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throttlekitty

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Everything posted by throttlekitty

  1. -edit- realized i'm in the blender subforum. Looks like you forgot to do any skin weighting.
  2. Neat trick :D hmm, is the hair in the pic supposed to be blueish purple, or is a normal map applied as the base texture? Actually, are all three textures defined in the .nif properly? It could be a tangent space issue. In NifSkope, check the TriShapeData, and check that 'BS Num UV Sets' is set to 16 or 4097 (it's a bit mislabeled at the moment). Tangents and Binormals rely on this flag to be present, then the update tangent space spell can be run.
  3. I saw a suggestion for this on the official forums: In the .ini, set bLoadFaceGenHeadEGTFiles from 0 to 1.
  4. For the diffuse texture, alpha is used for opacity, and is needed if you intend any kind of transparency. For the Normal map, alpha is used for specularity (how shiny a given pixel is), and is generally needed always, even if set to all black (not shiny).
  5. Look into the Idle Animations>Character>VATSMeleeAttacks, conditions for VATSPralizingPalm look promising. edit: This is because the attack can only be used in VATS, and the result is an animation is played. Not knowing what you're after here, I'm not sure that mimicking Paralyzing Palm is what you're after.
  6. Do you have a proper .egm for the hat hair? If not, export the appropriate shape from NifSkope as an .obj, and run the Conformulator on that to create one.
  7. Coming from Maya, I found Blenders UI very unmanageable, with terrible hotkey placement. I'm really looking forward to the final 2.5 release, they've redone much of it, and addressed many of the issues that I've had with it.
  8. These are from the Oblivion wiki, but nothing's changed as far as measurement goes. I thought there was more information on this, maybe it was on another site, but I can't seem to find it now. http://cs.elderscrolls.com/constwiki/index.php/Oblivion_Units
  9. The easy solution is to offer a modified model in the form of a 'patch', for people using a given body mod. This would be a small archive only containing the .nifs that you re-fit to the other body. No need to bog the whole mod down with scripts since it's generally a one-or-the-other situation.
  10. Sorry, I don't think I understand the problem fully. If you're making a new weapon, you have full control over how the UVs are laid out. Maybe some screenshots of the model w/texture applied and of your UV layout would be helpful. Or, I'd suggest reading up on UV mapping in blender.
  11. I would either read the manuals or contact Emergent support for help with configuring their exporter.
  12. Most weapons have two texture sets, one high res set for first-person, and one for world/npcs. Try looking for the '1stperson...' set for this rifle.
  13. Now that you mention it, it looks like it's using lighting data from the cell, but the origin is around the boundary of the current cell. It does seem to match up with the sun, but only much lower. As for how to do it, I'm not sure. I know in Oblivion, only actors could cast shadows, Fallout 3 added shader flags related to shadows. So it may be as easy as ticking those flags in the .nif files. Were there any similar mods for F3?
  14. Did you export to a .nif from Maya? It doesn't support Fallout 3/NV era nif files, you would need to either: Export as .obj and into NifSkope, and work up all the nodes manually. Export into Blender, and out as a .nif from there; checking any appropriate configuration therein. Also, instead of a TexturingProperty node, you'd need a PPLighting one instead, since the mesh would be using a normal map.
  15. To clarify, opening and closing folders in an explorer view has nothing to do with your computers performance. It's just an interface for navigating and displaying folders and files, and expanding or collapsing a tree has no bearing on how other applications read and write to them.
  16. Check that your entry in the geck isn't using a Texture Set, that would override anything set in the .nif.
  17. It looks like you've applied the normal map as the diffuse texture. As for the NifSkope error, I'd look into using a recent version. (that or the .nif got very broken by TR2, I don't think it can handle Fallout 3 files, but I've never used it.)
  18. Have you compared your .nif to that of a vanilla gun in NifSkope?
  19. And I assume you've been talking about the wood texture for the table? In NifSkope, if you right click the shape for that, and select Texture>Edit UV, you can see what the UV layout is. The wood is only a single texture, but the 4 corners are mapped to tile around the image to better use the texture's resolution. If you want to edit this, you'll want to make sure that your final edit is seamless on the top, bottom, left and right. There's a decal overlay if you need to add non-mirrored things like text, but the coverage is fairly small.
  20. Congratulations :) And I've only used the fomm bsa creator.
  21. Is the mod checked as active in FNV Launcher>Data files? Are you using multiple race-altering mods? Only the last-loaded mod that alters a race will be usable in-game.
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