Aaaand yet another problem with meshes

Post » Mon May 09, 2011 5:35 am

Well, my problem now is that I want to combine two excellent resources: http://www.tesnexus.com/downloads/images/26783-4-1251423441.jpg from MEO's Bits and Pieces, and http://www.tesnexus.com/downloads/images/18848-5-1217564859.JPG, in order to create a nice, "Zen-style" covered pool. Sadly, preliminary tests have confirmed one thing that I feared: http://img178.imageshack.us/img178/8821/screenshot0bb.jpg (http://img695.imageshack.us/img695/1695/screenshot1ds.jpg).

I imagine there's no easy way to remove that bit of wood and that the meshes must be edited. And now I ask....having in mind that I have 0 notion of using any 3D modelling software (Blender, 3D Studio, etc)...would it be *easy* to edit the porch mesh in order to remove the conflicting wood panel, or even to merge both meshes? (they're only two: the porch and the pool). I'd ask any kind soul to do it for me, but I feel like I've already asked too much in too little time :(

Anyway, I'd appreciate any help about this. Thx to all!
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Manuela Ribeiro Pereira
 
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Post » Sun May 08, 2011 8:29 pm

Open the fullporch.nif in NifSkope, right click on the floor section you want to remove and select Remove Branch. That will get rid of the square floor section. Note: that will remove the entire floor piece. If that's not your intent, you'll have to use Blender, 3DSMax or something else to edit it.
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Mari martnez Martinez
 
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Post » Sun May 08, 2011 10:54 pm

Well, I admit that it was my intention to keep some space occupied by the wooded floor (as shown in the preliminary pics), but that's a nice Plan B if I utterly fail in the task of editing the model (as surely I will, but whatever..).

EDIT: Well, things are improving little by little...I think editing the .nif plus some tweaks would do the trick, although now http://img185.imageshack.us/img185/9307/screenshot0v.jpg, so my char wouldn't float above the pool anymore :D I'll look at it after dinner.

EDIT2: OK, I've no clue how to remove the physics of the wooden floor...any help there?
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anna ley
 
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Post » Mon May 09, 2011 3:50 am

That is a bit harder without a 3d program (it can be done by figuring out which vertices need to be removed but that takes a bit of playing around to figure out in NIfskope) - much easier to do in MAX or Blender so here you go - ( http://www.4shared.com/file/ExuToPlo/fullporch_nofloor.html ) -- I removed the floor and also the collision for the floor and reexported from MAX so it should work like you were doing in the last pic. (I think the pool deck has its own collision so removing the floor havok from the porch and using the pool and deck should work correctly but if not send me the NIF for the pool by PM and I can work on combining the 2 pieces - but I think it should work with the simple change I made.) - also if you still want a wooden floor you could probably easily change the texture for the pool deck to wood !

I did not test it in game so let me know if there are problems !

EDIT : Was a bit bored so went ahead and redid the UVMapping on the pool deck so you can use the wood floor surface -- ( http://www.4shared.com/file/8zuy0BM3/whitfangredo.html ) - Let me know if there are any problems with either piece (the pool deck has colision so it will fit well with the canopy piece with removed floor collision.)

http://i212.photobucket.com/albums/cc189/JDFanning_bucket/pool.jpg
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Alyna
 
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Post » Mon May 09, 2011 10:52 am

wow, JDFan, too much info for someone that has just wake up in the morning....(lol).

Thanks a lot for all of than, man, I'll look at it and implement it as soon as I arrive back from work.
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loste juliana
 
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Post » Mon May 09, 2011 11:03 am

Yes! They are working perfectly when put together, thx a lot!!. My char can now submerge in hot water! :D (or well, he'll do it when I retexture all of it a bit...I kinda like the overall default look but looks a bit dull to me, and like it can be improved (if my learning in retexturing is any faster than in editing meshes :( ).

However, I still could use some help, if you are still bored ;) While adjusting the pool's height at the porch, I noticed that facing north/south (or west/east, depending of how you put the porch), http://img339.imageshack.us/img339/6789/screenshot1ve.jpg, but http://img186.imageshack.us/img186/8607/screenshot0p.jpg. Also, the ratio of the pool and the porch' empty space aren't the same, so no matter what I do, http://img815.imageshack.us/img815/3564/screenshot01c.jpg. If you could fix it (adding more *wooden floor* to the pool in order to match, or adjusting the size so it could match the empty space of the porch or something), I'd really appreciate that, too ^^
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Zach Hunter
 
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Post » Mon May 09, 2011 3:50 am

Yes! They are working perfectly when put together, thx a lot!!. My char can now submerge in hot water! :D (or well, he'll do it when I retexture all of it a bit...I kinda like the overall default look but looks a bit dull to me, and like it can be improved (if my learning in retexturing is any faster than in editing meshes :( ).

