armageddon818 Posted November 9, 2008 Share Posted November 9, 2008 OK, so I have the landmass itself done, except for a few minor bugs i am going to sort out. Now, since it is going to be a glacier, it needs to be textured as such. I have the texture that i want to use...however, I dont know how to make it available for the textures in the ladscape editor. secondly, i want to have some unique trees and shrubs etc. for the place, but i have no idea how to go about making icy trees. and i guess i lied, there is a third question...I need to have the long distance land (so you can see the landmass from a little island in the bay. how might i got about doing that? I already did generate LOD in the heightmap editor, is there another way that works? (evidently that one did not) If you the answer to one or all or some or whatever of these questions please let me know!!! Thanks! :thanks: Link to comment Share on other sites More sharing options...
Khet Posted November 9, 2008 Share Posted November 9, 2008 Your first question i can't answer for you however I can answer the other two. To create custom trees or shrubs you need a program such as Blender 3D and GIMP (both free) to do the modeling/texturing. You'll also need another free Program called NifSkope to assign the texture to the mesh. (there are plenty of tutorials on the CS wiki on how to do this) To create LOD, open up your worldspace in the render window and click on the terrain (NOT an object) and then click on Generate LOD. ONLY generate the LOD after you have finished all your landscaping as changing things around after generating the LOD can cause some problems. Link to comment Share on other sites More sharing options...
armageddon818 Posted November 9, 2008 Author Share Posted November 9, 2008 Another question...I am modeling a bridge in Blender... It kind of has a cover to it. When i exported the .nif file and looked at it in NifSkope, it is kind of wierd. Some of the faces are see through. Idk why... but this happens to me sometimes. Anyone know why? Link to comment Share on other sites More sharing options...
ihateregisteringeverywhere Posted November 9, 2008 Share Posted November 9, 2008 Flipped faces. Link to comment Share on other sites More sharing options...
armageddon818 Posted November 9, 2008 Author Share Posted November 9, 2008 Here is what it looks like in NifSkope...the floor of the bridge is facing itself. The outside of the side walls are also neglected. How might i set the export in blender to make it so this doesnt happen? Link to comment Share on other sites More sharing options...
armageddon818 Posted November 9, 2008 Author Share Posted November 9, 2008 thanks khet! Umm... aren't the trees in the game though a little bit more complicated than that though? I have tried to open and retexture them in nifskope before... and it was strange. Idk... and what should i do about these "flipped faces?" Link to comment Share on other sites More sharing options...
Triforce1 Posted November 9, 2008 Share Posted November 9, 2008 You can't actually make the trees from Oblivion with just a 3D program and NifSkope. They were made using a program that utilizes .spt files. Can't remember what it was, but I'll put it this way; It wasn't free. So, just go ahead and make some static ice trees. They won't move in the wind, or have an LOD version like the vanilla ones, but they'll work. Link to comment Share on other sites More sharing options...
armageddon818 Posted November 9, 2008 Author Share Posted November 9, 2008 That's what I thought. Thanks! I still need to figue out this incorrect side thing though...grrrrr... Link to comment Share on other sites More sharing options...
ihateregisteringeverywhere Posted November 9, 2008 Share Posted November 9, 2008 I still don't see what's incorrect about it. The polygons face towards the inside of your mesh, which is ok because that's what the player's going to look at them from, and this logicaly means that you see the "backside" from the outside, which isn't drawn out in nifscope, or the game, because it's not neccesarry. Just try to rotate the bridge arround to see what I mean, it's going to render fine if you look at it from the inside. And in case it doesn't then you've got flipped faces, you need to rotate the normals to the inside of the mesh. Link to comment Share on other sites More sharing options...
armageddon818 Posted November 10, 2008 Author Share Posted November 10, 2008 But it needs to be seen from in AND out, because it is a bridge. the character is going to walk through it/on it, and he is going to see it from outside. I need both to register on both sides. And btw... the following picture shows what is wrong with it Link to comment Share on other sites More sharing options...
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