got 2 questions.

Post » Tue Oct 26, 2010 8:10 am

ok, i have to REAL quick questions, i'll be fast promise B)


first i need to know how to make trees ;) i can use stuff like treeD and NGplant, it's the leaves i dont get, and all that alpha stuff :huh:

second i'm still lost with armor, which is dragging down a mod i'm making, i'm using bahamuts tut, and a have acess to a few others, but one's unfnished, and i have to ask the guy for the other one.

so, this is from bahamut tut around the nifskope part:

"fire up nifskope

Ok so this is my expored mesh, we need to make some modifications so it will show in game. first me must make an NiNode an name it Scene Root (block->insert->NiN->NiNode, and name it). Then in block details of our new node change "Num Children" to 1, click on green arrows of Children, then expand the list an insert the node number of Bip01."

yeah.. i'm lost now sorry, but otherwise great tut bahamut B)

so can anyone help me with these 2 question?
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Elizabeth Lysons
 
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Post » Tue Oct 26, 2010 10:28 am

first i need to know how to make trees ;) i can use stuff like treeD and NGplant, it's the leaves i dont get, and all that alpha stuff :huh:



In video games , best results are achieved by using low poly models with great textures as high poly models can have a severe impact on game performance so the tendency for developers is usually to keep poly counts to an absolute minimum. To make each leaf and twig individually would mean a huge amount of work and an astronomical poly count, whilst such models do exist it is doubtful they were made for use in games. To keep polycount down when creating leaves and twigs , the model is just a low poly plane with a texture portraying lots of leaves and twigs. the texture will perhaps be a white square with a photo image of leaves and twigs on it , if placed as is in game then the leaves on trees will look like a flat white squares with leaves on it and will look really naff. An alpha channel is simply a setting on a texture that specifies which parts of the texture is to be invisible, So in this case case you would create an alpha channel using the appropriate tool in GImp or photoshop that specifies the colour white is to be invisible so that the game engine knows not to render the white background in that particular texture so the only thing you see in game is the leaf and twigs.
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Theodore Walling
 
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Post » Tue Oct 26, 2010 8:35 am

cool thanks for that.


and BUMP FOR QUESTION 2!!
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Queen Bitch
 
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Post » Tue Oct 26, 2010 10:18 am

BUMP
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Steven Hardman
 
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Post » Mon Oct 25, 2010 10:27 pm

bump again
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Fluffer
 
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Post » Mon Oct 25, 2010 9:31 pm

(block->insert->NiN->NiNode, and name it). Then in block details of our new node change "Num Children" to 1, click on green arrows of Children, then expand the list an insert the node number of Bip01."




I don't know for certain I am just making a guess based on what I think I know about Nifskope. :)

Right click anywhere in the "block" window, find "insert"→"NIN"→"NiNode." This will apparently add a NiNode branch to the the "block" window. Now select the newly created Ninode so that it is highlighted. In "block details" window find "Num Children" and change it from 0 to 1. Below that is a "Children" list, click arrow to expand and add the number of Bip01. The Number of Bip01 is the number to the left of it in the "block" window.
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Lovingly
 
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Post » Tue Oct 26, 2010 6:57 am

wollibeebee asked me to bump this for an answer
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Elizabeth Lysons
 
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Post » Tue Oct 26, 2010 1:15 am

wollibeebee asked me to bump this for an answer

I would've, but I was all like dude, you're bumping this way too much.
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Paula Ramos
 
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Post » Mon Oct 25, 2010 8:34 pm

bump! all problems fixed btw
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YO MAma
 
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