Jump to content

Search the Community

Showing results for tags 'mesh'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • AFK Mods
    • Administration
    • General Discussion
  • Bethesda Games
    • The Elder Scrolls
    • Fallout
    • Tools of the Trade
  • Unofficial Patch Project
    • Unofficial Patch Project Bug Tracker
    • Unofficial Fallout 4 Patch
    • Unofficial Skyrim Special Edition Patch
    • Unofficial Skyrim Patches
    • Unofficial Oblivion Patches

Categories

  • Unofficial Patch Project
    • Unofficial Patch Betas
    • Skyrim Special Edition
    • Skyrim
    • Fallout 4
    • Oblivion
  • Fallout 76
    • Armor & Weapons
    • Cities, Towns & Settlements
    • Companions & NPCs
    • Gameplay Changes
    • Houses & Dwellings
    • Landscaping
    • Miscellaneous
    • Modders Resources
    • Models & Textures
    • Patches & Fixes
    • Quests & Adventures
    • Realism & Immersion
    • Tools & Utilities
  • Fallout 4
    • Armor & Weapons
    • Cities, Towns & Settlements
    • Companions & NPCs
    • Gameplay Changes
    • Houses & Dwellings
    • Landscaping
    • Miscellaneous
    • Modders Resources
    • Models & Textures
    • Patches & Fixes
    • Quests & Adventures
    • Realism & Immersion
    • Tools & Utilities
  • Skyrim Special Edition
    • Armor & Weapons
    • Cities, Towns & Villages
    • Companions & NPCs
    • Gameplay Changes
    • Houses and Dwellings
    • Landscaping
    • Miscellaneous
    • Modders Resources
    • Models & Textures
    • Patches & Fixes
    • Quests & Adventures
    • Realism & Immersion
    • Tools & Utilities
    • Weird Stuff
  • Skyrim
    • Armors & Weapons
    • Cities, Towns & Villages
    • Companions & NPCs
    • Gameplay Changes
    • Houses and Dwellings
    • Landscaping
    • Miscellaneous
    • Modders Resources
    • Models & Textures
    • Patches & Fixes
    • Quests & Adventures
    • Realism & Immersion
    • Tools & Utilities
    • Weird Stuff
  • Fallout: New Vegas
    • Armor & Weapons
    • Cities, Towns & Settlements
    • Companions & NPCs
    • Gameplay Changes
    • Houses & Dwellings
    • Landscaping
    • Miscellaneous
    • Modders Resources
    • Models & Textures
    • Patches & Fixes
    • Quests & Adventures
    • Realism & Immersion
    • Tools & Utilities
  • Fallout 3
    • Armor & Weapons
    • Cities, Towns & Settlements
    • Companions & NPCs
    • Gameplay Changes
    • Houses & Dwellings
    • Landscaping
    • Miscellaneous
    • Modders Resources
    • Models & Textures
    • Patches & Fixes
    • Quests & Adventures
    • Realism & Immersion
    • Tools & Utilities
  • Nehrim
  • Oblivion
  • Morrowind
  • Civilization
  • Miscellaneous Files

