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Marthgun

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Everything posted by Marthgun

  1. Hi, i've looked over most of the meshes, What are the rules of actually remodeling some of the cave meshes? say i like the cave textures for xyz.nif; I want to use them, so i bring the original in max, and model something that's close to it but different, what is the procedure so that its known that i didn't just copy it in, move a few verts and be on my way?
  2. I'm sorry if i offended you i was very upset at the time b/c it looked like i was stealing something and i didn't intend to do it. I wasn't trying to throw anyone under the bus. I can't seem to find the download link to what you provided though. It looks alot better than what i converted from scratch. I think i will use your method. It might be b/c i have alot of ads blocked in my Opera browser so its not showing me the link. Thanks for all your help, its greatly appreciated Tamira and everyone
  3. hmm that's a little weird, I can export bslightingShaderProperties from max. they just don't work in game, so i have to replace them.
  4. i wouldn't say i'm an expert, especially at armor, but you can post the .max file and i can look at it. also, which version of max are you using? Also what version of the export tools are you using? Do you have the Havok tools installed in max? If you want to just add the horns to the original mesh and export it as a single mesh with one Skin property, then it should work. I don't think you can export multiple skin data on the same mesh though
  5. yes thank you very much for the response, this is what i am looking for. I did notice there were a number of meshes that are very clearly oblivion specific meshes and also meshes that were original that used oblivion textures. I did assume the caves were retextures of the original obvliion caves, and that's why i started a thread on here to make new modular cave assets. i was most interested in the spires and the clutter. Some of which i saw were Lost Spires specific, which is what i was interested in using. Over half the models i looked at in nifskope, and i looked at all of them, have low resolution maps that need to be redone, so i picked about 15 or so objects that i wanted to convert. Mostly though i wanted the textures. His email on the website is offline, you can try to send an email and it will come back immediately to you. I was thinking about starting a thread on the Nexus called Lost Spires 2, just to smoke him out and get a definitive opinion on it. I have decided to shift my mod again from a detective mod to include a majority of it to a new archeology guild like in lost spires now that i can for sure use his textures. But even then i'm not clear if i should do that, i've been busy modeling new assets, but any opinions on the direction or anything else i need to be careful with is very much appreciated. The conversion is on a little bit of a hold, but i hope someone takes this info and converts and releases these assets for Oblivion, b/c some of them are really good.
  6. Is there any advice or tips for making a new cave mesh set? I have the general idea, but when i tried this before, i had problem matching the scale of the original cave sizes. in other words, when i make mid ceiling, walls, corner ins, corner outs, etc, it was challenging to think about how the textures could be different and yet all being seamless. Also making the meshes fit together and yet being different.
  7. i contacted Haniasse through pm, but it was the public impugning of my character that i was most offended by, especially coming from someone taking a casual look at the nexus page and that being more valuable than my reputation. i'm not looking to gain a bad reputation b/c people think i'm stealing work. i still would like to know about converting this over and any objections to it
  8. I think its pretty rude to lock me out of a thread making it look like i'm doing something wrong. Here is the official readme: http://www.lostspires.com/pages/readme.htm Furthermore, the permissions at the Nexus are for files on the Nexus. Since he doesn't host his mod or any of his content on the Nexus, and only his patches, then what can I assume is that authority of this mod's content falls under his official readme which gives me permission. I attempted to contact him in multiple ways, even though i didn't have to. But his email address is offline, and he hasn't been seen on the nexus fro years. If you have an argument against me using this or concerns of converting it, then i am open to listening. It is not necessary for me to convert or use any of his stuff. Locking me out of the conversation is absurd.
  9. i seem to just be having trouble with getting the colors as brght as the original. i bumped up the alpha in the BSLightingShaderProperty to 2.5, instead of 1.0 which made it as visible. But im still lacking that pop. Wondering if it could be one of the flags set on a BSlightingShaderProperty
  10. I saw that lost spires has his stuff as free resource, I would like to transfer them to skyrim. First is there any thing i should be aware of while doing this? Second, It seems completely alien to me. I'll just start with one clutter nif for now. http://www.filefactory.com/file/4ivppvzcepvz/ancientscroll01.nif I cannot get this texturing right, his looks diffrent, i chnaged the emissive color and added an alpha property. does nifskope not update or show the glow maps or emissive colors in the renderer? How do i find if there is a normal map on it? I know there is, i just can't seem to find it in the block details. Also want to find the glow maps and such, to make sure i'm not missing something. Let me know the procedure for this, and if I'm going to have to import then export all of these files. Or whatever is easiest, thank
  11. ok thanks for the help I actually am using the 2 susanna clothings already, it just didn't dawn on me that i could add that as clothing. Does clothing make the body transparent? It seemed a little deep for just a normal map. i was actually moving the clutter Bones object around in the scene, which is why i didn't think it would match up with the UV. But since its just a bone texture i'll give it a go. I'm making another thread come visit me
  12. Question 1: I need some dead bodies. So i need to edit the Skin Textures. How do i get those textures on my dead body / character? Question 2: I need to make some dismembered body parts. I can import the bodies. And also the Clutter Bones. But attaching these would require me to recreate their UV's. Which would in turn make me recreate the textures. While my first attempt went much better than expected, it dawned on me that I would have to do this for all the body parts and head to match up. I can't think of a good way to do this, and so I'm really stuck on this part. I could use the original uv's and textures, but there is a big problem with that: Question 3: I want to make the body parts, hands, feet, face, etc, "animated". Which requires setting up the skeleton and positioning the hands how i want, and the face how i want, etc, etc. But this ruins the UV's. So the Original textures become stretched and useless. Is there a way to position / animate these body parts outside of the 3d modeling program? em pleh
  13. Version Derp.0

