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...

Daedra993

Allies
  • Posts

    33
  • Joined

  • Last visited

Posts posted by Daedra993

  1. Hello!

    So, I've got my model into the CK and everything looks good... except one tiny problem. I get weird lighting reflections on it when looking at in in the CK. I'm not quite sure of what it can be, but I'm leaning towards some shader related stuff. Maybe something I can fix via Nifskope? As you can see on the screenshot below, I got some wierd paintlike lightings on the tower.

    PS: Don't mind the textures, I know they are a bit missmatched around the model, it's somethingI've planed to change! ^^

    2rzw3nn.jpg

  2. It didn't work, but it was an improvement, so to say. But I'm almost there, I can feel it!

    But I did try some with Nifskope's template aswell. Only, it didn't turn out as I thought nor as it's shown in lesson 3. In comparison with yours, mine turned out a mess! :faint:

    What did I miss? And to make it simple, I made a simple cube, nothing else.

    214nuh5.jpg

  3. Bump.

    I got the textures to show up in nifskope now by swaping the mesh from the cube used in lesson 3, graphic artristy. Seems it was the only way to do it to get the texturing "working". But now my UV map is completely out of sync (might not even have been that from the beginning hah!.) I used UVW from 3dsMax to get my UVs and then made the textures in photoshop.

    15ogsra.jpg

  4. hello, hello!

    Well, I finally managed to create my very first custom mesh for Skyrim. (yay!) But once I looked at in in the CK the model was completely black? What did I do wrong?

    I've followed the tutorial on the creation kit website yet something is messed up :( Also, what is this "texture_m.dds" they speak of? It is only mentioned how to make regular textures and normal maps...

    here is a picture taken from the CK.

    2q2itl2.jpg

    /D

    EDIT: I've uploaded my files here, some help is very appricated at this stage, coz I've tried everything I can think of, still no luck...

    http://speedy.sh/k3tPD/P100-TESA.7z

  5. Hello good ppl!

    So, now I've finally got the hang of the whole modding process and personally found modelling be the funniest part! Anyways, I would like to hear from someone here who are experianced in the "custom-made armour department." :) Where should I begin if I wish to make my own armours, from scratch? Which Tools are recommanded? I've heared 3ds max is easier when working with architecture, that sort of things, while other programs are better suited for organic things including persons, creatures and armour/clothings. Ofc I might have heard wrong tho ^^ Also any good tutorials are always welcomed.

    Either way I thought it would be a excellent start to check here! :)

    Cheers!

  6. Hello, hello!

    ATM, I'm creating a castle model in 3ds max which I would like to put into the game. My question, it will be approximately the same size of the blue palace, so could anyone here be kind enough and tell me the size of the blue palace? Preferable in "Generic Units" because that's the units I'm working with in 3ds max and also heard it's the kind the devs used when they build the game?

    EDIT: I forgot to mention I'm looking for the exterior model's size! :)

    EDIT2: Here is a picture of the castle I'm going to recreate in Skyrim: http://vadstenaslott.com/wp-content/uploads/2012/05/Vadstena_slott_fagel.jpg

  7. Use Generic Unit, same as Bethesda when they make their games using 3dsmax.

    If you're gonna make tilesets, try to keep them 256x256, 512x512, etc. Height only matters if you plan to make them stackable. You should always try to keep your polygons count as low as possible, ie a plane surface doesn't need subdivision unless you plan on having vertex shading, or the smaller the cylinders, the less sides you need to preserves the illusion of roundness. In 3d modeling for games, less is always better. If your stuff is optimized it means everyone will be able to enjoy it.

    Yes you can use vanilla textures on your new meshes, but you're gonna have to work hard in the UV mapping department to make them fit. Its not like with Oblivion textures where you had multiple textures for one mesh, they were simple and could be applied to almost anything. The Skyrim textures, like FO3, are based on unwrapped UV maps, meaning they're complex, and you often only have a few per nif.

    Generic Unit, eh? I'll take a look at that. cheers for the help, both of ya! Take some :cookie4u: :cookie4u: as thanks! :D

  8. There might be some info in this thread you can use about tilesets. All I know is making them is math-intensive and not my strong suit :lol:

    As for poly count, just import some vanilla models to get an idea. You obviously don't want to go crazy but I'm sure some are upwards of 10k. It all depends on the size and details.

