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IceBuckets

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  1. Hey, So normally I can troubleshoot things on my own when building stuff but I cannot for the life of me think of a single logical explanation for this phenomena I'm having. I'm attempting to rig up the DA toolset to enable it to create DA2 morphs (!!). And I've been pretty successful so far. Most targets are working but specific ones are being problematic. DA2 for instance has 9 unique head shapes for human males - Alistair, Anders, Carver, Cullen, Iconic Male, Nathaniel, Sebastian, Teagan and the Viscount. However - Alistair, Nathaniel, Sebastian and Teagan are giving problems. They are set up exactly like the other four, they were created exactly like the other four. I've determined that the meshes themselves all possess the same number of vertices in the correct places. I've swapped out meshes and names to make sure it wasn't a name problem or a problem I created in the toolset settings. This toolset simply (seemingly) does not like where these four have the vertices and refuses to load the targets for the face (eyes, lashes and scalp will morph correctly). This is going to be a long shot but does anyone have any idea why this could be occurring? I have even taken one of the working meshes, applied a morpher so it morphed into the broken on, exported it out and STILL doesn't work.
  2. Hey all, I posted in Discord but figured maybe someone who isn't browsing there had a clue about this issue. So I've attempted to export just the default eye mesh (because even Inquisition eyes were being distorted) from 3dsmax, Blender and Lightwave and all three are giving the same problem; the center iris is being distorted and with things like eyeballs, perfect circles are noticeable when they're bulging. I wasn't encountering this problem when exporting for DA2 but meshes in the Origins format seem to bulge when perfect circular polys are encountered. (left is a mesh that is imported straight from the default files, the right is a file that has had no changes made to it and then exported and reimported) Now that I'm looking more closely, it looks like my eye sockets are also getting distorted. Basically vertices in a circular pattern get distorted when exported. Has anyone else encountered this? EDIT: May have figured it out with syrnik's help; the export process does not like going off from the default naming conventions. So eyes, lashes, faces...when they get exported they HAVE to be "hm_uhm_basa_0" or race/gender/part equivalent. CANNOT be like "hf_eye_leliana". This for SOME REASON distorts certain vertices. The chunk can be named whatever you want but the msh/mmh itself MUST be named properly during export. Can probably rename it but we shall see.
  3. Hey all, So I'm trying to get the Inquisition Model for Morrigan into Origins simply because it looks 10x better. But I'm running into a snag. This seems to be a common issue and I feel like I'm either missing a step or something I'm doing is screwing with the model. The problem seems to be like this user was having here. Only he never received an answer in thread, sadly. I have successfully imported a mesh into DAO after a lot of trial and error and would usually encounter this one and would always go back and redo the steps which resulted one time in getting lucky and I still don't know where exactly I'm going wrong. The mesh does not appear in-game. It's a single mesh that has the mesh parameter updated in the model manager and should already be attached to the GOB as it was dirty rigged and uses the default mesh as it's base. I have attached a zip containing the files I'm using. Rigging probably needs a lot of work but I'm just trying to get it in-game. Zip file is here for download if anyone wants to take a look. Thank you!
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