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Posted

well the no animation one has no shiny parts but works just the same - so try them both and see, -

 

oh and it might be worth putting your door in position first and then editing the base model otherwise its a pain to find it and move it around.

 

yeah i have to say its a joy to finally know how to use nifeskope - i spent all my time modding oblivion bodgeing things together in ck its nice to able to make the thing you really want

 

anyhow let me know if it all works ok.

Posted

They both look equally shiny. Hmm...

I think I'll see if I can fix it.

Feel free to try as well if you want, but I definitely don't want you to feel like you have to do it.

Posted
It says it's missing a normal map. Is that something to be concerned about?
Posted

hmmm yes they are a bit shiny - i dint test them out side in the sun they look like glass doors..

 

going to have a play around - its somthing to do with the alpha channel in nifeskope

Posted

i dont think so, that sets the texture of the item (like rough or smooth look to it) and we dont want them to have any texture.

 

going to play around and will come back to you in a bit

Posted

got there in the end - still a few shiny bits - but once they are scaled down to fit a window space you dont really notice them. if you find they are still showing - there is one other option - which would be to use the window mesh from the building you want to use and replace the door model with that but would need a bit of work in blender to do that.... lets see how these go first.

 

also you will probably find that you will need to set the invisible door model a little off the the building model because the building models collision box seems to extend out a bit further than the walls and your door will get hidden inside and you cant access it in game, not sure if that reads right - anyway pm me and let me know if they work out.

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