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GnargleHankar

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  1. Nope, I made sure that the mesh is not rigged. The Conformulator didn't work, he created the .egm file but the file itself didn't work. The only way to use my mesh is to use .egm and .egt from other ear meshes. Could you explain that in detail?
  2. Hi there, it's me again. And I am having a new problem - I tried to create a custom ear mesh for Oblivion and the result is, well, a CTD. I narrowed the problem down to missing .egt and .egm files. I tried The Conformulator but the result is the same, a CTD when the game tries to load the ear mesh. If I use the .egt and .egm file from other ear meshes (for example those from the khajit ears) with my ear mesh Oblivion loads fine however my mesh is kinda distorted. Any Ideas?
  3. I don't want to use the pelvis area only but it's part of my animation and the Bip01 Pelvis is the only bone that affects this area. I don't want to make a new running animation or something that makes the character actually move in the game, only a stationary but animated pose (like dancing).
  4. What I mean is rotating or moving the Bip01 Pelvis bone has exact the same effect than rotating or moving the Bip01 bone. You can't compensate this with modifying the Bip01 spine.
  5. I don't import any animation, I'm starting from scratch. First I import all the body meshes and deleting the bones that come with each of the meshes after each import. Then I save the file and close Blender. Then I start Blender again and load the body I previously saved, hit "a" and import the skeleton.nif. The problem I have is that there is no way for me to actually move/rotate just the pelvis area. The pelvis bone just moves the whole body. However, If I disable the parent from the first spine bone (which is bip01 pelvis) the problem seems solved. But I'm sure this isn't a good idea. I found a better solution: When I select both of the thigh bones and the spine bone and choose "Don't Inherit rotation or scale from parent bone" everything behaves exactly like I want to have it. Would that cause problems later on?
  6. Nope. The pelvis bone is definiteley selected. edit: I think I found the problem. The spine bone was a child of the pelvis bone resulting in the rotation of the whole body. Any idea what bone should be the parent for Bip01 spine? Just removing the parent wouldn't end well I guess. :c It's pretty weird though that the skeleton is set up like that. Or I am overlooking something.
  7. I'm having a big problem right here. I am trying to chreate a character animation for Oblivion but the pelvis bone just rotates the whole body. That is only when I import the complete skeleton from the skeleton.nif file though, the skeleton that comes with the lowerbody.nif doesn't have this problem - the pelvis bone just moves, well, the pelvis and not the entire body. I am using Blender 2.49b and the universal skeleton from growlf (http://www.tesnexus.com/downloads/file.php?id=37596). Any ideas? I have been searching like mad for the past few hours for a solution but I have yet to find one.
  8. Seems it was a material problem with blender. The newly added mesh still had a material called ME:Cube or something like that. After changing it to the material the cuirass had everything worked fine.
  9. Well, after exporting it to a .nif there seems to be a problem. The newly added meshes don't show up in the game. I did as you told me LHammonds - added a cube, adjusted the size, unwrapped the UV, apllied the texture, joined the meshes and did the weight painting. Oh, and nifskope keeps saying "need vertices, normals, texture coordinates and faces to calculate tangents and binormals" when I want to update the tangent spaces. Any idea what I did wrong?
  10. Yes, simply edit the mesh, add a new cube, size it appropriately and then create a UV map for the cube and use the existing texture to size the UV map to fit over the same area on the texture. Once it is done, then you can duplicate the cube to the other areas. If that is rigged to a skeleton, you will need to weight-paint the new geometry as well. If this is necessary, I would suggest creating the cubes separate from that object 1st and when done, use the Copy Bone Weights script to the new cubes...then join the cubes to the existing object and refine the weight-painting as necessary. The best way is to incorporate it into the existing mesh but that may be a bit difficult if you are new to modeling. LHammonds Thank you. I already tried to add new meshes like you described and it worked, from a technical point of view. They stick out like sore thumbs though, that's why I asked for an alternative way. I'm still a noob and I thought that maybe there was an easier way to do this, but it seems there isn't. Oh well.
  11. Hey all, I want to make a 3d object out of the button I marked in the attached picture. Currently it's just painted on the mesh as a texture, any idea how I could do this?
  12. Just a quick question, is there a seamless version of Ozmo's High Rez textures? I know that Navatsea's textures are seamless, though I like Ozmo's more.
  13. You have many different beards included in this mod iirc, not all are displayed in the screenshots. Concerning the mod which allows you to equip as many rings/amulets as you want, these kind of mods only work with vanilla items afaik. But I think the beards occupy the tail slot so if you don't play a beastrace (or any custom race with a tail) then there should be no problems. I don't know if the sword is included in the Heroes Store, but it is most likely the case given the fact that the screenshot was taken directly in the Heroes Store. I personally use Natural Environments and Better Cities. The first one is easy to install and enhances the game by a great amount of detail and atmosphere. Better Cities is another case, though. The cities are really looking amazing but the mod itself is a pain in the a** to install. There are many compability patches for other mods which you need to install if you are using these mods otherwise you will fuc* up some cells.
  14. Wow... that´s a really nice character. The face can be probably achieved using Moonelves, Elves of Lineage 2 or any other "prettier" custom races. The skin can probably be tweaked inside the game itself, using something like Chocolate Elves, Nec Mystic High/Dark Elves or Moonelves(Again) may help. Now, the eyes, hair and forehead "thing", specially the Hair, i'd love to know the source too. Also, can anyone tell me the mods used for hair, eyes and beard on this pic: http://www.tesnexus.com/downloads/images/25365-1-1261459727.jpg No matter how much I try using the in-game tool to create beards they NEVER looks like beards, and most times I usually end up destroying the color of the character. In fact, is that normal? I mean, most of the time while changing the color of skin and other facial colors, like eyebrows and beard, in the Character Creation Tool, if I mess with the color too much I end up with it being tinted blue or green or a totally unnatural hue that I can't get rid off o matter how much I mess with the sliders. Is that normal? Is there a fix for it somewhere? Hm, yes. They look indeed like something nec01 would have created, at least from the textures. Thanks, I'll look what I can find. Maybe playing around with nec01's high-rez textures will help. What I definitely know is that the head mesh is not the head06 mesh used by the Moonshadow Elves or any of Xenius' races. Looks kinda like Ren's head to me. Ugh. Also, about the beards. Have you tried Apachii's Heroes Store? There are some equippable beards / wigs included. I don't think you can make something like a decent looking beard with the facegen sliders because they just *ban me* up the face texture.
  15. Does anyone know what race this is? Or what textures/meshes are used here? http://www.tesnexus.com/downloads/images/32413-2-1276955996.jpg http://www.tesnexus.com/downloads/images/32413-1-1276955995.jpg
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