throttlekitty Posted January 17, 2012 Author Share Posted January 17, 2012 Here's an aspect of skinning I don't quite understand. check meshes\actors\character\hair\female\hair01.nif, and keep nodes rendered so you can see the bones and magic.Previously, headparts exist down by the feet, translated up to head height (without apply/reset of transforms), and skinned there. In these nifs, you can see the translate on the TriShape, and an inversion of such in the SkinData. Keeps everything working and happy, right? So with this hair, delete the skininstance block, and you'll see the hair drop down. Neither the TriShape or SkinData have transforms. What do? I can see that clearing transforms on the bones also drops things down, but I thought this was bad practice to only move the bones? Link to comment Share on other sites More sharing options...
throttlekitty Posted January 22, 2012 Author Share Posted January 22, 2012 Not modding related, but I made my first ever video! Link to comment Share on other sites More sharing options...
throttlekitty Posted January 23, 2012 Author Share Posted January 23, 2012 Smallish update to nif.xml again:12e942c4@Github@DropboxUpdated descriptions in BSLSP again. Having spent some time with shader 14, "Sparkle", I find that it does nothing, or reverts to default (0). Examples can be found inmeshes\dungeons\caves\ice\clutter\caveiicicle01.nifThose were a bit too small, so I had set one of the cave walls to test on. Ghogiel, have you played with the inner layer parallax more? (or anyone for that matter) I spent quite a while mucking around, but I can't find a use for the second subsurface texture regardless of how I changed things around. Same goes for heads. textures\actors\character\facemods\skyrim.esm, but they're not explicitly referenced. (also the file paths are all kinds of wonky there) Link to comment Share on other sites More sharing options...
weijiesen Posted January 30, 2012 Share Posted January 30, 2012 data/textures/effects granted the majority (if not all) are pretty shabby and awfully low-res, but its great they use sprite-sheets nonetheless.(now if only they'd catch up to DX11 standards and realtime reflections........)anyway, using Nifskope I found a way to change the number of frames on any particular sprite sheet!Huzzah! Now i can finally begin making SKEVE ^^Tired of weak-looking fireballs, decrepit candles, amateur smoke, lazy ice, the lack of decent gore, and all the other unimpressive visual FX in Skyrim?Ofc you are. But now there's an answer.Thank yooooooouuuu nif team! (that includes you TK, since you are a contributor :) ) Link to comment Share on other sites More sharing options...
throttlekitty Posted February 7, 2012 Author Share Posted February 7, 2012 big messy update!or @DropboxNow that the Creation Kit is released, I can share updates again. So here's an updated/corrected set of names for many values. Body parts for race/armors looks interesting. I filled in the defaults from existing races, but it looks like we can use the extra slots for our own use (untested). In which case, there won't be an item in the dropdown in a dismemberment block, all one needs to do is fill in the number you intend to use. Also untested is how far/extendable the 1xx, 2xx values are, as seen on heads and hair, but sound promising. Link to comment Share on other sites More sharing options...
Acrimmon Posted February 17, 2012 Share Posted February 17, 2012 I have been trying to place a glow map on a weapon. I set everything as posted above but my map still won't show through. I can get a glow from the emissivity color but not from my map. Any ideas? Thanks in advance. Link to comment Share on other sites More sharing options...
throttlekitty Posted February 17, 2012 Author Share Posted February 17, 2012 Glow map assigned in the textureSet?Use glow map checked in the shader property flags?There is a special Glow material type in the LightingShaderProperty, i don't know if that's required or not. Link to comment Share on other sites More sharing options...
Acrimmon Posted February 17, 2012 Share Posted February 17, 2012 Thanks. It was assigning the glow map to the texture set. I'd forgotten to add the _g.dds file. It turned out to not quite be the effect I was looking for though. I want a glow around the weapon, without actually changing the color of the blade itself although that looks cool too. Is there a way to do that with the glow map or would I need a particle emitter of some type? Link to comment Share on other sites More sharing options...
ScarabMonkey Posted February 17, 2012 Share Posted February 17, 2012 In Render>>settings you can specify your Skyrim directory ... then the textures work :) Link to comment Share on other sites More sharing options...
throttlekitty Posted February 18, 2012 Author Share Posted February 18, 2012 Thanks. It was assigning the glow map to the texture set. I'd forgotten to add the _g.dds file. It turned out to not quite be the effect I was looking for though. I want a glow around the weapon, without actually changing the color of the blade itself although that looks cool too. Is there a way to do that with the glow map or would I need a particle emitter of some type?usually done best with a flat plane along the length of the blade, with a glowy texture to simulate this kind of glow. Link to comment Share on other sites More sharing options...
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