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Jennifur68

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Everything posted by Jennifur68

  1. I'd like a magic button too but...you'll have to actually go in select and delete the unwanted polygons. A lot of modeling involves rolling up your sleeves and digging into the mesh to edit or optomize it..for hours sometimes and Max has no way to read your mind to know what you want to keep and what you don't. I'm assuming you're working in Editable Poly...to gain easier access to the hidden polygons you want to delete you can select ones you want to keep and hide them in polygon sub object selection. Or you could select the all the polygons you want to keep, then go to the top tool bar and in the Edit menu look for Select Invert, keyboard shortcut CTRL+I then you can delete the unwanted polygons but simply pressing the Delete key on your keyboard. You say you've merged existing geometry so if parts that you want to delete were modeled separately you can select by Element and delete them.
  2. Watch on what SKSE is and installing it if the SKSE installation instructions and Read Me don't help you...he goes over it step by step and you can easily follow along. Probably the hardest part is setting up the new SKSE launcher and its really pretty simple. But don't try to install SKSE with the NMM, its not a mod its a script extender utility.
  3. Gob...isn't the name of the ghoul that works in the bar in Megaton in Fallout 3?
  4. I say make it a Thalmor trained agent monkey posing as an ordinary drug dealing monkey that hangs out in front of the inn in Dragon Bridge...that way when you pass within its detection range a Thalmor hit squad can be dispatched to track the player and try to kill them.
  5. The blacksmith forge just inside the main gate outside the blacksmith shop. Use the forge, scroll down to jewelry, find what you're looking for and see what is required to make it. Gather the materials and return to the forge and make it.
  6. I'm currently at level 64, just a bit short of level 65 and I'm sitting on 911,345 gold. I've bought all the player homes, built a heartfire home, give to every begger, give at the Temple of Mara, buy pretty much any smithing material I need and even drop a couple thousand coins in the chest outside High Hrothgar every time I visit. I end up selling way more than I ever manage to give away. I often wished the Temple of Mara, would give you options to donate amounts like 5 coin, 50, 100, 1000. I do have to admit I installed the Rich Merchants mod that gives the shop owners in cities 10,000 gold a day but I probably won't use that on next time I start a new game.
  7. You aren't giving people much to go on...can you post a link to the mod page or you've downloaded. I can't even begin to guess what mod you've installed based on what you've said or where you might find it or whats needed to craft it.
  8. Actually, Jitansgate I don't care what people want in their game...for example if Ghosu asked for my Gewehr 98 to make it work in his game and release for others to use I see no reason not to give it to him as long as he credited me with the mesh. Its not something I'd use but its not my place to tell others what they can do with modding. People have sex mods...again not my thing but its their game not mine. Even the flintlocks are out of place really based on the level of technology we see in the game. About as advanced as firearms would likely be would be around the level of this matchlock hand cannon. I'm a mesh maker and if people want something and I can make it I may make it if I have time and it interests me. http://i188.photobucket.com/albums/z215/Jennifur68/HandGonne.jpg
  9. The Gewehr 98 was an example of my work...it wasn't an offer to use it.
  10. I started making tomahawks this week, the first is based on a native american style but I've given a nordic influence to make it fit better into Skyrim. Its not throwable but can be used as dual wield. I understand you want something that looks a lot more modern and the one in the image you posted is easily doable. You say you don't have the programs to do it but you could learn to do it and it would cost you nothing for the programs, Blender is a completely free 3D application and GIMP is a free texture/photo application. I don't use them but I have downloaded them to play around in them, Blender and GIMP are both widely use and powerful programs capable of creating 3D and 2D art. Everything else needed is freely available as well so why not try it...you'll learn a new skill set, suffer frustrations to be sure but you'll also get the joy of creating something you want and getting it into Skyrim. ;) If you really have no interest in making it yourself give me a week or so and I'll do it as a basic hand attack weapon. http://i188.photobucket.com/albums/z215/Jennifur68/TomahawkWIP1.jpg
  11. Did you just get this mod or the required original? This is just a texture replacer for theRoadstrokers Rogue Sorceress Outfit...as such theres no mesh associated with it. If all you installed was the mod you linked to all you have are textures installed. Install theRoadstrokers Rogue Sorceress Outfit then reinstall the textures...according to the page description the outfit is in a barrel by the wooden bridge that leads to the saw mill...it shows you where it is in the images on the theRoadstrokers Rogue Sorceress Outfit page. ;) "NOTE: This mod is just a texture replacer, and only contains the textures! You still need the original mod here: http://skyrim.nexusmods.com/mods/21313"
