[WiPz] Misc. Little Projects

Post » Fri Feb 18, 2011 2:47 am

The link to the mesh keeps redirecting me to the Media Fire home page so I can't download it to take a look.
User avatar
Life long Observer
 
Posts: 3476
Joined: Fri Sep 08, 2006 7:07 pm

Post » Fri Feb 18, 2011 10:12 am

The link to the mesh keeps redirecting me to the Media Fire home page so I can't download it to take a look.

Ah, I pasted in the wrong url. I fixed the link in the post, or you can just click http://www.mediafire.com/?zawyrmnmzmn. :)
User avatar
kennedy
 
Posts: 3299
Joined: Mon Oct 16, 2006 1:53 am

Post » Fri Feb 18, 2011 7:18 am

In regards to the disappearing, I've had similar problems when combining parts of armor together. Unfortunately, I could never find a fix using NifSkope, so I ended up skinning them in Max. Hopefully someone more adept at using NifSkope will be able to help you out.

On a side note: As usual, it looks like you've done a great job of using vanilla textures to come up with new stuff, that blends in seamlessly with the game. :goodjob:
User avatar
Shaylee Shaw
 
Posts: 3457
Joined: Wed Feb 21, 2007 8:55 pm

Post » Fri Feb 18, 2011 3:59 am

Well I can get the part to show up in game using NifSkope but its either in the wrong place or its badly distorted. I've got another thing to try yet before I boot up Max and just combine it that way.

As to the way the parts become Black, thats because the Vertex Colors seem to have gone Black when I exported from Max. In NifSkope if you go to View> Block Details then find an NiTriShapeData and click on it. In the Block Details you should see 'Has Vertex Colors' and below that 'Vertex Colors'. You can either change 'Has Vertex Colors' to no or you can expand 'Vertex Colors' and change each Vertex to White by hand(which is very time consuming).

Edit: Ok I've managed to get the loincloth part working and in the correct position. There are however two problems the first being the logic I used to get it into the right place.

http://i20.photobucket.com/albums/b240/Psymoniser/NifSkope-Doodles/BoneMold_NS.jpg

Physiqued meshes do strange things when you try to move them in NifSkope, moving the loincloth backward (-x direction) to visually the correct position in NifSkope resulted in a move to the right (+y direction) when the Armour is placed on a NPC/Player in the CS/ingame, so instead of moving it backward in NifSkope I moved it to the left(-y direction) which is why it looks like it does in NifSkope.

This brings me to the second problem and thats the position,

http://i20.photobucket.com/albums/b240/Psymoniser/NifSkope-Doodles/BoneMold_Ingame.jpg, as you can see it clips very badly with BB and BB clothes but moving it further forward will make it clip with the belt buckle or make it look as though it is floating in mid air.

I can send you the mesh as is if you like :shrug:

Sy
User avatar
Cartoon
 
Posts: 3350
Joined: Mon Jun 25, 2007 4:31 pm

Post » Fri Feb 18, 2011 1:50 am

Well I can get the part to show up in game using NifSkope but its either in the wrong place or its badly distorted. I've got another thing to try yet before I boot up Max and just combine it that way.

As to the way the parts become Black, thats because the Vertex Colors seem to have gone Black when I exported from Max. In NifSkope if you go to View> Block Details then find an NiTriShapeData and click on it. In the Block Details you should see 'Has Vertex Colors' and below that 'Vertex Colors'. You can either change 'Has Vertex Colors' to no or you can expand 'Vertex Colors' and change each Vertex to White by hand(which is very time consuming).

Edit: Ok I've managed to get the loincloth part working and in the correct position. There are however two problems the first being the logic I used to get it into the right place.

http://i20.photobucket.com/albums/b240/Psymoniser/NifSkope-Doodles/BoneMold_NS.jpg

Physiqued meshes do strange things when you try to move them in NifSkope, moving the loincloth backward (-x direction) to visually the correct position in NifSkope resulted in a move to the right (+y direction) when the Armour is placed on a NPC/Player in the CS/ingame, so instead of moving it backward in NifSkope I moved it to the left(-y direction) which is why it looks like it does in NifSkope.

