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nobrot

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  1. Hi everyone, I have just uploaded my personal custom built player home on Nexus. I wasn't going to bother as I made the home purely for me to use when playing Skyrim, but a friend who asked for a copy to use for himself enjoyed it so much he suggested I hand it to the community. Far Reach Keep is a no-nonsense imperial style keep with everything the Dragonborn requires, so please give it a look, and if you like it, don't forget to endorse :). http://skyrim.nexusmods.com/mods/38988/
  2. Solved, :biggrin: Apparently my vanilla asset had some translation offsets, and these were carried over to my .nif during the chunkmerge process.. all I had to do was zero out the vector4 parameters on the collision branch and it all works as it should.
  3. Thanks Tamira, i am going to rerun the test and if it doesnt work, i pill send you the nif. Thanks a lot for the offer! EDIT: Redid the entire process, and still the same problems, attached the .nif Thanks EDIT: Oddly enough it seems the collider is in game but about 10 or 15 feet from the visible mesh, I ran into it by accident, so it seems that the collision mesh is offset from the visible mesh. The geometry pivots and transforms were all zeroed and matched both meshes.. so I have no idea what's going on.
  4. So I have finalized my asset pipeline between Maya and the CK, but I am having real problems with getting my imported assets to have a working collider. I must have tried a dozen tutorials, and I have used both ChunkMerge and NifUtilsSuite to try and get a working collider, but still no joy. Workflow so far, on a test cube Export Maya to Max Export Max to Nif Convert using an existing geometry template piece "impextwall01" Use a vanilla BSLightingShaderProperty from "impextwall01" Re-attach textures Chunkmerge using an existing geometry template piece "impextwall01" and the same nif exported originally from max (so in this case the geometry is identical to the target). Add the asset into CK and it all looks great, Run the game and I can walk right through the damned thing.... Anyone have any tips or hints? Thanks.
  5. I cant believe how little interest this is getting, surely a Song of Ice and Fire is made for this engine....
  6. Seriously, if anyone with experience picks this up, message me, I would be happy to churn out environments for this...
  7. I have to say what you have done so far looks great, the trailer is well done, I can model and texture but the whole bionicle thing just doesn't float my boat... I wish you well in your project tho...
  8. Umm, just a question, why do you Set "Has Vertex Colors" to "yes"?? I am new to Skyrim modding, so that may well be a n00b question, but in general 3D work vertex colors are used instead of regular textures.. if you have a regular skin texture/shader I would have thought that vertex colors may mess things up? Just a thought...
  9. I am hoping some experienced modders can help me out, If anyone is creating custom meshes in Maya or 3DS Max would you mind sharing your settings as far as scale and grid snaps are concerned, after much trial and error I cant seem to get meshes sized so that with snaps turned on they snap nicely together in the CK (concurrent wall sections for example) Trying to create a construction kit but just cant seem to get the snaps to work properly, even tho the meshes snap together better than Lego in Maya, I have tried a dozen different scale and grid combinations, but still no joy, once the mesh is in the CK, even with snaps down to 8 the edges either have a 1 or two pixel gap or overlap, neither is acceptable. I don't really want to redesign the kit and hide all the joints with tricky meshes like buttress wall joints as that will limit the construction choices when the kit is used. I don't know what world scale the CK uses but I don't think its anything like Meters or Feet... anyone know? Also, before anyone suggests it, I have tried to pull in vanilla meshes, but the scale is lost in the conversion process, I use Max for FBX/NIF conversions... thanks..
  10. Finally figured it, thanks everyone, now my Maya to in game mesh pipeline is defined, let the modding begin! http://postimg.org/image/ko7ixp8sx/
  11. It all depends on how much you want to spend, but I would consider upping your Porcessor to an i7, increase RAM to 12GB and spend as much as you dare on a more recent graphics card and you should we well inside the specs required for most mods out there.
  12. You know there is something exciting and inspiring about waking up in the morning and getting a forum post like the one above! Elleh, thank you so much... I know this would have taken up valuable time to test and resolve. I have to dash out to work but as soon as I get back I will make the changes and see if I can get this test piece looking better. You rock!! UPDATE: You were correct Elleh, the normal map was world space, so thats fixed, but I am not certain how to add my spec map into the normal maps alpha channel. In PS (CS3) I can create the alpha channel in the channels tab next to Layers tab using the defaults "Masked Areas" and 50% opacity, but how do I put my greyscale spec map into that channel? is that done on PS before exporting to DDS? Thanks :)
  13. Thanls for your time Ishara, I get the same error message. I have extracted some vanilla nifs for a comparison, using the blacksmiths anvil and I can see some differences in the BSLightingShader, I matched them up and now I can see the model in the C, but it appears to have no textures at all, even if I apply the vanilla anvil textures to the test mesh the textures still dont show up. Conversley if I apply my textures ti the abvil nif then they show up but are very washed out... somethings not right here, I will plug away at it tomorrow...
  14. Thanks again for your help Ishara. I have addedd the \Data folder, and now I can put the texture path as \Texture\texturfilename.dds So now in Nifskope the model looks good, but I have the same problem in the CK, when I create the new object, it loads the nif ok, but the object is invisible. Maybe something to do with the dds files? Attached is a zip with the nif and both dds files in case someone can help.. Thanks.
  15. Gahh, I am still having problems here, After exporting from 3DSMAX, when I run the NifConvert tool, and I select the TESV.EXE file, the tool does not pupulate the "Texture path:" box, even tho the output window reports scanning directories/scan done... the tool creates the nif, but in the output it reports Textures: -none- (see output below) scanning directories... scan done. Source: C:\Users\And\Documents\3dsMax\export\FRKColumnMaxOutRemoved.nif Template: C:\Program Files (x86)\Steam\steamapps\common\skyrim\Data\Meshes\barrel01.nif Destination: C:\Program Files (x86)\Steam\steamapps\common\skyrim\Data\Meshes\FRK_ColumnTest.nif Texture: - none - source root is NiNode. Nif converted successfully And then i open the nif in nifskope and If I change the texture path to just Textures\filename.dds the texture dissapears from the model in NifSkope, The texture will only show if I have the full hard coded path pointing to the data\textures in the steam directory, obvioulsy not good. Anyone know why this may be happening???
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