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amycus

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Everything posted by amycus

  1. Ok, I will risk to anger the moderators by posting agin on my own thread, but now I seriosly have a problem that I can't seem to solve. I Have managed to export the helmet to the toolset and put it in the game - problem is, the helmet is hoovering in the air, and the eyeballs are floating around when running. I have searched the forums and found a person who once had the exact problem I had, but there it turned out to be because the skin modifier was missing. I have already checked that twice. I imported a samilar vanilla helmet and copy pasted its skin modifier to mine, This is my process: 1) Open the scene with my custom helmet. Only modifier present at this time is unwrap uwv. 2) import a vanilla helmet, complete with collissions, skelletons and everything. 3) select the vanilla helmet, select the skind and edit normals modifiers, right click and select "cut". Delete the vanilla mesh. 4) Select my custom mesh and paste in the two modifiers. 5) Select and cut all modifiers so I can select the mesh itself and tick the boxes about shadowing, and then pasting them all back. 6) export them with eshme's tools. Any suggesstions of what I should do? :/ EDIT: I tried to see if it would work if I just imported an unedited vanilla helm, and then exported it again immediately without changing anything. Even then that helmet met exactly the same problem. Thought I should add that piece of information... 2nd EDIT: I thought I should add the file with the helmet as it is right before I try to export it: http://www.mediafire.com/?0imd3vaohgk1o9x (.max file) . I have also uploaded the exported files (+textures and .GDA) here: http://www.mediafire.com/?oo9q2xf4crtjx1c Would appreciate if anyone could take a look at it so I can at least figure out the problem. Still havn't had any success myself so far, but at the moment I suspect that the bone weight just won't get exported when I do it. http://www.dragonagenexus.com/imageshare/images/804796-1302700779.jpg
  2. http://i1178.photobucket.com/albums/x367/amycus_89/wardensburden.png?t=1302559173 ok, I'm not sure what I'm doing wrong now. The whole mesh is textured, and I have divided the gloves, boots, cuirass and helmet to separate save files. When I start with the helmet, I begin by importing another one from the vanilla game (in this case hm_hlh_e01a_0). I get the skelleton, the mesh, and a whole bunch of green boxes that I suppose are the collissions. I mark the vanilla mesh, copy the "skin" and "edit normals" modifiers, and paste them on my custom mesh. However, when I press export (I use eshme's tools) I just get a runtime error after it is 90 % complete. Did I do anything wrong in the process, or what? Great, this is the third time I've made an ass out of myself. Turned out the reason for the error was because I had moved the folder that the exporter was trying to put the files in long ago. I'm officially an idiot :blink: Not completely sure if I really get how the GOB things worked, so if anyone can explain that a bit closer that would be great. For the moment it seems like I got the helmet exported successfully at least. Will continue on the project tomorrow, it's getting pretty late over here
  3. there are a few, but unfortunately nowhere near as many as for oblivion. The reason for that appears to be that in DA you need to do the mesh for all genders and racers pretty much separately. So while in Oblivion you usually only need a male and female version, DA requires 7 versions if an armor is supposed to be wearable by anyone (player races and sten). I am actually trying to do some armor with custom meshes myself at the moment, but currently I'm not sure if I really feel like making any other versions than for human male
  4. To be more specifik, it is the blood dragon armor dlc with the mesh changed to the one from mass effect. You can find it here: http://social.bioware.com/project/2611/
  5. Hi, I recently downloaded the toolset and have since then tried to create the warden's armor from the sacred ashes trailer. So far I have the helmet mesh ready (I will try to do some better textures later, still learning :wallbash: ). Update: Almost done with mesh, only the scalemail and the gloves left before starting. http://i1178.photobucket.com/albums/x367/amycus_89/plate-2.jpg?t=1301181027 Unfortunately I have now started to have some questions that I havn't been able to find an answer to: I think I have managed to find answers to all my questions but one, and that was the first question: I want the player's head to be visible beneath the helmet, not just the generic deafult one that I have currently imported. So how do I do that? FACEPALM - havn't tested it yet, but I realized that I could just use a head imported from the "executioner" helmet or similar. Havn't tested it yet, but assume that should be enough.
  6. Hi I have for some time tried to get the toolset running, which I finally managed to do yesterday after following the guide from nezroy here: http://www.thenexusforums.com/index.php?/topic/177587-toolset-help-required/ After this accomplishment I shut down the computer for the day, and now when I jave the computer running again... I can't open the toolset again. Great. I have tried to go "backwards" in the guide to find the new error, and it seems to be in the "sql server management studio", each time I try to connect it now gives me the message: "A network-related or instance-specific error occurred while establishing a connection to SQL Server. The server was not found or was not accessible. Verify that the instance name is correct and that SQL Server is configured to allow remote connections. (provider: SQL Network Interfaces, error: 26 - Error Locating Server/Instance Specified)" Now I realize that this might be in the wrong forum if the error isn't in the toolset itself, but my google-skills doesn't appear to be enough to find a working solution. I also find it weird that it just doesn't work anymore when I havn't changed any settings, which leads me to ask: Has anyone else encountered this problem and found a solution? Sorry, seems like a reinstall fixed it. Still not sure what was wrong before, but hopefully it won't show up again.
  7. Ninja moves is this one: http://www.tesnexus.com/downloads/file.php?id=12722 Great. Now can you tell me how to use these animations in combat? I'm pretty sure that the moves in that mod aren't supposed to be used in combat, more like eyecandy when making vids or screenshots. If you want to use different combat moves in battle you will need animation replacers. In that case it depends a little on what weapon you use. Some examples that I use: http://www.tesnexus.com/downloads/file.php?id=13551 <- If you dual wield swords I recommend this one. http://www.tesnexus.com/downloads/file.php?id=13051 <- hand to hand combat animations. Now you can kick your enemies too.
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