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DarkSpyda04

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Everything posted by DarkSpyda04

  1. Here, on The Nexus Forums. I'll click "paste" and nothing happens. I'm using Internet Explorer. I tried it out using Google Chrome and it works.
  2. Haha! I knew someone would get around to it eventually. So you're using shademe's "Blockhead" plugin to assign custom body meshes to each part of the body, right? I thought of doing this when the plugin first came out and did all the research but I was too lazy to actually do the 3D modeling and everything. It works for NPCs, right? It'd be kinda pointless for a child mod if only the player could play as one. *Checks out the "To do list" in the original post* Aaaaaawww yea! Then we just need to have them run around and behave like the children do in Skyrim and we got another mod that makes Oblivion more realistic. Assign each child a parent, and bingo! *Checks out the posts above mine* *Checks out the date in the OP* EDIT: Oh god dammit, this post is old news and has long since been abandoned.
  3. SOLVED I created an animating texture in nifskope applied to a 2D plane using the NiFlipController and comparing with fireopenlarge which is also an animated texture. However, I'm at a bit of a standstill. The texture animates correctly in nifskope but only displays the first frame when I test it out in Oblivion. No animating textures seem to need a script telling it to play. I'm providing a download link so you can check it out. The link contains the NIF and DDS textures of the flipbook test as well as "fireopenlarge" and associated textures so you can compare and contrast. Don't change the name of the folder as it will break the linkage of the textures and they won't show up on the model in nifskope. http://www.mediafire.com/download/vv272dfpqqbcu6u/DS04_animTexture.zip
  4. This is an inconvenience in many ways. I'm using Internet Explorer but it seems to work with Google Chrome.
  5. I highly encourage other people to participate in this research and learn what you can and post it here. We'll be able to do some pretty cool things if we figure out how it all works. I'm checking the NIF out in nifskope. It was located in the DLCShiveringIsles - Meshes.bsa at "meshes\architecture\quests\SE01WaitingRoomWalls". This NIF is unlike any that I have seen before. There are multiple layers of tri strips forming layers of a circle. I don't know if these are deleted or made transparent as the effect plays out or what. What I do know is that the collision is dropped below the mesh after the animation is finished, allowing the player to leave the room. There is an animation that happens with growing rings which correspond with the animation effect as we see it in-game. A dark cloudy texture might be slapped onto these rings to create part of the effect we see. It also seems to use "emitters" (whatever that means). (This infernal site not letting me paste text is pissing me off!) OBSERVATIONS The butterflies seem to be a particle array. It looks like they're created at the base of the emitters which are these sort of semi-circle ring-shaped arc objects. I can only tell that the butterflies spawn here by looking at gameplay footage as the butterflies cannot be seen in nifviewer. The butterfly particles are, if I'm right, a collection of 2D sprites that all animate individually. I don't know much about particle effects but that's the only way they could work in the game. I know this because when the lightning gun shoots in UDK and you play in wireframe, you can see a bunch of 2D planes. The SFXripple is a cylinder which opens up almost like a flower to possibly simulate sunlight. There are several placed around and can be seen in the nifviewer as well as in gameplay albeit they look a bit different. Also, the room in-game lights up to highlight the effect taking place. I'd like to know how parts of the room disappear if not by animated texture. I can only offer theories. I'm stumped, guys. TEXTURE LOCATIONS: These are located in the "DLCShiveringIsles - Textures.bsa" archive. textures\architecture\city\dementia\StoneFlat.dds - ceiling texture textures\architecture\city\citywall\CityWallStone.dds - wall stone textures\architecture\city\citywall\GateMadnessTrim.dds - trim and door textures\effects\SEButterflies01.dds - butterflies textures\effects\SEFXLightRippleINVERT.dds - the light aura effects THE CS SCRIPT Next we can look at the script. All it really does is play the animation and change the weather. All of the inner workings are already done in the NIF file. scn SE01WaitingRoomScript ;this script makes the waiting room disappear into a dazzling display of psychedelic butterflies. crazy, yo! Begin OnActivate Player if ( SEHaskillREF.leaveVAR == 2 ) playgroup forward 1 set SE01Metronome.weatherVAR to 1 endif EndEDIT on 06/23/14 @ 6:39PM: Link to SI butterfly room study NIF files and text document describing how the room works. And yes, you can import these NIFs into the construction set and preview them or test them out in-game. Take what you learn and use these things to create cool things in your own mods. No credit is necessary unless you redistribute the study files. http://www.mediafire.com/download/bddayd7jaa82ujc/se01waitingroomwalls_Study_Files.zip
  6. For new quests DrakeTheDragon showed me this link, a list of the best quest mods released: http://wiki.theassimilationlab.com/QuestList/Oblivion:About Some things mhahn123 listed are already on there but there is so much more.