  12. The most common infantry weapons were the three band muzzeloading rifle muskets, Model 1861, Model 1863 ( a simplified wartime production model of the M1861), the Model 1842 smoothbore (and first US army percussion musket designed as percussion) was widely used both in the Union armies and in the Southern armies. The Pattern 1853 Enfield was also widely imported and used by both sides because its calliber was virtually the same as the US issue .58 caliber musket since the Enfield was .577 caliber and was of equal quality to the US manufactured arms. US arms were left in the white...polished steel unblued with case hardened locks while the Enfields were fully blued except the ramrods with case hardened locks. All of these muskets used a similar triangular socket bayonet thay locked onto the right side of the barrel and used the front sight base as a retaining lug with a rotating locking ring that secured the bayonet securely in place. I would stay away from any two band rifles because they saw very limited use. Cavalry carbines are numerous...Sharps, Burnside, Smith were fairly common and were breech loaders. Modeling weapons is the easy part...I did this WWI Imperial Gewehr 98 in a couple days. Let me know if you need a model or two. ;) http://i188.photobucket.com/albums/z215/Jennifur68/Gewehr98MultiView.jpg
  13. Typically they talk about how they stole Skyrim and BAM! The wrath of the Dovah rains down and theres the running and the crying and the blood everwhere. Really though the biggest news has been the new DLC comming called Dragonborn in January and the talk of the release of The Elderscrolls Online in 2013 from Bethesda.
  14. I should be able to help here. ^^ I'm assumming you've downloaded the latest version of Nifskope...if you have I reccomend getting rid of it. I tried upgrading to it and my meshes never made it into the Creation Kit properly..they just refused to show up or I'd get a red triangle with ! in it. I suggest using nifskope-1.1.0-rc7-i686-w32.7z which can be found here. Since you're using 3DS Max I also assume you've installed the Nif plugin exporter, covers taking your mesh through Nifskope and setting everything up using exported nifs pretty well. Unfortunately he doesn't cover the blood effects in that video but its not too hard to figure out how to do those using his ...you just have to set up your mesh as in the first video but don't delete the blood layers...then do the blood layers as he explains in video two. Ghosu has the best tutorial covering the creation kit process .
  15. I was playing around with this too because of the forum request but I'm really picky and so far I haven't made a texture I'm happy with. I made these UVW maps to work from, good luck. ^^ Color coded...just like in Ghosu's video...apply this to the bow to see where the parts are. Green is the bow, red the arrow and blue the quiver. http://i188.photobucket.com/albums/z215/Jennifur68/OrcBowUVWColorcodes-1.jpg UVW maps in 1024 and 512...you can paste then on top on the texture and set the blending mode to screen to see just the white edges. http://i188.photobucket.com/albums/z215/Jennifur68/OrcBowUVW1024.jpg http://i188.photobucket.com/albums/z215/Jennifur68/OrcBowUVW512.jpg
  16. You have a few problems going on, these are things you'll need to fix. The path to your textures is different in the download than it appears in Nifskope... In NifSkope its: Data\Textures\Weapons\Claymore\Claymore.dds In the download folder its: Data\Weapons\Claymore\Claymore.dds In Nifskope the entire handle has its normals flipped and they're flipped in 3DS Max as well. If you look closely in your screenshot you'll see the normals are flipped for you too. http://i188.photobucket.com/albums/z215/Jennifur68/ClaymoreflippedNormals.jpg When I look at the UVW map in 3DS Max its all compressed into a single point in the upper left corner, it also exports from Nifskope exactly the same...you may want to check your UVW mapping. This one pixel white speck is your entire UVW unwrap: http://i188.photobucket.com/albums/z215/Jennifur68/ClaymoreUVW.jpg In Photoshop the texture looks ok except for some strange gray "blobs" on the upper right hand side, but I suspect you knew about those and ignored them. Your normal map looks odd to me with the medium blue and black...I'm used to seeing them like the one I generated from your specular map on the right. Maybe thats the way Mudbox does them? I never worked in Mudbox so I don't know. http://i188.photobucket.com/albums/z215/Jennifur68/ClaymoreNormalMap.jpg
  17. The video show you to extract the files from the SKSE .rar you download then drop the files that go into the main Skyrim folder into the that folder and he then suggests you zip/rar the scripts folder and use the NMM to install those so if you ever decided to uninstall SKSE you can do so easily without having to hunt down a lot of scripts to delete. If you watch the video Trucidation you'll see it makes sense, its how I installed SKSE and everything works fine. Davorious when you uninstalled Skyrim did you go to its installation directory and check to make sure none of the mods were left behind? Most games will leave things behind they didn't install. I know its a pain but you might try uninstalling Skyrim again then navigate to where it was installed....typically thats C:\Program Files\Steam\Steam Apps\Common\Skyrim if theres anything left in the Skyrim\Data folder delete the Skyrim folder it and reinstall Skyrim clean. Its probable that there are .esp files, meshes and textures still in the Data Folder that could be causing you issues. From a clean install you can figure out what mods you want to use and if you need SKSE for them. But don't install more than one mod at a time. ;)
  18. I think its worth getting. I hear people talk about bug but I don't think I really experienced any, but then the first thing I did after getting it was get the Unoficial Dawnguard Patch. I have to say I really enjoyed it personally and its on sale on Steam so why not get it. ^^
  19. I played around with this last night but gold textures are kinda hard for me to get right...I'll keep playing at it. I have a working golden orcish bow in game thats craftable but I'm not at all happy with the textures so I'll be redoing them from scratch.
