exanimis Posted October 16, 2008 Share Posted October 16, 2008 When building a cave in the CS you are somewhat limited in what you can do, especially when it comes to the height of the cave. Has anyone separated the floor tiles from the ceiling tiles? That would make it possible to build the floor of a cave and build the ceiling later at the height that you wanted the cave. Link to comment Share on other sites More sharing options...
jaysus Posted October 16, 2008 Share Posted October 16, 2008 youd still need wall pieces to fit the new height :/ Link to comment Share on other sites More sharing options...
exanimis Posted October 16, 2008 Author Share Posted October 16, 2008 Not necessarily. Since the ceiling would not be a place that the player would be exploring, the rocks and walls available in the CS could be used to disguise the edges. Fog, lighting and other effects could be used to hide some flaws giving the player the sense that they are inside a cavern that is so large that it appears to have it's own sky. A re sized welkin stone could placed in the center of the ceiling with extra lighting to act as an artificial sun. The player could see it but not explore that area Link to comment Share on other sites More sharing options...
exanimis Posted October 17, 2008 Author Share Posted October 17, 2008 I've played around with blender and anim8or but I don't know much about either program. If I can't get anyone to separate the tiles for me I will try it myself but it would be very helpful if someone would give me some pointers on how to do it. Thanks for reading. Link to comment Share on other sites More sharing options...
jaysus Posted October 17, 2008 Share Posted October 17, 2008 mark the polygons of the ceiling tile and hit somin equal to "detach" im sorry i cant help much more with blender but if youre at modelling anyway rightnow what about just making a whole new model for your cave? Link to comment Share on other sites More sharing options...
ihateregisteringeverywhere Posted October 17, 2008 Share Posted October 17, 2008 I wouldn't mind helping either, but I'm a max kid just like jay and therefore only know a big fat pink popsickle about blender. Then again, I've got a sneaky suspition that many of those meshes could be simply deleted in nifscope because parts of the same mesh with different textures has to be seperated into different meshes with different textures before exportin to nif. A cave wall might have over 3 textures, therefore a chance that the wall's divided nicely is pretty high. Sorry if I don't make any sense - sleep deprivation. Link to comment Share on other sites More sharing options...
jaysus Posted October 17, 2008 Share Posted October 17, 2008 i doubt you can just split em with nifskope as theyre one mesh not two... but the floor ceiling tiles might be... you could give it a try... just use any extractor to get these files and then open the *.nif with nifskope and search for nitristrips... these are models and one of these will be the ceiling if they are 2 meshes that is... this one you just delete by rightclicking it and hitting block-> remove branch Link to comment Share on other sites More sharing options...
ihateregisteringeverywhere Posted October 17, 2008 Share Posted October 17, 2008 I've said three because I think that the both ceiling, walls and the floor'll have different textures :). Just guessing though. Link to comment Share on other sites More sharing options...
jaysus Posted October 17, 2008 Share Posted October 17, 2008 well i was talking more of the just-ceiling-and-floor tiles but for those with walls your right Link to comment Share on other sites More sharing options...
exanimis Posted October 17, 2008 Author Share Posted October 17, 2008 Wow! I wish your posts had been in English. Dang! I'm lost already but thank you both for the info. I only need the tiles that have the ceiling and floor separated, not the walls. Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.