  7. Oh, well thank you not only for the link but fixing the main post :D I'll have a look at that list. I normally associate oblivion mods with big breasted women and small texture edits made a big deal, possibly suggesting that everyone here is 12yrs old but it's nice to know that larger works have or are still being created as well. CRAP! Some of the mods listed make what I have planned seem small-scale. These things had to have been team collaboration projects and years in the making. I'm almost afraid to touch some of the bigger mods because they'll suck me in. There's a lot of Oblivion modding history that I missed out on. For some reason this gets the music from FFVIII Ultimecia's castle playing in my head - like playing a game that you perceive as "too easy" and then it pulls a 180 and kicks your ass and says "you wanted a challenge?" I'm going to have to consider this. Really, I am.
  8. For example, "Reclaiming The Nexus" which adds a long and exciting quest that takes you through a Tron-like place and you have to fight your way to destroy the main computer thing and save Nexus. What are some of the best quest mods you can recommend? (Sorry, can't edit the title. That typo will have to stay)
  9. Oh, so "Forward" is the name of the animation. That clears some things up. I thought that it meant "play the animation forward". I guess I could do "playgroup DodgeBack 0" and the character would dodge backwards once after finishing the current animation. I don't know how this might work for world objects though like collapsing rock traps, though or even how I would set an animated texture to play or stop playing. EDIT: I just realized that I can right click and preview things in the CS. This will be extremely helpful. If I were inclined to mod Oblivion, I know exactly what object I'm looking at and I can take a look at the script and try to figure out what's going on. EDIT 4/27/2014 @ 10:22PM: I'm checking some of the scripting I did a while back and it's some pretty cool stuff. I was able to make a switch that, when pressed, checked if a specified NPC was alive or dead and killed/resurrected the NPC accordingly. What I ended up with was a lot of fun making NPCs miserable. I had also created three other switches. One of them had an NPC walk to a location and signify that the location had been entered by playing the "AMBArenaCrowdBoo" sound. Another one had the NPC play a cowering animation and the last one is unused. This was my mod for mod testing. Note to self: Need to test out animation on self and animation on object such as collapsing wall. start/stop animated texture is also essential although I'm still unsure how to do that. EDIT 4/28/14 @ 1:46AM: Strangely when I pressed a switch that made my character do the "blockhit.kf" animation the character did the animation every time I pressed the switch but froze still and was unable to move. Still haven't tested whether or not this is because I didn't do a do once. Nope, that just makes it so I can only push the button once. Well, I'm out of ideas. See you next Tuesday. *Checks the post above* I knew that! I was just... playing stupid. EDIT 4/28/14 @ 2:02AM Okay, I officially ******* hate this site. Firstly I try to copy some code into my post but the site's like "I can't let you do that, Dave" and doesn't work. So I manually type out all of the code and once I finish I hit "backspace" to delete a few misplaced spaces and it brings me back to the previous page and I lose all my progress. Normally I'd copy the whole message and back it up in a text document so stupid **** like this doesn't happen but there's something wrong with the site and I can't paste things. Frick! I'll type it up all again. Right, so I got the frozen player thing fixed by doing what the CS wiki said and called "playgroup idle 1" after the animation was finished. This allowed me to move around again and do stuff. scn animTestSCRIPT short animState begin onActivate if (animState == 0) player.playgroup blockhit 1 animState == 1 message "animState set to 1" elseif (animState == 1) player.playgroup idle 1 animState == 0 message "animState set to 0" endif endWhen you push the switch, the "blockhit" animation plays but then a glitch happens and you freeze up. animState is set to "1" so that the condition for the next course of action can come to fruition. Then when the switch is pressed again, it plays the "idle" animation which returns the player to normal and sets animState back to "0" to prime it for another round. Yes, you can have a switch do something different every time with cascading "if" statements. Another cool thing I learned is a neat way that I can remove controls from the player. It's not the way you're supposed to remove controls but it's pretty cool nevertheless. But at least I'm learning new stuff. I can't say this will get me addicted to modding Oblivion but it's something.
