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Tosky

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Posts posted by Tosky

  1. During the (incomplete) assignment of textures to my .nif, i noticed that glitch:

    http://i918.photobucket.com/albums/ad28/tosky/strangetransparency2.png

    http://i918.photobucket.com/albums/ad28/tosky/strangetransparency1.png

    It's hard to explain with words and notice a first view also, so please keep looking the screens. My upper leaves seems to "cut" the lower leaves, and making a strange effect. My textures are set to be transparent (as you can see also) ; i give NiAlphaProperty to the block assigned to leaves.

    (programs: Blender 2.49 + photoshop)

    Help please !

    EDIT- : NEVERMIND... i've resolved. Write "4845" in "Flags" parameter and "166" in "Threshold" parameter (both of NiAlphaProperty node).

    Anyway: please don't close that topic, i'm pretty sure to encounter another issue in the near future :rolleyes:

  2. Aaaaaahsw .-. , I've just reading all your hints, but i still to understand... nothing; this is a barrier caused from Nifskope's language (plus English is not my first language, so..) ; sorry guys, I REALLY appreciate the support, but at this point the best thing to do will be a complete tutorial plus step-to-step-images (or maybe an youtube video ?) on how make new arrows from the ground and put them in game; that is the best method for teaching to newbie like me how make them, and saving time for both (newbie and teacher, I mean..) ; the problem is: who can make this tutorial ? (at the same time i guess: "if anybody has not made a tutorial for make arrow, that's mean is simple make them = i feel much more stupid than before :bagged: ) Anyway, I'll continue to try and try with your indications for make working arrows :candle:

  3. If you post your NIF I'll take a look and point you in the right direction.

    WT

    Would need to take a look at the NIf but most likely has something to do with the arrow:0 which is the arrow that is equipped from inside the NIF or the collision property settings attached to it.

    Here the NIF http://s000.tinyupload.com/index.php?file_id=07588878601797791352&gk=adsense

    Thanks in advance. Your support are VERY VERY MUCH appreciated. I very hoping for hints to build-from-the-ground arrows 'till put them in game... :bowdown:

  4. What exactly are you trying to do, and how are you doing it?

    Making new arrows in a 3D program?

    Retexting existing arrows? Invisible usually means missing normal map.

    Both. My arrows are visible in any situation, unless when i drawn and fire them.

    http://wiki.tesnexus.com/index.php/How_to_create_bows_by_Nicoroshi

    Note: It requires you to have a downgraded version of nifskope. Version 0.9.6.

    http://www.niftools.org/forum/viewtopic.php?t=1088

    Sorry, inside links i don't catch anything about ammunition, is explain how to make bows only :(

  5. I dont think it's a UV problem, it is not a texture seam (i guess) , someone can tell me how resolve that problem ?

    Here the Mesh + DDS color map + normal map http://s000.tinyupload.com/?file_id=51026160395229415684

    Look along the handle, it appear if i get my back to the sun

    - http://i918.photobucket.com/albums/ad28/tosky/Oblivion2011-07-2511-41-39-62.jpg

    - http://i918.photobucket.com/albums/ad28/tosky/Oblivion2011-07-2511-40-50-78.jpg

    It's appear to the headaxe too, while i turn back :(

    - http://i918.photobucket.com/albums/ad28/tosky/Oblivion2011-07-2511-41-31-20.jpg

    And after i turn back (and look to the sun) the two problems disappear

    - http://i918.photobucket.com/albums/ad28/tosky/Oblivion2011-07-2511-40-58-04.jpg

    ...odd...

    Any help is welcome.

    -EDIT: i resolved the handle odd graphic: if the bottom of the mesh is too far from the top of the mesh, the mentioned visual odd appear. I resolved with a single "Cut Midpoints" in the middle of handle.

    Now i must resolve the problem of headaxe..

