Jump to content

DOWNLOAD MODS

Are you looking for something shiny for your load order? We have many exclusive mods and resources you won't find anywhere else. Start your search now...

LEARN MODDING

Ready to try your hand at making your own mod creations? Visit the Enclave, the original ES/FO modding school, and learn the tricks of the trade from veteran modders...

JOIN THE ALLIANCE

Membership is free and registering unlocks image galleries, project hosting, live chat, unlimited downloads, & more...

wetblanket

Allies
  • Posts

    85
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by wetblanket

  1. In the CS, if you select 'edit' on a cell the resulting dialog box has a 'Lighting' tab. That tab has an RGB setting for 'Ambient'. When I say no ambient light, all RGB values are set to zero. My understanding of ambient light (from CAD) is even non-directional light, I'm assuming it is the same in the CS. Three vanilla items are in play here: - "architecture\lowerclass\houselowerinterior02.nif" the interior mesh - "architecture\farmhouse\farmhouseconstruction05.nif" the beam - "World Objects\Light\Lights\Candelier01Orange512" the primary light source This shows the arrangement of objects - I made a loft out of variously scaled instances of the beam mesh. The light coloured handrail uses the same mesh as the dark beam below and the central dark column. The two pale columns on the right are part of the interior mesh. I placed darker column between for comparison. The candelier is placed centrally. If it is moved further away from the dark beams more light seems to fall on them and they appear lighter. Also if the dark components are scaled down they become lighter. I think that's sufficient to replicate.
  2. ' I was scaling in the CS so no. In case it isn't already obvious, this is all very new to me! Learning Blender is too much at this stage. The CS and NifSkope are more than enough to chew on. Since I posted I found something called 'HOUSE MODDER'S TOOL KIT' by Vince Bly (you? - if so ). I had more or less given up on the vanilla resource. The docs make mention of exactly what you suggest as regards scaling his primitives in NifSkope. There is mention of x1.2 being a limit before having to Update Center/Radius. I was scaling in CS to x1.4 or so. So my new plan of attack is to try scaling in NifSkope, doing as you say. If that fails then try making my own with Vince Bly's kit. Thanks for the help everybody and I'll let you know how I get on. edit. Re-scaled in NifSkope and updated Center/Radius. Certainly better. Still much darker than the house interior even though using the same texture. edit. Made a new texture and normal map twice the size of the original. That and the NifSkope work means it's a pretty close match. I may yet make an even bigger version since scaling down doesn't seem to cause the problems scaling up does in the CS. The lighting is another issue. I'll have to use a fake light way off center and replace the real candelier with a fake. Cheers all.
  3. Thanks Hanaisse. Unfortunately no change. I think there is some problem with the way Oblivion handles light. If I move the rooms main light source ('candelier') further away, this particular object is better lit! If I scale it down without moving the light it is better lit. Doesn't make sense to me.
  4. The vanilla static "architecture\farmhouse\farmhouseconstruction05.nif" appears very dark beyond a certain scale without ambient light. With ambient light or quite small it appears correctly. Is this a limitation I have to live with or can I do something to make it appear correctly at larger scales? I have tried changing the texture to no avail. Would a larger/higher res texture work?
  5. Homework: Interior Lighting This uses the diffuse lighting settings as recommended as well as a number of real lights. Pathing - overview Pathing - house exterior General view of site The garden fence looks out of scale to me Aquatic garden TES4Gecko Hope you can read this, not the best screenshot.
  6. Lesson 3 homework: Approach to house House Front Corral House Side House Rear What the Argonian saw By night Azura! Cellar Exit Pathing I've departed somewhat from the instructions and will redo if necessary.
  7. My homework for Lesson 2: Storage Study/Alchemy Sitting Area Kitchen/Dining Entry Custom Containers Path grid Probably should have cluttered more but I like it tidy, makes a nice contrast to my RL edit. Forgot in-game image - again In-game
  8. Thanks for providing this series of tutorials. Here is my homework: Bedroom area Sitting area Dining area Entry Edit. Forgot in-game shot
  9. Thanks for the welcome.
  10. wetblanket

    Hello

    To be honest I only registered for DP's mods but having looked around I might just stay. The Modding School in particular looks interesting.
×
×
  • Create New...