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


AIM


MSN


Website URL


ICQ


Yahoo


Jabber


Skype


Location


Interests

Found 12 results

  1. SSE NIF Optimizer by ousnius at Nexus https://www.nexusmods.com/skyrimspecialedition/mods/4089/? - a tool to optimize Skyrim NIFs for SSE - Description: This is a tool for mod authors to optimize old Skyrim meshes into the new SSE format and fix issues with them on the way. Make sure to create backups of your NIFs beforehand! Don't run it on your entire meshes folder at once either.Use the head parts option on ONLY head parts, without exception!So it's better to temporarily copy/paste all those heads, eyes, hairs to a separate folder for optimization. Things like helmets are regular meshes, not head parts.If a NIF is already in the SSE format, the tool optimizes them as well.Note that SSE-formatted NIF files do NOT work in the old Skyrim any longer.To view the new NIF format in NifSkope, you will need the very latest version currently found here:NifSkope releases by jonwd7Please let me know if there are any problems with a NIF and if possible, provide the files before and after optimization.If this tool helped you with your mod, it would be cool if you could give it credits, but that's not required of course. For the source code, you can check out the BodySlide and Outfit Studio repository on GitHub instead.They share the same functionality with the exception of the UI. What it does: Optimizes NIFs to the new SSE format (BSTriShape, changes to NiSkinPartition). Optimizes head parts to BSDynamicTriShape (separate checkbox). Triangulates the geometry and skin partitions. Cleans up the NiSkinData (source for vertex weights that are unused in-game). Calculates new bounding spheres for geometry and all of the bones. Adds tangents to all meshes that need them. Removes normals and tangents from all meshes that don't need them, such as body meshes. Removes all-white vertex colors from meshes. Renames all meshes that have the same name, since they need to be unique. Cleans up the header strings. Deletes all blocks that aren't referenced somewhere within the root node tree. All of this results in a hopefully working NIF that's cleaned up and smaller in file size. Works on NIFs that already are in the SSE format as well. Installation: This can't and doesn't need to be installed with a mod manager, as it is a utility for modders. Simply download the archive, extract the executable and run it, then follow on-screen instructions. Uninstallation: There's no uninstallation process, simply delete the executable from your computer. Credits: jonwd7 - For assistance with the format and general help.
  2. Really Almost Everything Viewable When Distant A modest approach to distant viewable objects, aka VWD. You're all familiar with the various VWD packages, right? Some provide more than others. Some ar geared specifically toward super-high end machines. One isn't even designed to be played and will cripple anything currently on the market today. For the rest of us, myself included, we'd just like to enhance the visual experience without crippling the game. None of the available packages has been fully optimized, usually with large amounts of unnecessary data still attached. In order to address these issues, I've decided to compile into one source as many useful VWD objects as can be reasonably applied to the game from the following sources: AEVWD Large: Enhanced lowres textures. UOMP: Battlehorn Castle (requires the official DLC to be activated). Oblivion: City wall meshes only. Brumbek: VWD illuminated windows, optimized lowres texture pack, optional QTP3 lowres texture pack, as well as several mesh and texture fixes. Me: Machine regenerated all architecture, Ayleid ruin, and Imperial fort meshes for better quality and lower polygon counts. UOP corrected versions were used for the reductions wherever possible. The overall goal is to provide enhanced VWD visuals while also trying to preserve performance as much as possible. This all stems from my realization that even with a high end graphics card, full detail VWD meshes and textures are simply out of the question. The VRAM usage is causing large amounts of stuttering when trying to swap out the memory and not even Streamline 3.1 can keep up. This package has brought the VRAM usage under control and has had a huge impact on overall lag and stuttering. All of the meshes have been checked and had the following done: * Collision data removed. If actual collision grids were still present, the branches have been deleted entirely. It's impossible to collide with a VWD object. * Animation controllers removed. It is impossible to animate a VWD object, so this data is bloat. * Geometry morphers removed. If a mesh had these, they've been removed, as they are only useful in animation. * All NiStringsExtraData blocks removed. These are nearly always associated with collision. * All BSX Flags removed. These are nearly always used for collision and animation. * All NiSpecularProperty blocks removed. Leaving these in place causes visual anomalies, most notably the "every VWD turned yellow" issue. * All NiBinaryExtraData blocks (tangent/normal spaces) removed. This data is not required for VWD meshes and helps tremendously in reducing memory usage. * All parallax flags turned off. The distances involved make this useless anyway. * All meshes have been assigned lowres textures instead of hires ones. * Nearly all NiAlphaProperty blocks removed. If the mesh required it for transparency, it was kept. If this is left on a mesh that does not require it, visual anomalies can result. * All NiVertexColorProperty blocks removed. These lead to some cases of black VWD objects. * Optimization using PyFFI after the above has been done. In addition to mesh work, all VWD normal maps have had their alpha channels removed since it serves no purpose. This will help some with VRAM, and