  6. Tosky, you can change the glossiness by changing the Glossiness parameter in the block details of the NiMaterialProperty block in NifSkope. Alternately, you can change the glossiness, as donnato suggested, by changing the Hardness parameter in Blender. The Glossiness in the .nif file is 1/4th the Hardness parameter in Blender.

    - Oh i understand, btw i don't know that "hardness" parameter in Blender :) i "studying" 3Dmodelling from 4 days only, using UESP tutorials (and english is not my first language) :bagged: maybe a screenshot for see the location of hardness parameter can be helpful :blush: -

    Looking at your screen shots, it appears that you changed the Apply Mode from APPLY_MODULATE to APPLY_HIGHLIGHT. I notice horizontal streaks in the texture of the blade. Maybe there's an issue with the UV map?

    - Yep that's right. And yes, i notice horizontal streaks also, but the UV map look good for me.

    EDIT: oh, thanks Donnato for the suggestion :rofl: .

    2nd EDIT:

    http://s918.photobucket.com/albums/ad28/tosky/?action=view&current=Oblivion2010-12-2102-45-31-78.jpg

    http://s918.photobucket.com/albums/ad28/tosky/?action=view&current=Oblivion2010-12-2102-45-05-85.jpg

    http://s918.photobucket.com/albums/ad28/tosky/?action=view&current=Oblivion2010-12-2102-44-56-92.jpg

    http://s918.photobucket.com/albums/ad28/tosky/?action=view&current=Oblivion2010-12-2102-47-06-60.jpg

    http://s918.photobucket.com/albums/ad28/tosky/?action=view&current=Oblivion2010-12-2102-46-13-51.jpg

    http://s918.photobucket.com/albums/ad28/tosky/?action=view&current=Oblivion2010-12-2102-46-05-06.jpg

    I gived opacity (95%) to the leather handle, and i rotate the map of the blade (now it's look less grainy and more reflective).

  7. Before

    http://s918.photobucket.com/albums/ad28/tosky/?action=view&current=Oblivion2010-12-2017-56-02-75.jpg

    http://s918.photobucket.com/albums/ad28/tosky/?action=view&current=Oblivion2010-12-2017-55-25-35.jpg

    http://s918.photobucket.com/albums/ad28/tosky/?action=view&current=Oblivion2010-12-2017-55-19-92.jpg

    http://s918.photobucket.com/albums/ad28/tosky/?action=view&current=Oblivion2010-12-2017-55-09-32.jpg

    After

    http://s918.photobucket.com/albums/ad28/tosky/?action=view&current=Oblivion2010-12-2022-39-51-85.jpg

    http://s918.photobucket.com/albums/ad28/tosky/?action=view&current=Oblivion2010-12-2022-40-16-26.jpg

    http://s918.photobucket.com/albums/ad28/tosky/?action=view&current=Oblivion2010-12-2022-38-56-07.jpg

    http://s918.photobucket.com/albums/ad28/tosky/?action=view&current=Oblivion2010-12-2022-38-11-78.jpg

    http://s918.photobucket.com/albums/ad28/tosky/?action=view&current=Oblivion2010-12-2022-38-15-39.jpg

    http://s918.photobucket.com/albums/ad28/tosky/?action=view&current=Oblivion2010-12-2022-38-21-45.jpg

    http://s918.photobucket.com/albums/ad28/tosky/?action=view&current=Oblivion2010-12-2022-38-30-20.jpg

    Here my album

    http://s918.photobucket.com/albums/ad28/tosky/#!cpZZ1QQtppZZ20

    A few things that may help: The Diffuse and Ambient material colors make a difference in the .nif render, but do nothing in Oblivion. You can control the overall reflectivity by adjusting the alpha channel of the normal map. Usually the DXT5 format is best for this. You can change how glossy the surface is with the material Glossiness. If you can imagine your texture and material applied to a sphere, the glossiness determines the size of the reflected glint. Low glossiness (1 to 15) = big glint, High Glossiness (25 to 50) = small glint. See: *** Texturing 101 *** at TES Alliance.

