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Tamerelic Lore Project, need volunteers


Ferretmyster

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Hello everyone on the Nexus, and welcome to this notice. The notice is to hopefully recruit any volunteers that would like to help me and my fellow project workers complete this mod before Skyrim comes out, we are almost there being 2 and a half weeks until Skyrims release and this mod is about 95 % complete. The reason for this notice and the need for volunteers is that there are difficulties with certain things involved in this project. One of them is under control, but the other is a complete mess. The thing that is driving everyone crazy is remaking the boots of the apostle from Morrowind. Because this is a tamerelic artifact, it needs to be made to make the collection complete. We have got textures and meshes for it, but in game, the boots appear black :( , and another thing is try to get the Levitation script to work. I have sorted out of how to get the spell to appear in your spell list when you equip the boots, but when you cast the spell, no levitation happens, that's the two things we need help with. If anyone wants to help here is the link:

 

http://filepost.com/files/fc3f6f27/Boots of the Apostle.rar/

 

Any help will be appreciated and will also be credited in the final production and posting :) .

 

Have fun!!!!!

 

Ferretmyster

Edited by Ferretmyster
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I'll take a look at the boots. It sounds odd, it turning black. I'd assume that is an export error, or something wrong with the nifskope values.

 

Since it is fixed, I'll just delete that part.

 

And for some critisism, take it as you wish. I mean nothing negative with it, of course:

 

1) What's up with the texture? It's streched, "corny" and I have yet to figure out what it is. Rock and some kind of leather?

2) Why no specularity? That would go as the alpha in the normal map. WIthout specularity, it looks like plastic.

3) Tons of wasted polygons. A normal map could add in the seam, for instance, and some polygons doesn't even do enough either.

4) Why 2 pieces? Easily smacked together as 1.

5) THe normal is slightly harsh. It looks unnatural. The whole model looks like a solid rock piece with that normal. And I doubt that would be nice.

 

Just what I noted when I saw it :)

 

 

Cheers,

Matth

Edited by Matth85
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Fixed http://www.thenexusforums.com/public/style_emoticons/dark/thumbsup.gif

 

Here is an image : http://img94.imageshack.us/img94/1503/2011102200002k.jpg

 

 

 

 

By the way Matt, you should learn of some of the Oblivion settings. You are kind of wrong on the black mesh/ invisible mesh.

 

And awesome job with the boots Ferrety. I look forward to playing your mod :)

 

If you need any other help or want to know how I fixed it, PM me.

Edited by alonsomartinez
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By the way Matt, you should learn of some of the Oblivion settings.

If I am kind of wrong, wouldn't it be kind of nice to tell me why I am kind of wrong? Or is this some exclusive knowledge?

Edited by Matth85
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By the way Matt, you should learn of some of the Oblivion settings.

If I am kind of wrong, wouldn't it be kind of nice to tell me why I am kind of wrong? Or is this some exclusive knowledge?

 

When the mesh is black or invisible in Oblivion, it just means it doesn't have a normal. Oblivion can't render meshes without a normal (no texture makes them purple) to my knowledge. I learned this the hard way :P I spent at least 3 hours trying to figure out what I did wrong with it.

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When the mesh is black or invisible in Oblivion, it just means it doesn't have a normal.

Odd, that is what I said in my first post. Though I also added that the alpha could be the issue. Hapened to me once. However, that means I am "kind of right", not "kind of wrong". Hm...

 

Thanks for clarifying it though!

 

Cheers,

Matth

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When the mesh is black or invisible in Oblivion, it just means it doesn't have a normal.

 

Odd, that is what I said in my first post. Though I also added that the alpha could be the issue. Hapened to me once. However, that means I am "kind of right", not "kind of wrong". Hm...

 

The first post:

I'll take a look at the boots. It sounds odd, it turning black. I'd assume that is an export error, or something wrong with the nifskope values.

 

Since it is fixed, I'll just delete that part.

 

And for some critisism, take it as you wish. I mean nothing negative with it, of course:

 

1) What's up with the texture? It's streched, "corny" and I have yet to figure out what it is. Rock and some kind of leather?

2) Why no specularity? That would go as the alpha in the normal map. WIthout specularity, it looks like plastic.

3) Tons of wasted polygons. A normal map could add in the seam, for instance, and some polygons doesn't even do enough either.

4) Why 2 pieces? Easily smacked together as 1.

5) THe normal is slightly harsh. It looks unnatural. The whole model looks like a solid rock piece with that normal. And I doubt that would be nice.

 

Just what I noted when I saw it :)

 

 

Cheers,

Matth

 

I do not see where this first post says anything about the texture rendering as black because it is missing a normal map such as boots_n.dds to go with a file named boots.dds. Is this following quote the place?

 

export error, or something wrong with the nifskope values.

 

A missing _n.dds file is neither an export error nor a bad Nifskope setting. You can't fix this problem from either Blender or Nifskope. You need a tool like the GIMP normal map creation plug-in.

Edited by David Brasher
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