  10. That's more than I already knew. So the effects are created by nodes in NIFskope? I never really studied NIFskope so I wouldn't know the details but that's what I associate the term "nodes" with. I'd have to go out of my way to learn these things if I wanted to know more but IDK I'm kinda lazy. And one thing that confuses the bejebus out of me is in scripting "Playgroup forward". For instance, the script that plays when Haskill walks out of the butterfly room and the special effect triggers. Begin OnActivate Player if ( SEHaskillREF.leaveVAR == 2 ) playgroup forward 1 set SE01Metronome.weatherVAR to 1 endifSo if Haskill leaves the room, the effect triggers and the weather changes. But what I don't get is how "playgroup forward" knows what animation or effect to play. By god it must read the programmer's mind and work on magic!
  11. I'm clueless about this and I don't know where to find a guide. Things like fire effect sprites and that room from SI that turns into butterflies. Could someone please explain these things to me?
  12. Really? I didn't even think there were any mods for an amusement park. I was just trying to be funny and see what people would say.
  13. STOP, you've violated the law! You're not having fun.http://i897.photobucket.com/albums/ac172/DarkSpydaIV/Imperial-Guard7_zpsb643a90c.gif At Imperial Guard Land, it's all about having fun. Roller coasters? How about dodge the pendulum? Bumper cars? How about an arena full of bloodthirsty mountain lions? Tower ride like Scream? How about climb the spire? We'll even supply the paintbrushes! So come on down to Imperial Guard Land today and see what all the fuss is about!
  14. http://i897.photobucket.com/albums/ac172/DarkSpydaIV/ScreenShot17_zpsa63cbbed.png http://i897.photobucket.com/albums/ac172/DarkSpydaIV/ScreenShot18_zps2b0efa0a.png Wut? As you can see I'm not getting any better at this and I'm not going to rely on waiting for replies at NifTools forums that could take a month to get. I appear to be able to get the armor to import and display in the game without crashing; progress I suppose. So I'm not running around like a chicken with its head cut off, I'll post what I did. -Imported .OBJ blackwood cuirass exported from NifSkope into 3Ds Max 64-Bit. -Deleted some bits of armor -Merged female upper body with scene and used to replace removed armor -Attatched female upper body to modified blackwood cuirass -Imported skeleton -My mesh is at top of summary info -Added "skin" modifier -Added bones Bip01 L Forearm Bip01 R Upperarm Bip01 L Thigh Bip01 Head Bip01 R ForearmTwist Bip01 Spine Bip01 L Clavicle Bip01 L Hand Bip01 R Hand Bip01 L UpperArmTwist Bip01 R Clavicle Bip01 R UpperArmTwist Bip01 Neck Bip01 L Upperarm Bip01 R Thigh Bip01 L ForearmTwist Bip01 R Forearm Bip01 Spine2 Bip01 Spine1 Bip01 Pelvis -Isolated bones -Exported armor as .NIF file -Put .NIF file in MESHES folder and loaded item into game.
  15. Is it just me or does applying random textures to a face give you some of the most unique and inspiring ideas? http://i897.photobucket.com/albums/ac172/DarkSpydaIV/2_zps83fbc96a.png http://i897.photobucket.com/albums/ac172/DarkSpydaIV/1_zps67a4b0a9.png http://i897.photobucket.com/albums/ac172/DarkSpydaIV/3_zps47e8790a.png http://i897.photobucket.com/albums/ac172/DarkSpydaIV/5_zps53e50222.png http://i897.photobucket.com/albums/ac172/DarkSpydaIV/4_zps705d9434.png
  16. Alright I'll check it out. They seem to be a lot more informed over there. Wait a moment... checks the date of the last reply* Tue Feb 26, 2013 6:24 pm http://i0.kym-cdn.com/photos/images/masonry/000/259/943/694.png
  17. So that's just the bottom line, eh? Can't use the DG head because it's unfinished. I heard of Head06 but didn't really look into it. It looks pretty smooth and might do nicely. The only complaint I could have is that I'd have to mess around with the face shape a little to match the NPC I was going for but that shouldn't be TOO much trouble. Seems to be an avid solution. WAIT Every time I try to download Head06 I get "NO FILE EXISTS FOR THIS ID". Never had this problem before but it seems to be happening with ALL files I try to download. I can't even download my own file I uploaded. It seems to just be a problem with the site. I bet it'll be fixed soon.
