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amycus

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Everything posted by amycus

  1. You do know that FONV was made by obsidian right? I wouldn't worry too much about skyrim or any other future releases from bethesda when it comes to steam. Not more so than any other future game.
  2. You will have a far higher chance to find something to do it for you if you include some pictures of what you want...
  3. Aw, I wanna see the wing wing mega dragon. Well at least the redone version of the concept art :P
  4. Yup. When you have made the "coloured map", just double the layer in the lower right corner, select the upper one and activate the nDO script (as said earlier you need to download this plugin. It isn't in photoshop by deafult). This will generate a "purple" version of your colour map. Just change the setting in the window that pops up after activationg nDO to change the details. When you are done, flatten the image and "save as" a .dds again. Just make sure to give it a different name so you don't overwrite the diffuse map. EDIT: Found a written tutorial for 3ds max specifically on custom weapons for oblivion: http://cs.elderscrolls.com/constwiki/index.php/3ds_Max/NifSkope:_Custom_Weapons
  5. Okay, we are getting only deeper into my confusion :biggrin: so where will i get the file i am supposed to save as .dds? What file am i supposed to colour and then save as .dds?From what do i make the .dds file? Edit: Oh not that vid, its so bad quality it makes my eyes hurt. Ok, maybe I will have some use of that vid to help you at least ;D I will start over with step by step instructions. 1) Select the "unwrap uwv" modifier, predd "edit" to show a window similar to this: http://waylon-art.com/uvw_tutorial/tut406_b.jpg 2) In the smae window, go to file-->export UW template in 2024*2024, save as .PNG (Will make things easier in photoshop. 3) Open photoshop. Open the newly extracted .png file. Go to the lower right and duplicate layer. Select the lower layer. 4) Now, start painting. The wire will be seen above, which in my opinion makes it easier. Just press the "eye" icon besides the upper layer when you want to see your colouring better. When you are finished, delete the upper layer and flatten image (assuming that you have made several new ones why colouring). 5) Go to "Save as" in photoshop. If you have downloaded and installed the plug-in from before (http://developer.nvidia.com/nvidia-texture-tools-adobe-photoshop), you should have the option to save as .dds. When you try to save as .dds this window will pop up: http://developer.nvidia.com/sites/default/files/akamai/tools/images/Photoshop_TextureCompression.jpg In the upper left corner, choose "DXT5", and hit save again. Congrats, you just saved it as a .dds Now do the happy dance :dance: 6) Go back to 3ds max with you mesh open. Go to the material editor and make sure that you fill the slot for the diffuse map with the .dds you just made.
  6. Alright, I will see if I can make some sense of this :biggrin: "opened in PS, coloured it and saved as jpg again" After you are finished colouring it, choose "save as", and save as .dds while in photoshop. Then load that .dds file in the material editor. Note that when rendering it with a dds file while you still are in 3ds max, the colours sometimes look washed out (so don't worry too much if they do, and IF they do look as before that's not something to worry about either). You will also need to remember, where exactly is the game supposed to find the .dds files? In DA:O you just put them in the same folder as the mesh files, but it might not be the same in oblivion (I will however say that if all the textures are only on your desktop for instance, there is no way that the game will know to look for them there). This should be mentioned in any tutorial about the subject, even if it is just about making armor in blender. I'm just saying this because it is a common error to "forget" to place the textures in the proper folder. "And now i seem to be confused because i dont know where will i get the original dds file because i thought it is made from that exported UV unwrapped map and just opened in photoshop, coloured and saved as dds file." Not sure what you mean by this. Can you clarify? Remember, the "exported UW map" is just a template (doesn't really matter what file format this one is, since it's not suppossed to be in the game itself. It's just there to guide you when painting the diffuse map), the picture that actually adds colour is the diffuse map (this one needs to be saved as .dds for the game to be able to read)" EDIT: Some helpful guides that should help you. Video tutorial for making weapons in oblivion (with 3ds max). Quality on the vid is a bit bad, but the tutorial itself is good. http://cs.elderscrolls.com/constwiki/index.php/Blender/Custom_Sword (yes, its for blender, but it should still be of help on the process. It's pretty much just the shortcuts that won't be relevant. AND you don't need to worry about 2ds max 2010 not supporting dds files. It should do that by deafult.
