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finius

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  1. I, ironically, was doing this concurrently. It's there. If you want to make better textures, please do. Also, make a version of the Snowleopard khajiit for Skyrim.
  2. Version SSE_1.0 / LE_1.0

    1649 downloads

    Description: "FluffyKhajiitTails.7z" - LE version, Unchanged from original upload "FluffyKhajiitTail-SSE-BS.7z" - SSE version, with Bodyslide info "FluffyKhajiitTail-SSE-BS-RaceMenu.7z" - SSE version, with Bodyslide info, plus script to enable Racemenu entry for tail morphs in-game This is a simple replacer for the default khajiit tail model. It adds a "fluffy" khajiit tail to both male and female khajiit. The included texture is intended for the vanilla texture sets, though it seems to look alright for a few of the other available khajiit textures This will conflict with other mods that replace or modify the default khajiit tail models (,nif files) There are generally two versions, SSE and LE ( "Special Edition / 64-bit" and "Legendary edition / 32-bit" ) * The LE version is the original upload (~2016), no modifications (sorry) * The SSE version has a slightly modified mesh plus Bodyslide sets and a handful of morphs. This does NOT require bodyslide, as there are the pre-built, default-morph mesh, but the info is there and correctly situated if one has Bodyslide installed and knows why they have Bodyslide installed. The nature of the mesh makes the morphs a little akwardly designed, but it mostly works. If you combine them or go beyond 100%, there'll be obvious clipping and wonkiness. Within the SSE version, there are two options: * Version with NO script * Version with a racemenu script that allows editing the tail via in-game racemenu. This obviously requires the use of Racemenu. If you create more textures, you can send them to me and I'll start to create a real fomod thing. Or, just post them yourself somewhere. It'd be nice to have stuff centralized, though. Installaion: The method of packing is rudimentary, no fomod or anything. It does have the right structure for Mod Organizer, NMM, and the like, to correctly install from the .7z compressed file. If you'd like to only have the player affected, this can probably be changed to be an equippable item, or something like Player Exclusive Armor could be used: http://www.nexusmods.com/skyrim/mods/16815/? For the LE version: For the SSE version: Detail: Replaces the mailtailkhajiit.nif and femaletailkhajiit.nif with new versions Creates a new texture set to use with the new .nif models. There are a few non-standard things done with this, like combining model-space and tangent space normal maps in the same .nif file. The original tail uses Model-space, the fluff uses tangent-space. Report problems, I suppose The darkened area near the base is a compromise with lighting. It seems that, since it is "facing up," lights reflect from it in odd ways from the rest of the body and tail. The dark color reduces the effect while not giving it a clearly different sheen. I'm bad at textures. The included textures are my desperate flailings to get something that kinda works, based off the original material. Make better ones, share them. SSE Only: The tail .nif file has been changed in the .esp mod to be a _1 / _0 weighted file couple. Morphs on the 'fluff' object exist to give a slightly different look. They didn't turn out how I'd really imagined, but they're there anyway. Use Bodyslide or Racemeny to use them Morphs exist in Bodyslide -format ,tri files (Note that bodyslide outputs different formats of .tri files than 'regular' .tri files from Bethesda). Attributions: This uses a few resources from "Slof", created for oblivion originally. It looks like they created the fluff texture/alpha, fluff normal, and fluff specular maps and used the fluff mesh idea from another mod from Nexus ( http://www.nexusmods.com/oblivion/mods/17088/ -- I think). I adjusted the mesh and model setup for skyrim (not entirely straight forward :3 ) , created new diffuse texture, and combined the things to work as a mod. For my own parts, I don't care about distribution or if I'm credited at all. Go ahead and edit / repost.
  3. I've been working a little more on this. Cleaned up the files, learned more stuff... One discovery I thought might be good to share is that, for anything with Object Space normals ( "Model space" or the _msn normal maps), trying to set any alpha property on it at all causes shadows to go nuts. It seems like the shadow application then follows the camera orientation or something like that. I was specficailly trying to get alpha properties on part of the body skin, which normally has model-space normals. Interestingly, the thing I thought was "cheesy" works just fine to get it working.. In the texture set in the construction kit, set the textureset to have model space normals. In the actual .nif, for whatever trishape part of the model should have alpha, instead set BS UV Set = 4097, and include normals and the tan- bitan- information. Also set the shader flag for model space normals off.. Then you have to combine the textures. The _msn file with normals should include both the Tangent-based and object-based normal (have to "normalize" the parts separately in nvidia tools if you do that.. ), and also include the specular map for that section as an alpha channel in the _msn file.. Seems to work just fine, heh. By getting the alpha-ed trishape using tangent normals, the shadows seem alright. Anything that isn't a "body skin" model would normally be using tangent normals anyway, so this is pretty specific. Only thing I still see is a halo-outline around the part when it passes over shadows, but it isn't that noticeable. The double-sided shader flag does have the lighting problem, which is kinda noticeable in bright light in this case... I don't think it can be fixed, though. I tried doubling up the vertices for the model, reversing the normal and the face loops for that doubled part. It does indeed work, and looks fine in 3D programs, but the game seems to not handle that well. The two sides take turns being "visible", which doesn't entirely make sense since the "incorrect" visible part is supposed to be a backface in that instance and not be seen... I think the shadows go a little nuts, too. If anyone has done this manual-double sided thing before and got it working, would just be interesting to know.
  4. Heh, was coming on here to say a little more poking around discovered that.. Yay for aptly labeled flag. It does indeed work, too. Thanks! The transparent outline still is a problem, but it's small detail, the double-sided was a much bigger improvement. More question.. For a .nif intending to contain a "skin" model (actual skyrim skin, not referring to a generic mesh), is it possible to have more than one texture set specified in the model entry in the Construction Kit? The texture set setting looks like it's a dropdown box only, and setting an alternate texture in the model selection popup doesn't work. I have two different triShapes in the.nif, with a "skinned" mesh aready in the game and I want to add the other trishape mesh into the .nif, also as a "skin" texture so that selecting a body tint works for it, but it doesn't look like more than one texture set can be set per Armor-Addon set with a skin textureset. Can create a new armor-addon, but then it'll occupy a new slot on the characters.. Is there a way to have two different objects occupy the same slot and display at the same time? So, basically, one armor addon item, set with a skin textureset, two different trishapes in the model, each trishape needing a different textureset, and the textureset needing to be a "skin" set that gets body tone adjustments in the character creator (so can't be a static texture, like the UV sets number being 4097, I think).
  5. If anyone has a knowledge and a few minutes.. I noticed that models with gradient transparent textures seem to create small borders, like an outline, around the edge of the transparent section that "show through" the entire mesh, even if there is a non-transparent part of the model below it. Is there a way to prevent this? Can backfaces of mesh triangles be non-transparent? This is for objects that aren't closed, where the backfaces are exposed. I was thinking it could be done 'manually' by having all faces duplicated with the normal acing the opposite direction on each one of the twin faces. That seems a little heavy handed though, doubling the faces in the mesh.. Is there a better way to that? If that is a way to do it, is there an automated way to create the 'backface' faces in blender? Thanks!
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