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Kiwi-Hawk

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Kiwi-Hawk last won the day on May 5 2011

Kiwi-Hawk had the most liked content!

About Kiwi-Hawk

  • Birthday 05/05/1949

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  • Gender
    Male
  • Location
    North Island New Zealand (Aotearoa) Land of long White Cloud
  • Interests
    Morrowind, Oblivion and Skyrim, learning 3D Modeling and texturing

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  1. Kia Ora I hope it's ok to ask here as it seem wastfult to start a new thread for same thing. I'm after finding out if I build a landmass using that layer cake idea and I end up with a base and a layer for mounds/hils and bumps and a layer for mountains, if I use the lasso to select the mountains do I need to cut in as close as possible or just near enough if I'm going to use a fall-off at say 80 to blend the edges? I'm finding I get not much in way of maountains and a shape drop at the lasso edge or I end up with mountains looking like radio wave spikes rather than those in Cyrodiil
  2. Kia Ora Thank you very very much people your all a great help
  3. Kia Ora I got Stroti's TreeBench seat down and would like to make it into Funiture so maybe we can make a tutotial of how to do this if somebody has the time
  4. Kia Ora [Photoshop] I'm real green at this so if somebody with more skill wants to edit and make a tutorial outta this thats fine. I wanted to make an ingame map of tamriel for the Tamrial Worldspace Projet that had the mountains etc, not just a flat plain. 1/ I patched together all the landscape .dds files in the correct order, thery are the generated 60.00.96.32.dds getting them in order means the match at joins 2/ I do same for the _fn.dds files these are the blueish normalmaps you need to touch up and do what ever other stuff you wish to the texture, names, labels etc can be added here or better yet a seperate layer (easyer to edit) Copy the texture and paste as a layer over the normalmap (make 2 layers) Select one layer and filter to multiply, slecet the second layer and filter to colour you now should have a map image with all the landscape mountains, vallies and terrain of your world landscape. Keep in mind any changes or edits will damge you landscape so edit only the texture and repaste you layers, you can (I think) get away with colour balance, stauration and the like of the layers but once merged you need come back to your psd to make changes,. this is maybe why names lables etc would be better as a layer but you still cant edit thos on merged image. You can probley do this in Gimp too but I never have and don't know filtering in Gimp or like tools Edit: apon thinking a little TES4LODGen will help with steps 1 and 2 making joining much easyer
  5. Kia Ora

    Thank you very much *hig, hick* I don't drink much lol

  6. Many Happy Returns! *pints*

  7. Happy Birthday Kiwi Hawk!!! :D

  8. HAPPY BIRTHDAY!! Stand by for rum and cookies! :P

  9. Thank you so very very much,.. I found some parenting I had not taking out,.. apart from adjusting the timing in the triggzone ( I had them a wee bit to slow) it's looking real choice Only one script to work out to finish this cell off and that is the one that activates two external Portal doorways and move the player outside to the bottom one. PC has fought all the challanges and has activated a means to get up to a floating city but this requires Onra's Tamriel.esp and the TWMP_Summerset.esp when he's finished so I'm not sure it's wise to do stuff linking to the outside using his unfinished esp's
  10. Not sure why but they are sparking up as soon as I coc,.. I added a couple of shots from CS hoping to show you more of the lay out http://picasaweb.google.com/Kiwi.Hawk.NZ/TestShots#
  11. I coc into cell and I did a tcl to get to where I could see and got some screenies http://picasaweb.google.com/Kiwi.Hawk.NZ/TestShots# I had done nothing no fight no items etc it jus came to mind that Tiras is in that area could he trigger it? or a triggzones for PC only?
  12. Not till I pick it up after clearing the way through the cell to the point where I kill the Dreugh and get the head that ports me up to where the scroll and the egg are. I guess I could use Tiras dead or alive as a check so if hes alive they stay off? or do I need a GetDisabled == 0 or 1 check in thos last two scripts to make sure theyer off?
  13. Kia Ora The TrigZone is before at the base of the steps leading up to the switch the idea is that PC kills the boss then walks up the steps to switch setting off the triggzone enabling those energy beams, then activates claw switch 02 enableing the last two energy beams and Portal door. at this time those last 6 beams light up as soon as I enter the cell for some reason ( the 4 in Trigzone and the 2 in the claw switch) Edit: Sorry forgot to mention, the Triggzone is to enable the first two set of energy, with a slit delay, something like a second after trigger the first 2 and 2 or 3 seconds after the second 2, this is what we have: scn KHTriggerShrinePowerScr short triggered short next Float PowerTrig begin onTrigger Player if triggered == 0 if player.getitemcount AncientWarlockScroll01 >= 1 set triggered to 1 endif endif end Begin Gamemode if triggered == 1 set PowerTrig to ( PowerTrig + getsecondspassed ) if ( PowerTrig >= 20 ) Message " Ooops,. I've activated some Power source by the looks " set triggered to 2 elseif ( PowerTrig >= 10 ) if next == 1 KHLightingEnergy03Ref.enable KHLightingEnergy04Ref.enable set next to 2 endif elseif ( PowerTrig >= 2 ) if next == 0 KHLightingEnergy05Ref.enable KHLightingEnergy06Ref.enable set next to 1 endif endif endif end I think you said it had to be different for a triggzone tho
  14. Kia Ora Thank you very much,.. you said earlier that the triggbox script if it was to be used in a Green Triggzone it would need to be changed, could this be why the Power Lightening energy's in the "TriggerBox Script" & the "Claw switch 02" are lighting up as soon as I enter the cell rather than being off till the trigbox is tripped and the switch is activated?
  15. Kia Ora I am sorry if my English is confusing for you I guess my ole Kiwi English is a little different to what you use too, I will try harder I based this on the first Claw switch,. I didn't need to use Tiras as a check but if it helps ok, but the player wouldn't get near switch while he lives All this needs to do (when player uses switch) is activate the Energy beams slitly after activeing switch (a second or 2) after that it activates the Portal Activator (KHPortalActivatorRef) then display a message to player, only happening when player uses the switch, the beams and activator are disabled till then scn KHActivatorClawSwitch01 ; Activates Portal door float EffectTime01 short Busy Short DoOnce begin OnActivate if Busy == 0 if KHTirasRef.GetDead if KHPortalActivatorRef.GetDisabled == 1 && DoOnce == 0 if player.getitemcount KHDragonEgg01 >= 1 && player.getitemcount AncientWarlockScroll01 >= 1 playgroup forward 0 set Busy to 1 else message " Seems to be somit missing " set Busy to 0 endif else messagebox " Tiras still lives! " endif endif endif end begin Gamemode if IsAnimPlaying == 0 && busy == 2 set Busy to 0 endif if Busy == 1 set EffectTime01 to (EffectTime01 + GetSecondsPassed) if EffectTime01 >= 10 message "Looks like I activated something" if EffectTime01 >= 8 KHPortalActivatorRef.enable if EffectTime01 >= 2 KHLightingEnergy01Ref.Enable KHLightingEnergy02Ref.Enable set DoOnce to 1 set Busy to 2 endif endif endif endif end I should have said the Trigger was a triggbox rather than leave it to the script title sorry. It is a green Triggbox that is placed across the bottom of the steps leading up to the switch. All it has to do when the player walks through it is activate the first 2 beams then say 4 seconds after activate the second 2 beams and after that (2 to 4 seconds) display the message. They are al disabled till the player walks through the triggbox. Have I left you with any unanswered questions at all? Just to be clear its the "scn KHTriggerShrinePowerScr" I mean is the triggbox
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