This brings me to the second problem and thats the position,

http://i20.photobucket.com/albums/b240/Psymoniser/NifSkope-Doodles/BoneMold_Ingame.jpg, as you can see it clips very badly with BB and BB clothes but moving it further forward will make it clip with the belt buckle or make it look as though it is floating in mid air.

I can send you the mesh as is if you like :shrug:

Sy

Thanks for explaining everything to me and working with it in Max/Nifskope. :) I think I'll omit the loincloth in this case, and just live without it. As for vertex colors - would you recommend I simply set it such that there are no vertex colors? :unsure: I'm not really 100% sure what vertex colors even do in-game - do they add a layer of color or do they mimic shadows or something? Is there any simple way to run it through Max and re-export without causing all vertex colors to go black?
User avatar
Tiffany Holmes
 
Posts: 3351
Joined: Sun Sep 10, 2006 2:28 am

Post » Fri Feb 18, 2011 10:39 am

Thanks for explaining everything to me and working with it in Max/Nifskope. :) I think I'll omit the loincloth in this case, and just live without it. As for vertex colors - would you recommend I simply set it such that there are no vertex colors? :unsure: I'm not really 100% sure what vertex colors even do in-game - do they add a layer of color or do they mimic shadows or something? Is there any simple way to run it through Max and re-export without causing all vertex colors to go black?


No problem

Well I just ran the Cuirass thorugh Max again and this time set the vertex colours to white. When I exported this time and checked in NifSkope, it had set them to no vertex colours :shrug:

Also If you set the 'Has Vertex Colors' to no then save it and close it down, if you reload the mesh and change it back to yes they default to white. I think most likely they are most useful for mimicing shadows, although static ones at that. I'd just say set it to no vertex colours.

Sy
User avatar
Benjamin Holz
 
Posts: 3408
Joined: Fri Oct 19, 2007 9:34 pm

Post » Thu Feb 17, 2011 10:50 pm

No problem

Well I just ran the Cuirass thorugh Max again and this time set the vertex colours to white. When I exported this time and checked in NifSkope, it had set them to no vertex colours :shrug:

Also If you set the 'Has Vertex Colors' to no then save it and close it down, if you reload the mesh and change it back to yes they default to white. I think most likely they are most useful for mimicing shadows, although static ones at that. I'd just say set it to no vertex colours.

Sy

Okay, thank you! :D I know where to find the Has Vertex colors (that was last week's My New Discoveries in Nifskope).

Is there any way to add certain rotations on axes for meshes? See, I took the ex_s_bear.nif and ex_s_wolf.nif from the Bloodmoon.bsa. They look like they'd go perfect as little charms on an amulet. I managed to resize them and get them to lie down flat, but I can't rotate them so that they orient such that an amulet's string (say, from one of the vanilla amulets) fits into its back (as in, rotating the bear/wolf 90 degrees ccw from a vertical position where the legs are pointing to the west). It's like it is missing an axis? I don't know how to describe it properly. My work-around was to rotate the necklace connector and string 90 degrees cw (clockwise), but I'm not really happy with that. Is there something I can do in Nifskope to force the bear/wolf mesh into the position I want? Am I making any sense? :unsure:

Also, is there any way to rotate an entire mesh, without having to do rotations for each individual part? It's rather tedious when I have to do transformations on over three mesh segments at a time. :P
User avatar
Penny Flame
 
Posts: 3336
Joined: Sat Aug 12, 2006 1:53 am

Post » Fri Feb 18, 2011 9:27 am

-snip-
Is there any way to add certain rotations on axes for meshes?
-snip

Do you mean something like http://i20.photobucket.com/albums/b240/Psymoniser/NifSkope-Doodles/TransalationNS.jpg
NifSkope can be abit picky about which rotation is done first, in this case after scaling, to start with I tried changing Pitch (P=Pitch) to -90 then use either Yaw (Y=Yaw) or Roll (R=Roll) to rotate in the desired direction but NifSkope would not allow any more rotations. Instead of using Pitch at all for any rotation I then just used Yaw and Roll as shown in the Screen cap and it seemed to work fine, is that what you meant?

