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delta19

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Posts posted by delta19

  1. First thing I'd check is the BS Num UV Sets, click on the NiTriShapeData node and check the details pane for the UV sets. It should be set to 4097, any other number and the normal maps don't work.

    first thing i checked and first thing i always check after i learned how to make a bow, thanks again for that. bv numbs are 4097 like they should be.

     

    i have time and gimps site is back up so i'll just redownload.

  2. so as the title says i make a normal map i put it on my shield and i get nothing.

     

    ea4b44e1d5.png

     

    normal map settings, exported as dds compression bc3/dxt5 and gen mipmaps.

     

     

    6aaf72191f.png

     

    everything in nifscope

     

    dkXhS23.jpg

     

    and nothing in skyrim.

     

    what am i doing wrong or is something messed up in my nifscripts 

  3. It's hard to say just by pictures, there could be many reasons. Either;

     

    - texture

    - normal map

    - any of the many shader flag options on your mesh

    - vertex colouring

    - emmissive or specular colouring

     

    When you created the nif did you copy the BSLightingShaderProperty nodes from another vanilla weapon? Compare every single option of a vanilla mesh with yours and also compare texture files of vanilla to yours and it may pinpoint the problem.

    i just imported the mesh in to the steelsword nif. so everything is the same as in the just the mesh is diffrent.

  4. Well, you won't have a BSLightingShaderProperty on export. You have to add one. Where did yours come from?

     

    Also make sure you changed the User Version to 12 and the User Version 2 to 83 in the NiHeader block.

     

     

    i did all that and it didnt work i ended up just wiping my temp data and shutting down for the night, seems to have fixed it.

    da3cda4705.jpg

     

    now to find a good way to make armor...

  5. Awesome! I was going to mention the hair but you got it. The only other thing is the purple "I have no texture" look. Or is that on purpose?

    poc so didnt waste the time.

    LMcdSKj.jpg

     

    this is the finished product. 

     

    thanks for the help getting to this point!

    1857fd2753.jpg

  6. Sorry for the delay, delta19. How's it working out? To answer your questions....

     

    Correct. Every piece of armor/clothing needs at least one partition.

     

    Correct.

     

    This tutorial I just wrote will help you the next time to add materials and textures in Blender.

    http://afkmods.iguanadons.net/index.php?/topic/4022-skyrim-blender-basics-add-materials-and-textures-to-nifs/

     

    Ok, Part 4, Section 4 is creating the skin partition. For your purposes, just create one partition for the entire object, and name it BP_HEAD for now. (per the body part reference sheet)

    http://tesalliance.org/forums/index.php?/tutorials/article/117-creating-skyrim-armor-in-blender-skin-partitions-body-parts-biped-objects-reference-sheet/

    Part 4, Step 5, when it says to import the malebody_0.nif, you want to import the malehead.nif again, with Import Skeleton Only + Parent Selected checked. Continue exporting.

    We're now into Part 5, Step 2 - cleaning up in NifSkope. #3 is where we change the skin partition name. Per the reference sheet, change this to SBP_42_Circlet. Continue on. When you create the new object in the CK, use the Circlet slot. This does mean that your new glasses cannot be worn with circlets.

    Hope that helps.

     

    looks like it will but, i cant play skyrim anymore. i'll still get the nif done and see if i can find someone with a play-through going on i can use to test.

  7. The process would be exactly the same as my armor tutorial, except using the head nif and not the body nif.

    Have you tried it? Is there some point you're having difficulty with?

     

     

    the whole thing, it only talks about the body partitions and not head.

    for this im using a circlet because from my understanding its the only head object that sits that high up and doesnt cover anything. 

     

    ok so for body and head theres 3 skin partitions. every armor needs to have one.

    correct?

    due to the state of the nif plugins we have to fix the partitions so that the CK can use them.

    correct?

    part three is basic and dont need clarification.

    the first five steps are easy but, i never learned how to import textures and what not in to blender. do i really need them if im just going to replace the mesh?

    ok i didnt edit enough to add a head.

