A number of models (anyone interested?)

Post » Thu Sep 02, 2010 12:47 am

Excellent modeling and texturing job :)
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Carolyne Bolt
 
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Post » Wed Sep 01, 2010 11:01 am

ok i'm done took me a while and you were right i did have to put the uv maps right so it all fit into one texture (mainly my fault,colision just would not export for me)

but thanks to skycaptains teachings with nifskope,i finally managed to get it done :)

http://i29.photobucket.com/albums/c254/wolveski/m10.jpg
http://i29.photobucket.com/albums/c254/wolveski/m5.jpg
http://i29.photobucket.com/albums/c254/wolveski/m6.jpg
http://i29.photobucket.com/albums/c254/wolveski/m8.jpg

the esp

http://www.resurrection-studios.net/wolve/makiessword.rar

:)

Thanks for your efforts but i suppose this proves what i feared the most, oblivion wont accept multiple textures.
Basically you had to remap the whole damn thing, right?
Using just one texture is a no go for me, I have to use separate textures for separate areas of the model.

Unless theres a way around this, I think im just going to give up trying to make weapons :(
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Brad Johnson
 
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Post » Wed Sep 01, 2010 7:05 pm

Thanks for your efforts but i suppose this proves what i feared the most, oblivion wont accept multiple textures.
Basically you had to remap the whole damn thing, right?
Using just one texture is a no go for me, I have to use separate textures for separate areas of the model.

Unless theres a way around this, I think im just going to give up trying to make weapons :(


You can use more than one texture in a single NIF but unless they are reasonably small diffuse maps its better to combine the image elements into one (ie blade, hilt, etc.) in Photoshop and uvmap to match. Understand that each NiNode can only specify one filepath. Thats why in Max or Blender you can have one object with multiple diffuse maps assigned but when you export to NIF it splits each element into seperate NiNodes based on their materials.
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Your Mum
 
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Post » Wed Sep 01, 2010 11:29 pm

You can use more than one texture in a single NIF but unless they are reasonably small diffuse maps its better to combine the image elements into one (ie blade, hilt, etc.) in Photoshop and uvmap to match. Understand that each NiNode can only specify one filepath. Thats why in Max or Blender you can have one object with multiple diffuse maps assigned but when you export to NIF it splits each element into seperate NiNodes based on their materials.

So whats the acceptable texture size, 512* or 1024*?
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Kelly Tomlinson
 
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Post » Wed Sep 01, 2010 11:40 pm

the nif exported fine with multiple slots,just the collision that messed me up.

but honestly thats my problem,nothing to do with your files the new nif exporter for max 9 that messes me up there

i need to install max 8 for oblivion exporting really

so really anyone else who exports this from max who doesn't have my problem should be able to make them fine
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SEXY QUEEN
 
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Post » Thu Sep 02, 2010 3:29 am

Thanks for your efforts but i suppose this proves what i feared the most, oblivion wont accept multiple textures.
Basically you had to remap the whole damn thing, right?
Using just one texture is a no go for me, I have to use separate textures for separate areas of the model.

Unless theres a way around this, I think im just going to give up trying to make weapons :(



You can use more than one texture in a single NIF but unless they are reasonably small diffuse maps its better to combine the image elements into one (ie blade, hilt, etc.) in Photoshop and uvmap to match. Understand that each NiNode can only specify one filepath. Thats why in Max or Blender you can have one object with multiple diffuse maps assigned but when you export to NIF it splits each element into seperate NiNodes based on their materials.


As Helborne noted you can use multiple textures but one thing to also keep in mind is the game requires textures to be in a power of 2 on both sides (ie 64x 128x 256x 512x 1024x on both width and length) - Lightwave does not have this requirement and I noticwe in your .bmps that you uploaded you are using some that are not which means the UVmap will need to be adjusted to change them to the proper dimensions.

It's been awhile since I converted the Excalibur sword and Glaius for you but IIRC I seem to recall having to redo the UVmapping (though I think at that point the Lightwave exporter did not retain the UVmapping at all so that may have changed by now ) - I also remember at that time your meshes were not triangulated so I had to triangulate them when exporting from MAX as a NIF. and I seem to remember some problems with the textures as well not being a power of 2 and with all of the adjustments the finished models did not really look as much like the originals as you wanted (as I was fairly new to UVmapping etc.)

The easiest method would probably be to combine all of the .bmps to a single texture (trying not to resize any of them - but arranging them in a manner that optimizes the size of the entire texture and making it a power of 2 on both dimensions and then save that texture as a .dds file ) - Then load the model into MAX - apply that .dds texture to the pieces of the model - go into the UVmapping and arrange the UV's of the pieces to match the new combined texture by moving the UVmapping of the pieces. then reexport the model as a Nif combining the pieces to a single model (since it now uses a single texture there is no need for seperate Tristrips for the various pieces.