-snip-
Also, is there any way to rotate an entire mesh, without having to do rotations for each individual part? It's rather tedious when I have to do transformations on over three mesh segments at a time. :P
-snip-

There are two ways:

You can Rightclick on the top most Node ('0 NiNode') then go Transform >Edit and Rotate as normal, if all of your meshs are children of this node it should rotate everthing in the Scene.

Alternately you can Rightclick on the top most Node then go to Node>Attach Node>NiNode. This will create anew Node in the Scene, give it a value so you can find it easily. Now with Block Details on Click on your new Node and find 'Num Children'. Set this to the number of meshes in your Scene you wish to rotate at once, then click on the Green Symbol below the number you just typed in. A '+' should have appeared next to 'Children' expand this and put in the number representing the TriShape where it says 'none' (eg In the above screen cap if you want '9 NiTriShape TriAmulet_Common_1 3' you would put 9 in here) do this for all the TriShapes you wish to rotate. Once You have done that You can Rightclick on your New Node then go to Transform>Edit as before and it will rotate only the meshes you parented to this Node.

Ok I hope that makes sense.

Sy
User avatar
Hussnein Amin
 
Posts: 3557
Joined: Sun Aug 05, 2007 2:15 am

Post » Fri Feb 18, 2011 10:51 am

Awesome, thank you! :dance:

I installed blender and the nifscripts and I manage to import something and it worked! But, I have absolutely no idea how to do anything, let alone do a simple 90 degree rotation of an entire UV map. ;_; That's all I want to do, to save my poor fingers from being mutilated by moving every node by hand in Nifskope.

EDIT: Is MW picky about weapons Tri part like it is with armor?
User avatar
Phoenix Draven
 
Posts: 3443
Joined: Thu Jun 29, 2006 3:50 am

Post » Fri Feb 18, 2011 12:54 pm

Awesome, thank you! :dance:

I installed blender and the nifscripts and I manage to import something and it worked! But, I have absolutely no idea how to do anything, let alone do a simple 90 degree rotation of an entire UV map. ;_; That's all I want to do, to save my poor fingers from being mutilated by moving every node by hand in Nifskope.

EDIT: Is MW picky about weapons Tri part like it is with armor?


Well unfortunatly I've never got around to using Blender, I just use 3DS Max. Hopefully someone with more knowlege of Blender can shed some light on the subject or else point you to a tutorial. I could rotate the UV map in Max in the mean time if you like though?

Only meshes that are Physiqued are picky with the naming convention. Weapons parts, static objects and static body/armour parts can be called anything you like IIRC.

Sy
User avatar
Kevan Olson
 
Posts: 3402
Joined: Tue Oct 16, 2007 1:09 am

Post » Fri Feb 18, 2011 12:23 am

Well unfortunatly I've never got around to using Blender, I just use 3DS Max. Hopefully someone with more knowlege of Blender can shed some light on the subject or else point you to a tutorial. I could rotate the UV map in Max in the mean time if you like though?

Only meshes that are Physiqued are picky with the naming convention. Weapons, static objects and static body/armour parts can be called anything you like IIRC.

Sy

Thanks for the offer. :) I'm a bit scatter brained at the moment, so it might take me a bit to track down the meshes with those UV maps. I think I deleted them, but I can just grab them off the CS disk. I wanted to make Glass Gauntlets - like the mod that already exists, but using vanilla textures so it'd be mod compatible. I've never had much luck with gloves in the first place, though, so it's probably just wishful thinking on my part.