  7. Note: The UW map isn't saved as a dds, I think you mean the diffuse map (the map that gives the main color). The uw map itself should already be there when you export if you have the "unwrap UWV" placed on it and working. I might be wrong, but from what I've read around it seems that after that you should just need to go to the "materials" window, select one of the grey orbs, and put the textre images in the relevant slots, then drag the now textured ball into your whole selected mesh (if asked, choose "assign to selection". Then render it to check that the textures look as they should. When all this is done you should be ready to export it as a nif. As for other tools like GECK and the process after that, I don't dare to make any further comments. Since I have acess to the modders board (The TES specific one as well) I will post there to ask them to take a look at this thread. Should be better than that I post any further guesses :tongue: Yes that is what i did and when i put it in game it was dark pink, so i read that i need to make those two dds files and as it looks now i dont even know how to create the not normal map one. So how do i make those dds files? Let's see if I got this right, when you put the textures in the slots (in the material panel), you still had them in another format then .dds while exporting. Been there done that :P If you have photoshop you need an Nvidea plugin, then choose "save as" and choose dds. A window will pop up asking you further details of where to save it. I will look around and post a download link and further information by editing this message later. (If you have gimp, there should be another plugin for that too, but I don't know too much about that) EDIT: Download link if you use photoshop: http://developer.nvidia.com/nvidia-texture-tools-adobe-photoshop Details for setting when you save coming up.. EDIT2: when the window pops up while trying to save as .dds, choose "DXT5" from the upper left drop down. That's what you do in DA:O and I see no reason why it wouldn't work in Oblivion
  8. Hi TES modders. I was trying to help a person on this thread: http://www.thenexusforums.com/index.php?/topic/408433-how-to-texture-custom-items/page__gopid__3375304#entry3375304 with his original questions of how to make a UW map and textures. I myself am a modder for DA:O, but thought I could save some of his time and help him with those specific questions since that process should be the same no matter which game one mods for. Now he is asking if there is anything more he needs to do before exporting it. Since I don't know to much about the process in Oblivion (and I now feel a bit bad for answering at all when I can't help him to the end :unsure: ), I thought I would ask those who actually know what they are doing to take a look.
  9. Note: The UW map isn't saved as a dds, I think you mean the diffuse map (the map that gives the main color). The uw map itself should already be there when you export if you have the "unwrap UWV" placed on it and working. You will need also need to make sure that the handle is in the same position as the vanilla swords if you import them. Temporary hide your own mesh (select all and right-click to choose "hide selected). Then try to import a vanilla weapon of the same kind/type you have done and compare it (make sure that the size is right compared to the vanilla sword too). I might be wrong, but from what I've read around it seems that after that you should just need to go to the "materials" window, select one of the grey orbs, and put the textre images in the relevant slots, then drag the now textured ball into your whole selected mesh (if asked, choose "assign to selection". Then render it to check that the textures look as they should. When all this is done you should be ready to export it as a nif. As for other tools like GECK and the process after that, I don't dare to make any further comments. Since I have acess to the modders board (The TES specific one as well) I will post there to ask them to take a look at this thread. Should be better than that I post any further guesses :tongue:
  10. There are several ways to do normal maps. If you wish to do it in photoshop you cand do so with the nDO plugin (http://redmotion.blogspot.com/2010/10/ndo-normal-map-creation-without-leaving.html). Free to use, though you still need photoshop to use it. Another alternative is Zbrush. Really powerful and is what the pros use. It is a bit costly though, and if you are only planning to do weapons then nDO should be more than enough to do the job. Also before I forget, when the textures look like you want them to, decrease the size of the texture images to save space for those who later download your mod. 256*256 should be enough. I should probably tell you know that I found this thread on the list of "newly started" ones, and that Oblivion isn't really my area (I've only modded for dragon age before). Up til know the process is pretty much identical, but it might differe from here. So, the only thing that I know from here is that the specular map (that determines how "shiny" all the areas on a weapon should be) is incorporated somehow in the normal map (in Dragon age it's a completely separate map) SO IF ANY OTHER MODDER WHO HAVE MORE EXPERIENCE WITH OBLIVION, PLEASE TRY AND FILL IN WHATEVER KNOWLEDGE I MISS :excl: Sorry I can't help you with the rest *