eliminate issues with sparkly objects. The typical VWD mesh comes out the other end of this process losing up to 75% of the data it was carrying with no loss of function. A fully optimized and functional VWD mesh will have only the NiMaterialProperty, NiTexturingProperty, and NiTriShapeData/NiTriStripsData branches left in its NiTriShape/NiTriStrips branches, and will have only NiTriStrips or NiTriShape branches attached to the scene root. Compared with all of the other VWD options available, this is the most optimized, game friendly set of VWD objects there is. Downloads - Vanilla AFK Mods Oblivion Nexus TES Alliance Downloads - Shivering Isles AFK Mods Oblivion Nexus TES Alliance Performance So what's the cost in terms of performance? RAEVWD when installed with all of its options can suck the life out of even the best computer. You may find that your PC cannot handle the strain. That is to be expected, even if you're wielding an ATI 5900 series card with 2GB of memory and a 4GHz CPU. I can only list what I'm currently using and let you be the judge: AMD Phenom II X4 955 3.2Ghz 8GB System RAM AMD/ATI Radeon HD4870 w/ 2GB VRAM, Catalyst 10.6 drivers. Set to force 4xAA+16xAF. Windows 7 Home Premium 64-bit. QTP3 Redimized Brumbek's optional QTP3 lowres textures for VWD objects. Zacharot's 2048x2048 distant land textures. All Natural (weather mod with hires graphics) All meshes optimized with PyFFI. Enhanced Vegetation hi-res distant trees. Other graphics enhancers, such as trees, plants, clothing, etc. Large Address Aware patch applied to Oblivion.exe For the purposes of the test, Oblivion Stutter Remover was disabled to get an unblocked reading of the FPS. Test #1 was done with the uGridsDistantCount and uGridDistantTreeRange set to 25. As you can see, despite having a rig that should slaughter this, it only manages 14fps in a stationary position overlooking the area. Test #2 was done with uGridsDistantCount lowered to 18, and you can see the difference visually - there's not as much on the far edge of the screen to show. Of note, it does no good to set uGridDistantTreeRange higher than uGridsDistantCount since it won't display anyway. With this change, the game pulls a nice steady 30fps while overlooking exactly the same view. Playing under normal conditions, you won't usually be able to see far enough to notice the bald mountains, and with Streamline or another fog manipulation mod, you can have the view distance matched and never even notice. The location of the screenshot is on top of White Gold Tower, directly over the center of the Imperial City. This is an ideal location for VWD testing because there is next to nothing in the near view other than the tower mesh itself. Clear weather was chosen through the console to eliminate skew from All Natural's excellent weather graphics. So what you see is 98% VWD and 2% whatever else. VRAM use may look high, but keep in mind that's including the hi-res tree pack. Typical VRAM usage is much lower. There are also extra VWD objects present due to the addition of several other mods with buildings and such, Verona Bay is visible in the shot in the middle right for instance, as ar farmhouses for UL Imperial Isle, Weye's additions from AFK_Weye, and a large fort off to the left. What I can't account for is why the 18 shot is using more VRAM than the 25 shot, that result was consistent through several tests. Typical game setups will not see as much of a performance hit as mine is taking, unless of course they're as heavily modded as mine. I think on more normalized systems that aren't as completely bogged down by massive amounts of enhancers will do quite a bit better with this VWD package. Requirements TES4LODGen - needed to generate the distant view information. Installation The archive is provied as a BAIN package, which makes for relatively easy installation without the hassles associated with supporting OMODs. Manual installation should be fairly straightforward as each folder is named according to what it contains, but read on for the details anyway, ok? 00 Core - This folder contains meshes that the game normally ships with but have been optimized. The Imperial City and castle walls surrounding other cities. It also contains additional meshes for Cloud Ruler Temple, Frostcrag Spire, Battlehorn Castle, and IC sewer exit tunnels. Also included in this folder are all of the reduced size vanilla textures, which are shared among the other categories and are thus required. If only the core files are used, VWD performance should improve slightly over vanilla. 01 City Plugins - The ESPs used to provide VWD for buildings in the Imperial City and the outlying cities. Both of these are entirely optional. 02 City Architecture - Just what it sounds like. The buildings used primarily within the cities. These are also used in the wilderness by village and town mods, but in vanilla this doesn't happen much. This folder can impose a significant frame rate hit, so if you're on a lower end PC, you may wish to leave these out. 03 Imperial City Architecture - Additional meshes for the Imperial City. Most of this material is not used outside of the IC. The contents of this folder can impose a stiff performance penalty when looking toward the IC. 04 Wilderness Architecture - Contains buildings normally found outside the major cities. Farmhouses, the lower class buildings, priories, docks, and wayshrines. Lower class buildings are also used in Chorrol, but for the most part only show up out in the countryside and on the IC Waterfront. 05 Ayleid Ruins - Contains just what it says, the meshes used for Ayleid ruins. 06 Imperial Forts - Contains just what it says, meshes used for ruins of Imperial forts. 07 Large Rocks - Contains meshes used for the 2080 sized rocks, and all of the large rocks on the Gold Coast around Anvil. 08 Ships - Contains meshes used for ships as well as shipwrecks. 