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JDFan

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JDFan last won the day on August 13 2011

JDFan had the most liked content!

About JDFan

  • Birthday 07/01/1962

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    El Paso, Texas

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  1. Happy Birthday! (and best wishes from Wonga too)

  2. Strange -- wonder why they split it up this way -- could see it if the one model was using a different type of collision (or no collision) or one was a lower resolution if it was not being viewed up close or without effects like the blood effects etc. but when they both seem to be the same not sure what the reasoning would be. Can the same NIf file be used for both or does that cause problems in game ? (I've been setting them up using the corresponding original but wonder if there is the need to repeat everything a second time with the copy\paste if you could just use the same Nif file.) - Time for some testing I guess.
  3. HAve you tested yet to determine which model is used for various times (ie. inventory model, third person view, first person view, world model, etc. ) -- Was wondering since it might mean that only one of the models needs the Blood nodes added if the second version is never used for things that would need the blood spatter showing !
  4. Well - hopefully they'll get the exporters for both MAX and Blender working fully so we don't have to use it for long but the community has always been [retty good at figurng out a way to work around it till that happens !
  5. Glad to see you got it working -- Still wonder what the difference in the Blender's obj and .3ds format is that makes the difference but at least there is a solution available !
  6. So you were able to get the blood working correctly using the .3ds format then ?
  7. Forgot to mention One thing that I also did which was to move each copy of the mesh just slightly (One I moved .01 X an .01Y and the other -.01X and-.01Y ) SO that there were not 3 meshes all in the exact position -- Not sure if that might be what caused the Crash on your but it might be possible (I know it can cause anomolies when rendering duplicated meshes that you accidentally Cloned and did not notice so might be worth a test !! ( I actually reversed the process when creating my NIF because I had the sword in 3 separate Tristrips to begin with (was made for OB at first and wanted the blade a bit shiny so had it separated ) and that was causing me problems as the game kept changing the other 2 parts to different txt entries (ie. Inv , BSX, PRn) when saving the NIF -- Another thing to test would be making sure the DATA node you are pasting matches the part you are connecting to (ie. IIRC the blood nodes are Trishapes so be sure you are not pasting from a tristrip (not sure if that would make a difference) If you want to E-mail me a copy of your obj for the model ( JDFanning(at)SbcGlobal.net )you want to use for the blood spatter (or even that and the full model and I'll try getting it working on my end since I can load it into MAX and export as a NIf for you to test the procedure and make sure that works for you (to narrow down the cause) - then I'll send back a prepaste NIf with the data set for copy\pasting and a working copy for comparison and testing -- Also perhaps import from OBJ to a third Model to get the Data into a NIF and copy paste just the DATA afterwards into the blood node would be worth a try !
  8. 3rd person would be the weapon NIf and 1st person would be the 1stperson weapon NIf (ie. for the DwarvenGreatsword model the 3rd person NIf would be Dwarvengreatsword.NIF and the static would use 1stpersondwarvengreatsword.nif ) @IS -- THanks for the assist got it all working in game now (including the blood spatter ) - Now just need to set it up for upgrading and smithing ! In Game Screenie Compilation --- Charles --- best method i have found for getting the blood decals working is to make a separate model of the part you want the spattr to show up on (ie. on my Celtic Claymore I used just the blade -- export that as a NIF ( I use MAX ) then open 2 instances of NIfskope one with your blood mesh (the part you just exported) and one with a vanilla weapon that has the blood shader. (OR the Nif you are using already for your new weapon (do not delete the blood nodes when creating it from the vanilla Nif as IS explained in this tutorial as you will be replacing the mesh Data with your new data) Then in your new model go into the NItrishape tree and find the Nitrishape Data node (this node contains the vertices of your model) - right click and Block -Copy branch ---- then go to the vanilla weapon NIF and right click on the bottom of the Block List (do not highlight a node) - and do a Block - Paste Branch (this pastes your new blood mesh data into the NIF Now to hook it up go to the Nitrishape of the Edge Blood and click to highlight -- THen in the Block Details Find the Data Line (Just below the Collision Object line ) -- double click to open to edit and enter the node number for the NitrishapeData you just pasted (this swaps out the old Data for your new mesh Data) -- Repeat for the EdgeBlood01 Nitrishape - then delete the 2 old NitrishapeData nodes that you replaced and save the NIF You should now have a working blood decal mesh on your weapon
  9. Thanks -- hadn't found the static models yet -- so that should help !!
  10. IS -- Have you figured out how to make a new weapon and import it into game instead of using it as a replacement for an existing weapon ? Figured it would be easy once the CK was released but so far I haven't got it working so was wondering if you'd had any luck !
  11. RTC -- did you test it in game ? -- I tried adding skinning to the extra parts and exporting but the Nif in game causes a CTD (might be because it does not have a normal map texture in the download files) but did not have time to test more. For adjusting to various heads it would need an .egm file generated but the problem is in order to generate the .egm file the model would have to be a single Tristrip (shape) inside the Nif instead of the numerous strips. So in order to really get it working as a hood it would need to have all of the pices attached to each other and the UVmapping would have to be adjusted so it can use a single UVMap and texture and then be run through the Conformulator to create an .egm file.
  12. As Windmill Tilter mentioned Bows and Arrows are probably some of the more complex items to get in game and it takes awhile to figure out some of the settings etc. ( which is probably why you see so many swords and other weapons added but very few Bows and arrows) - I can remember spending countless hours examining a NIfs the first time I was helping someone get a new bow animation to work in game. Also WT --- look forward to seeing the tutorials you come up with for the modeling classes !
  13. Would be best to position them if you can -- that way whoever does it for you will know where you want them placed -- which hood is it that you are attaching them to (some are easy to work with ( attached to just a single bone ie. head) others are a bit harder (attached to several bones ie. Head, neck, left clavicle, right clavicle, etc. ) - If it is just attached to the head then it is a fairly simple process to weight all the vertices 100% to the head -- If there are several bones it gets a bit more complicated and you'll need someone with more experience to blend the weights correctly. Best bet would be to make the Nif with the items added and positioned and upload to a share site and post a link here (or in a request thread) so someone could download it and give it a try.
  14. Thanks for the Pics MEO - the game is looking better all the time !! For anyone that hasn't preordered yet and is interested Newegg has a 72 hour sale going for the Preorder for $47.99 shipped with these codes : PC Coupon code : EMCKBJH96 Xbox 360 : EMCKBJH98 PS3 : EMCKBJH97 60 Hours left on the sale currently
  15. JDFan

    Wonga Companion

    Here's my Wonga with a quick Retex :
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