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Thor925

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Everything posted by Thor925

  1. @ throttlekitty, Thanks a lot for your time and efforts! :) Waiting patiently for a blender import/export script and a guide for idiots. ;p There shouldn't be any overlapping UV's. The default textures would clip. If they do, due to having multiple layers, then the UV's could be split up using a 3D program. If you tell me which nif you want to work on, i could take a look and give you the split UV's for it.
  2. $350 US dollars, is a lot of money. It's the equivelant of £5 GBP sterling ... nearly enough to buy half a gallon of petrol !
  3. Thor925

    New Topic

    Tested. Working fine now. ty. :)
  4. Thor925

    New Topic

    Link to the mod: http://www.dragonagenexus.com/downloads/file.php?id=3100
  5. Thor925

    New Topic

    Any reason why I cannot make a new topic in the 'Discussion' TAB of my mods post?
  6. have you tried on a clean save? or even a new game?
  7. Happy Birthday!!! :)

    XXX

  8. This new log thing. what is it? I couldn't be bothered to read the description. It was boring. Can someone tell me? I notice that my microwave oven has stopped working. Could it be due to this log thing?
  9. Actually, I posted earlier what I planned to post some time ago, which included an answer to that very question. But my personal focus has been far, really far, from DA2, and honestly it was not anywhere near making it on any of my priority lists. It's ok. Don't mind me. I still love you. <3 :) The console runscript is good enough for most people, but my latest mod has me feeling sorry for those people who are too useless to use a console. I might need your script, if it's ok. Regarding leaning yourself how to do things. I agree up to a point. I'm a all rounder because I was forced to learn everything myself. It's very nice when you can save your precious time by building on others work. Being a all rounder, means I become master of NONE. I'm jumping from a dozen programs, trying to remeber what and how i did it before. Thanks to tmp's plugin .... I now had to learn how to use Lightwave 3D. Not bad going, in that I picked the basics in 2 days, enough to post the first body mod! I would like more co-operation between modders. For example if I do ONE body and texture, why can't a texturer continue giving more variety, using my mod? That would free-up my time to do more new things.
  10. Hi Thandal, Maybe my judgement is clouded with meeting the wrong people over the years. Me going into a big sulk. "F you all. I'll find out myself!" ;p To get a truer picture, I suppose I'd have to bother with a lot of modders. I don't. Take this post for example, because of my clouded judgement, when ishmaeltheforsaken asked "That's awesome! But how do you get it where you want it?" ... I knew there would be no reply. Was I right? This is not an attempt to criticise anyone. It's sad that I think like that.
  11. I'm trying to say, that my experience of modders sharing info, is not a good one. Over the years, I have spent a lot of time helping people, with not a lot in return. I can only speak for myself when i say, I'm no genius, who knows a lot. Most of what I acheive is through sheer determination and experimenting. When I hit lucky, I pass that info on to those who want it. A lot don't. Why?
  12. And this is how Sunnie gets the idea how to solve her probem, but then doesn't post her eventual script/solution. What if I, or someone else, did want to use her solution? Do modders really share information? My 10+ years of experience say very few modders share 'real' knowledge. You only get the wanna-be modders/posters who pretend they know something. Will offer up all sorts of red herrings. I'm very grateful to those few who do know, and who do share, otherwise modding would be 100 times harder.
  13. You may have noticed, I've managed to resolve the issue, with tmp's help. His plugin still seems to create mmh files that gff editor cannot edit, for me. tmp can edit his converted files, for some reason. But a workaround is to edit the xml file/s before converting. Job well done! Thanks and respects to tmp7704 ! :)
  14. Bug report. I have a user uploaded image at: http://www.dragonagenexus.com/members/fileimages.php?id=2885 I am supposed to verify it so that it can be seen. But there is no verify button. Why ? Delete this post once you fix it.