09 Statues - Contains meshes used for various statues of the Nine Divines and Daedric deities. 10 Higher Detail Castles - Meshes for city walls and castle keeps which have higher poly counts than the default Bethesda models. These are visually more accurate and fit the pieces they're meant to support, rather than just being overly generic ultra-low poly blobs. This will have a slight impact on overall performance due to more polygons and more textures being loaded, but they are visually superior. 11 Higher Detail IC Bridges - Meshes for the Imperial City bridges that are seen around the Imperial island. These have a higher polygon count than the models Bethesda used but are visually more accurate. This will have a very slight additional impact on performance but is well worth it for the visual improvement. If you want it all, just enable all of the package options and you're off and running. No DistandLOD folder is provided. In order to actually see the results of what you just did, you need to download TES4LODGen and run it. It's a wicked simple utility that processes VWD information based on _far.nif files provided and will tailor itself to whatever mods you have installed. If you're still using OBMM for whatever reason, TheNiceOne has created an OMOD installer script for RAEVWD. Uninstallation Manually remove the files you installed, or uninstall it through BAIN. Options The 2 ESPs included with the package provide additional placement of VWD information. Each one is entirely optional and can be left out to help improve performance. RAEVWD Cities.esp covers all cities except Kvatch and the Imperial City. It places buildings and trees in their proper locations behind the city walls. This ESP is 100% module compatible with Open Cities (Classic or Reborn). It should not be used in combination with Better Cities (which now includes Open Better Cities) or you will end up with VWD duplication which will severely harm game performance when viewing a city from the distance. RAEVWD Imperial City.esp places buildings and trees behind the walls of the Imperial City. It is fully compatible with Open Cities (Classic or Reborn). It is not compatible with Better Cities. Using it with Better Cities installed will result in a severe drop in game performance when the IC is in view. Cathedrals have not been placed where missing since the Unofficial Oblivion Patch and some other mods address this. If you're not using the UOP, uh.... why not? The cloister in Anvil as well as Benirus Manor have also been left out since the UOP deals with these as well. The UOP places the full detail mesh, so don't worry Dealing With FPS Drain If after installing this you find that FPS is still suffering, you can try the following: 1. uGridDistantCount in the Oblivion.ini file is set to 25 by default. Lowering this to 20 or even 15 will provide a dramatic improvement. 2. Use Oblivion Stutter Remover. It will help reduce the impact of loading the extra resources as you change cells. 3. Install and configure Streamline to manage fog distance. Or if you use All Natural (1.1 and up) set it's fog management to reduce the visible distance. 4. If you run Better Cities, try dropping the Imperial City VWD optional package they provide and re-run TES4LODGen. 5. If you're using any of the optional ESPs from RAEVWD, deactivate them and re-run TES4LODGen. The extra city architecture, especially at the Imperial City, can be harsh. 6. If you used the higher detail city walls and/or IC bridges, drop those. 7. If you used the ships and shipwrecks, drop those. 8. If none of that is enough, you may need to leave out all or part of the architecture folder entirely. Unfortunately if none of that works, this mod may simply be too much for your PC to handle at all. It may be time to consider some hardware upgrades. For RAEVWD, the most effective hardware upgrade will be a new CPU. Compatibility The only thing this will conflict with is another VWD mod that affects the same files this one includes. Otherwise there's no issue. Known Issues Sometimes when viewing the world at odd or extreme angles, the VWD objects will turn bright yellow or completely black and then revert to normal when you move. One known reason for this is another VWD mesh that has specular properties enabled on it. Another known cause are VWD meshes with vertex color properties. Since all of the meshes supplied by RAEVWD have been cleaned of these problems, look to VWD meshes provided by other mods and contact their authors for assistance in getting those fixed as they know their meshes best. Not all causes of this problem have been identified yet, so there may not be anything to fix. Sometimes you will see red, blue, or green reflections in the water where VWD should reflect instead. Possible causes for this are VWD meshes with collision data still attached, BSX flags still attached, or parallax flags which are still set. Since all of the RAEVWD meshes have had these properties removed, another mod which supplies VWD objects is likely to blame. It is also possible that some textures with RAEVWD could be causing this, so if you can identify which reflections are causing this, we can attempt to track down a way to fix it. Occasionally only part of a mesh will go black. If this happens, that part of the mesh is missing a texture assignment. If this happens with an RAEVWD mesh, please report it in the official thread. If it happens with a VWD mesh provided by another mod, you'll need to take that up with its author. When used with bloom lighting, the VWD objects may always show up as black. Provided you are *SURE* the lowres directory is in the right place in your textures directory, the only fix for this is to switch to a different lighting method. I'm not sure if normal lighting works, but switching to HDR will resolve this issue. There is no known way to fix this otherwise.
