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Windikite

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Everything posted by Windikite

  1. If this is the wrong place to post this I apologize, I just made my first video on youtube and would like feedback! I need a better mic so you don't hear interference and my mechanical keyboard, but I think it came out pretty good for my first time. I'll be posting more videos where I go for every daedric artifact in the game. Thanks regardless c: https://www.youtube.com/watch?v=miEg2rBkQTo
  2. Do soul gems that are filled have different names/IDs to call in papyrus scripting than non-filled ones? Example, could I check to see if the player had a grand soul gem with a greater soul in it, then remove it? Or perhaps give them exactly that greater soul and all.
  3. You know the Illithid in update 4 actually looked pretty badass lol with the shroud of darkness. Keep going, doing good! Also, do you think that you would ever place these guys in like blackreach for some creature diversity?
  4. Hey all, I'm having a problem with my textures. They used to be a solid color for no apparent reason, and now after fixing my normal map I am getting this issue Any ideas? The textures are all in the right directory and all that, anything I could have missed?
  5. Depends how you made your collision. I recommend taking a look at the following tutorials... http://www.darkcreations.org/forums/topic/3883-exporting-static-meshes-from-3d-studio-max-to-skyrim/ (collisions covered in the second part) and this one: http://niftools.sourceforge.net/wiki/Skyrim/Adding_Collision_Mesh_using_ChunkMerge Chunkmerge has been integrated into the NifUtilSuite, and is very easy to use - you get its UI and workflow in a couple of minutes. You can get it there: http://niftools.sourceforge.net/forum/viewtopic.php?f=38&t=4128 I'll definitely go read up on this, no matter how cool my arch is I must be able to use it lol. also, I tried redoing the smoothing groups again
  6. Thanks! can you or anyone else see a difference in the smooth shading on my models now? I definitely could in 3ds max, I think I can here too. (...) There's definitely some improvement over the original textures. They look better. That's the point actually: there are no textures yet, in this last image, just a material :wink: (or a blank one at best, though that would not be necessary at this stage). The better the shading control, the better the textures will look, though. If it helps, Windikite, here are two new screenshots... I made a quick pillar inspired by your models/references. On the left one with a sliiiggtly higher topology (less bevel towards the top, since the player will rarely look at them/be close to these parts). First one, a the top, just shows how its would look like ingame without shading control of any sort; bottom, after corrections. Same topology/polycount for top and bottom which, again, illustrates well enough the importance of this modeling stage. Basically, if you see some sort diagonal shadows across your shaded preview, then you probably have to either tweak your topology(add control edges or whatever), or put smoothing groups/hard edges at some key places. Second pic, I colored the different smoothing groups I used - not a requirement obviously, it's just so that you can better see which polygon clusters I selected and slapped SM Grps on. That should help you visualize this approach. Nothing difficult here, just be methodical... ...and economical, since as you can see you do not have to use a new smoothing group number each time you assign one. It's not a performance issue, just a good practice to make you life easier when you need to re-adjust the smoothing groups after you've edited your mesh (and believe me, you will). Hope this helps, /Fred. Well now that's quite a lot of information there, thanks for the feedback and advice so far c: I'm going to mess with the models again and see what I can come up with, I would attempt to explain how I selected my smoothing groups but I am not sure I can accurately convey it without diagrams haha. I think that relatively soon I should start working on textures, but I definitely want a green light from you guys here before I commit to learning all about it and texturing a sub-par model. Also, as a side not, would you happen to know what I can;t walk under my arch way model? I suppose it's using a very basic collision and not something more appropriate for an arch.
  7. Thanks! can you or anyone else see a difference in the smooth shading on my models now? I definitely could in 3ds max, I think I can here too. http://oi61.tinypic.com/2iln2fc.jpghttp://oi59.tinypic.com/2gv54x0.jpg
  8. This will be unimaginably useful, I have never seen any tutorial so far even acknowledge this as something taht exists. I assumed that once I textured I could somehow create more definition. You better believe I'll be doing this. Here is a picture of the reference I was using. Not sure how many people would recognize this. http://img3.wikia.nocookie.net/__cb20120907092003/runescape/images/9/96/God_wars_dungeon_frozen_door.png
  9. Awesome, thanks for the kind words! I believe the poly count is low, I'm not having any performance hits near them so I suppose it's a good start. On a separate note would you happen to know what I can import nifs that have 2 model pieces into the creation kit? Keeps giving me crashes. Thanks anyway!