    206 downloads

    Tony looked up at the mexican hovering above him with disdain. The burrito hanging out of his mouf was something to behold. It should be enshrined, thought Tony. The owner of that burrito didn't know the true value of what he had. He was SUPER BURRITO MEXICAN MAN This wasn't just any bout of pure jealousy, it was time to take matter into his own hands. like a burd, Tony leaped up and grabbed the burrito with both hands and pulled with all his might. But the burrito was too strong and the strength of it pulled Tony into a nether region of swirls and ponies. He was flying through a vortex of color and chaos. When Tony regained consciousness, he saw a turrible sight...he saw.... A SET OF CARPENTRY STUFF THAT IS SURE TO RAWK YOUR HAWK OFF!!!!@!!!1 MEOW!!!! ***note- these are 2k textures for the most part, some aren't. but they all look pretty good. Its over 200k, but i included about 6 different types of the Saw Dust meshes, it was really hard to make it look good, so i just added a bunch. All of these meshes will most likely need to be scaled up in the CK. Everything but the Sawdust has collsion The wood planks come in 2x4, 2x6 and 2x12. Elm, American White Wood, Willow and Apple woods. Also there is a dried/ ye olden Saw Horse, same one in the above pic Direct any questions you have to the comments section and i will never respond to you.
  14. you can add collision planes and boxes in the ck well enough. its a big pain in the bunnies but turtles never were my enemies. weird that i've never heard or read anywhere that you can use the collisions in ck. good luck bro. holla
  15. i have looked through them before, and i just went through them. Let me just show you what im talking about, idc how good you are at using photoshop, lining this belt up right with the textures is incredibly difficult.
  16. Ok, so I just redid all the textures for the gen kit, which btw, if you have a tileable/seamless texture, you can use one for the entire room kit, i think they did it on purpose, anyway, Ive made a sort of bath tub/basin; its a square, with stairs on all four sides that go down into a basin. The problem is that Convex Vertices Shape just makes a box around the mesh, I tried to break the mesh down into 5 elements, (4 sides and the basin), added 5 rigidbodys and exported, but it only exported the one, so if I needed to collision a stairs, it looks like I would need to import each step seperately. The only option that works perfect is the Stripes Shapes, but it didn't work when i imported it into game, and the packed stripes shapes crashed the ck. What about adding collision in the ck?
  17. I'm going to take a wild stab and say that beth textured their models in 3ds or w/e program they were using. From what I've seen, I'd say it was 3ds. that's really the cause of the problem here. Our nif exporter can't do the bslightingshaderproperties. if they exported uvw maps, the texturers did an absolute amazing job and stitching these things together. for example, on the Male FineClothes02, there's a belt thats on four different elements, one is straight, the next is curved, and the other is scaled 3x larger than the others. how they got these to match up perfectly is something i just dont understand. With that blend if trick and those textures, I've got some really good results. I can make this work, but the more complicated the patterns and especially trim, the exponentially harder it is.
  18. Yes, this is exactly what i was looking for! I was wonder what that blend if thing did. i can see a ton of uses for it. I was looking at the vanilla clothing textures, and the first thing that popped out at me was the amount of grunge they had, but even more so was the apparent depth and i guess i could call it, lighting. It was darker in the right places, and lighter in the right places. I've textured a bunch of stuff, but never tried my hands at clothing and I was pretty overwhelmed. It almost looked like they drew them on. Another thing i noticed was that the UV maps are bit odd shaped, so when I put a brush decal on it, it was very hard to line up correctly. I imagine alot of it was dark/light hand colored, or even dodge/burned around the edges and such. at least now i have a starting place. btw. on your armor model you linked, did you retopolize it or is that from scratch? its very low poly but looks really good. just wondering how you made it
  19. oh hai, I just found out i could import an .obj from any 3d software into photoshop, then link up the uvw map and texture it so i can see the progress. but I am a pretty terrible artist, and this isn't like texturing a candle or ladder. clothing has folds and has higher and lower sections to it, I threw on some solid color and then overlaid a cloth texture but it looks pretty bad. I just need some help actually texturing these vanillla uvw maps for clothing. would be much obliged.
  20. Version Teenage Mutant Ninja Lad

    218 downloads

    Hey that's a high shelf, or hey that kitty is in a tree. How am i supposed to pet that when beth took out the levitate spell? fear not frens, i made some ladders ****!&!&!&**((((( NOW WITH 100% MAOR COLLISIONS!!!!!!!! Ladders. Get Some. Fin
  21. wow my first thanks! Come back and let me know if something is off with the collision, I used a really quick and simple method to make them.
  22. I should probably mention there are 2 types of easels, each with 3 texture sets, from light to dark wood. the Easel01 set probably needs to be scaled down in the CK, I was using it for a large painting. and there is collision on them as well.
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