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heavywaters

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Posts posted by heavywaters

  1. I imported the obj into Nifskope then copy/pasted the NiTriShape branches into the vanilla silver sword Nif.

    The collision should be really close to the dimensions of my sword model so I didn't mess with the vanilla one.

     

    Which brings to mind another annoyance: I can't get Nifskope to render the collision mesh for any Nifs.

  2. I would like to see staves useable in a "dual-weild" like manner: left click to fire it's enchantment/magica effect, right click to strike mele-style or vice-versa.

    It would require new animations and a lot of work, so not likely to see anyone do it.

  3. I found that an Ambient Occlusion map bakes out screwy if you try to overlap texture-space in the UV map, even if the two halves are identical.

    So no I don't bake only half of the model, but I did some experimenting and found that after exporting the Nif back out to an .obj that the body was now in two halves along the UV seams.

    I have no idea why because the original hilt part of the model was, and still is one piece.

     

    I did accomplish a decent looking chrome effect by using a nearly black diffuse texture with the chrome_e.dds cube map and setting the specular, gloss and env. map strength as high as possible.

    http://static.skyrim.nexusmods.com/images/708891-1346561996.jpg

     

    I inverted the green channel in the normal map as per Ghogiel's suggestion and that helped reduce the seams a lot.

    Between that and getting the chrome material right, those lines are almost gone.

  4. Yup, I made the sword in Blender quite a while ago, but just converted it into Nif format recently.

    It's not turning out the way I had hoped so I didn't release it.

     

    Posted my problems in this thread and Ghogiel was nice enough to give me some pointers on 2 of my issues.

     

    Still need help with one more problem, so if you have any answers, post them.

  5. I have added a custom sword to Skyrim based on this model.

    http://fc02.deviantart.net/fs70/i/2012/049/f/1/vorpal_sword_by_heavywaters-d4q7pwr.png

     

    For the most part it works fine in-game but there are three things that are giving me problems.

     

    1.) The biggest problem would be the normal map,

    I'm getting really bad lines at the edges of the UV map.

    (Isn't tangent space supposed to prevent the normal map from doing this?)

    http://static.skyrim.nexusmods.com/images/708891-1346261919.jpg

     

    2.) The entire model disappears when I try to place it in a weapon rack.

     

    3.) I can't quite figure out how to make the texture look chrome like in the render instead of white-ish.

     

    Any tips would be greatly appreciated.

     

    ~Heavywaters

  6. I'm the one that made that very render...

     

    I have added that sword to the game but a few things didn't turn out the way I would have liked (does NOT look like the render).

    Maybe I'll release it as is, but I'm very critical of my own work, so hopefully someone might give me tips on how to fix the problems.

  7. Finished the high-poly model of the Loki helm, still have a lot of work left to do, hope you like...

     

    http://skyrim.nexusmods.com/imageshare/images/708891-1338020950.png

  8. I started working on this very sword over Easter.

    Still in the early stages, have to complete the snake head then I should be able to texture it.

    http://skyrim.nexusmods.com/imageshare/images/708891-1337404148.jpg

    My be a while before it's finished, something else caught my interest and I want to complete that first.

  9. It's nice to see someone actually include pics with their request.

     

    I've wanted to create Loki's helm since the first time I saw the original Thor movie,

    never done ANY armor before but it may be time to learn.

  10. Importing Nif files directly into Blender requires version 2.49b or older, there are no import scripts available for newer versions yet.

     

    There are a couple of ways to get those meshes into newer versions of Blender:

    1) Export the mesh directly from Nifskope as an .Obj file then import that into Blender.

    OR

    2) Import the Nif into Blender 2.49b and save that as a .blend file, open Blender 2.6.2 and "Append" the mesh from the 2.49 .blend saved file.

  11. See what I mean? Not too difficult.

    Whatever, then it shouldn't take you too long to get it done,

    I doubt anyone one is going to go thru the trouble of modding something like that for you.

    Considering you dont want the hassle of having to un-equip the armor then equip some undies...

  12. Will still only work for Blender 2.4x.

     

    Installation

     

    This version of the scripts should keep working with newer versions of Blender 2.4x and Python 2.6.x (but not Python 3.x.x). At the moment of writing this, the following were used during development of the scripts:

     

    Be sure first to log in as administrator!

    Download and install Blender 2.49b (32 bit), use default settings, except select "Use Blender's installation directory" when asked where to install Blender's user data.

    Download and install Python 2.6.6 (32 bit), use default settings.

    Download and install PyFFI 2.1.10, use default settings.

    Download and install the Blender NIF Scripts 2.5.8, use default settings.

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