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AurelTristen

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Everything posted by AurelTristen

  1. I also am creating a worldspace this way, as the 'correct' way crashes and the workaround is insanely complex, and also crashes. In the end, our landscapes will not look very natural because we cannot paint with the 'big picture,' but its something to do while we wait for Bethesda to fix the LOD generator and such (I hope). I've only modified about 10 cells so far, and my worldspace is overflowing with problems. For one, sometimes the screen flickers and I hear water sounds as if It thought I was under water for a second. Then there is the fact that despite the relatively few meshes in place, the whole thing runs quite poorly. Also, gravity seems to be a bit weird too. I increased my jump height and have few problems with it in Tamriel, but in my world space, I almost always get the jump-freeze in air and slowly float down problem. Also my grass doesn't work, I get black textures sometimes and some objects simply disappear without a trace. But besides alll of that, I'm doing great! Lol. Post pictures of your work!
  2. I found my way to Starjacker0's tutorials. Wow. Google must not indext The Nexus very well. Not sure why I didn't think to search there too. Thanks! As to the issue of physics in the 1st person model, I can say that in most games (including Skyrim) the 'view' model is handled vary differently. Notice how you can have a gigantic sword in your hand, but if you walk up to a wall, the sword never runs into it / clips through it. The view model is normally in its own 'rendering plane' and thus totally unable to interact with the rest of the world. If a workaround is discovered, the door would be open on a plethora of cool new things like strips of fabric hanging off of swords or possibly (fake cloth) physics for capes. I for one could really use some very basic physics to handle the gigantic sleeves on these damn Kimonos. It doesn't help now, but if you could create your own animations for your item, would that allow you to do what you need?
  3. Sorry to get a bit off subject, but how did you create new collision meshes in the first place? I was under the impression this couldn't be done yet.
  4. Shouldn't be a problem. The critical step in the 3D program was unchecking flatten hierarchy (I think). So long as you have been able to skin meshes in the past (armor, clothes, monsters) it should be about the same. The true battle takes place in NifSkope. Now I need new arrow models :)
  5. So, I think I might be the second modder so far to do this and live to tell the tale, but I've got my own custom bow mesh in Skyrim and working. It was at least a week's work of trial and error, aided by what can only be luck. Some of you may remember that my very first post here was about making a new bow for Skyrim. Well, here it is. Now If I had found this same post weeks ago, I'd be PMing the OP on the spot, begging for a tutorial or hint. So for any of you who want to make a custom bow, I'll try and provide some guidance. Sadly, because of my poor memory and the trial and error process that I went through to get the damn thing working, I cannot provide an exact step-by-step process, but here are some keys: Import a vanilla bow into 3D Studio Max Model your bow on top of it so that the pivot points for the string are correct (You CANNOT change these poits to make a taller or shorter bow. Note the unique design of mine to get around this) Use your skin wrap modifier to skin it (I don't do this) Or delete the original mesh and skin it yourself. Optionally, you can animate the bow (Make a new keyframe on frame one to keep the original pose!) to make sure your mesh and skin allow it to move correctly Go into your weight table and use the remove zero's option (I don't know if this is critical, I just do it) DO NOT Flatten hierarchy during export! This was a big key I was missing Make sure the Scene: section is set to BSFadeNode Most settings seem to be as they always are Open your nif and the nif you based it off of, and painstakingly copy blocks until yours looks just like theirs OR Re-name your root node to whatever the original nif's is Copy your nif into the original nif as you would for any other weapon Fix your textures as you normally would for any other weapon Is your model all bent out of shape? Make sure you're using your own SkinModifier container, not the one from the original file. I'm sure I'm missing something here, but there are a few keys that should get you started. As I do this more for other bows, I'll try to lock down the exact process and make a tutorial. If you manage to get this to work, please post any steps I've left out, or any additional information that will help others. Note: The clothing is from my mod. The location is a simple test room I built. The bow is based off of the Japanese long bow, but has those extra bits added so that the string still pulls from their original pivot points (You cannot move bones on a skeleton or the bow will not work properly in game). I'm going to go have a few more beers in celebration.
  6. As I said before, its something I might consider adding to my mod later on. It isn't a sure thing that it will appear, but if at all, it could be weeks to months. I'm one artist putting together thousands of models. :)
  7. Its really just a dramatically drawn Kimono, but the first picture (above) shows normal sleeves while the two you've posted have the wider sleeves. Both are consistent with existing styles in different periods of Japanese history, so I'll probably go with the shorter, more conservative sleeves. The bigger sleeves look worse as Skyrim has no bones for controlling excess cloth. I need to do shoes like that too. They'll probably come first actually.
