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yojeff

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  1. I don't think the dead body will fall by itself ingame. In the GECK, select the dead body, raise it (by "6 feet"), then click on the Havok button. It will fall to the ground and keep that position in game.
  2. So I made a big warehouse with the Warehouse kit, but I can't seem to connect stairs to the doorway? With the wood building, I put the fondation block, then the wall with the doorway, and the wood stairs connects to the doorway. I used the warehouse floor with the warehouse doorway, and I'm trying to connect the warehouse stairs. Thanks!
  3. So it was the vertex colors. I has some help at Lover Lab, and they modified the nif to get the different objects (let's say the three bands) with the correct color. I had trouble understanding at first, because the list of vertices was similar, but then I realized that there are more vertices in the nif than in the blender file. The old triangles had vertices with color, the triangles I added had vertices without colors. I have not added vertices in blender. So the exporting process create vertices, and I don't know where the color comes from. So it's a bit frustating. I'll work on the structure a bit, like adding a bump in the middle part instead of having it flat. Thanks for the help!
  4. I like this tutorial on geometry. When I look at the shaded view, the new triangles don't have the same color as the neighbors, but there are no new vertices, so it's difficult to understand what is happening. Link to the piece. (Hope it works.) CastleWall01 is the original, CastleWall01R is the one I modified. When you say getting a good UV map, do you mean unwrapping? Have a nice day!
  5. Thanks @chambcra for the reference to the mr_siika tutorials, they are quite interesting, and I think there is something going on with the paint, since my faces don't have the exact same color. The UV map is fine, and my unwraping, is "sloppy", but it shouldn't matter. When it's an armor or clothing, it's important, but for bricks or wood, the pattern will just repeat.
  6. I'm asking here, hoping there is more trafic... I'm modifying a castle piece in Oblivion. I deleted some triangles, and added some. I selected the desired texture for the new triangles. The model looks good, but in Nifskope, I see that the new triangles (The band in the middle) do not seem to "reflect" light. What could be the problem? View from the side and view from the bottom. The new triangles are part of the initial existing objects in the model, so I don't "get" how they don't have the same "info". Thanks!
  7. Image No, all the triangles I added are parts of the respective objects, with the corresponding textures.
  8. Image I'm modifying an existing static piece in blender. I deleted some triangles, added a couple, and applied the same texture as the neighboring triangles. The color (or shade) isn't the same. Does somebody has an idea of what is going on, or terms I could google? Thanks!
  9. Wasn't there a way to search the Posts page when you were on a mod page? Well, I guess that's not really a bug report, more a question... Thanks!
  10. Thanks for the answer dafydd99! - Find the parent - Ctrl + 1 twice to hide the children - 1 twice to hide the parent The problem I have is that if I click on the view parent button of the edit dialog of a children, it seems that the view change to the parent, but the children is still selected, so the process is not "easy". So yes, the homes are a mess, and they'll stay a mess! Thanks again!
  11. Yes, that's how it works for an object. What I want to do is hide an object and its children (By children, I mean "objects that have the first object as the enabling parent"). In Fallout 3, I open the player home in Megaton, and it's filled with the objects of the different themes. By clicking on the parent Xmarker of each theme, and typing shift 1, all the children objects will disappear. Is there an equivalent in the Ck?
  12. Is there a shortcut to do that? In the Geck, it's shift 1, but that doesn't work in the Ck. I'm trying to work in the Heartfire homes, but they are quite cluttered.
  13. Yes. You can open a nif in Nifskope, and there is a toggle to show the collision. I'm wondering how it works in building mode. The furnitures stay -on- the ground, but fondations can go -through- the ground. There is also the water pump, where the concrete base go -through- the ground.
  14. How does the collision works for fondation pieces in building mode? For a floor decoration, I understand that the decoration "drops" to the ground (of the world map). If you build it, and try to put a new one, the new one "collides" with the first, so it goes on top. (Well, I guess it's not really the collision? If it was, we could put a chair under a table. So it's more a bounding box, a min max of x, y and z?) How does it works for a fondation piece? It can go through the ground. Are there two collisions in the nif (one for the top, one for the sides), and the second is deactivated during building, or is it a different node in the nif? Thanks!
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