  3. This issue was reported in the bugtracker (FS#21625: Clipping Bug on Ancient Nord Armor) and was closed due to "cannot reproduce". I've been able to reproduce the issue and have requested a re-open of the bugtracker task, for reasons I'll belabor here. The report was for an observation of the issue on the XBox One platform for Skyrim SE: Vanilla, and was apparently only checked against Skyrim LE on the PC, not SE. To my knowledge, this may be a recurrence of FS#12444 - 1stpersondraugrarmormale_0.nif missing parts, and thus presumably already fixed in USLEEP. I can confirm this is reproducible for Skyrim SE 1.4 (1.4.2.0.8) with USSEP 4.0.5 installed (along with Run For Your Lives and When Vampires Attack). This is USSEP installed from Bethesda.net (i.e. via the in-game mod browser) and it is before RFYL and WVA in mod order. If memory serves, this issue only occurred for males wearing the Ancient Nord Armor (or Ahzidal's Armor of Retribution, same model). I was under the impression that the issue only was perceived when wielding 2H weapons, but it may just only be more pronounced; in reproducing the issue I've seen it affect a 1H unsheath animation as well (Ghostblade). Attached are a few screenshots showing the issue when swinging Volendrung (2H) and unsheathing Ghostblade (1H) as well as blocking with Volendrung. Ahzidal's Armor of Retribution is the offender here, on an orc (otherwise wearing orcish helm, gauntlets, boots). Hopefully this can finally be addressed (again?) if it's a solvable issue (which I presume it was for non-SE Skyrim). swinging Volendrung unsheathing Ghostblade blocking with Volendrung
  4. As for Skyrim just here only ask questions about Fallout 4. When creating a modification adding new STAT with NavCut for workshop I noticed that none of the meshes from Vanilla or DLC which have NavCuts do not have "Obstacle" flag for them. (creationkit.com reference) I have add "Obstacle" flag to the new STAT with NavCuts or not?
  5. After messing around with mods and dealing with creation kit problems involving creating a follower, I finally decided to continue with my main quest and head off to Whiterun. I fast traveled there and sometime after loading the game crashed to the desktop. Not only do I have this problem but all the dogs on my game have exclamation warnings on them. Please help, I'm really sick of dealing with one problem after another.
  6. I noticed it when working on a mod that there is a bug in the naming of the oremines with silver and iron. mineoresilver01.nif --> Uses iron textures (should use silver) mineoresilver02.nif --> Uses iron textures (should use silver) mineoresilver03.nif --> Uses iron textures (should use silver) mineoresilver04.nif --> Uses iron textures (should use silver) mineoresilver05.nif --> Uses iron textures (should use silver) mineoreiron01.nif --> Uses silver textures (should use iron) mineoreiron02.nif --> Uses silver textures (should use iron) mineoreiron03.nif --> Uses silver textures (should use iron) mineoreiron04.nif --> Uses silver textures (should use iron) mineoreiron05.nif --> Uses silver textures (should use iron) It's not a gamebreaking bug exactly but I thought I'd just post it here.
  7. LOD files are present in the 'Skyrim - Meshes.bsa' archive, and DLCs also bring their own LOD files. Once you have extracted the archives, and for the tamriel worldspace, you can find : - a bunch of files in meshes/terrain/tamriel with the '.btr' extension type. They are the landscapes LOD meshes. - a bunch of files in meshes/terrain/tamriel/objects with the '.bto' extension type. They are the objects LOD meshes (mainly rocks and buildings) Both can be opened in Nifskope , but let's have a look at the objects '.bto' files. Their names obey to a kind of logic : they're all named TamrielN.X.Y.bto, where N is the category of LOD (can be 4, 8, 16 or 32), and X and Y are the coordinates on the map. The problem is : is there a way to know in which .bto file I can find a specific building/town ? The answer is now YES ! Look at the Markarth type 4 LOD file : You can easily recognize the buildings. I made custom maps for the type 4, 8, 16, 32 LOD files in order to save a lot of time when looking for the coordinates. Here's the type 4 LOD map for the Tamriel worldspace : All maps for both Skyrim and Solstheim are available here. All maps WITH physical Cells grid are here. They are separated for better visibility. Example : I hope this can be useful for modders who are interested about LOD in these worldspaces. If you have suggestions for improvements or conveniency, feel free to express.
  8. Blender Basics; Add Materials and Textures to nifs ========================================================== Pertains to: Blender 2.49b This tutorial will explain the process of adding a material and texture to an existing .nif mesh that has been imported into Blender for the purpose of editing. This is just one step in the modding process, but a very important one. If these steps are not performed, the mesh will not have a UV map on export, will not contain normals, and will not be able to have textures assigned to it. There are 3 examples in this tutorial that should cover all scenarios; Example #1 is a mesh with a single NiTriShape and a single texture file. Example #2 is a mesh with multiple NiTriShapes, but still a single texture file. Example #3 is a mesh with multiple NiTriShapes and multiple texture files. Most of the steps are the same, the differences will be pointed out. --------------------------------------------------------------------------------------------- Example mesh #1: Drum01.nif -- One NiTriShape, one texture. 1. Prepare mesh for import. See this tutorial. 2. Import mesh into Blender. You should be looking at a grey mass, outlined in pink (means it's highlighted). Press A to deselect everything. 3. In Object mode, right-click select the drum object. This will bring up the normal Editing panel. 