  8. The one on the right isn't too radical. Might add something along those lines in the future, though in varying color choices. The one on the left would be either A) Ugly as sin with wild vertexes flying all over the place, cloth clipping through things left and right, or B) static and useless outside of cool screenshots.
  9. Back up your original textures first, but give these a try. I found that they had a full-white alpha channel in the color map. This would max out specularity on every visible pixel of the hair. I made a new specular map using the texture map, and also darkened the texture's highlights a bit. I've got to warn you that my DDS compressor is often screwed up, so the alpha channel may have been over-compressed. I can't seem to find a DDS setting that doesn't result in vicious banding, alpha degradation and normal map compression, and no one will answer my questions on the subject. http://www.sendspace.com/file/yh48zd If that doesn't work (Didn't test it in game), at least I've identified the problem. The alpha channel of the Normal map is what sets specularity. When using transparent textures, you always want the specular to have the same coverage as the alpha (alpha in the texture dds), and work backwards adding more greys to define individual hairs, and keep from having mirror-hair like this. If my DDSs are all jacked up, someone else may be able to fix this problem with the information I've provided.
  10. No promises, but could you post example images featuring all important details? I don't know exactly what armor you're talking about, as I quit watching Bleach when it transformed into a horrible shameless DBZ clone with fewer redeeming qualities, but before that it was OK :) If it fits the theme of my mod, I might consider making a variation of it, though it wouldn't be exactly the same. Otherwise my advice would be to start searching through the Japanese websites. I'll bet they've got all kinds of cool stuff if you can get at it.
  11. I don't read enough Chinese to download the original, and I'm a bit cautious of clicking blindly. Can you re-post the file, or post a direct link? From what I can see via realadry1's files, the problem is probably in the nif files. It should be easy to tweak if I can get my hands on them.
  12. I dabbled in something similar to this, and I can tell you that doing interface mods like this requires experience with flash. I have minimal expertise in the area so it was difficult for me and I gave up in the end, but maybe you might find it easier than i did. You're going to need adobe flash or something similar as well as a flash decompiler. you'll need to extract the relevant files from the interface BSA, then decompile the swf file into the fla format. Then open the fla file in flash and make your changes, then recompile and it should work. But, like I said before, it's pretty much dependant on your skills working with flash. Hope this helps. Wait, Skyrim uses FLA or SWF files for interfaces and GUI? Tell me more! I've been working in flash for YEARS.
  13. As of this writing, we currently cannot implement new animations. You can only replace existing animations. From the sound of it, that alone wrecks your mod idea. Sorry, but I do think there is a chance that we may gain this ability in the future. I do also know that we cannot create new skill-trees. Keep in mind that everything I've said so far is only true assuming you don't have mad-script-skills. I once thought flying horses and playing as a dog would be impossible without access to the hard code, but some very talented people have proven me wrong :)
  14. I could be wrong, but I don't think bows have a 1st person model. I think they just use the one. Let me look. Yep, if you search 1stPersonElvenBow under ALL in the CK, you'll find the STAT form that holds the info for a 1st person model (as pointed to by the Weapon form). It lists Weapons\Elven\ElvenBowSkinned.nif. Now, I can't even get my damn bow in game, one way or another. At least you've got that much done. All this nif block juggling is taking a big ol' s*** on my workflow. I really hope the Devs give us another option, say a 3DS Max exporter that sets up the nif properly, or someone makes a tool to automate the handling of nifs.
  15. I'm using Nvidia's dds tools. Has anyone else found ANY setting that does not produce horrific blocking in the color channels and massive degradation of the alpha channel? Remember how blocky the vanilla normal maps were on faces? All of my normals end up like that no-mater what settings I try.
  16. In your hair travels, ever run into this problem? Adding new hair mesh, looks just fine in Nifskope, but is floating when I bring it into Creation Kit. http://i17.photobucket.com/albums/b55/AnimeNanashi/HairProblem.jpg
  17. Its a miracle! It was shiny as hell, but it was in game! I swear I spent all day on this before I posted, I'm not one who is quick to post. But when I do finally post, I normally figure it out 10 minutes later. I went into my shader properties and turned specular strength to zero. Its a workaround, but this model doesn't need specular anyway.
