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ASnakeNeverDies

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ASnakeNeverDies last won the day on December 30 2015

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About ASnakeNeverDies

  • Birthday 01/31/1992

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    Argentina
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    Video Games

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    ASnakeNeverDies

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  1. Yes, you could say I create in "an optimized way". I do everything with quads and in the latest version of Blender. When the time comes, I triangulate the mesh with the appropriate modifier (for more control), check the shading is correct (and manually adjust edges if necessary) and then move to Blender 2.49B for animation and export. Also, I Remove Doubles before applying the Edge Split modifier. I can't do it after that, because the intentionally duplicated vertices (by the Edge Split modifier) would get removed which would be an undesirable result. I know there's a new feature in recent versions of Blender, called "Auto-Smooth", that works to define smoothing groups, based on edge-angle values, without actually modifying the geometry, but older versions of Blender seem to be incompatible with it (I haven't tested enough yet). Beyond that, the collisions and scabbard empty objects are already defined before switching versions, so all there's to do in 2.49B is to load the project, make the diffuse .DDS file the new texture and (if there's no need for animation) export the mesh. Thankfully, one vertex, two vertices (or vertexes if you prefer) are no big deal. Thank you for your time Hanaisse!
  2. I was just googling around and found this: I was reading through and noticed this at the end: I was really surprised to learn this, because a couple of days ago I was having trouble exporting a sword mesh I modeled in Blender. For some reason, the number of vertices changed on export and I had no idea why. In my case, some vertices were duplicated rather than erased. My sword model is already very efficient, even more than the swords already found in the game, but has a lot of duplicated vertices (like the swords already found in the game) to define sharp edges. In the end, I managed to solve most of the problem by re-exporting the exact same mesh with the Blender NIF Scripts for Blender 2.49B again, but there remains a difference in the form of a duplicated vertex in the scabbard I couldn't avoid after the export. The mesh in blender and the exported sword have the exact same amount of triangles (less than 900), but the exported one always has an extra vertex. It's no big deal now, but the first time I exported it, the sword ended up having shading problems because of some vertices that got removed and others cut, even though no such geometry was present in the source .blend file and I've no idea why re-exporting the same unchanged mesh solved the issue either. Anyway, what I'd like to know is if there's a way to disable this PyFFI functionality and leave the meshes untouched on export? I'm a noob when it comes to 3D modelling, but I'd think experience modelers would prefer to optimize their meshes themselves. I didn't even knew what PyFFI was when I installed the Blender NIF Tools, I just thought of it as just another obscure requirement, but now that I know it actually makes judgement calls for the user I'm concerned about the fact that the version required for running the NIF export tool is not the latest one released. I'd appreciate if someone out there could shed some light here. I'm not even sure if what user Arthmoor said is true, but based on my results it makes sense to me.
  3. 1. I don't think there's a way to hide specific objects in the render window, not even with the CSE. That said, there's a way to disable object rendering in its entirety (useful for landscaping) with the shortcut Shift-C. Here's a link to where I learned that: http://cs.elderscrolls.com/index.php?title=Terrain_Texturing 2. I don't understand this one. Note: if I'm mistaken and there's actually a way to disable specific objects in the render window, please, please share your knowledge with us. I'll sure be grateful!
  4. Aren't bedside tables usually containers in Oblivion? In any case, you should do yourself a favor and download the CSE. It adds search features to the object window (and to a bunch of other sections), the ability to create prefab libraries (very, very useful), performance and stability improvements, a vastly superior scripting interface and even achievements (which I've found hilarious!). For me, it made all the difference and that's why I recommend you try it and see what's like. If anything, it'll save you hours of searching and will transform the object window into a useful tool rather than an obstacle you have go through to get what you want. If for some reason you'd rather not use the CSE, you can access the "Find Text" function within Edit menu of the normal CS (Edit -> Find Text). It works similarly to the one found in CSE, but it's slower and looks for strings in the active window so make sure you've the object window selected before using Find Text (if Render Window is active you'll have to close and re-open with the appropriate window selected). It's important to note that in the normal CS, it might help you find the item you want, but it won't allow you to drag and drop it from the Find Text list to the Render Window. Note: the CS's height map editor doesn't seem to work correctly outside the XP compatibility mode which will cause the CSE's improved scripting interface to crash. I'm new to the Construction Set, so I don't really know if that feature ever worked reliably. I had plans for creating some test game worlds with it but after unpredictable results I decided not to pursue them. It might get fixed in subsequent versions of the CSE though, since it's regularly updated.