  15. Yes. Tried both with, and without. Tried working on mesh file by editing msh file. Tried working on mesh file by loading mmh file. Is a new matching mmh file neccessary? When I create and use a mmh file, it doesn't seem to make any difference. Also, I've noticed that a newly created mmh file cannot be edited by gff4editor. I wonder why ? What commands are you using for the conversions? I'm using: ..\GraphicsProcessorMSH.exe" D:\arm_nuda.mmh.xml ..\GraphicsProcessorMSH.exe" -platform pc mmdtogff D:\arm_nuda.msh.xml If you intend to help, you need to just quickly write down a quick tutorial of the things you are doing. That's ONLY if your conversions are not having this display issue. The shadows aren't noticeable on armor, so maybe you also have these issues ? No disrespect, but so far, you are coming back with 'one liner'' questions of your own. :(
  16. Using tpm's lightwave plugin, i've imported the mesh, and exported it without any edits. Istill get the weird shadows on skin. I'm asuming your mods are also getting this ? Maybe the shodows aren't noticeable with armor/cloth texture ? I've posted the mod. Could you, or perhaps get tmp to have a look into it? Thanks.
  17. All my work is under DX9. I'm still using WinXP. AFAIK, the issue between DX9 DX11 can only be a texture issue. Not a mesh issue. In the screenshot you'll notice mismatch between the middle of breasts and also the underpants line. How do you transfer boneweights to a reworked, or a new, model in Lightwave?
  18. Still not right. Image attachment removed - Please do not openly post nude images in comments or the forums. - TVD.
  19. Interesting. Any of you have Lightwave ? I neither have it, nor am I familiar with it. If I edit a DA2 mesh (obj format), can someone try tmp7704's plugin for me? PM me if you can help.
  20. Nice! At this rate each mod user, who is still playing with DA2, will be able to have one item each! :D
  21. Aparently, a few people have written scripts, etc to export DA2 meshes into a 3D program. Why did they do this, if they didn't bother to write a script to import it back? If it's too complicated, I would just settle for being able to re-shape the existing mesh. I tried to edit the 'bra lip' on the hf body, and import it back. That worked fine :) ... but other parts of the mesh became as in screenshot. I'm puzzled why certain parts are still good, whilst others are fcuked. Surely, if it was due to vertex order, etc. wouldn't it mishmash all of it ? Anyone else tried experimenting ?
  22. Sunnie, I'm not a scripter. I can't remember where I got it from. This script is the same script I used for some of my standalones for DAO. I tried it in DA2 and it worked. Running Toolset was no problem, since I installed DAO again. I'm sure some of the scripters could help out further. Currently, getting the items via console, seems the least probematic to me. I'm gonna stick with it. If you google search "CreateItemOnObject(R" ... you'll get some example scripts you could experiment with.
  23. Since I'm in a good mood cos I have 69 Kudos points to cuddle upto at night, heres a little tutorial: TO ADD ITEMS TO PLAYERS INVENTORY BY USING SCRIPTS FOR DA2 ================================================ There's probably a scripting program that you can use, but since I have Toolset installed .... 1. Open Toolset (Yes, DA-O toolset) 2. File > New > Script (Create new resource box appears) Edit the Box: Resource Name: (Write name of script). example 'TnT' Module: Core Game Resources Owner Module: Single Player Press OK TnT.nss Script opens for editing. Copy and paste your script EXAMPLE SCRIPT: void main() { CreateItemOnObject(R"gen_im_arm_glv_lgt_mera.uti", OBJECT_SELF, 1, "", TRUE); CreateItemOnObject(R"gen_im_arm_glv_lgt_merb.uti", OBJECT_SELF, 1, "", TRUE); CreateItemOnObject(R"gen_im_arm_glv_lgt_merc.uti", OBJECT_SELF, 1, "", TRUE); CreateItemOnObject(R"gen_im_arm_glv_lgt_merd.uti", OBJECT_SELF, 1, "", TRUE); CreateItemOnObject(R"gen_im_arm_glv_lgt_mere.uti", OBJECT_SELF, 1, "", TRUE); } Once pasted, compile script by: Tools > Compile Script (or use Shortcut F7) Check for displayed errors in lower window. If all is good, you will find both TnT.nss and TnT.ncs files at: BioWare\Dragon Age\packages\core\override\toolsetexport\ Only the ncs file is needed for your mod. It's upto you if you want to share your source script as well. A nss file is a source script file. (You can view nss files with notepad,etc) Console command for mod users to get items: "runscript tnt" (without the quotes). If someone wants to edit the above to better grammer etc, please do so. Thor925
  24. There's nothing here that I have a problem with sharing. Indeed I wan't everything worth sharing to be shared with everyone, so you have my permission. But you do understand why I was taken aback and asked the question? Just requiring permission from the OP, is not good enough. (IMHO) .... < Thor tryimg to act humble, and probably failing. :D
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