Ghogiel Posted November 17, 2011 Share Posted November 17, 2011 (edited) I was messing around with landscape textures, Many of the diffuse maps have what looks like height map of sorts in their alpha channel. I thought it's not parallax.. Is it a spec map or occlusion map? turns out they don't do squat on my system. I tried black, white, black&white splotches, and no alpha, they all looked the same to me. Edited November 17, 2011 by Ghogiel Link to comment Share on other sites More sharing options...
throttlekitty Posted November 17, 2011 Author Share Posted November 17, 2011 Big changes to the particle system (again). Here's the new particle modifiers:BSPSysLODModifier,BSPSysScaleModifier,BSPSysInheritVelocityModifier,BSPSysSubTexModifier,BSPSysHavokUpdateModifier,BSPSysRecycleBoundModifier BSProceduralLightningController sounds interesting, it's in /effects/mg07labyrinthianlightbeam.nif Link to comment Share on other sites More sharing options...
Deleted2039153User Posted November 17, 2011 Share Posted November 17, 2011 ...I'm annoyed that my attempts to change hair models using Nifskope with throttlekitty's updated .xml have ended in failure. Every single which way I've tried it results in the hair not showing up. XD Link to comment Share on other sites More sharing options...
Ghogiel Posted November 17, 2011 Share Posted November 17, 2011 BSProceduralLightningController sounds interesting, it's in /effects/mg07labyrinthianlightbeam.nifthe labyrinthian is an area in the game.. I found it at like level 7 and went into it... got one shotted by a dragur deathlord :biggrin: Link to comment Share on other sites More sharing options...
throttlekitty Posted November 17, 2011 Author Share Posted November 17, 2011 (edited) ...I'm annoyed that my attempts to change hair models using Nifskope with throttlekitty's updated .xml have ended in failure. Every single which way I've tried it results in the hair not showing up. XDLooks like hair files are skinned this time around, so there's that. I'm not sure what you're doing. Also, some hairstyles have .tri files associated with them. For both of these, if you're doing any shape editing, be sure that you're not adding or removing any vertices. Getting more technical: There's one small change to the end of each partition block in a SkinPartition, some hex editing on a Fallout 3 styled export might work. Decapitation names would need to be set up properly. No clue how well the Blender scripts handle importing that stuff. Edited November 17, 2011 by throttlekitty Link to comment Share on other sites More sharing options...
NeoG Posted November 18, 2011 Share Posted November 18, 2011 Is there any way to replace a mesh without having to relink everything? Say I want to replace a mesh with one that has been slightly edited, 95% of the data is the same, but all that needs to go in is a few more vertices, faces and UV coords Only because, at the moment not all of the features of the skyrim format is usable, so I want to retain all of the original functionality Link to comment Share on other sites More sharing options...
throttlekitty Posted November 18, 2011 Author Share Posted November 18, 2011 The most straightfoward way to do it is to just copy the Strips/ShapeData and only link that. But because of the new changes, that isn't directly possible, say from a Fallout 3 era file.It would require a little hex editing to work, if you're interested. I'll look into it later tonight. Link to comment Share on other sites More sharing options...
Ghogiel Posted November 18, 2011 Share Posted November 18, 2011 Yeah yeah... do that :D Link to comment Share on other sites More sharing options...
NeoG Posted November 18, 2011 Share Posted November 18, 2011 It would require a little hex editing to work, if you're interested. I'll look into it later tonight. Any time you have to spare is greatly appreciated, if some hex editing is involved I'm all ears! If there is a clear, repeatable procedure I will write a small guide for others that want to redesign meshes before genuine support for it is implemented Link to comment Share on other sites More sharing options...
Silvist Posted November 18, 2011 Share Posted November 18, 2011 (edited) Heyo everyone, Awesome sause TK, I'm really grateful to the fact I can use nifskope to some degree once again lol. I used a mesh replacement to see if its "special" effect, which is some shader, would apply; and surprisingly it did @_@. Lets just say i'm obsessed over bound gear, and I'm trying to see if I can somehow apply the bound weapon shader to daedric armor for instance. Could be more to it then that...but I guess at this point all I can do is trial and error lol. Also there is some ghost like gear in the game, but the only mesh/textures I can find of it is weapons. I couldn't find the armor of the "ghost" like specters anywhere in the files, and just to be sure I checked actors to see if it was part of the creature. What really baffles me, is where the heck is the magic mesh/textures? Is it all just animations? Thanks again for all the hard work TK, and everyone else involved in dealing with nif crap. Really hard to say when the CK is coming out (which kind of reminds me of Dragon age 2 >.<), so to keep the mods rolling and everyone happy this all helps a lot. Honestly besides names like Xenius and you TK; I haven't see any of the other big oblivion modders around at all....hopefully word will get around about your work and your progress so they can pitch in. After all this community would have never gotten as far as it did without those kinds of efforts, and again I thank you :D Edited November 18, 2011 by Silvist Link to comment Share on other sites More sharing options...
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