-------
I made a glass shortsword: http://i468.photobucket.com/albums/rr50/Alaisiagae/Mod%20Screenshot%20MW/Misc/shortsword_glass.jpg. It looks like a longsword, but it uses the dagger blade, and everything has been scaled down to shortsword length/size (I've used ebony and imperial shortsword meshes as comparisons). Still need to test it ingame. I made a special glass dagger that uses the throwing knife blade, but I'm not sure if I like it on the dagger or not.
User avatar
J.P loves
 
Posts: 3487
Joined: Thu Jun 21, 2007 9:03 am

Post » Thu Feb 17, 2011 11:53 pm

You know when I play this game or any game I look at the creatures decked out in their own unique armour or attire and I think to myself. Why can't I loot that of their body and wear it? Like vivecs armour or that of the http://www.uesp.net/w/images/images.new/thumb/b/b7/TR-creature-Barilzar.jpg/450px-TR-creature-Barilzar.jpg or even goblin armour. I'm pretty sure that this stuff is a lot more complicated then what you are doing though ;) Oh well. I have seen a few mods that do add various stuff in the past though. Gonna go see if I can find some
User avatar
Spencey!
 
Posts: 3221
Joined: Thu Aug 17, 2006 12:18 am

Post » Fri Feb 18, 2011 1:03 pm

Okay, here's an in-game test of the new bonemold cuirass: http://i468.photobucket.com/albums/rr50/Alaisiagae/Mod%20Screenshot%20MW/Misc/bonemold_c_ingame.jpg.

And this is what the new Armun-An cuirass ground mesh will look like: http://i468.photobucket.com/albums/rr50/Alaisiagae/Mod%20Screenshot%20MW/Misc/ground_bone_armunan.jpg.

Can't say I'm 100% happy with the new generic bonemold mesh; it doesn't have the same extra bulk to define the belly-plate/gut-plate as the vanilla armun an and dragonebond cuirass. =/ Oh well.

EDIT: I think I'm going to switch the belt texture to the bonemold belt texture; the one I'm using just stands out too much. I needed to make a new icon anyway, as the one I whipped up before was too saturated...
User avatar
Rob Davidson
 
Posts: 3422
Joined: Thu Aug 02, 2007 2:52 am

Post » Thu Feb 17, 2011 11:46 pm

Been working on some warhammers the past few days and today. Let me know what you think of them!

http://i468.photobucket.com/albums/rr50/Alaisiagae/Mod%20Screenshot%20MW/Misc/warhammer_glass.jpg. The hammer's head (including all the spikes) is from BlueEagle's Glass Expansion mod. I swapped out the handle stuff for the same components from the Orcish Warhammer. I know, I know, glass weapons are probably brittle on impact. I could replace the green blunt part on the end with one of the more metallic textures in the glass set. What d'you think?

http://i468.photobucket.com/albums/rr50/Alaisiagae/Mod%20Screenshot%20MW/Misc/warhammer_ebony.jpg, uses the vanilla Iron Hammer head mesh. The handle/shaft is from Skull Crusher, and I added replaced the button/bolt with a spike. Finally got some use out of that dart texture. :P I wish I had a more unique mesh for it, but none of the scant few resources I scrounged up were suitable for putting vanilla textures on, or didn't fit in aesthetically with the ebony weapon set. If someone wants to make something, I'd love to see and use it. :)

Lastly, I looked at the 6th House Bell Hammer and tweaked the UV maps a little bit to reduce some stretching and warping. Compare: http://i468.photobucket.com/albums/rr50/Alaisiagae/Mod%20Screenshot%20MW/Misc/warhammer_6th_old.jpg|http://i468.photobucket.com/albums/rr50/Alaisiagae/Mod%20Screenshot%20MW/Misc/warhammer_6th_new.jpg. I only changed one texture at the top, but other than that, I didn't make any other radical changes or anything.
User avatar
Rachel Tyson
 
Posts: 3434
Joined: Sat Oct 07, 2006 4:42 pm

Post » Fri Feb 18, 2011 11:32 am

Been working on some warhammers ...

I was thinking about glass warhammers the other day. If the material is strong enough to be used as a Staff or Sword it should be strong enough to be used as a hammer as well.

Your glass hammer looks fantastic. If I would have designed it, I would have created the same little "glass shards" on the other end. :)
The ebony hammer is more then good. I really like the pattern on the striking part of the hammer head.
The 6th house hammer, although I had to take a really thorough look to see the difference, once you see it, its obvious that you did a great job on the whole thing.

