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thePhilanthropy

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Everything posted by thePhilanthropy

  1. yeah, I knew that. I was rather interested in how it does that. I mean, why would Oblivion render it differently than without normal data? The thing is just that for some meshes, it produces some render anomalies. But that might have something to do with the those meshes being faulty (?). Well, thanks for the answer anyway ;)
  2. Looks great! I'll try to give some assistance. First of all, you need this to export it to the NIF format. Do you want to export it as one big mesh? Or do you plan to make it some kind of builing? Either way, I worry about polycount. One single shape in a NIF mesh cannot have more than 65536 vertices. But you can seperate the mesh into many shapes by assigning different materials to the polygons (or smoothing-groups). But before that you should unify all meshes into one single mesh and weld all the seams. Even though the mesh gets seperated, with this method no unwanted seams are generated. You could probably make it fly via scripts. Or you could make it a Creature with skeleton(1 bone) and animations.
  3. Agreed. Not as bad as the Image Share section though...
  4. vanilla screenshots don't allow for Anti-Aliasing. Use fraps for that. And, yes: Many people do, in fact, use photoshop to enhance their pictures.
  5. try these console commands: modpcs security, 100 and modpcs sneak, 100 (try it with and without commas... not sure right now) if that doesn't work in the long run, you must have some mod installed that causes the problem.
  6. I don't know whether this has been asked or answered anywhere. If so, pardon me. But what exactly does it do? I read that it somehow helps with normal map rendering and that it is something Oblivion-specific. But google doesn't help, and the NifTools Wiki is pretty unspecific on the topic. Any clues what it does or how it affects the engine?
  7. Having created my own replacer, I can confirm what RGMage2 said. It most likely a weightpainting problem. Weightpainting defines how much each part of the mesh is affected by the bones of the skeleton. The shoulders are the most difficult part to fine tune on a human mesh, simply because they allow very much movement, and because they depend on many bones. I don't know how well the HGEC replacer does in this respect. I don't want to advertise my own work here (here), but it's definitely possible to almost eliminate the problem. But consider that this problem can be amplified as well as avoided by what animations you use. While the vanilla animations hardly ever cause the shoulders to look weird, many mod-introduced animations do cause this problem. Part of the reason is that some motion-captured animations cannot be converted to the oblivion skeleton perfectly. Another reason is that the animators might not have paid much attention to the shoulders. What I'm trying to say is this: It's not easy to fix, and it's very unlikely that you will ever find a body replacer that completely eliminates the problem, simply because it's not necessarily the fault of the replacer. But good luck anyway!
  8. I know this is some kind of necrophilia (considerng how old the thread is), but considering my latest endeavours: chances are, it can be done. Please vote, anyway!
  9. Well, first of all you need to have OBMM(Oblivion Mod Manager) installed. With OBMM you can convert an "OMOD-ready archive" to an "OMOD". OMOD is basically just an OBMM-specific file format. OMODs are not really different from other mods. But they make activation/deactivation very easy (if you're using OBMM). To answer your last question: OMODs do exactly that. They are basically archives that get extracted into your Oblivion directory, overwriting stuff, if you let them. But, they also allow you to deactivate them without losing your previous data. They will remember your previous configuration and restore it, when you deactivate the OMOD (this does not apply to your load-order, but to the data in you "Data"-folder). So, unless the OMOD replaces your Oblivion.esm(very, very, very, very* unlikely) it's safe. In short: trust the OMOD. It ain't gonna hurt you. * if you happen find a mod that does this, please report it. It's either a scam or bullsh!t.
  10. You might get a helpful answer if you expained what "totf" is and if you gave a link to the mod. Just give us more details. What seems to be the problem, anyway?
  11. read this article: http://cs.elderscrolls.com/constwiki/index.php/Message_Spam maybe it's possible to make a mod that causes contant "Message Queue Overloading". But it's not very elegant, and will probably block all messages, not just spell-messages.
  12. I'd say, it depends on the animations that are available for each creature. A slaughterfish doesn't even have walking animations. Some creatures, e.g. deers, don't have combat animations. Goblins on the other hand have plenty animations for a lot of situations. Actually, the more humanoid the creature is, the MORE scripting is required (that is, if you want to see all animations). Just saying.
  13. try to put the Unofficial Oblivion Patch before OOO. or use BOSS to fix your load-order.
  14. @SickleYield: getting the NIF ready for the game is indeed easy. But I bet the NifTools guys had a lot of work to do for getting that to function as well as is does now. They just streamlined the process for us users (of the NifTools). Otherwise, I agree with you.
  15. it's all alot of work. But for me rigging/skinning is the most time consuming one. Not necessarily the most difficult thing to do, but it just takes a lot of effort to get it right. What exactly do you consider "modeling the mesh"? Does UV-mapping count? How about rigging?
  16. Curse of Hircine is still basically humanoid. Werewolf mods are really just a suit given to the player; actors still move like ordinary humanoids. However, polymorphing is still very possible. Generally done by making the player invincible and invulnerable, putting a creature in front of them and having the creature respond to the player's controls via scripting. It can be seen in Polymorph Self (Abandoned and WIP, but still working smoothly) and Terran Vampires. didn't know these mods. Thanks for pointing it out.
  17. 1. forget it. Unless the creatures are very humanoid, it's basically impossible to play as a creature. 2. learn a 3d program. E.g. Blender.
  18. yes, they are compatible. Streamline doesn't replace anything. But the de parallaxer might override some of the OO meshes (and vice versa). Just install whatever you consider most important last.
  19. you need to put the line "ref Gauntlets" directly below the scriptname. Maybe your "begins" and "ends" don't match up? And sorry, I can't really help right now. I don't even have the CS installed. :whistling: good luck! ps: check out http://cs.elderscrolls.com/constwiki/index...ortal:Scripting
  20. it would be helpful if you would inlude the error message, if there is any. btw, to check whether a gauntlet is equipped, try this (I haven't tested it yet): ref Gauntlets set Gauntlets to player.GetEquippedObject 4 if (Gauntlets != 0) ;gaunlets equipped elseif ;no gaunlets equipped endif EDIT: Have you launched the CS via OBSE-loader? Otherwise you can't save OBSE scripts.
  21. One thing though. You cannot replace animations for one race only. If you do replace it, every race will use the argonian animation.
  22. One way to gain some fps without too much loss of quality is to reduce only the normal maps (the textures with the _n suffix). You can resize them and sharpen them. For most textures this will work well. But I can't guarantee anything.
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