Jump to content

JaydoDre

Members
  • Posts

    90
  • Joined

  • Last visited

Everything posted by JaydoDre

  1. Ok, after weeks of trying to fix this myself, I need help and I am surprised that I cannot find any previous posts on this, but maybe I am searching wrong keywords. I have two problems: PROBLEM 1. Parts of the mesh show up through other parts of the mesh. I don't know if I can call it clipping because physically nothing is being clipped. It is only visual. As you can see below the tunic/skirt shows through the scabbard of the sword, but if I move the camera to the side you can see that it's the skirt's problem. The sword is not anywhere near it. I found it has something to do with the bone weights in 3dsmax, especially the edges of the area that's painted, but the problem is I don't really know why it happens and what's the best way to fix it. Anyone? PROBLEM 2. There are weird broken up shadows on my mesh in the sunlight (see below). Game armor sets sometimes also have a blotchy shadow or two but not like this. This too I know is weight-paint related because the shadows change as I adjust the weights, but the problem is the same as with problem 1. I do not understand why this is happening or how to best fix it. I call on people's experience. I can attach the mesh if needed, but I would much rather someone let me know how I myself can fix it so I know if not for this set of armor then for the next.
  2. Well I have solved most of the issues although not nearly all. The armor still looks a bit distorted in game due to the skeleton pulling the wrong stuff, as on the female below for example... Public beta imminent though.
  3. Had a similar problem with armor - update tangent space fixed it.
  4. Just to update on the above - still not sure if your issue is similar to mine, but I am slowly fixing mine by hand painting the weights and then retesting the mesh. My problem is definitely to do with the skin, but I still don't understand why it happens. All I know is that it helps to even out the paint...if that makes any sense.
  5. I think I have the same problem but on a much larger scale. The problem begins already in the Nifskope. Did you ever find the solution to your problem? By the way I am pretty sure mine has to do with rigging/skinning because if I import my mesh into nifskope without the skin everything looks fine. This is zoomed out (and looks the same in the game) But when I zoom in it's all fine.
  6. Well...I cleared out a strip of time in my crazy life to finish the rest of this thing, but after getting together the armor mesh and some textures I am now utterly stuck at weighting. Need to take a class on rigging models in general and Bethesda rigging in particular (any volunteer teachers? :P). Until then it looks like the whole thing isn't going anywhere.
  7. Well for some supernatural reason the slider does work now, but the mesh in between the fattest and skinniest is completely messed up. But I guess that's a whole different problem.
  8. I am having trouble finding any tutorial/info on this. I am trying to get my mesh as a new armor into Skyrim (so not as replacement!) using the creation kit. There are the fat and skinny versions of armor identified as _1.nif and a _0.nif respectively. I got both done for my mesh. However, in the creation kit under Biped Model it seems I can only choose one. I looked at vanilla armors and they all have the heavy version (_1.nif) selected and there is no sign of _0.nif anywhere. What am I missing?
  9. Exactly. There is a tutorial or two on how to add the meshes as a separate objects but then those objects don't function right because the hex data has not been identified fully yet or something. I wouldn't want to bring out a mod that replaces an existing weapon or armor completely.
  10. This is to introduce my plans for a suit of Roman armor and armament for Skyrim. The draft versions of the scutum (shield) and gladius (sword) is what I got so far - see below. Yes, I am aware this screenshot is from Oblivion, but this is the only place I can test my meshes right now (actually had to install that game again just to test). Because I can' figure out how to put this into Skyrim at this point, I'm just going to wait for the mod tools in January. The basic plan is to make the cliche segmented iron/steel armor together with the Roman shield and sword. At a later point I will probably also add the Greek style officer's breastplate and another type of sword. I do have big dreams in my head for a mod with full fledged civil war campaign mod on a large custom map with steppes, but the first thing that I need for that to happen is for Skyrim not to cough up its own guts every time there are more than 20 people spawned. I really really wish someone could come up with a mod that will enable Skyrim to handle hundreds of soldiers on the field at a time (I'm not even thinking about thousands).
  11. This is a great post, except on the first part of the first video I already get this error from max: "String too long. Not a NIF file or unsupported format" . How did you guys pass this (my 3ds works fine opening Oblivion meshes)? EDIT: Should have asked instead: where did you guys get the Skyrim nif plugin for Max . Anyways, found the 3.7.1 plugin for max = problem solved. That was not obvious by the way.
  12. Who knows when that will be... Ok then, I guess I'll have to keep looking by me lonely self.
  13. Apologies for the noob questions (this one and the ones to come), but where in Skyrim files can I find the one that decides the chance of things happening? There is something I can open with a notepad, right? I want to modify it so that sneak kills with a dagger always trigger that throat slit animation. I presume it is a chance value of some sort, but do not know where to find it. P.S. I started thinking that everything is in those BSA files. I got the BSA unpacker and went to open the animations part but that is as far as I got.
×
×
  • Create New...