Do you plan to release those weapons one day? Or are you just teasing us? :lol:
User avatar
Francesca
 
Posts: 3485
Joined: Thu Jun 22, 2006 5:26 pm

Post » Fri Feb 18, 2011 8:18 am

-Snip-
http://i468.photobucket.com/albums/rr50/Alaisiagae/Mod%20Screenshot%20MW/Misc/warhammer_glass.jpg. The hammer's head (including all the spikes) is from BlueEagle's Glass Expansion mod. I swapped out the handle stuff for the same components from the Orcish Warhammer. I know, I know, glass weapons are probably brittle on impact. I could replace the green blunt part on the end with one of the more metallic textures in the glass set. What d'you think?
-Snip-


For myself I'd say keep the Glass Blunt part as it wouldn't be a Glass Warhammer otherwise. See http://www.uesp.net/wiki/File:OB-items-Warhammers.jpg second to last on the bottom row, though I don't particularly like it's design it lends weight to the idea that there can be a Warhammer made of glass and I think BlueEagles version is a better design. Also I see Morrowinds Glass and Ebony being 'akin' to real life http://en.wikipedia.org/wiki/Obsidian which was made into arrow heads, knives, daggers, blades on http://en.wikipedia.org/wiki/Macuahuitl and even modern day scalpel blades.

Since Morrowind isn't the same as the real world who's to say that its Glass can't be crafted into a faceted weight and used as a blunt force weapon. :)

Sy
User avatar
Leticia Hernandez
 
Posts: 3426
Joined: Tue Oct 23, 2007 9:46 am

Post » Fri Feb 18, 2011 8:17 am

Since Morrowind isn't the same as the real world who's to say that its Glass can't be crafted into a faceted weight and used as a blunt force weapon. :)

Exactly. I always just pretended that the Glass has been infused with Magic to make it strong. Or that pure Glass is hard as diamond, and scrap glass is what gets used for dishes etc.
User avatar
JeSsy ArEllano
 
Posts: 3369
Joined: Fri Oct 20, 2006 10:51 am

Post » Fri Feb 18, 2011 4:40 am

I always thought real glass was made from sand and "chemicals", thus making the raw glass found in MW pure mythical. I understand that obsidian was used (in a manner) as glass, but ebony covers that part of the real world.
User avatar
Rude_Bitch_420
 
Posts: 3429
Joined: Wed Aug 08, 2007 2:26 pm

Post » Fri Feb 18, 2011 3:47 pm

I always thought real glass was made from sand and "chemicals", thus making the raw glass found in MW pure mythical. I understand that obsidian was used (in a manner) as glass, but ebony covers that part of the real world.

"Glass" occurs naturally in our world. It literally grows. All you need is time/heat and the right ingredients. You can find silica and quartz almost anywhere on Earth.
The way that Morrowind uses raw glass is closer to a mineral, like how quartz is made. They called it "glass" to separate it from "gem" I guess.
User avatar
alyssa ALYSSA
 
Posts: 3382
Joined: Mon Sep 25, 2006 8:36 pm

Post » Fri Feb 18, 2011 1:29 am

"Glass" occurs naturally in our world. It literally grows. All you need is time/heat and the right ingredients. You can find silica and quartz almost anywhere on Earth.
The way that Morrowind uses raw glass is closer to a mineral, like how quartz is made. They called it "glass" to separate it from "gem" I guess.
Thanks. :) I really appreciate when I can learn something new.
User avatar
Amy Masters
 
Posts: 3277
Joined: Thu Jun 22, 2006 10:26 am

Post » Fri Feb 18, 2011 1:17 pm

"Glass" occurs naturally in our world. It literally grows. All you need is time/heat and the right ingredients. You can find silica and quartz almost anywhere on Earth.
The way that Morrowind uses raw glass is closer to a mineral, like how quartz is made. They called it "glass" to separate it from "gem" I guess.