  20. Yay you're having fun with it too. ^^ Pretty flowers! Oh and I helped fix your horse... http://i188.photobucket.com/albums/z215/Jennifur68/PinkBow.jpg
  21. I'm pretty easy going and typically hard to offend and do I try to avoid drama whenerver I can. I think thats why my Second Life shop does so well...people see me as likeable and approachable which isn't always the case with big shop owners. This is my fun stuff that I get to do and give away so I want this to stay fun...Second Life is work, customer service, running a business and all that since its how I make my real world money.
  22. Personally I would do cylindrical mapping on the handle since its round to reduce the seams to one and position it underneath. It looks like you still have some texture stretching along the seams on the handle too because of how the edges look bunched up...maybe I'm wrong. If nothing else maybe relax the handle a bit to smooth out the texture.
  23. You only need SKSE if the mod(s) you want require it...I never installed SKSE before I got Convenient Horses, I now also use SkyUI which also requires SKSE. Always read the mod description page for other mods required by the one you want or SKSE...some mods do need other mods to work and are dependant on them. Sometimes the description page will warn you of mod conflicts if any are known or reccomend mods you might want to get if you want the look the mod author used in the images. I think its best to install one mod, test it, check for conflicts and once you've tested it in game and are happy its not causing issues and is working as intended then add another. It sounds like maybe yesterday you just downloaded a bunch and ended up with issues. does a really good job explaining SKSE, what its for and how to install it...I really reccomend watching it if you are unsure of how to install it.
  24. Although i completely agree with you in the regards that, Oblivion Daedric set/Bound armor set, Does have it's few better pieces of equpiment as compaired to Skyrims daedric(In some departments =] ) To create that mesh would either require a port, Which once ported will then need to completely be re-Textured from scratch for skyrim along with much editing, Or If it cant be ported. Made from ground up, Which takes much modeling Experiance, along with texturing. To just pick up and learn how to do so. and immediately expect results, Would be a hard task, Along with a Mildly expensive one(All the software/Programs needed to do so) Most modders in skyrim that make their armors ground up and/or Texture them often have been doing it for quite some time before and even for them, It's still a hardy task. Hence why many quest go un-Answered, Cause In reality, If the modders heart isnt in the project, That it's just a boring old request, Not something they desire... They just plain and simply wont have the drive to do so. Fingers crossed someone does do this, Or better yet Fingers crossed and good luck to you should you take up Modeling/Texturing, Nexus needs as many modders out there as poisble =] Keep positive dude You forgot rigging...armor has to be rigged to the skeleton so when the skeleton moves the mesh moves with it properly without collapsing or stretching stangely. I've worked in 3DS Max for six years and I still struggle with rigging a mesh to a skeleton. Basically modeling and texturing are the "easy" parts so yeah this isn't something thats really simple to do SpookaXX if you're starting from zero experience. Maybe someone will do it...you never know. Honestly I think this must be a nostalgia thing because I look at that and I'm like :huh: .
  25. He snapped my horses neck like a twig, ate Lydia, beat me to a pulp and hung me upside down in an ice cave so I couldn't reach my light saber at level 8. Oh wait...no...I think that was The Empire Strikes Back.
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