  18. I don't care about morphing yet, as I can't even get anything into the game. The issue I (was?) am having is that my nodes are all out of order when I export from max, and I am missing some nodes that I see in default nifs. I was trying to re-order them to match, and include all the missing crap, but I MIGHT have finally fixed it. Maybe the order doesn't mean anything after all? Don't know, I'll update this post should it work.
  19. This is driving me crazy! Is there a tutorial for importing new clothes / armor into Skyrim via 3D studio Max? I'm doing a set of clothes that cover all but the head feet and hands (I'm using the Fineclothes01 as a base) and I've yet to find a single tutorial that actually does this from start to finish. The ToMuchMonsters guy has that two part tutorial, but he only does a helmet. I'm sitting here looking at 27 nodes, not one. They have to be in order, but pasting my new trishape in throws them all out of wack, and they CANNOT be re-orderd (I've painstakingly re-ordered them with CTRL+up, just to find that when I saved, they exploded back into chaos) In his second part, he seems to skip the part were you copy your NiTriShape block into your base item. Or can I just fix the textures and go with what 3DSMAX outputs?
  20. I'm running NifSkope 1.1.0RC5 (Revision d546a2e). I don't know whats going wrong, as I've never had any errors when opening game meshes. Maybe someone else will have an idea.
  21. I used the Arch from Markarth, Mrkarch01.nif. I don't get any errors when opening it, but I've never messed with a floor. See if Mrkarch01 opens for you. DID use Nifscape, and I spend a lot of time copying branches and moving them around, to the point that I'm not sure I could do it again without starting the guessing game again. (And remember kids, never drink and Mod!) I know that there are more than one types of collision. Something I had read lead me to believe that one type of collision would simply use the model it's self to make a collision mesh (or use the model as the collision mesh), but I haven't found this to be true yet. If you're getting errors just opening nifs, something is seriously wrong. It might be redundant, but make sure you have the latest version of Nifscape, and or try a re-install. I'll be sure to update if I learn any more, but I'm about as far away from being a pro at this as is possible.
  22. In all of my years of surfing the internet and using web forums, you might find this hard to believe, but I have NEVER done this before: BUMP. I feel guilty already. :(
  23. This is the million dollar question my friend. As of now, from what I've learned from HOURS of googling, we currently cannot create NEW collision meshes. Someone hinted that there was a workaround, but I've been unable to find it. For something as simple as a wall, just find a similar object and copy over its collision block. In my case, I'm screwed, as I was bringing in a Torii, which is unlike any other object in the game. I used an 'arch,' but its half the size of my model. The good news is, I got it in game, and it DID use the collision I gave it. http://media.moddb.com/images/mods/1/20/19641/StaticsInGame.jpg I hope someone jumps in here and corrects me. I really need collision!
  24. In order to troubleshoot this issue, I have started from scratch. Both attempts used a brand new NPC. The first one used the even-toned male voice type, the second was left as none, worked, but then broke once I created a new voice type (as described here) and had audio added. I've just switched the NPC back to Voice Type NONE to see what happens. Edit: And setting voice type to none also does nothing. I just LOVE being the only person on the planet with this problem. Makes me feel real special. So, I can't get dialog to appear, quest banners don't work, oh and making quest specific items appear also somehow fails. WTF? This is what I have in my #10 index for the Quest Stages Papyrus Fragment: Alias_SWS_WellVisMark.GetReference().Enable() SetObjectiveDisplayed(10) Objective index #10 is an alias that points to my NPC (The mute). The first line of code SHOULD use alias SWS_WellVisMark to make the water well I've placed in the world visible once the quest is at stage 10 (the first). The well and some other items are tied to an Xmarker which is set to start disabled. The well is NOT set to start disabled because its visibility should depend on the Xmarker (And it sure as hell doesn't show up, problem is, even when that script runs along with stage 10, nothing.)
  25. Dear sir or ma'am, I love you. -Aurel I have been BATTLING this issue since the CK came out. I get my quests up and running, and then as soon as I add voices, it falls apart. THANK YOU for this. I'm putting it to work right now. +1 kudos Update: Sadly this did not resolve my issue. I still have a mute NPC, and apparently not a soul on the internet knows why (I've posted here about it, on the official forums, and even included a video to show what steps I took.) I find that my CK does place new wav files where they belong, but I thought making a new voice type and compressing to skyrim's native format might help. Why must Skyrim refuse to show dialog if the associated sound file is disliked? Couldn't it just NOT play the sound?
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