    I wouldn't recommend trying to re-use vanilla textures, unless you want to fight to get your UV exactly the same to fit the texture if it has details. If it's a plain texture such as a brick or stone wall, sure you can re-use. Extract the .dds files out of the .bsa and apply them as you normally would.

    Nice, thanks very much! As I'm atm only making new exterior buildings, I think the easy route (re-use vanilla textures is quite possible, so I'll go with that as far as I can :yes:)

    +1 for you, mate!

  9. Hello,

    So, I've now began to mod for real, yay! :D But some qustions came up as I were building some models in 3Ds Max. First of, in 3Ds Max, I'm working with the unit "metric" But then, I've no idea in what unit/size bethesda built their tilesets? Secondly, what amount of polygons should be used in a model which you will add to a game, in this case Skyrim? I've heard that 3D programs tend to go above the amount used in games :P And finally! Is it possible to use the games default textures on completely new models, If so, how?

  10. Why thank you friend! :) This will be invaluable to me in future mods! :D

    +1 to you good sir!

    Cheers, mate! Glad I could help :) I wish you the best of luck in your project(s) :thumbup:

    • Upvote 1
  11. The heightmap tool for whatever reason is very buggy, To make an exterior world you can do it in two ways... go into the new world and use the landscape tool(which is very time consuming) or go through and use a tool which you can use to make height maps.(fractal world mapper for example) export the results and through a series of steps(which I can't recall at the moment) import the full heightmap into the ck. The largest a world can go is literally 16x16 quads. Any larger and you'll have to use multiple maps.. which brings you to having to add mountains/oceans/seas to block those areas off. And then create load points such as gates, which would then allow players to go further. I suppose in "theory" you could make as big of a world as you want using multiple maps.. whether it's feasible or not? Is hard to say.. what CAN be said is that to make a large worldspace will take months.. literally months. And sometimes years depending on how advanced you go.

    Thanks for the help clearing things out for me! :) Now, I know how much you ppl like cookies, here have one! :cookie4u:

  12. Ok, good news. Seems I don't even have to make a completely new heightmap for this. I can create my little island via the landscape edit tool in the CK :) But, I still got a question. As the heightmap editor from the CK is very unstable creating new heightmaps, what tools are used instead to create heighmaps for Skyrim?

  13. I was under the impression that creating a new worldspace was impossible :o Might I inquire how you did that? It'd be very useful to know :)

    Certainly! I just clicked on the world tab, and then world spaces -> create new. If you are familiar with Oblivion, (Fallout?) It should be of no problems :) Tho, after I had created the base ID with my desired numbers, and started crafting my little island then try to save, the thing crashes on me. It's something bout' the heightmap tool I believe. So, in theory, yes it works fine. But once you are actually working with the landmass, that's another story :(

    So, now I've been asking for help here, with hope there is a work around: http://tesalliance.o...ms-with-the-ck/

    EDIT: I have now stumbled across a tutorial which seems, to show how to make an island in this case. I would say, what he does is a much better option for smaller scale landmasses which do not requires an heightmap of its own. :)

    • Upvote 1
  14. Hello,

    As the title states, I'm having problems with the creation kit. More specificlly, the damn thing crashes everytime I try to save a custom heightmap. This is not only in skyrim, I've had this problem since Oblivion... So, what can I do to prevent this, make the CK more stable, something? :shrug:

    Now, I'm reading that the heightmap tool wasn't used my bethesda during the creation of the game, that it's not supported? :o Should I be using another program outside the creation kit while making heightmaps/landmasses?

  15. Hello peeps!

    First of, sorry if this is the wrong section. Anyways, I would like to create a small island in its own cell (Not tamriel world space.) But with all the new features in the creation kit I can't seem to find any that will let me make one. As this is for a personal project, I don't need it to be connected to the rest of the world, only able via the coc comment. So, my question is: how do one create landmass within its own world space?

    /D

    EDIT: Found it! :D

  16. I cant believe it, it's actually happening! Well, planes for it anyways :) tbh, I was kinda affraid of this not be continued over to Skyrim. With last Oblivion project and all...

    Anyways, I've just started my mod carreer doing a school project. So I won't take part in this year's. But wish you all the best and I really hope you will manage it! ;)

×
×
  • Create New...