  18. Okay this is really getting me depressed now. Just thinking about importing armor makes me begin to doubt my own capabilities. Either there's a way to get ALL the info I need to do it exactly like the master at work does or I just don't ever import armor because I can't even think anymore. It's just... HOW does everyone else do it if I can't?
  19. It wasn't a problem with the eyelashes - that's the thing. See, when I switch the head out it's fine but as soon as I use the DG head I get this problem. Is this just a thing between custom heads that they will glitch up after a while or do you think there could be a problem with the files themselves, as if they were done the wrong way or something? I can tell you I really enjoy the character having such a smooth face. It's really blocky-looking if I simply modify the default one. I'm reading through the comments of everyone else who downloaded Alecu's "Digital Girl" and they all report the same occurrence of lips being stuck together when talking. I don't see any answers from the author, though. I see Alecu's still around however because a friend was added just yesterday at 9/1/13. If I had to take a guess, I'd say there's some vertex welding or something going on there. Either I could try and learn how to import a custom head and fix the problem myself or I could ask the author. It's nice to see that the user's still around, too. It makes the modding community look more lively.
  20. http://oblivion.nexusmods.com/mods/44063/ File uploaded. I hope that people find much use out of the tools provided. I know it always bothered me when I found myself scripting and I had no idea how big the affected area was. Even if that's about all the upload's good for, it's still something. Besides, anyone who uses the markerRadius will feel smart because it forces them to do math XD. Hey you know what I didn't think of? People can toss aside the X Marker and use the markerRadius itself as an X Marker. Maybe. I gotta try it out for myself to see if I'm right although that wasn't how I intended for it to be used. HAHA I was right. You can use the markerRadius as its own X Marker. That simplifies quite a few things. I still don't think that entering the bounds of a square will change much, though because GetDistance depends on a round shape either way. If I made a red square that you could step in then you could stand in the edges of that square unaffected. It'll have to remain cylindrical. I should've called my mod the X Marker Replacer 1.0 :laugh: Oh and speaking of X Marker replacers, you know what would've been really sweet is a center marker for the radius. I thought of that looking at the third image where there's a X Marker in the middle of the markerRadius. Just released the file and I'm already planning 1.1 XD. Wait... but every object already has a gizmo at the center. It might not be as stylish as something like an X Marker but at least it doesn't take up the whole room when you scale it up. It seems like I'm done, then. I should shift my focus to other projects now. Made any progress?
  21. Just one question before I can release my findings. Do I have your permission to use and/or modify (the formula that you used in finding the NPC's height, the value of 0.1, and the object's height in inches at its current scale) under the terms that I give you credit for your share of the work?
  22. http://i897.photobucket.com/albums/ac172/DarkSpydaIV/ScreenShot13_zpsfe4484c0.png I was able to do this by attaching an NiAlphaProperty and an alpha channel texture to the gauntlets. Is this what you mean't or do you still want to be able to see the hands whilst having invisible armor over them? For that I'd just import the hands and incorporate them as a piece of armor. If on the other hand you want TRANSPARENT gauntlets whilst still being able to see the hands underneath, the gauntlets would need a gray alpha channel and an NiAlphaProperty whilst having the hand mesh imported into the same file, also counting as a piece of armor. Alpha textures can range from white (visible) to black (invisible). Any gray inbetween determines how faded in or faded out the texture is, making gray a semi-invisible texture. The texture won't be invisible however if the mesh doesn't have an NiAlphaProperty attached. Even then the .DDS texture file has to be DXT3 or DXT5 since DXT1 doesn't hold any alpha properties.
  23. I could've sworn I'd found the problem. She had the mouth and tongue merged into one file and saving the tongue slot for the eyelashes. However, separating the mouth and tongue and removing the eyelashes didn't solve the problem. I don't know why it was fine for the first month or so but I'd say it has something to do with the head mesh despite having all the right files. What's causing the problem in particular is probably not in my field of expertise. It could quite literally be anything, even something I have not control over.
  24. Well I'm FAR from what you'd call a world-class texture artist. It's the reason I still stick to drawing in black & white. I'm using the NVIDIA plugin for Photoshop to generate normal maps. It works like a charm. Any help with the second problem I mentioned? I even posted an animated .GIF to help with recognizing what's wrong.
  25. Thanks. I'll check them out. It's nice that somebody offered to help because a lot of threads around her go ignored.
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