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PossiblyErich

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  1. I've get what I need to do now, and both of your posts helped. I just can't get the exporter to export with the root node being BSFadeNode; even with the selections, and mirroring the sample export options, it still comes out as a NiNode.
  2. I'm noticing two things at this point: despite the retextured material looking properly set up in 3ds max, when I export it and open it in nifskope, it's still referring to the old texture. The other thing is that this is the product of merging two models (the retextured part being the smaller portion being put on the other model). I'm much more familiar with modeling than texturing, and completely unfamiliar with getting models in gamebryo. I have a rough idea of what I need to do on the latter from some information i've picked up, but not anything to really know what i'm doing.
  3. As the title would explain, I have modified a model slightly, and given part of it a re-texture. Importing it to the GECK isn't the problem, as it looks fine in the preview windows, and I haven't had any errors. However, the issues come when I try to select the model in the render window. Trying to select or move it via clicking on it isn't possible; it behaves as it would if I had pressed the 1 key to make it semi-transparent, minus the transparency. The only way I can select it to at least delete it is through the object list for the cell. And yes, I have checked if I accidentally did press 1, and that isn't the case. This is probably something simple, like screwing up the export option, but some searching through the forums hasn't yielded anything. Thanks in advance.
  4. A'ight. I've got two worldspaces ready (one's a miniature one), and now I just need to (learn to) use the region editor. Thanks for everything!
  5. I have a slight idea on what I wanted to do to solve this; this is a 10% - 40% gradient (give or take a few % at the minimum), and the canyon the Rio Grande (on the right) is about the height I want it. To actually make the place for the river, in photoshop I used a 3-4 point brush of 7-8% black to trace the riverbed, before the gaussian blur, and that came out nice. But the mountain range up near Los Alamos itself is way, way too high still. I aimed to lasso an area in the heightmap editor and then try to blanket lower that area by a low intensity, then lasso a slightly smaller area, lower it by a low intensity, rinse, wash, repeat, and then a blanket blur of that area. I'd do something much less convoluted in photoshop, but where the boundary of the lasso selection and the unselected section always has an abrupt end that I can never get to blur to be a nice transition. I'm aware the heightmap editor has the erosion function, but trying to toy around with it, every time I ran it it'd crash the GECK, so I assume it either doesn't work or I'm making it do things it doesn't want to. Feel like a needy child at this point, but I'm not positive I'll figure this out on my own.
  6. Sorry about being dumb there. What I was getting after was more from observations of the main NV worldspace, there are at least a dozen cells of landscape beyond, and I wasn't sure how much of that is actually necessary. More of a newbie question to making a larger area, that I didn't really thought warranted a thread to itself. If I do use more than one quad, it'll likely be because it'll be a narrow width playable area, but rather tall in length. I have a slightly more specific question after toying around with various terrain features of the last few days: how would I go about keeping certain features pronounced? It often seems certain interesting features, like a canyon or an iconic mountain, always seem to be quite dull after importing. The terrain around it is acceptable though, and when I use a gradient map with more colors in its range, it usually flips around, the terrain around the feature is much too extreme, but the feature is acceptable. I suppose I'm aiming to make somewhat of a caricature of an area. I have a feeling the answer is going to be manual editing either in the heightmap screen on the GECK, but I figure I'll ask anyways. And thanks as always, this is a fantastic guide that's actually spurred me to learn a significant more about the GECK than I had known before, on top of you being really helpful.
  7. Okay, I completely missed that. Works now, although I really need to apply some blur to it and work with it, but that shouldn't be host to many technical issues. Though, before I really put time behind this, I should ask: I don't think I'll be editing more than 1 quad of playable area, but how many cells should I have to buffer so it doesn't look like the landscape ends abruptly in the distance?
  8. I've been using Photoshop, and I'm assuming I am doing something wrong here, as the GECK crashes immediately when I try to import it. I've already checked that it is 16bit format, that it is greyscale, it's the right filetype, I've clicked the option for IBM bit order, and I'm fairly certain it isn't interlaced. Not sure what I'm doing wrong.
  9. I'm about to the point where I can export, but I'm not sure how to do IBM bit order. Nor checking if it is interleaved or not. I'm only moderately familiar with GIMP, let alone photoshop.
  10. I run 7, so it isn't that. Not sure how to tell if I have downloaded the 32bit information from the USGS. As far as where it says "format", I have selected GridFloat since it was the first option, but there's also ArcGrid and IMG. Could it be there?
  11. I've downloaded the 1 arcsecond resolution for that area again and yeah, it comes out exactly the same size. Still can't import the .hdr either, it still returns the error "Couldn't import data from that file".
  12. I'm feeling like a moron right now, I have no idea what needs to be imported for elevation. The only valid elevation file it shows me in the folder is .HDR file that's 1KB, and VTP says it can't import any data from, which I can understand considering the filesize. That's what i'm looking at for what I got from the USGS website. This is the portion of the Grand Canyon that Grand Canyon village is in, for a point of reference.
  13. Hello Nexus, I come to you with a question about something I can't quite figure out. There are certain models in Skyrim which I have interest in importing to New Vegas for my project (namely the waterfall models, some natural objects like flora and some rock structures,) that i'm having some problem with importing. I have a basic understanding on what i'd need to do if I were say, importing a model from FO3 with no prior textures in the files. But what i'm continuously seeing is that all the models I try importing immidiately impose the "missing model" model when I try to add it to the GECK. Because it does this, I don't think it has anything to do with a possible missing shader or the fact that Skyrim utilizes cubemaps; I could be very much wrong though. The model however, if I import it to the Creation Kit from the dumped file, there is no such error. What is going wrong here?
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