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Graphics Modding


throttlekitty

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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.

This is probably set up like fallout base effects. It is probably comprised of separate meshes and shader effects, then combined into an entry and applied to the object in the CK. http://geck.bethsoft.com/index.php/Base_Effect

I once dissected the fallout glowing one actor effect to see how these worked in fallout. Everything screams to me that it's basically the same thing. you can see the nifs for bound weapons in weapons\bound\ but they are probably all set up like the separate FX nifs like in F3. Ie you need the CK to go about it.

 

What really baffles me, is where the heck is the magic mesh/textures? Is it all just animations?

 

I found a lot of the textures are in effects. The runes and ice crystals ect are there. the meshes are in magic. It's much like fallout except of 'projectiles' folder is called magic.

Edited by Ghogiel
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Ok, I should have just tested this when I posted last. I haven't looked at a NiTriStrips yet, so i'm just working of TriShape right now. Sorry for the instructions not being newbie friendly, but for brevity I'm assuming the reader has some proficiency in NifSkope.

 

.obj import/export works just fine for a static mesh, no need for special tricks. I like to work cleanly, so i typically open a new blank window to import my .obj into, and copy/'paste over' just the ShapeData block. Set your startup version in NifSkope's Render>Settings to 20.2.0.7 first, and change user version 1 and 2 to 12 in the startup blank "file"

 

I had written a simple tutorial for working with a skinned mesh, but realized it would fail. I don't think I can write a simple tutorial for that right now, sorry.

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I am/ have. start up version 20.2.0.7, user version 1&2 slapped in a 12 in both. I import the obj into that and UVs are DOA. I have tested the obj imports into other nif versions with UVs intact, meaning the obj has UVs, then imported and then exported into the skyrim version, then tested importing that obj that was through the wringer in an oblivion nif, and UVs are dead.

 

even tried direct import into an actual vanilla skyrim nif. no joy.

 

in fact I even tried opening up a vanilla nif, and exported an obj.. no UVs. the whole thing won't open the UV editor even just opening up a fresh vanilla nif.

nifskope v 1.1.0 r- d5ee7f1 using the nif.xml you posted in this thread.

 

Any suggestions?

Edited by Ghogiel
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