  11. Hi! Ignore using dds files for now, sometimes they look washed out when you render them in 3ds max (even though they look fine ingame). Just keep them as .jpg until it looks like you want it to, THEN you can convert the texture files to .dds. There are different ways to make a proper uw map, but if its for a weapon I would do it like this (if you think I rushed through it a bit or that this way doesn't work too well with your shape, there are others. This site explains different methods and are probably more detailed than mine are: http://waylon-art.com/uvw_tutorial/uvwtut_01.html): 1) open 3ds max with your mesh 2) Place a UW map from the modifier list. If it's made up by several part then you should place one UW map modifier on each one. Chose a shape that is as similar as possible (cylinder, box, etc) 3)Select ALL the different parts that make up the weapon, and place an "unwrap UWV" modifier on this whole selection. 4) Click "edit" on the right field of the menu. A window pops up. 5) Don't be afraid if it looks like a mess right now. Look at the upper right field, and press the "+" sign to the left of the "unwrap UWV" modifier. Select "element". 6) Now select any element in the viewport (you might want to decrease the size of the UW window) and all the polygons belonging to that element will be coloured red and selected, both in the viewport and the UW window. So just drag the element in the UW window to the side for the time being. Do this for all the other elements as well. 7) Take a look on each "cluster" of polygons in the UW window. Some might look fine and won't need further editing (simple shapes that are pretty much cylinders or boxes shouldn't need further editing). 8)Other more complex shapes might need more. In that case, go to (in the UW window) mapping-->normal mapping. A window will pop up. Chose to "flatten" it by whichever view you wish. Usually you need to use this tool 2-3 times to make it look good. 9) When you are satisfied with the UW map, go to (in the UW window) file-->render uw template. It will ask you for size. Usually I start off with 2024*2024, you can always decrease it later. Export it. 10) Open it up with photoshop and use the template to paint your texture 11) when you are done, save it as a .dds :smile: EDIT: Noticed that you had updated your response by the time I posted :biggrin: If you have already done the UW map, then just open this window with you uw map: http://waylon-art.com/uvw_tutorial/tut406_b.jpg Then go to file-->render uw template. It will ask you for size. Usually I start off with 2024*2024, you can always decrease it later. Export it as a .png to make your life easier (if you save this as a .jpg for example, you will have some trouble later). Open it up with photoshop and use the template to paint your texture when you are done, save it as a .dds (you might need to download a Nvidea plugin for photoshop to be able to handle .dds files)
  12. I'm by no means an expert, but from reading the thread about porting content: (http://www.thenexusforums.com/index.php?/topic/377405-porting-content-from-other-games/) Now that quote was specifically about utilities that makes sure that you need both games to use the mod. But if they are even against (some) of those my guess is that it isn't. If someone can prove me wrong I'm just happy, but for now I wouldn't do anything like that.
  13. Oops! :whistling: Yes, I did try to save some time to copy paste that part of the reply from an earlier reply in another thread. Looks like the shortened link really gives "malektips.com...extensions.html" in the adress field instead of the full "malektips.com/windows-7-view-file-extensions.html". Kudos for pointing it out
  14. There was someone with a similar problem not too long ago. Just a question: Are you using opera? That has been known to cause trouble like that. If that's the case, just switch to another browser (I recommend firefox or chrome) Otherwise a temporary solution would be (assuming you have winrar/winzip), to selct the "manifest" and "contents" file, right click and zip it to a ".zip" file. Then just change the extension ".zip" to "Dazip" and it should work normally. Also, if you are running win 7 (might be like this for vista too), then the file extensions for files will not be visible by deafult ( don't you just love the changes they made from xp guys? ). Here is a tutorial to change the settings so you can view and edit them: http://malektips.com...extensions.html If you are not using opera and want to solve the whole problem to save yourself from the pain of making it to a Dazip yourself, then please answer the following: When you download and get the manifest and contents file, where does these 2 files lie from the start? Are they in a .7z, rar or .zip or whatever it is?
