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Planters undersides are invisible


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I'm shrinking the huge court planters and using them as window boxes. For the first floor windows, it looks great. But for the second story windows and up, the bottoms are invisible and you can see right through them at the bottom of the plants I have inside them.

Is there any way to get around this without having to re-texture? I don't know how to re-texture yet.

Any ideas would be appreciated. :happy:

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It's remodeling, not retexturing. The models themselves are "flat" causing the invisiblility when seen from below. The only way to fix it would be to add a layer to the bottom of the mesh that was solid.

 

Now... you could always cheat too. Use another object and place it below the planters like a shelf to hide the underside of them. I've used the mine wall (World Objects->Static->Dungeons->Caves->Mines->MWall01 or Mwall02 in the past with success to "fake" a shelf or two before. Just scale it down and tweak it. Might look out of place with the rest of your set up depending on where it is... but many objects can be used in a similar way. Just gotta get creative.

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It's remodeling, not retexturing. The models themselves are "flat" causing the invisiblility when seen from below. The only way to fix it would be to add a layer to the bottom of the mesh that was solid.

 

Now... you could always cheat too. Use another object and place it below the planters like a shelf to hide the underside of them. I've used the mine wall (World Objects->Static->Dungeons->Caves->Mines->MWall01 or Mwall02 in the past with success to "fake" a shelf or two before. Just scale it down and tweak it. Might look out of place with the rest of your set up depending on where it is... but many objects can be used in a similar way. Just gotta get creative.

 

Tell me what the nif is called and Ill add a bottom for you

 

And whats a window box ?

 

Totally forgot about this Just use this It might solve your troubles

 

http://www.tesnexus.com/downloads/file.php?id=28174

Edited by alonsomartinez
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Thanks Khet, I'll try that. And thanks to you, too Alons. Here's a link to a few picture of window boxes... http://www.dogpile.c...ny%3d%26qnot%3d ...thanks for that link. I'll use that for other houses but right now I already have about 50 window boxes I've already installed and decorated and I don't feel like redoing them all. I think just putting something on the bottom of them would work as Khet suggested. But if you grab one of Cheydenhil planters (2&3) under Static from CS-you just shrink it down to about 2 or 3-usually 2 and then you have a window box without a bottom. :) If you can mod that to make a window box with a bottom, that would be great. I'll give you credit in my mod.

Thank you again. :smile:

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Hi Vagrant0,

Thank you :smile: I got it to come up on Nifskope and that looks like what the planters\windowboxes need but I don't know how to put it into CS so that I could use it. Can you please tell me I can get it into CS? I'll let you know how it looks.

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Hi Vagrant0,

Thank you :smile: I got it to come up on Nifskope and that looks like what the planters\windowboxes need but I don't know how to put it into CS so that I could use it. Can you please tell me I can get it into CS? I'll let you know how it looks.

The easiest way, since it's a static and all. Open the CS, open the folder you extracted the meshes to, Select both meshes, drag the meshes from the folder into the CS object window. They should define automatically with the same name as the .nif (you may want to change this first). Otherwise you would need to go and define a new static either by editing an existing one, changing its name, changing what .nif is linked, or define a new one from scratch.

http://cs.elderscrolls.com/constwiki/index.php/Static

 

You'll still have to replace all the instances you've already placed with the new meshes (since overwriting versions are not always such a good idea), but this can be done quickly with the "search and replace" feature.

http://cs.elderscrolls.com/constwiki/index.php/Edit

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I know this was a no brainer for you but it took me awhile to figure that out. I was going to come back and ask how it's done but I figured it out for myself. Yay me!!! :woot:

 

It looks great, thank you sooooo much!! :wub:

 

One more question though. When I go to upload this mod-what will I have to do to make this install into everyone elses' mod? Do I have to make one of those mesh folders and put it in there so they can install it into their mesh folder? Please tell me what I have to do so I don't mess up anyone's game with the mod by not uploading this mesh right. Thank you again!!

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This is how you should set up your mod folder structure

 

MyMod(this is the folder where you place everything inside)
  1.  MyMod.esp (the esp)
   2. Meshes
      2a. MyMod (Inside the meshes folder is the MyMod folder. This is so when people want to remove your mod they only have to delete the MyMod folder instead of hunt down the meshes)
   3. Textures
      3a. MyMod (same thing as above)
  4. MyModReadme.txt (installation instructions, how to uninstall, what the mod does, etc)

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