     

    ok add a new head and follow part 4 section 1 2-4 and delete only the bp torso and copy bone weight at 0 quality.

     

    ok so far every thing look right, right? this is what im told to do.

     

    ok my glasses now have the weights so delete the head.

     

    and part 4 section 4 im lost because what its telling me to do only applies to the body and not the head.

    http://tesalliance.org/forums/index.php?/tutorials/article/114-creating-skyrim-armor-in-blender-part-4-modifying-an-existing-nif-in-blender/

  8.      So im trying to make a pair of sunglasses for my kitty and, so far i have a pair that i would like to try out. The only problem is the only tutorials i can find are for armor and not headgear. Anyone here able to point me towards something that can help me in this endeavor?

     

    i have the following programs

     

    nifskope 1.1.3

    blender 2.7

    blender 2.49 with the nif plugins

    gimp for texturing

    and the CK.

  9. something that has always perplexed me about skyrim and some of the most popular mods that everyone seems to use is, whats with the emphasis on making your toon have the skimpiest clothing or armor available, the perfect bewbs and the roundest buttocks. like am i suffering from some sort of metal illness or am i missing something here? 

     

    so please share why do you use the armor/body mods that you do and, please keep it clean pg-13 after all.

  10. @delta19. I would not guarantee the condition of NifSkope plugins, they are not very robust, which is why we have 3d program specific plugins.

    If you care to share the files then we can take a look.

     

    Also you are using v1.1.1, v1.1.3 is latest recommended version, but I will link the latest 1.2 dev build of NifSkope once it is uploaded it alot more stable even at this stage than wither of the two.

     

     

    for this im not using any nifskope plugins or any blender ones, just blender 2.7 and nifskope 1.1.1 .

    also im using 1.1.1 because that is the version needed to make bows by this websites tutorials and not gonna change that because im not skilled enough to fix any problems that may pop up.

  11. Hmmm, if you get the screw piece when Nifskope doesn't crash it seems that the screw modifier isn't the problem. It's the relationship between the pieces you've made that's giving Nifskope the fits. Before exporting be sure you've CTRL A'd to apply transformations. I wrote that because I can't imagine what happened and I had to write some kind of advice :)

     

    Just for giggles try importing the 3ds back into Blender after you export it to see how that looks. If it looks ok then it's not Blender's fault.

     

    As a last resort you could try deleting the cylinder and making a new one by extruding the edge of the spiral wrap, but I got a little angry just writing that because dammit the cylinder and toruses - torii - should export. Maybe they do export nicely though, which is why I suggest importing back to Blender...

     

    i'll have to test that later because right now when i export a 3ds with a screw it corrupts the file.

     

     

    minus the bewbs, me right now

    tumblr_lw4d5px0mq1qau8qao1_500.gif

     

    didnt even have to do what you said just did what i always do and it worked. well that is after i decimated it and got the files size to a point where it wouldnt kill nifskope.

    7b976495d7.png

     

     

    like i, i dont even know anymore.

    ugh

    wheres the good scotch.

     

    well its working for sure now

    guess i should restart my computer once or twice before asking a question.

     

    for any future modders starting out that read this

    restart your computer

    open the .blend file

    decimate the mesh as much as you can and mess with the uv till the file is under 500KB

     

    once done open the less<500KB .3ds file in nifskope and it should be working just fine.

  12. so in blender my mesh is a cylinder with a torus on each end. i uv map all 3 of them and join them together. ok i can export that as a .3ds and it works just fine. thats not what i want though, i want it to have a nice little leather spiral on it. so i make a circle and mess with the scale a bit then add a screw modifier to it, make my leather wrap and uv map it. now once joined to the other parts i enter edit mode and unwrap again to fix the mess of a uv map i had, and i get this.

    da7e028dfd.png

     

    ok thats fine, that usable. not going for looks just learning how to use nifskope 1.1.1 and .3ds files. so i hit tab, scale along z and make it an oval.

    i then export that as a .3ds and try to import it into nifskope.

    heres where the fun starts.

    if it doesnt crash i get this

    0db956da88.png

    or this

    1e48e89297.png

     

    and i have no idea how this happened or what i did wrong to get this... so all i can say is. help?

