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Mrwhitepantz

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Everything posted by Mrwhitepantz

  1. So this is something I'm finding extremely frustrating when trying to make the ground around my new structures look good and I'm wondering if anyone knows of some good tutorials or can explain how textures work a bit better for me? It seems like CK creates new grass anywhere that there is a border between textures, even if both textures are NoGrass textures. In this case I'm primarily using LTundra01NoGrass and LFieldGrass01NoGrass. I can make a large section of either one of these textures and there is no grass spawned in at all, but when I bring in the other texture and paint it over the grassless section, all of a sudden there is a chunk of grass spawned in. There are a few options on the landscape edit window that I'm not 100% certain how they interact with each other or what they do so maybe problem lies in one of these options? I would assume that each of the options only applies to the section that it's in but I've made assumptions about CK in the past that have been wrong so... Falloff% in the Height section Max Opacity in Texture section Edit Strength % in the Water Flow Mode section Edit Fallof % in the Water Flow Mode section. Opacity seems pretty straightforward but it seems to create grass the same whether it's 1 or 100. I've seen other sections from the game where it transations from one grassless texture to another without this issue so I gotta wonder if I'm just doing something wrong.
  2. I was able to make a container easily enough with the correct .nif for one of the ore veins, but I'm not sure what the best way to replace all of them is going to be. Pretty basic really, made a container, gave it the MineOreIron01 model, obviously I can go in and do search and replace to replace the MineOreIron01 objects throughout the world, but that doesn't replace the other 18 versions of the object, like MineOreIron01_Dirt, MineOreIron01_Tundra, etc. I'm wondering how I go about replacing those as well now, I figure I would need to do the same thing for each of them, but because the .nif only has the basic texture how do I get it to show the correct texture for the ground type? And since they all have specific names, if I just replace them with the same container won't that also mess up any scripts or anything that calls on them if that's how it knows which texture to apply? I admit I don't know how it even does that since they all use the same .nif. Additionally, if I can get that figured out then there are 19 versions of each model, and 4 models for each ore, which means I'm looking at replacing hundreds of objects with hundreds of manually created containers. Is there a way to streamline that at all? Like if I could just change the ACTI objects into CONT objects that would be way easier. I thought it would be pretty straightforward going in, but it quickly went beyond my admittedly limited knowledge of how the CK works. If anybody knows of any tutorials that covers anything related to this kind of thing I'd greatly appreciate it.
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