  5. I'm making a simple quest mod which requires animations and I got to the point where I need to start implementing those animations. The scene I planned is very simple, so I made it and put it into the game, but I had some issues. The animated object (a sword mesh I made) was randomly disappearing just after its falling motion was completed. In response, I chose to simplify it even more (with hopes to isolate the problem) and created a new ESP and a new NIF with an animated cube object with a simple box collision (which is just the same object duplicated and assigned as a child of the original). It worked just fine at first, but after a few tries it started to randomly disappear as well, and I've no idea why. Sometimes it plays fine, sometimes it disappears and sometimes it gets pushed high into the sky. Here is a video of the Animated AnimStatic Cube: https://www.youtube.com/watch?v=EscruzgWPAU The sword and the cube were made, animated and exported with Blender 249B (Blender NIF Scripts v259) as AnimStatic objects set to Stone material and the AnimSequence string value of "Forward". I exported the geometry and animation separately and later attached the KF file to the NIF, as I read somewhere that's how you're supposed to do it. I haven't tried exporting both at the same time. Anyway, I've attached to this post all the files (.blend, .nif, .kf, .esp) related to the Cube AnimStatic featured in the video above. Maybe someone can take a look and tell me what I'm doing wrong. Thank you. Note: the animations always look perfect in NifSkope. ASNDOblivionAnimProblem.7z
  6. I'm not sure how to use the information right now, maybe this is referring to some modders resource or is in some way tied to the latter Modelling lessons? This is a very interesting topic and doing something like this appears to be simpler than I thought it would be. In any case, I'll be skipping this one for now, but I'm sure to come back here once I get more into asset creation for Oblivion. A simple clock mesh with handles should be good practice!
  7. The site is back online! And that means it's time to continue with the training. I've just finished this class and found that it not only works, but it's pretty funny as well. Thanks.
  8. I replaced the script from the ARSwitch activator we created during the last lesson to keep things simple. I tested my ESP and didn't encounter any problems. It would be nice to be able to see how others did it, but I understand why there are no solutions posted. In any case, it sure was fun, thank you!
  9. I already have some ideas on how to fix those seams, but I'm currently in the middle of the Scripting Class (I skipped the Worldbuilding one for now). As soon as I'm done with that one I'll be back here to work those things out. Strong foundations are always most important!
  10. Right you are, the Caviar Blacks I've are 7200RPM ones. I do have two 256GB Samsung 850 PRO SSDs in this same build but use those for OS, Main Apps and Caching only. The way I see it, I shouldn't be experiencing this massive frame drops with my current configuration, although I will run it on an SSD in the future when people start uploading massive HD texture compilations and similar stuff. In any case, I finished the game already and enjoyed it to the point where it has become one of my favorite Bethesda games ever, even if I disliked a lot of the changes they made to the formula and the fact that my character's pre-war background was already set in stone by the devs. But right now, I'm waiting for them to release their new GECK software and see if I can (hopefully) do something worthwhile for the community with it.
  11. Something has happened to the formatting in this lesson, but I was able to follow the steps and in the end, it works. Also, the requirements for this lessons appear to differ from the others in that there are no screenshots requested and no need to provide proof of completion I believe, so I'm moving on to the next one. Thank you!
  12. I've tested my resulting ESP and found everything to be working as expected. I believe this is all that's required: Training Area Argonian NPC Object Stats Argonian NPC Object Inventory Argonian NPC AI Packages (List) Training AI Packages (Detail) XMarkerHeadings Thank you for your efforts, this was fun and I learned a lot!
  13. It could come from there, I've the game running on a 1TB WD Caviar Black drive. It seems to me it should be good enough for a game like Fallout 4 since they're designed for performance as far as I know, and it's not even a year old. It bears mentioning that I don't have any problems with other games released this year. I've read that god rays in the game have a significant impact that could cause the low frame rates I've been experiencing, but I like having things maxed and the game never goes below 30FPS. What bothers me, is that I get worse performance with Fallout 4 than what I get with Witcher 3 (even with Hairworks enabled) which is technically more impressive, or at least it is in my opinion.
  14. I'd normally say that an i7 4790K would be overkill for a game like Fallout 4, but I have an i7 4790K, along with a GTX980, and I've experienced significant slowdowns while travelling through the most intricate urban areas so I can't really recommend much, since it's obvious the game has some optimization issues, but it's not clear to me whether the team at Bethesda plans to solve them. As far as I know, all that has been released for the game is a single patch that fixed some quests and a problem related to the Launcher, they took their time to release that, so there's no telling when we might expect those performance oriented fixes. Furthermore, I've read Radeon cards seem to have issues with Tessellation and they offer no support for GameWorks nor PhysX features (obviously). ATI technologies, like TressFX, are opensource while NVIDIA ones are closed, which means that the latter will always have the opportunity to implement performance improvements over new Radeon's features while the former can't even afford compatibility with the more advanced closed-source offerings of its competitor. It's obvious NVIDIA are the real villains here, but that doesn't change the fact that they offer a better package overall. Just sayin'.
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