  15. Doesnt the "phoenix armory" have something in between? If nothing there fits your tastes I think you should post a pic to specify exactly what you want. http://www.dragonagenexus.com/downloads/images/1660-1-1284050141.jpg
  16. I would be more than happy with a demo that just showed the character creator and nothing else though...
  17. How about red/brown eyes? though blue might actually work. Blue eyes isn't very unique, but I can't remember ever seing any blue reptile/cat eyes before... EDIT: I answer here since the following is kinda off-topic: OMG, THERE ARE BLUE EYED CATS? :ohmy: All I have seen have had brown-green eyes. Maybe I should go out more often.... Not that there are that many cats here anyways... Excuse me while I bury myself in a hole of shame... :ermm:
  18. Pretty much ANY mod is born because of a modder getting irritated on something :tongue: And I understand your reasoning for letting the chest being of a lighter color. Still, it does look a bit too "clean". You are of course the boss of your own mod, just saying that I would like to mix in a few more shades of green on the chest. but that's just me. Ah well, enough rambling from me :hurr:
  19. Looks good as far as I see it. I would like a bit of a close up before I say which one looks better though. I just wanted to say that the textures on the arms look really nice, but the part on his chest is a bit TOO green, and stands in contrast to the rest. Maybe you can try and make the chest a bit closer to the color surrounding it? And of course, you should probably wait to change anything until you have heard what others have to say in case they don't agree with me at all. :yes: ... Anyone?! :dry:
  20. Thats what I originally thought too when I first started reading, but as he states: Havn't heard of this before, but first you should try and find exactly where the problem lies, hence my earlier questions.
  21. Is it just here on the nexus you have problems with downloading? Do you get the same result if you download a file on a completely different site?
  22. Thanks for the reply sendo75. I just want to make sure, you did see that I wrote "reference pic" above the last picture right? I'm a bit confused, because my own, current version (first 3 pics) doesn't have any textures yet... Just to make sure and avoid further misunderstandings, this pic: was made from the guy who made the original armor used in the trailer, and was used as a reference while I worked.
  23. Hi all. I have previously uploaded the mod "armor of the wardens burden" on Daragonagenexus, but since it was my first project I kinda rushed it (since I wasn't sure if I would ever get it working in-game), and the mesh as a result didn't look as good as it should have with far too many unnecessary polygons and invisible areas. Thus I decidd to start over from scratch and have this as my mesh now: This is my reference: Current polycount: 4588 Since I seem to have problems on spotting the differences after working with it I would like to ask others if they can spot any errors I've made in the shape (size of shoulder pads, etc). It's a lot easier to change anything now than after I've textured and rigged it.
  24. As rainshock says an item in the "helmet slot" will always replace the hair. Other workarounds than the ones already mentioned would be to have a hairstyle "built in" the helmet model - I think there was some armor mod called "furufuru armor" that made it like that. --------------------------------------------------------------------- At least unless you can "remake" the specific helm slot. I'm just speaking theoretically right now, but if the toolset allows us to create companions like shale and Dog one would think something like that should be possible. Note that I can't look in the toolset myself now though (I'm on vacation overseas), so these last few rows might just me me talking through my *Bleep* right now :whistling:
  25. I will just copy paste this in case you are still unsure: "CHAPTER V - Thread Necromancy Thread Necromancy is... Reviving a "dead thread" (a thread that has had no new posts in it for more than a month) with something that has no relevance to it. For example posting "hey cool" (see SPAM) or "that was really helpful, thanks". Please look at the date of the last post in a thread before posting something that lacks any real substance. If it was a month or more ago you can assume that this thread is dead, and unless you have something constructive to add that will continue the discussion, don't bother." Source: http://www.thenexusforums.com/index.php?/topic/2881-all-newbies-read-this-before-posting/ So as far as I understand it, it's okay to post in old topics, but only if you have "something constructive to add that will continue the discussion"
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