Glass is actually a metallic substance in the TES universe. :)

http://www.imperial-library.info/obbooks/light_armor_repair.shtml
You may be surprised to think that Glass can be thought of as metallic, but appearances are deceiving. What we call Glass is nothing like the windows panes you see in houses. The greenish material is far stronger and has a much higher melting point.
The trickiest of all is Glass. Hammer blows struck across the grain run the risk of shattering the armor. Whenever possible, allign the hammer blows with the grain. In extreme cases, place the armor in tub of oil. Place the anvil so that the affected piece is on the anvil, but just under the oil. Vibrations from the hammer blows are absorbed by the oil and less likely to shatter the Glass.


I knew there were glass warhammers in TESIV, but I wasn't sure if it was actually lore friendly as opposed to Every Weapon Material has every type of weapon because there are so few weapon materials in the game.

@Mantriel: Yup, I do want to release these eventually. I had hoped to work these in to the leveled lists (loot/merchant), but I still don't know how to do that. Plus, I would want to use the stats generated by my Balance mod, which still isn't quite done yet. Therefore, I'm inclined to release all these new weapons (plus icons) as a modders resource for people to add to their games at their leisure. Once I feel I've 'run out' of ideas and/or inspiration for the new weapons, then I'll release them as a resource. My Polearms project is still in the works (still need meshes for a daedric and ebony polearm), but I'm rather quite finished with my throwing weapons, so I think I'd release them as a resource, too. I really wish I was a pro at leveled lists... you know, without having to actually learn and do trial-and-error testing.
User avatar
Prohibited
 
Posts: 3293
Joined: Tue Jun 12, 2007 6:13 am

Post » Fri Feb 18, 2011 11:10 am

...Once I feel I've 'run out' of ideas and/or inspiration for the new weapons, then I'll release them as a resource...

You just got the "mantriel disease", every mantriel in your near vicinity will monitor your progress carefully, they will be waiting for a release and download the resource as fast as they can. Beside those effects, you might feel occasional itching on your back side of your head, paranoia, and hiccup. A simple donation to a shrine should cure the last 3 symptoms though.
(I now stop spamming, and off-topicing, honestly.)
User avatar
Averielle Garcia
 
Posts: 3491
Joined: Fri Aug 24, 2007 3:41 pm

Post » Fri Feb 18, 2011 1:17 pm

Made a few more things...

http://i468.photobucket.com/albums/rr50/Alaisiagae/Mod%20Screenshot%20MW/Misc/dagger_dwemer.jpg
http://i468.photobucket.com/albums/rr50/Alaisiagae/Mod%20Screenshot%20MW/Misc/longsword_dwemer.jpg

And I finally tweaked that special glass dagger I mentioned. Needed increase the blade thickness... I think I'll make it a replacer for Enamor: http://i468.photobucket.com/albums/rr50/Alaisiagae/Mod%20Screenshot%20MW/Misc/dagger_enamor.jpg
User avatar
Claire
 
Posts: 3329
Joined: Tue Oct 24, 2006 4:01 pm

Post » Fri Feb 18, 2011 12:54 pm

Made a few more things...

http://i468.photobucket.com/albums/rr50/Alaisiagae/Mod%20Screenshot%20MW/Misc/dagger_dwemer.jpg
http://i468.photobucket.com/albums/rr50/Alaisiagae/Mod%20Screenshot%20MW/Misc/longsword_dwemer.jpg

And I finally tweaked that special glass dagger I mentioned. Needed increase the blade thickness... I think I'll make it a replacer for Enamor: http://i468.photobucket.com/albums/rr50/Alaisiagae/Mod%20Screenshot%20MW/Misc/dagger_enamor.jpg

Very nice, I especially like the glass dagger
User avatar
An Lor
 
Posts: 3439
Joined: Sun Feb 18, 2007 8:46 pm

Post » Fri Feb 18, 2011 11:33 am

I got a little crazy... let me know if this is any good, or just too goofy:

http://i468.photobucket.com/albums/rr50/Alaisiagae/Mod%20Screenshot%20MW/Misc/dwemer_staff.jpg. Uses the longspear model, and then I pasted in some stuff from the halberd and the claymore and the shortsword.
User avatar
Quick draw II
 
Posts: 3301
Joined: Thu Nov 08, 2007 4:11 pm

PreviousNext

Return to III - Morrowind