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Posts posted by Di0nysys
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Could it be possible to sticky this thread?
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When exporting, delete the path it designates in the export dialogue window to the top. (
textures)
Doing that will have the exporter use the pre selected texture paths inside the nif when exporting.
Alternatively, open up the NiTriShape, go down to BSLightingShader, expand BSShaderTextureSet and point the texture paths at your textures. -
I've had the same exact issue as well. Oddly enough, when u turn off lighting it lets u move around, when i toggle lighting on, it starts to flicker mad. No idea what's causing it. Luckily i don't use SE to mod.
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Ye, the old forums used to attract a bunch of people who knew what they were doing. Quick questions thread was great for Papyrus issues, Bethesda devs themselves used to answer sometimes.
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Lookup AwesomeBump, super nifty free map generator. Does normal bump, spec, etc. If u wanna do PBR, Knald is a great option too but it's paid.
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This thread is dead. Wouldn't bother.
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That defeats the point, which to be able to -- with a peak enchanting score -- go scooting across the length of Whiterun in a jump or two. :sad:
I believe you're incorrect about the height causing stuff to outright stop working. The top of the Throat of the World is north of 20,000, after all.
It's 20000 units higher than the plains, but it's default land height in the editor is -27000. So in reality, High Hrothgar stands at 7000 units.
Paarthurnax's word wall has an editor Z coordinate of 39409.9336. ???
7000 actually. The origin point, ie the lowest land height of tamriel is -27000.
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He said it's dimensions are at 128x128. I'd like to see the second and third Oscape screen settings he's using. It's gotta be something there.
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That defeats the point, which to be able to -- with a peak enchanting score -- go scooting across the length of Whiterun in a jump or two. :sad:
I believe you're incorrect about the height causing stuff to outright stop working. The top of the Throat of the World is north of 20,000, after all.
It's 20000 units higher than the plains, but it's default land height in the editor is -27000. So in reality, High Hrothgar stands at 7000 units.
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Do u have a lodsettings file for your worldspace?
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If the resource comes with it's own lod object, you'll have to link every model to it's lod counterpart inside the static reference window. For reference, open up the Solitude Blue Palace static model and see how they've linked every lod level to it's counterpart nif.
If it doesn't come with lods, then u'll have to make them. Decimate the model down to ~20% of original polycount in 3dsmax or Blender, and apply a texture at 10% resolution of the original, counting down for every lod level. I usually just use 2 levels. Thou u can experiment. LOD meshes should have no collision on them, and need to be very low on polycount otherwise you can get severe performance issues.
Once u've linked up and setup everything, duplicate the Tamriel.Lodsettings file in the lodsettings folder renaming it to your worldspace, then get TES5LodGen and generate your object lod. The settings in there are rather straightforward. Only disable Vertex coloring. -
It seems to be an engine level issue. Perhaps u need to limit the max value of jump to avoid this issue. I know for a fact above a certain height all processing is disabled, scripts stop to work and havok is broken. I once made an entire worldspace at 10000+ height and the result was an entirely broken world where nothing worked. Literally everything was broken. All land below the threshold was cutoff, havok went nuts and all scripts ceased to function.
Better to design around it imo. -
Your worldspace reference name has to be identical to the output folder in Terrain for both object and land for your lod to show up. My Oscape generated LODs all show just fine. Are you sure the names line up?
http://media.moddb.com/cache/images/mods/1/29/28430/thumb_620x2000/ScreenShot275.jpg -
Huh, i just went back and checked my own Oscape, and true enough, it doesn't let u generate at 1/16 or 1/32. None of the online tutorials ever mention this. I'll need to take a look.
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Maybe it's stopping at a certain nif that's corrupted. It could be many things. Run them through nifhealer first, then convert.
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What is the overall size of your map in terms of cells? 128x128 cells is the usual recommended worldspace size. If it's any bigger, there's an xedit plugin u can use to cull cells past a certain point. For the edges, the game uses a worldcloupmap mesh to cover them up.
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It's possibly the way you're using the heightmap editor that's causing these gaps. The raise and noise tools usually produce very uneven terrain, which the game sometimes may translate into gaps. In the ht editor, raise areas but try to make the elevation gradual using the median tool (between the lower and heighten tools). Start out forming mountains and valleys, soften the results as you. Then when ur done, use the sedimentation generator a few times over to create a realistic terrain drift, very handy to give the world a lived in/eroded feel. The sedimentation tool also has built in soften as well.
Edit: I'm not sure if this is how u started, but it's best practice to start out your worldspace by creating a 128x128 region in the region editor on your world. This will ensure ample space and a square form, necessary for LOD generation. -
I'm not sure exactly what's happening with ur mesh. In the past i've been able to get around weirdness by reusing vanilla Environment Mapping enabled BSLightingShaders and swapping in my own diffuse, normal and em maps, then copy pasting into the mesh.
This could be a simple case of the wrong flags flipped on or off by the exporter. Blender's Skyrim plugin is notoriously bad.
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No. Changing race entirely changes all those variables. Even if it didn't, not all creature types can shout, not all can wield magic, do melee, etc. It's a better approach imo to create different mechanics for the transformation and leverage that creature's abilities instead.
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Import into 3dsmax or Blender (requires u install export plugins), shrink the scale on the y and z axis to make it look collapsed. Export and then create collision, add BSX flags and ur set. U can if u like re convert the mesh back to the new SSE format with the SSE converter.
_0 and _1 nifs don't matter. The ground mesh is essentially a static clutter object with no skin that is havok enabled.
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Instead of Function/Endfunction the syntax is OnEvent/EndEvent.
This will only fire once per game/character. -
Grab an exporter for 3dsmax from the Nexus. Import Export works fairly well with this plugin, but u'll have to do ur collision externally in either Chunkmerge or Nifskope for less complex shapes. If u can't find a tutorial, let me know.
http://www.nexusmods.com/skyrim/mods/5622/? -
Is this thread still being updated? There's an excellent resource on BsLightingShader properties that should be added to the list. Could be useful.
https://forums.nexusmods.com/index.php?/topic/1188259-bslightingshaderproperty-basics/ -
It's very simple (thou took a while to figure for me). Go to the Multibounds tab in your Objectreference, then set the Multibound to "None" in "Any". That way it'll render regardless of position within all Roombounds or Occlusion planes.
[LE] wait... seriously no page for CK discussion?
in Creation Kit and Modders
Posted
Wow that thread was entirely buried. Needs to be stickied.