Then make a normal map and copy\paste the new model into a vanilla OB weapon NIf for the placement etc. - adjust the collision spheres as needed and tweak the placement - delete the vanilla weapon and save your new NIF,

Not the fastest or easiest process but it can be done - though it takes a bit of work on the normal map to get them to have the proper reflectivity in game so getting them to look identical to the original models will be challenging (as you can see from Wolve's attempt !)
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Channing
 
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Post » Wed Sep 01, 2010 5:43 pm

yeah originally i used dxt3 settings for normal map and it nearly blinded me,so i used a setting that said normal map under dds exporter
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Je suis
 
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Post » Wed Sep 01, 2010 6:51 pm

So whats the acceptable texture size, 512* or 1024*?

Most vanilla weapons fit a 512x1024 or 1024x1024. I've used 128x2048 on at least one item myself. I suggest you author your image high res and try it out in NIFscope/ingame 1st. Then reduce the image size if needed. BTW - Generally I uvmap 1st then paint the textures, not the other way round but thats a preference.
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natalie mccormick
 
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Post » Wed Sep 01, 2010 1:42 pm

As Helborne noted you can use multiple textures but one thing to also keep in mind is the game requires textures to be in a power of 2 on both sides (ie 64x 128x 256x 512x 1024x on both width and length) - Lightwave does not have this requirement and I noticwe in your .bmps that you uploaded you are using some that are not which means the UVmap will need to be adjusted to change them to the proper dimensions.

It's been awhile since I converted the Excalibur sword and Glaius for you but IIRC I seem to recall having to redo the UVmapping (though I think at that point the Lightwave exporter did not retain the UVmapping at all so that may have changed by now ) - I also remember at that time your meshes were not triangulated so I had to triangulate them when exporting from MAX as a NIF. and I seem to remember some problems with the textures as well not being a power of 2 and with all of the adjustments the finished models did not really look as much like the originals as you wanted (as I was fairly new to UVmapping etc.)

Ok, so whats the rule, 512 or 1024*?
The examples models that i uploaded were missing the triangles in the hilts and handles because i was completely [censored] wasted when uploaded them.
The easiest method would probably be to combine all of the .bmps to a single texture (trying not to resize any of them - but arranging them in a manner that optimizes the size of the entire texture and making it a power of 2 on both dimensions and then save that texture as a .dds file ) - Then load the model into MAX - apply that .dds texture to the pieces of the model - go into the UVmapping and arrange the UV's of the pieces to match the new combined texture by moving the UVmapping of the pieces. then reexport the model as a Nif combining the pieces to a single model (since it now uses a single texture there is no need for seperate Tristrips for the various pieces.

Then make a normal map and copy\paste the new model into a vanilla OB weapon NIf for the placement etc. - adjust the collision spheres as needed and tweak the placement - delete the vanilla weapon and save your new NIF,

Not the fastest or easiest process but it can be done - though it takes a bit of work on the normal map to get them to have the proper reflectivity in game so getting them to look identical to the original models will be challenging (as you can see from Wolve's attempt !)

I can work around that, thanks for your input :D
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Karine laverre
 
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Post » Thu Sep 02, 2010 2:45 am

Ok, so whats the rule, 512 or 1024*?
The examples models that i uploaded were missing the triangles in the hilts and handles because i was completely [censored] wasted when uploaded them.

I can work around that, thanks for your input :D


Either 512x or 1024x would be fine for a weapon model - just remember each step up in size quadruples the amount of texture memory ( one 1024x1024 rexture is the same area as 4 512x512 textures) so try to use the smallest that gives you the result you want ! - For example the dagger you uploaded would probably work with say a 512x1024 texture or even a 256x1024 texture.

And actually I think the triangles were there they just got flipped and the UV's are facing inward ! Good Luck with them.
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Samantha Pattison
 
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Post » Thu Sep 02, 2010 12:09 am

Alright, now that i read this sober (sort of) it all makes that much more sense to me, so again, thanks for the input :D
I still wont be able to use a single texture file and I dont have 3dsmax (i hate it), all ive got me is lightwave.
I dont use lightwave to export anymore so that wont be an issue...
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James Shaw
 
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Post » Wed Sep 01, 2010 1:42 pm

i know im doing a bit of thread necromancy here but anyway....
ive uploaded most of my stuff here now: http://stupidfusion.com/files/downloads.php
i quess someone would have use for some of the weapons but dunno, thought i'd still let yall know :)
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Tanya
 
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