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worm82075

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About worm82075

  • Birthday 08/20/1975

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  • Gender
    Male
  • Location
    Georgia, United States
  • Interests
    Building web sites, playing video games, riding dirtbikes and ATVs, and spending time with my 3yo daughter Summer Rayne

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  • Website URL
    http://thewormhole.nfshost.com/forum/index.php

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  1. You don't really need a nif exporter to make statics. Export your shape and your collision separately as 3ds files. Then import paste the shape over a shape in a valid Skyrim nif using nifscope. Then import paste your collision over a shape in a valid Skyrim nif that has been stripped down to nothing but a ninode and nitrishape. Run the two files through Nif-utilities and you'll have working collision models.
  2. Granted! http://tesalliance.org/forums/index.php?/gallery/image/24204-noble-rocking-horse/
  3. worm82075

    Worm's Resources

    These are in samples of my in progress and completed works.
  4. Here's an update. The gaelic font set is complete - 74 meshes with a default texture of gold http://tesalliance.org/forums/index.php?/gallery/image/24193-gaelic-alphabet-01/ http://tesalliance.org/forums/index.php?/gallery/image/24194-gaelic-alphabet-02/ http://tesalliance.org/forums/index.php?/gallery/image/24195-gaelic-alphabet-03/ The Daedric font set is complete - 26 meshes with a default texture of dark stone http://tesalliance.org/forums/index.php?/gallery/image/24190-daedric-alphabet-01/ http://tesalliance.org/forums/index.php?/gallery/image/24191-daedric-alphabet-02/ http://tesalliance.org/forums/index.php?/gallery/image/24192-daedric-alphabet-03/ Anybody have any ideas what might be causing the artifacts on my meshes. could it be from setting all vertex colors to white. i tried to leave them off but they would just appear black in the CK so I updated the array and turned them all white.
  5. I am first and formost creating these for myself so yes i am adding them to an esp. Found lots of errors that needed fixing too so it's good that i did anyway. I will likely use them in other projects besides my proudspire addon and i certainly don't want to add 500 objects to an esp in one sitting, more than once. Even if no one else is interested I will have a common library in my load order with all of my standalone assets in it. If I ever release any mods such as homes or dungeons then the common libray(SkyCAL) will be a requirement. I will of course release the models alone(they use vanilla textures) as a resource as promised.
  6. The gaelic set is complete and game ready. There are 70 characters in the set. I'm in the process of adding the gaelic set to the CK and it would appear that alternate texture sets can only be applied to base objects. If i want my letters to have 5 different textures then i have to make 350 base objects. Am I doing something wrong here?
  7. I'm starting this thread to discuss the pros and cons of a common asset library(like COBL) for Skyrim. Much like the hieghtmap for tamriel this is something everyone has to get behind for it to be viable. I know that COBL didn't go over very well because of the size of the download. I think we can overcome this issue by limiting the number of custom textures sumbited to the library. Also i think it would benefit from three seperate libraries. 1) Clutter - this would include all, books, ingredients, decorations, containers, activators, and any systems manipulating these such as sorting containers and manniquins, etc Just about any mod would acces this library from the smallest room addon to the largest worldspace mod. This library would begin as the only one and expand to include the next library at a later date. 2) Archtecture - this would include, new tile sets, interior and exterior expansions of existing tile sets, trees, rocks, water, etc Mostly large worldspace mods would use this library. 3) Weaopns and Armor - this would include fixes to vanilla items. Might be a while before this one gets organized but if the first two are sucessfull then ther will be a dmand for this. Please share your thoughts on this matter and if we can get a consensus on a good outline we'll take it to BSF and poll it to gauge overall community interest.
  8. You know, a lot of people are going to be using these in their mods and to have 20 copies of them in your data folder seems...unreasonable. You know what we need for things like this is an ESM similar to COBL. Much like COBL I could see lots of things in this esm along with these letters such as the collection of books from previous games, ingriedents from previous games, etc. I'd like to take it one step further though and have a library statics and tilesets too. Thoughts?
  9. Yeah, that's exactly what i did. I don't know what i'm doing at all when it comes to importing rigged models so ya i'll get to that later using a step by step guide. I'm thinking I would like to do two resolutions of the creature statues(yep, now thinking others besides dragons). One at full res and static for life size and another at 25-35% for the clutter object. I was just thinking how awesome it would be to have a life size alduin statue in my showroom. In other news I restarted the gealic font set because i just wasn't happy with the resolution. I do have a better work flow going now, I'm using project from view to unwrap so all i have to do is strech the sides out from the edge. Takes about 10-15 min from start to export now.
  10. Yeah, i tried it several ways, worked on it for the better part of 6 hrs. The biggest issue with trying to mate the two together is the fact the skeleton is 1/10 the size of the shape. No matter which one I resize to the other when attempting to wieght the verts they revert to their original size regardless of any attempts to 'apply' translation. I've decided that it will be less time consuming to just build the armature from scratch(which can be much simpler than the existing skeleton since it's just for posing) and doing so at the size the shape imports at will allow a quick swap and pose of each type.
  11. It worked, mostly. The armature didn't retain any parentage, and a few bones are missing but at least it saved me a lot of work creating it from scratch. Thanks IS. It's fubar'd. Not working properly at all because the shape and the skeleton both have undeletable data which ties one to the other but aren't connected. When i get to this I'll be throwing away all of the original rigging and doing it from scratch.
  12. To expand on the water resources already touched on we need a full compliment of marine and fresh water statics and plants. Fuzzy alge covered rocks(fresh and saltwater) kelp reef animals, such as star fish, coral, etc underwater cave tileset(saltwater) underwater landscape textures(salt water) ancient shipwreck clutter I think you know where i'm going with this, the sea of ghosts is a pityful facade. I would love to see a seperate world space called Open Sea that is just 5000 cells of deep ocean. Pipe dream leftovers from Oblivion.
  13. Hmmm, I have had zero luck with Blender 2.49b so i am using 2.65. As far as i can tell you don't need any animations to manipulate the character armature in Blender. I may just import the dragon shape and follow a tutorial for creating a skeleton from scratch. Then I'll just manually pose the skeleton(as if i were making an animation) and just export the resulting shape. I don't know, none of this may even be possible but i'll cross that bridge when i get to it. Thanks for your replys and Merry Christmas.
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