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Graphics Modding


throttlekitty

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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?

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Smallish update to nif.xml again:

12e942c4@Github

@Dropbox

Updated 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 in

meshes\dungeons\caves\ice\clutter\caveiicicle01.nif

Those 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)

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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 :) )

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  • 2 weeks later...

big messy update!

or @Dropbox

Now 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.

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  • 2 weeks later...
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?
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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.

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