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My Weapon


Fontes

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Well, first of all, I'm new here, and this is my first mod... I'm tryin' to make a custom weapon, but I'm having a little... problem, so to say...

 

I've been using this tutorial right here:

http://cs.elderscrolls.com/constwiki/index...s_with_Nifskope

 

I used the Blender method, and everything is fine and dandy, with the modeling, and texturing... But then... In "step 5", it says for me to copy the "NifStrip" Branch. But as you can see... (nevermind the texture, I'll take care of that later...)

 

http://i4.photobucket.com/albums/y129/Beas...ifTrouble01.jpg

 

There's no such branch. I click on the mesh (like it says on the tutorial), and the highlighted branch is "NitriShape".

 

I think "ok... maybe it'll work out, anyway..." So I copy the branch, like it says on the tutorial, and when I paste it on the other mesh (Iron Claymore, like it suggests on the tutorial):

 

http://i4.photobucket.com/albums/y129/Beas...ifTrouble02.jpg

I find that weird, but I click "ok", anyway... And THIS is what happens:

 

http://i4.photobucket.com/albums/y129/Beas...ifTrouble03.jpg

 

That's right. The mesh disapears, and I get this message... I mean... WTF? o_O

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Ok a couple of things I've noticed from your screenshots.

 

First is you need to configure the blender export scripts. At the moment yours are configured to export a version 4.0.0.2 nif - this is the version used for morrowind. You need to configure the export scripts to export a version 20.0.0.4 - this is the highest version that the blender scripts can currently export hence the cut and paste in nifskope. Oblivion actually uses 20.0.0.5 nif files and you'll still get the warning about different vesions when cutting and pasting in nifskope but as long as the warning says current version 20.0.0.5 and clipboard version 20.0.0.4 then just ignore it.

 

The structure of your nif looks a bit weird. Normaly the NiMaterial, NiTexture and NiShapedata blocks sit in a branch together under the NiTriShape datablock and the NiTriShape datablock is its own branch under the root NiNode block. Thihs is probably because your nif is version 4.0.0.2 Once you export a 20.0.0.4 it should look fine.

 

I also suggest you make sure you have the latest versions of the blender export scripts and nifskope, these are being updated pretty often as bugs are found and removed and new functionality is added.

 

There are links on the niftools website to turorials that explain how to configure the export scripts, Its easy to do and will most likely solve all your problems.

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Problem solved! Thanks a lot!!!

 

Now I'm having issues on the CS itself, but I suppose I'll solve them by myself... This is still my first mod ever, so It's quite normal that I'm a bit confused with all this, don't ya think? ^_^

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Well, the sword's in the game, and I've been trying it out, slashin' around... Quite a beast we got, here... Nothing Godly, but still quite a strong piece of equipment...

 

But there's another issue, now... The normal mapping. Of course, an Oblivion weapon without a specular will look terrible (plus, it'll have glitches that I've already experienced, while testing the weapon before making the Normal)... But...

 

Ok, this is how it was without the Normal mapping...

http://i4.photobucket.com/albums/y129/Beas...creenShot11.jpg

As you can see, we got a problem with who should appear in front...

 

But in the scenery, out of the menu, it looks ok...

http://i4.photobucket.com/albums/y129/Beas...creenShot10.jpg

Nevermind the crappy texture, it's not important, right now...

 

Then I thought it could be a problem of not having a normal map made for the weapon... So, I grabbed the texture, turned it into a B&W image, and used it as a normal mapping... If ya think that making that solved my problem... Think again:

 

Running on Oblivion:

http://i4.photobucket.com/albums/y129/Beas...creenShot14.jpg

Running on Old Oblivion:

http://i4.photobucket.com/albums/y129/Beas...creenShot13.jpg

 

As you can see... Crap...

 

Any ideas on why did this happen? Or at least, can someone give out a tutorial on how to make normal mapping?

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I think the problem is you're not making your normal map correctly.

 

I'm no expert on this but here is what i do;

 

First I get the colour map done how i want it in photoshop. Remember that you can make parts of your mesh transparent by painting those areas in the alpha channel of your colour map. Then I flatten all layers in photoshop and save it as mytexture.dds remember you cant have any underscores in your texture name.

 

 

Then to make the normal map. This is the bit you do different to me. What i do is apply the nvidia normal filter in photoshop to the finished color map. It makes your color map look all blue and purple with a kind of 3d effect thats sort of like an emboss effect. I leave all the settings to default except the scale. The scale setting will give more or less 3d effect to your texture in game. Also if you paint on the alpha channel of your normal map then those parts of your mesh will become more metalic. Then i save this as mytexture_n.dds

 

I'm thinking once you get your normal map done this way it should fix things up for you.

 

For more info on normal maps read this page http://cs.elderscrolls.com/constwiki/index...mal_Maps_Basics on the CS wiki

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D'oh!!!

 

I forgot to flatten the image on the color map... Maybe that was the trouble...

 

Well, everything's solved, now. The weapon is working alright, and te textures work ok. Now all I have to do is finish the texture, to make this weapon pretty.

 

Thanks a lot!!! Mods, problem solved. You can close this, now, if you want. ^_^

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