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heavywaters

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Everything posted by heavywaters

  1. Does this mean that there is something wrong with GUYS playing Tomb Raider? You have to play as a female in those games. I play female characters sometimes, just because I can! FYI... it's just pixels.
  2. Thanx for the MRE pics.

    I like the pip icon, nice and simple.

    Are they part of a mod or just personal use?

  3. @ ub3rman This particular part of the model is supposed to be an axe handle which should be very smooth with the ends (the circles on the left) being domed and slightly rounded on the edges. The lines are actually the face edges from the low poly model showing thru the normal map. This is just one example of the problem, it happens on everything I bake. @ Genzel I have not used the auto-smooth feature, I will give that a try.
  4. When I try to bake a normal map I seem to be doing something wrong... Baked normal from high poly to low poly, tangent space without set smooth enabled for low poly model: http://tesnexus.com/imageshare/images/708891-1306350555.jpg If you ignore the vertical line artifacts, the normal would look the way it should. Baked normal from high poly to low poly, tangent space with set smooth enabled for low poly model: http://tesnexus.com/imageshare/images/708891-1306350475.jpg This is all wrong, but I cant figure out why. Any ideas as to what I might be missing would be most helpful. ~heavywaters
  5. Just keep in mind that the difference between 1 and 2 hand weapons is two fold... The settings within the NIF control only the positioning of the weapon (where its sheathed and where its held when drawn). The animations involved with sheathing and swinging are set within the Construction Set.
  6. I've started on the wrench but wanted to let you know that I chose a different design for the "pipe wrench". http://www.tesnexus.com/imageshare/images/708891-1305222411.jpg Just thought the wrench you linked to was too modern for the Oblivion era. Picked another that IMHO compliments the lore a little better. ~heavywaters
  7. I could whip up a wrench for ya... But a few specifics regarding exactly what you had in mind would be nice. Maybe a pic or a description of how you want it to look so I have something to base the mesh on.
  8. Looks like you want to make a mod from another mod, or rather take a piece from another person's mod to change the appearance of just one item. As simple as it would be to do, this is something your not likely to get a modder to do for you, sorry. This would be a good place for you to start learning to mod yourself. Just some copy/paste work and renaming of files is all it requires, do some research and I'll bet you could figure out how to do it in no time. (make sure you have permission if you intend to release it to the public)
  9. How about some pics of what you have in mind...
  10. It looks like your going for a centipede animation, not bad but the mechanics of the legs isn't quite right. You have an alternating step kind of gate going on but in the actual insect the motion is more wave like. This video has some good footage of a giant centipede walking on a guys arm (not very smart) but it shows what I mean about how the legs move. http://www.youtube.com/watch?v=Ps82VSoLQY4
  11. All complete and with an icon. You can find it here: AC Pickaxe Resource Hope you like it. - heavywaters
  12. Almost done... http://www.tesnexus.com/imageshare/images/708891-1301985056.jpg Just some in-game testing and it should be ready for upload as a two-hander tomorrow.
  13. While looking over the vanilla pickaxe I decided it looked terrible, and I was going to be messing with the Nif anyway... So I went ahead and made a new one. http://tesnexus.com/imageshare/images/708891-1301905542.jpg Should be able to have it done in a day or two.
  14. Sure, I'll play around with it and see what I can do.
  15. Ah, I see the problem... Just need to open in Nifskope and rotate its translation by 90 degrees. That is odd though, must not be used in any NPC animations or it would be oriented correctly.
  16. One draw-back with the Silverware Weapons mod is that it will break the vanilla animations for NPCs that used any of those items as tools. An alternative would be to take the vanilla pick axe Nif and copy it, give it a unique name then place it in the weapons category in the CS. No need for a custom model or to use another mod as a resource. But if you must have a custom made pick axe, I guess I could make one for ya.
  17. The MRE is complete, you can find it here:AC MRE http://www.fallout3nexus.com/downloads/images/15948-1-1301378419.jpg I did not test it in-game... I dont have the GECK installed, so if you have any problems let me know.
  18. Here are the pics I promised. Look things over and give me some feed-back on what I have so far. http://www.fallout3nexus.com/imageshare/images/708891-1301123256.jpg In Blender. http://www.fallout3nexus.com/imageshare/images/708891-1301123925.jpg Alternate #1. http://www.fallout3nexus.com/imageshare/images/708891-1301123964.jpg Alternate #2 You have a few choices for package design... These are the best labels I could find on the net, not Gov. issue but the correct style, none the less.
  19. Sure, I'll do it. Actually I have a mesh done and have a start on some textures. I'll post some pics after work, no time now. -heavywaters
  20. Oh, but there is a way to achieve infinite charge... It involves opening the CS and changing some of the parameters within the enchantment itself. Setting the "cost" in the enchantment to zero in particular. Check out my Saruman staff, it can be used constantly and never needs to be recharged. - heavywaters
  21. Yes there are stormtroopers... Search the armor category.
  22. There are plenty of "glowing" weapons available but that's not going to light your way in a dark dungeon. No one has yet found a way to make weapons emit light. The game engine simply will not recognize a NiLightingProperty within a Nif in the weapon category. Any Nif in the lighting category of the CS will not work as a weapon. I have experimented extensively on this, I have found only one way to make it work but it's a very ugly result.
  23. No, I have not tried that, I will experiment with it. Do you have a link that lists all of the preset material names? Thanx alonso, I will give it look.
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