4. Press F5 to bring up the Material panel. In the Links and Pipeline tab, you'll see a box with ME: followed by the name of the object (You can change the object name here to something meaningful if you want). Just above that, click on the box that says Add New. 5. Some new tabs will show up and where it said Add New will now be filled in with MA: Material. We've now assigned the material. 6. Beside ME is a box named OB. Click on that. The panel will switch back to the single tab again. (If you changed the name in ME, change the OB name now to be the exact same.) Do not click on Add New, instead, click on the arrows beside it. You'll see a list of any materials you've already assigned to things. Select the same material (so Material) as you assigned in ME. What we've done is assigned the same material to the two related pieces of the same object - the ME or mesh, and the OB or object. These should always be the same or things will get confused. 7. The multi-tabs will now re-appear. Move over to the right and the Texture tab. Click on Add New. It should now say TE: Tex.001 (for the first texture we're assigning). 8. In that same tab, switch to Map Input. You'll see the word Orco is pressed by default. Click on UV instead. THIS IS IMPORTANT. 9. Press F6 to switch to the Textures panels. There's a box named Texture Type that should say None in it. Using the arrows, change that to Image. 10. On the far right is a new Image tab. Click on Load and you can browse to whatever texture image you want to use (It's best to keep a copy of the .nif open in NifSkope so you can look up the texture file name here or keep a generic texture file handy to use. Once it's exported this information is lost anyway). We've now assigned the texture to the object. 11. Switch to Edit mode, make sure everything in your object is selected. Then switch your screen to UV/Image Editor (this is where using a split screen comes in handy and you can change one side). In the editor, click on the arrows to find the texture file we just added so that it shows up in the render window. You should now be seeing the UV map of your (existing) object in the window over the texture file. (if it's not an existing object that hasn't been UV mapped yet, that's a different story) 12. Switch the Draw Type to Textured and you should see your object with the proper texture assigned on it. If not, go through the steps again to see where it went wrong. And that's it. The important thing to remember is that each object has two related sub-names - ME (mesh) and OB (object) that need the same material assigned, plus one texture assigned. Once that is done, that material is linked to that texture. This needs to be done for anything you model in Blender, so try to make it a habit to do this as soon as you import a model then continue on to editing. ------------------------------------------------------------------------------------------------- Example mesh #2: Armor\Glass\M\Cuirass_0.nif -- Multiple NiTriShapes, one texture. This is a rare example. The only reason for this is if you want different shader options on sections of your mesh. Otherwise your mesh should be optimized as Example #1. 1. Follow steps 1 and 2 above. 2. At Step 3 - In Object mode, right-click select one of the objects of the mesh. This will bring up the normal Editing panel. 3. Follow through all the rest of the steps above. This takes care of the first object in the mesh. 4. Deselect the first object and right-click select the second object. This will bring up the normal Editing panel. 5. Press F5 to bring up the Materials panel. Do not click on Add New, instead, click on the arrows beside it. You'll see a list of any materials you've already assigned to things. Select the same material (so Material) as you assigned to the first object. We need it to be the same. 6. Click the OB button and do the same. Assign it to the same existing material. 7. You should notice the texture shows up without having to go through the steps of assigning a texture. This is because we've already linked Material to Tex:001, so you only need to assign the material to your object. --------------------------------------------------------------------------------------------- Example mesh #3: Butterscotchcreams01.nif -- Multiple NiTriShapes, multiple textures. 1. Follow steps 1 and 2 above. 2. At Step 3 - In Object mode, right-click select one of the objects of the mesh. This will bring up the normal Editing panel. 3. Follow through all the rest of the steps above. This takes care of the first object in the mesh. 4. Deselect the first object and right-click select the second object. This will bring up the normal Editing panel. (This object may look textured already but it's not, that's just the vertex colouring.) 5. Press F5 to bring up the Materials panel. This time you want to click on Add New. We need to distinguish this object as different than the first object. Our new material is now called Material.001. 6. Click the OB button. Using the arrows, assign it to the same Material.001 we just created. 7. The multi-tabs will now re-appear. Move over to the right and the Texture tab. Click on Add New. It should now say TE: Tex.002 (for the second texture we're assigning). 8. Follow through steps 8-12 above to finish this object. Repeat if there are more objects. -------------------------------------------------------------------------------------------------- What you should take away from this; * One NiTriShape = one object in Blender * One object has two sub-names - ME (mesh) and OB (object) * One object requires one material assigned, to both sub-names * One material = one texture * Re-using a material will automatically re-use the linked texture * Materials and textures can be used on multiple objects Also of note, you can rename a Material by clicking in the material name box if you'd like it to have better meaning, however, once exported out of Blender, it has no meaning as those blocks are deleted. ****
  9. Version 1.0

