Regan
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Posts: 2,382
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Post by Regan on Dec 8, 2004 16:54:10 GMT -5
On a more Milkshapey note, I've dicovered that you can make things glow It's the emmissive button/palette in the materials toolbox EDIT: Bloody freewebs, it will show up one dayI've got a PhotoBucket! Thanks Bravo
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Post by Mebyon on Dec 8, 2004 17:03:50 GMT -5
Little 'x marks the spot' looks cute anyway!
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Post by Bravo 1 on Dec 8, 2004 17:08:56 GMT -5
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Post by Calislahn on Dec 8, 2004 17:20:33 GMT -5
Cool
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Post by Bravo 1 on Dec 8, 2004 17:22:36 GMT -5
Nice! ...now can this be applied to a PART of a mesh, or do you have to apply it to a certain 'group'? EDIT: good choice, I use photobucket myself...of course, they're going through this 'join us as platinum' phase because they've realized how many use them...but they'll settle down....
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Regan
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Posts: 2,382
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Post by Regan on Dec 8, 2004 17:26:48 GMT -5
It's not group dependant, it affects a single material. I assume the Dwemer lamps have a texture/material just for the glass, if so, just alter that. TX_dwrv_something or other?
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Post by Calislahn on Dec 8, 2004 17:32:09 GMT -5
You know what happened to photobucket don't you, cuneo kept going down and everybody was saying go to photobucket, so now they have so many members they changed it Mines full up now but i wont pay, what's the point when i have all that space at my domain, it's just not as convenient for uploading
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Post by Bravo 1 on Dec 8, 2004 17:43:17 GMT -5
Oh...I get it! Cali: you know you can delete old files right? I clean up about once a month...or every two months if I'm lazy
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Post by Calislahn on Dec 9, 2004 1:30:41 GMT -5
I know that bravo and i did as much as i could but some of them were for HK, the reason i got the account in the first place, i can't remember if we did change the screenshot links or not, although i don't suppose it matters now does it
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Regan
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Post by Regan on Dec 9, 2004 11:07:27 GMT -5
More Milkshape: Polycount reduction. I recently made a few scaled down static creatures as toys for Emma, but obviously the polycount was way too high for something the size of a childrens' toy, so:- Export from MS3D as VRML Open in VIZUP www.vizup.com/ (there is an older free version on page I posted in Redwoodtreesprite's thread) Reduce and check in vizup viewer. MS3D won't import VRML so I used trial version of 3DExploration to convert to 3DS. Import 3DS to MS3D, retexture ( all had been lost) Export to NIF. Simple, eh ;D
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Post by Mebyon on Dec 9, 2004 17:44:31 GMT -5
and that's simple? ;D
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Regan
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Post by Regan on Dec 10, 2004 17:48:10 GMT -5
Good News ;D I posted a request for transparency help on the NIFLA board and here is the reply: No quick answer: I only tried this for half-transparent objects, meaning something made transparent with the slider, not with a alpha channel texture. But it still may work... Anyway, the method I figured out is to use just one transparent material, and make sure it's the first in the objects list in MS3D. After export I do some Hex editing: throw in a NIALPHAPROPERTIES-block ripped from another NIF just before the NITRISHAPEDATA of the last group - remember, the 4 Bytes before the NI... are the count for the length of the NIstring, keep them intact!. Then you'll have to search for the correspondent NITRISHAPEPROPERTIES - block, search for a byte of value 02, change it to 03 (means: one more Property) then add after the following 2x4 byte another 4 Byte number just one number higher than the last in that list, and raise the pointer to the Meshdata by one (its a few bytes after that inserted position). Last but not least increase the overall NI-Counter in the files Header by one. I know this sounds confusing, but have a short look at the format descrition in the files area, that should make it clear. Phew, and I thought scripting was tricky Here is a link to the file in question : www.freewebs.com/reganinfrance/NIF%20v4%203D%20format%20description.rtfI hope somebody technical tries this before me EDIT: I can fit cambelts, rebuild, plumb and wire a house, perform minor brain surgery, but this is impossible. I hope there's a grown up nearby to help
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Post by Calislahn on Dec 11, 2004 2:07:53 GMT -5
Too many numbers in there for me, numbers always make me like this
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Post by Bravo 1 on Dec 11, 2004 7:28:23 GMT -5
...hehe...Hex editing? Never done it, always have used good ole' nif texture. What can I say...good luck?
On a slightly retrogressive note, I'm looking at that axe you posted up top as I type...is it just me or did you elongate the spikes on the back?
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Regan
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Ancient
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Posts: 2,382
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Post by Regan on Dec 11, 2004 8:10:53 GMT -5
Before I got NIFTexture I hex edited the texture names in NIFs, but that transparency thing is far too complicated for my tiny brain Well spotted, Bravo It's for increased 'thrust' and 'slash' damage. Don't expect my mod to be anything great, it's my first and basically I'm trying out all sorts of things, just getting used to the software. EDIT:Although I used MS3D to make the glass glow, you can do exactly the same thing in NIFTexture, I didn't realise that before, duh! EDITno2: Here is first draft of Evil NPC armour. just wanted to check the colours as I'm a bit (too) colourblind. I'm aiming for something to match the gold cuirass & boots, and I hope the wings and shield are about right It looks more impressive 'in the flesh', as it were
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