    I played a bit only with Nfskope for obtain this result. I must change glossiness and alpha channel from NifSkope, or from gimp/photoshop also ?

  8. I've made a new custom model (a sword) of the size of 64 kb, with a rough 1024x1024 texture (1.366kb size, Normal Map also).

    Here the file http://www.megaupload.com/?d=8D833A2D

    BTW now i need a help/hint from a (maybe consumed ?) texturer.

    Inside the file i've included some screens of the sword: look like unrealistic shiny plastic / great lack of reflection.

    I look this http://cs.elderscrolls.com/constwiki/index.php/Reflective_Metal but i need much more hints than these:

    "You'll then need to tweak the diffuse texture (a.k.a. Color Map / Texture), normal map and it's alpha channel to make it look good. Generally, when you just change the NIF properties, you don't get the best effect. Learning the basic steps is easy but it can be difficult to master the effect. It's a game of tweaking, balancing, and re-tweaking that is more of an art than science to get it to look right."

    So, what should i do exactly, when it's say "tweak the diffuse texture (a.k.a. Color Map / Texture), normal map and it's alpha channel to make it look good." ??

    I use GIMP 2.6 + DDS plugin, DDS Converter 2.

    Any suggestion ?

  9. is that the one you get when you dont hit ctrl-A and hit scale to object data + rotation to object data? hitting the option for both at once screws your collision over so use the 2 single options when ya do it at the end.

    Exactly. So, i must hit ctrl-A only when i've got only the primary mesh (dagger) selected, and after have create the collision... right ?

    2nd question: from where you see the faces/verts count ?

  10. Ok so heres the vert count in comparison to the steel cutlass that comes in game

    Steel Cutlass faces/verts: 559 faces and 334 vertices

    your daggers faces/verts: 28784 faces and 59032 vertices

    so yeah youve got a few extra. i hit the rem double button and it cleared out a whopping 44000 verts! but still the same face count and the nif size is 984 kb's now. i also applied a new collision for ya using the mesh>scripts>hull>convex method. see how this works for ya: http://dl.dropbox.com/u/14972115/New%20FINEknife.nif

    Wow great, now it's work. Did you simple follow the instruction of http://cs.elderscrolls.com/constwiki/index.php/Blender/Custom_Collision#Convex_Hull_Polytope right ? And you have deleted my rectangulare box right ?

    Another question: when you have exported the file, Blender make you an Error message like "blablabla for workaround press CTRL+A before exporting" (or any other words similar to that) ? If yes, what have you made ?

  11. dude your .nif is huge! its lagging my nifskope! your nif is 3484 kb, while stock sword models are approx 50kb. sorry i dont know how to do a vertice/polygon count. so yeah you may have used a few extra subdivides XD

    i didnt see anything in nifskope so im cracking it open in blender right now to take a look

    :eheh: i'll be use more caution whith the next model, btw thx for the support ;)

  12. Collision work well with the outside ground... but i still to have a problem with static building: my weapons pass through like a ghost (but with a "CLANG" sound when it happen) !

    BTW no problem with the ground of TestingHall ;)

    I follow this http://cs.elderscrolls.com/constwiki/index.php/Custom_Sword_in_Blender

    and this http://cs.elderscrolls.com/constwiki/index.php/Blender/Custom_Collision (i follow only these hints: ,,2.2 Making the Collision Mesh" ; ,,2.2.1 Cylinder'' ; ,,2.2.3 Static TriangleMesh", ,,# 3 Export Options" )

    I' ve got Blender (last version) + NIF scripts + NifSkope. I've made a custom model from zero (a simple dagger, my first creation with 3d modelling for Oblivion) but i used a texture from "Classic Sword Replacer" (at the moment i'm too busy with improving my modelling skill than learn how texturing/photoshop XD )

    Any suggestion ?

    (Thx in advance)

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