  10. Just looking for some feedback on the dungeon assets I'm working on making at the moment. The textures aren't finished or showing up at the moment but that should be finished later. I'm planning on releasing this as a dungeon mod and a modder's resource pack to make dungeons with. I am sick of seeing the same old dwemer and nordic dungeons in mods. Tell me what you think! http://oi58.tinypic.com/2hi9teg.jpg
  11. There is already a mod for this- Alternate start: live another life. They did it better than I ever could. Especially the necromancer start is good, for it drops you right inside blackreach. Which makes me think of recreating the illithid community from the Drizzt series, which would be kinda cool to do after the race is done. There are indeed some cool suggestions. I am not a real fan of 'becoming' an illithid though. You either are an illithid or you are not. some kind of questline featuring Mora/seekers would be cool though. It would, in any case, be optional: I don't want to make any DLC required. On racial relationships: It would indeed be kind of weird to just walk into a city being your tentacled self. A greater power makingeverybody like you but attack you without it is possible, but I think it will just be a pain in the ass using it. I'll think about it. Yup, I know about Alternate start and I don't really know much about the Illithid. Also, I think it's belua sanguinare that has a power vampires can use to make themselves indistinguishable from humans so they can go undetected. Might be something to look into.
  12. I would very much like to see some Apocrypha tie-in with the mod. Also, would you consider having a unique start or something for the illithid? Starting straight out of helgen would be pretty weird. Maybe you make a character of any race, make your way to somewhere close to helgen or somewhere where you finish a small quest to become a Illithid. Brings up a customization panel where you can choose your skin color and stuff. Heraeus mora converting the dragonborn into an illithid to follow him, then me role playing and going to kill miraak and take his place sounds like the story I could get behind. Do you think Illithids have powers that allow them to fool people into thinking they are human?
  13. I've been trying to load the same unchanged nif file into my skyrim from when I got it to work and now it is simply crashing the kit. Could anyone take a look at my nifs and see if they can get it to work? Not experienced enough to figure this out. I reason if I run into every error a modder can have then I'll be a bettre modder haha. https://www.dropbox.com/sh/2c3tfyittur4m8q/AACBCVmzutvOb0N7xPaLHMcBa And this this the tutorial I am using http://www.creationkit.com/Exporting_meshes_to_Creation_Kit to construct my Nifs. I got 2 other nifs to work just fine, and this one is only giving me trouble now.
  14. Well I got it to work, thanks for the advice! My current problem is that a specific nif I got working a while ago is no longer working, just crashes as of now but was saying something about missing an environment map.
  15. I'm having problems getting my Nifs and stuff into skyrim. I made the models and textures, then the nif files as per this (http://www.creationkit.com/Exporting_meshes_to_Creation_Kit) tutorial. It has worked before, except for the small error on those walls I made not showing their textures. The objects I am trying to add are completely different things than the wall and this is not about the wall. I have repeated the exact same steps to make these nifs. The textures are DDS and in the texture folder in skyrim, and the nifs are in the meshes folder. Any idea what my problems are and how I can fix them? http://oi58.tinypic.com/220v9u.jpg
  16. I have 3ds max, and I did manage to get everything working! I had to render the template and save as png, then I could open in gimp. I managed to get the mesh into skyrim but the texture wasn't working perfectly, will take some more tweaking. The only weird thing was that I had the option to pick the item up when I wanted it to be architecture, and it had no weight. I need to go and set its weight to be like 1000 I guess haha. If anyone is wondering I'm working on making assets for a dungeon mod, I want to base it off of the God Wars Dungeon in Runescape.
  17. Uhhh, do you know how to open a uvw file in gimp? It isn't opening for me andthe guide is saying simply open it in gimp.
  18. Thanks! This is what I was looking for, I'll look through it in a bit and try it out. Hopefully I'll see some results and post them here c:
  19. I have paint tool sai and gimp, and I draw plenty so it wont be that bad once I have the process down of unwrapping and everything. I've looked through a bunch of tutorials, yet most of them either didn't work for me because of different versions/layouts or were confusing. I'll try those tutorials the guy below you posted, hopefully they will work for me c:
  20. I have a project I am working on and I literally cannot get anywhere without first learning to texture the very simple model I made. I managed to get this model into the game using the creation kit, however it was invisible. I assume I need a texture. Problem is, I am not having much luck with it, as any and all texture tutorials for skyrim are about retexturing existing files from skyrim. The uv unwrap tutorials haven't really worked to well for me and I I think it might be more than what I need. What do you guys think and do you have any good resources I could use? The texture only needs to be placeholder for the moment, but I will of course go back and make a better one later. Thanks regardless!
  21. Wow, this is the coolest idea I've heard all day. Would absolutely love to see this in my own warrior playthrough. What would you have to do about enchanments, behind the scenes and actually repairing them?
  22. Hey, I have no idea what I'm doing with texturing, and I don't want to know how to quite yet. I made a model and I would like a VERY rough monocolor texture on it so I can import it into nifskope and see it in game as proof of concept. Would anyone be willing to basically unwrap, fill texture with color and send back to me?
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