However, I still could use some help, if you are still bored ;) While adjusting the pool's height at the porch, I noticed that facing north/south (or west/east, depending of how you put the porch), http://img339.imageshack.us/img339/6789/screenshot1ve.jpg, but http://img186.imageshack.us/img186/8607/screenshot0p.jpg. Also, the ratio of the pool and the porch' empty space aren't the same, so no matter what I do, http://img815.imageshack.us/img815/3564/screenshot01c.jpg. If you could fix it (adding more *wooden floor* to the pool in order to match, or adjusting the size so it could match the empty space of the porch or something), I'd really appreciate that, too ^^



OK - had some free time so http://www.4shared.com/file/ItvIxviq/poolwporchFinal.html -- I combined the 2 pieces into one and fixed the gaps etc. then made a new collision for the combined piece. Also went ahead and made a quick .esp placing it at cloud ruler temple just to test that it was working properly (Note : I didn't adjust the cell water height or add a static water mesh for in the pool so it is empty in the screens !) -- http://i212.photobucket.com/albums/cc189/JDFanning_bucket/pooltest02.jpg and http://i212.photobucket.com/albums/cc189/JDFanning_bucket/pooltest01.jpg -- and it seems to be working fine you should be able to scale it up or down in size in the CS so you can fit it where you want. Let me know if you have any problems with it and I'll see about fixing them but it seems fine in my testing !
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Rebecca Clare Smith
 
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Post » Sun May 08, 2011 9:07 pm

wow, that's just lovely done! I can't thank you enough :D

I'll test it ASAP, placing it in CRT (btw, for testing I normally put it just in the place where those two Blades use to practise with the swords...I'm a bad guy, really ^^), but that seems nice! Now I've to center in retexturing the pool and all we'll be done (those black & gold and the marble texture definitely could be improved).

Thx a lot again!
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Cat
 
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Post » Mon May 09, 2011 7:02 am

OK, I give up, is there an easy way to add water to this sacred* game? I've tried by raising the level in the cell options, but it doesn't seems to rise in the exterior cell I've tested (near CRT...maybe it's too high? I put an exagerately high value, too), and Oblivion crashed when I tried to do the same in an interior cell. It doesn't matter, though, as it'd have flooded all the cell anyway, not just the pool.

Is there any modder resource like Texian's Static Water meshes that can be freely placed while still acting like *normal* water? (or can that resource be configured as such)?





*In Spain, the word "sacred" (holy, saint..) used in that way is some sort of a euphemism for "the *F* word" :) (I said that j/k, as always ^^).
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Curveballs On Phoenix
 
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Post » Mon May 09, 2011 8:03 am

Try - http://www.tesnexus.com/downloads/file.php?id=18905 !
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Robert DeLarosa
 
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Post » Sun May 08, 2011 11:40 pm

Try - http://www.tesnexus.com/downloads/file.php?id=18905 !


Yeah. That mod is great. Everybody in the comments says how nice it is, how many headaches has solved, and how well it works...

...EXCEPT FOR MEEE!! ARGRGRRR!!!!

I've added it as an Activator (because it seems to need a script for sounds to be added, and scripts can't be added to Statics), and put it inside the pool. The result: a very nice, but ghosty and worthless effect of water :P

So...how does this resource works? (insert donkey pic here)...
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Eduardo Rosas
 
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Post » Mon May 09, 2011 6:21 am

Yeah. That mod is great. Everybody in the comments says how nice it is, how many headaches has solved, and how well it works...

...EXCEPT FOR MEEE!! ARGRGRRR!!!!

I've added it as an Activator (because it seems to need a script for sounds to be added, and scripts can't be added to Statics), and put it inside the pool. The result: a very nice, but ghosty and worthless effect of water :P

So...how does this resource works? (insert donkey pic here)...


Might be that you are making an activator - instead make it a static and resize the waterplane to the dimension of the pool ( http://www.4shared.com/file/ofIGEB3X/WaterPlane.html) -- place the pool nif in game and then also place the waterplane and place it at the level you want in the pool -- then if you also want the sound script make a new trigger zone and place the script on it and place around the pool (that way the script will play when you are inside the trigger zone and stop when you exit the zone)

http://i212.photobucket.com/albums/cc189/JDFanning_bucket/pool3.jpg

and http://i212.photobucket.com/albums/cc189/JDFanning_bucket/pool2.jpg
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Jason Rice
 
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Post » Mon May 09, 2011 10:54 am

Arg, crap. I remember now (been a couple of days too busy for modding anything). I did an activator, yes, because the water mod needs some script to be attached, and there's no (apparent) way to attach scripts to statics. I'll try to add it as static...and hey, if sounds via scripts can't be added (can't be added? :D ), then screw sounds via scripts ^^

Thx for all the help, man! Ah, and lovely screenshots :)
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Nicole Mark
 
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