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Graphics Modding


throttlekitty

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Not until it's fixed. (that reminds me to submit that bug, whoops)

As a workaround for now, you can export as an obj and do uv edits/templates in a 3d app of your choice.

 

 

Going along in the main quest, I came across this book. Made me giggle and wonder. :) (pretty much spoiler free, but tagged anyway.)

 

http://dl.dropbox.com/u/13576177/Temp/MQBook.jpg

 

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Had a little thought last night concerning body models: What if we can assign new body parts for the dismember/show/hide system? If so, a given body mod/clothing could have multiple options built in without the need for swapping models around.

 

A question that'll have to wait on the CK. I never stuck around too long for fallout modding, dunno if this is possible to exploit.

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Yes. Well, I haven't actually tried it on a weapon, I think CuteUnit did it with no problems. I only tinkered with a test texture, it's pretty neat, and I have plans to use it in some weapons myself.

 

For now, it's easiest to copy/paste a LightingShaderProperty from:

Meshes\landscape\ice\frozenmarshicefloechunks01.nif (or similar)

Note the texture slot assignments, the 7th is the parallax slot, and it does use RGB, with Alpha as the perturb.

The Shader type=11 is what calls this shader, and it opens up (what is currently named) Unknown Float 9, and Unknown Color 2.

I assume the first value is the strength of the parallax.

The Color may or may actually not be color, and the alpha might not be alpha, just so you know.

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Just wanna say, AlexScorpion and I have been toying around with LagBones and its so amazing. The Lag used on Skeleton/Drugar eyes is so fun to apply to other things. Think ''Metal Gear Solid'' style sword that leaves a streaked glow trail in the air when you swing it. Yeah, LagBones ruuuule

 

Some of the graphical capabilities of Skyrim do manage to mildly impress me. Its a pity that the devs didnt take full use of it. many people end up blaming Gamebryo for shabby things, but they forget that the devs didnt exactly 'start from scratch' with this stuff, so naturally its difficult for them to pull this all together.

How many game engines can handle 50 dragons vs 30 mages in an all out graphical and AI infused battle? (Yeah its on Youtube).

 

LagBones, _B maps, Gradient MPS, and oh so much more can be done with this if in the proper hands. So it looks like its up to us, the modders, to use these to our advantage.

 

To the mod-mobile, modders!!

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Hm... can a NiTriShape have more than one LightingShaderProperty? I've hooked up the glacier's as a child to the blade of the glass sword; I don't want to straight up replace the original, only add the parallax effect. But messing with the Shader Flags doesn't seem to change which lines I can edit.
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No, only one shader property per mesh object.

 

What you could do is paste over the glaciers, then change the maps, like diffuse and normal back to the sword etc. It would have those textures but also those extra ones for the parallax effect. Which you could swap out for some custom ones to try the s*** out.

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