to accommodate the weight slider? If you only have 1 then it will not sit correctly on the head.

     

    Also import the _0 or _1 head model depending on which one you are working on and verify that your mesh is in the correct position on the head before exporting the .nif. make sure it is in that position before doing the skin as well. You may want to export as .3ds without bones then start a new scene and import the .3ds, apply the texture again (drag and drop), then import a head and position it. then redo the skin. I have had instances of the idiot nif exporter reverting changes made and exporting as .3ds cures that.

     

    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?
  12. 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.

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