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Shoneah0Tokala

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Everything posted by Shoneah0Tokala

  1. Rathar confusing title, I know. Here's the deal, I've been working on a peice of armor lately and after many issues I seem to have gained a point where I am happy, execpt that my armor is invisible in game, I had the problem before but I'm not sure how I fixed it. also form what I can see in creation kit the armor will be too shiny when visible, although I have turned the brightness right down on the textures (specular, normal and mask) [EDIT]: Ok, got it visible again, now I'm just struggling to make it less shiny (understandably the metal should have some shine but it's mostly fabric so having the nearest lampost set it off like a freshly polished table is rathar irritating), I have set the normal map very dark (I could probably go darker but it doesn't seem to be making any difference) I have tried fiddling with the numbers of the "BSLightingShaderProperty" too, ie: glossiness higher - lower etc, at one point I thought if I assigned a matte material to it in 3ds then exported it would work but that just caused a crash :/
  2. That was the problem, nicely spotted :) could you suggest a quick and easy way to expand the mesh to size 1, also while I'm asking for help the texture in the image isn't meant to be that color (I export template from nif scope to paint the UV's) but for some reason when I go in game the uv map has all squashed up into one corner so it only dislpays the color in that part Just double checked the uv map in nif scope and everything is still positioned where it should be so I'm lost now
  3. thanks, that is a middle weight, will check size max and min then let you know how it goes
  4. I read online that if your texture looks too shiny then you need to make it darker (try adjust the image brighness before making the normal map). Hope this helps
  5. Hi, I've been working on a suit of armor lately, it's having ups and down but at the moment I have this wierd issue where a select few faces on the mesh stretch halfway across tamriel, I've uploaded a photo for people to look at. I think it has something to do with weighting or the skeleton but I'm not entirely certain or maybe there's too great a difference in the meshes for _0 & _1 though I don't see how as 1 is only slighter larger than 0 with no new vertices or anything. (I used 3ds max to build this, for the people who want a better understanding of my proccess)
  6. Is there seriously no one on the whole nexus with an answer or possible solution?
  7. Hi all, I've been working on a suit of armor recently in blender (fairly new to blender but have ample maya experiance, just couldn't get what I wanted from maya ck without problems) at first I was having trouble with the armor being invisible, I narrowede that down to the texture not being right so for testing purposes I left it out. Now, however, I've encountered a new problem where the armor doesn't have any animation, see screenshot: s1283.beta.photobucket.com/user/Shoneah_Tokala/media/ScreenShot19.png.html How can I go about fixing this? I followed the instructions to the letter and I'm pretty sure I missed nothing out but if that were the case this wouldn't be happening
  8. Hi all, I'm currently having a problem with worldspace LOD. When I try and generate static creation kit crashes. I've tried making new maps but I still get that problem, I've seen other posts onlien about the same issue so I know it isn't just me but I haven't found any solution yet. Would anyone be able to help me solve this, please? Edit:: After lots more forum skulking I discovered the source of my problem it turns out that the bethesda tutorial failed to mention when telling to generate static as a first step is that wiothout any static in your world creation kit will crash. Problem solved nw back to work :)
  9. So, I'll try and keep it brief, I recently made a monster race called "wild hunters" they are a copy the "werewolf beast race" with a different skin/fur texture I copied the werewolf mesh and applied the new texture to it etc. In my creation kit I have the following properties for the mod: "Wild Hunter Race", "naked torso wild hunter" and "skin naked wild hunter". I don't think I need anything else, when I open up skyrim and try to spawn of of these monsters or set myself as one through console commands (player.placeatme and player.setrace) it works but for some reason the creature is completely invisible which is quite annoying, I have morph race and armor race set to werewolf beast race under the copied data section too so that shouldn't be the problem, if I set armor race to none I get a ctd when trying to spawn the creature in game so won't be trying to change that one again anytime soon. I've pretty much run out of ideas on how to go around this issue so if someone has any advice I would really appreciate it. If anyone wants to take a look and maybe get a better perspective on what I'm doing wrong then I've attached the file below. Thanks all EDIT:: Turns out the file was too big to upload, will email it to anyone who asks instead :)
  10. Wish I could help but I've ran into the same problem while trying to make dwarves. If you can figure it out let me know and I'll do the same :) Edit: I've just read that it has something to do with "Head part lists" not sure how yet though Edit:Edit: I just figured it out, I will try and explain in as simply as possible; In CK navigate to Character>HeadPart then select any beard/facial hair that you want and right click then duplicate, double click your duplicate and rename it whatever you want "Chunky's beard" etc. make sure the type dropdown is on "facial hair" then choose the Valid races dropdown and navigate to your race. Now when you open up you races face/head data select facial hair on the head parts list then go to the drop down for it and you will see "Chunky's Beard" as one of the options (depending how many beards you made), select it and click ok. That should be all of it, let me know if it plays up at all.
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