  13. the best option is to use nifskope 1.1.0 rc4

    it supports obj just fine and doesnt give you any fuss about where its gonna put your stuff. with 3ds it throws it where ever it bloody feels like and leaves you to fix it.

     

    sourceforge.net/projects/niftools/files/nifskope/1.1.0/

  14. Good work. :)  I assumed you changed your UV at some point? It doesn't look like it did in Blender....

    oh that was with a new mesh. started over when i heard about the uvs needing textures

    heres what im doing now

    08c3f63235.png

    ea96701e05.png

    not the best looking thing in the world but hey only been modding since march of this year. but at least it looks better then in morrowind.

    • Upvote 1
  15. No, the error is your workflow in Blender. You have not assigned your bow a texture. Even if it's just a temporary texture Blender needs this link to attach the UV to.

     

    gallery_1482_4_31600.jpg

    this is why i hate 2.49

    i make non-stop mesh errors.

     

    i've never done this before so, is it just add new texture, pick clouds, and im done? or is there more to it?

     

    texture type image

    add 512x512 solid black image i made in paint

    export

    9a88ee3b73.png

    if this is right or now idk but i have a uv map.

    now you can have some cookies.

  16. ok i uninstalled everything, all blenders, scripts, everything related to mod making for skyrim(but not the CK),shutdown and rebuilt.

    i make a folder on my desktop named "design and file programs" and a folder in there named "blender2.49" and installed blender inside it.

    i then installed python 2.6.6 and let it go where every it wanted.

    i then installed pyffi 2.1.8

    i then installed nifskope 1.1.1

    i then tried to install nifscripts 2.5.8 but couldnt because pyffi was out of date.

    i then updateded to pyffi 2.1.9 and installed nifscripts

     

    i then restarted

     

     

    next i made a basic recurve bow in blender 2.49b and once done i imported an ebonybow nif in to blender on layer 2.

    moved ebony over to my bow

    copied weight and deleted ebony once done

    moved bones over to my bow armatures, dont make groups

    clicked bow, tab, make real, tab, named it to "BowMesh:0" in both boxes

    clicked bow then bones, file, export, fallout unclick the one thing the tutorial tells you to.

    nope un-uniform scale and rotation work around by ctrl-a

    with bones and bow still highlighted ctrl-a'ed, clicked scale and rotation to objdata.

    then exported with same options as tutorial

     

    this time in nifskope there was only three things in the nitristrips node. the skininstance, tristripsdata, and a stencilproperty

    deleted the stencil thing and followed the rest of the tutorial.

    ppshaderlighting and everything else was still missing. there where no uvs.

     

    just tried on the other computer. installed all the files in the default places. made everything new from scratch all that good stuff.

    still no go and that computer has never had blender on it or any of the other files you need.

     

    the only thing i can think of is one of the files that you need that insanity linked in his tutorial is bugged or he forgot one little thing that makes or breaks the whole file.

    that or a mesh error on my part.

  17. Alright, that was informative. There is something definitely wrong with your export. Along with missing the PPLightingShader, when you show the NiTriStripsData I can also tell it's missing some data.

     

    There's no BS Num UV Sets (it should = 4097, yours = 0), plus there are no Tangents or Bitangents. These hold the UV information. I have no idea what's causing it. What version of Blender Nifscripts are you using?

     

    If you could also upload (or PM me) your .blend file, from just before it's ready to export, I can take a closer look and test it myself.

    blender 2.49, nif scrips 2.5.08 and 2.5.09, pyffi 2.1.11, and nifskope 1.1.1. pm inbound

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