jet4571 Posted January 24, 2012 Share Posted January 24, 2012 Anyone make any circlet sets for all races and sexes? I made a set of 6 very simple tube shaped using a torus, friggin 42 separate .nif files to include both sexes and all races for 6 simple circlets!!!!!! WTF is with that s***?? Yeah head shape is different for each race but couldn't they have 2 files for each like clothes and armor so they can morph to fit? anyway rant over but crap like that annoys me to no end. And I wont be making new circlets! Good luck to anyone that makes 6 varieties, I hope you enjoy repetition! [/rant] Anyone else find some repetitive stuff that needlessly so? Link to comment Share on other sites More sharing options...
ub3rman123 Posted January 24, 2012 Share Posted January 24, 2012 I think there's a mesh for that morphing thing. .egm or something? Link to comment Share on other sites More sharing options...
DrakeTheDragon Posted January 24, 2012 Share Posted January 24, 2012 I think there's a mesh for that morphing thing. .egm or something?If it's any way close to how it was in Oblivion, then the EGM only makes it conform to shape morphs of the "individual" head mesh you apply during CharGen. Even in Oblivion you needed different NIF files for humanoid and beast races.The EGM cannot work across several different NIFs, as it contains a reference mesh, unmorphed, which has to be "identical" to the mesh it's going to be used on, that is vertex count and order must match!The EGM and TRI files reference vertices by their index. Noone can make it so in different NIFs the "corresponding" vertices bear the same index number so one EGM/TRI works with all. I doubt one can even tell what the "corresponding" vertex to one is in the other, especially when the shape and structure is totally different. Well, at least that's the way it was for Oblivion. :ermm: Link to comment Share on other sites More sharing options...
jet4571 Posted January 24, 2012 Author Share Posted January 24, 2012 With Circlets the human ones are identical just size and shape differences from moving verts closer or farther away to fit the head, and same with the beast races but those have far fewer poly's because they dont go all the way around the head. More of a horseshoe than a circlet. 1 base circlet for human/elves and another for the beasts. And speaking of conform to the shape of the head... Imported the default head into max and adjust the circlet to fit perfectly around it with no clipping, delete the head and check it in the game. Perfectly shaped but floating around the head and clipping through the hair. Could've slipped fingers into the gap between the circlet and forehead in the game but it was perfect in max. So instead had to make it where it was clipping into the head in max so it would be just right in the game. Kinda odd since with clothes if there is any clipping at all in max it gets worse in the game. Link to comment Share on other sites More sharing options...
ziitch Posted January 29, 2012 Share Posted January 29, 2012 (edited) If you don't mind your characters being bald, egm-using circlets that are set for the hair slot will work. Otherwise, they can't be used when in an amulet or tail slot. It's one of those limitations for Oblivion. but otherwise, you're just stuck with either A) adjusting each circlet to fit every kind of head or B) just go with a general shape and deal with it clipping the head in places. Now, if this is for Skyrim, I'm certain that egms and their files work just fine in that game. If we are lucky, you might be able to put an EGM "tag" on a race when the CK comes out, so that they use a certain morph instead of the default, like what is seen for the Argonians and Orcs... Edited January 29, 2012 by ziitch Link to comment Share on other sites More sharing options...
Ghogiel Posted January 29, 2012 Share Posted January 29, 2012 egms are used in skyrim? Um, but isn't the whole reason why there are argonian and orc versions of helmets is because there aren't egms. (afaik not on anything at all) Link to comment Share on other sites More sharing options...
ziitch Posted January 29, 2012 Share Posted January 29, 2012 Oh, I guess not, gimme a break - it's been awhile since I've seen the Skyrim files :P but still, you can't use EGMs on anything that uses the amulet, ring or tail slot. And the head slot just makes your whole head disappear, so that wouldn't work either. Believe me, I've tried. Link to comment Share on other sites More sharing options...
ghastley Posted January 30, 2012 Share Posted January 30, 2012 The closest I've managed was a "hairstyle with circlet" but that has the usual effect of changing the apparent length of the character's hair when it's put on or taken off. You're stuck with the issue of trying to put two items (hair and circlet) into a single slot, and combining them may be the only way. Link to comment Share on other sites More sharing options...
colourwheel Posted February 2, 2012 Share Posted February 2, 2012 (edited) I have run into this problem about 3 years ago when trying to make something simular. The best way to go about this is to make circlets into a solid flat cylinder. and make sure they are a bit over sized for humaniod races. in addition you will then need to transform the cylinder base into more of an oval shape from back of the head to front. 1st I had to start with the size small then manually resize the circlet after testing it on each race. In the end the circlet would look a bit off on the humaniod races but only a tiny bit off from the forhead. the real problem was the beast races the circlet would not fully go around the head and clip too much on the sides but atleast on the back of the head it wouldn't show up. the end result didn't turn out the way I wanted but they endup working for all the vannilla races of the game. edit: an alternative to this idea is to multiply your work .... Make several of the same circlets fitted to each race. both for male and female. This would endup being a lot more work but in no doubt you will have circlets that will fit perfectly. Edited February 2, 2012 by colourwheel Link to comment Share on other sites More sharing options...
jet4571 Posted March 10, 2012 Author Share Posted March 10, 2012 I have run into this problem about 3 years ago when trying to make something simular. The best way to go about this is to make circlets into a solid flat cylinder. and make sure they are a bit over sized for humaniod races. in addition you will then need to transform the cylinder base into more of an oval shape from back of the head to front. 1st I had to start with the size small then manually resize the circlet after testing it on each race. In the end the circlet would look a bit off on the humaniod races but only a tiny bit off from the forhead. the real problem was the beast races the circlet would not fully go around the head and clip too much on the sides but atleast on the back of the head it wouldn't show up. the end result didn't turn out the way I wanted but they endup working for all the vannilla races of the game. edit: an alternative to this idea is to multiply your work .... Make several of the same circlets fitted to each race. both for male and female. This would endup being a lot more work but in no doubt you will have circlets that will fit perfectly. I used a Torus for mine. just plain circlets with nothing fancy like a tiara. No gems either. Made 6 versions for different materials but 1 texture file set. all the versions started as the human female version since that was the smallest head. Just move some vertices to fit the larger heads. So i made each circlet for the different sexes and races. then exported it with the UVW over 1 texture. went back to unwrap and moved the UVW over another part of the texture and exported again. repeat until i was disgusted with them. I did the single texture to save memory. I know Harddrives are cheap and have allot of capacity but still. Also other games i have modded for textures are loaded into memory once no matter how many times they are used on different models. you could change every texture in all the models to 1 single texture and it would only load the texture 1 time. That saved a ton of memory if you had multiple items using the same texture like rocks or wood items. So using a texture multiple times is kind of a habit after about 700 models if it can be done. Link to comment Share on other sites More sharing options...
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