    81 downloads

    A mesh and texture replacer to give Shadowmere some scars (since the beast loves to fight so much), that feature animated glow. They will pulsate in and out, the pulsation being more evident at night. The scars will still glow in the daylight, it's just the pulsation that is more apparent in darkness. Features asymmetrical mesh and texture, courtesy of AlienSlof. I have also made her just a tad more slender, nothing really major - just reduced the size of the belly and the croup, arched her neck a bit and gave her head profile an Arabian curve. Also gave her a longer mane and fuller tail, courtesy of Fierymarigold from her Swift Steeds resource pack. 2 variations, female and male. Also tweaked file for users that have ENB and the original glow is too much. (I prefer ENB + Tweak since ENB has better shaders and the glow looks better, but to each their own as this is a matter of personal preference). Known *issue* If you have Convenient Horses, the mane will not be removed upon equipping horse armor. I have decided to leave this as is, as making it compatible requires quite a bit of edits to the mesh by adding the behavior to do so. If it is requested, it will be taken into consideration. However, putting armor on her will cover most, if not all of the scars, so I see no point in doing so. CREDITS AND PERMISSIONS ************************************** BIG THANK YOU to: AlienSlof, for allowing us to use her wonderful resources! Fierymarigold, for the beautiful Swift Steeds Modders Resource, that made my life a whole easier for not having to edit the mane and tail mesh! Rebel O'conner for unfolding the horse body map! Please do not upload this anywhere else without my permission or claim the work within as your own! However, the individual files do come from modders resources and/or edited by me so you can use them as you wish, just GIVE CREDIT, especially to the authors of the resources!!
  10. ** This is a placeholder for now. Tutorial to come ** Tools to make collision; NifUtilsSuite Tools to fix collision?; (unsure at this time if this is completely necessary although has fixed one issue so far) ChunkMerge MOPP Collision Crash Fix
  11. This is by far the worst mesh I have been working on so far. I've run into a problem now with the wall meshes: the main wall mesh is duplicated in place, but it seems that they wanted them to display both: the two meshes have different vertex colours and one of them has an alpha property which makes it blend with the other. Though, both meshes have gaps (not always in the same places) and numerous issues with stretched and misaligned UV. In addition, their vertex colours still don't match the colour of a third wall section which forms part of yet another mesh (and the textures don't align either). I have prepared a few screenshots: (1) Mesh 1: This is less complete than mesh 2, as there are several wall sections entirely missing, e.g. below the roofs. In (A), note the gaps and the mismatch of colours with the wall on the lower left (that's a different mesh). In (B), note the UV issues, especially around the windows. Also note the error on the corner of the roof (not the only one, by the way): (A) http://www.afkmods.com/index.php?/gallery/image/1514-palace-of-the-kings-wall-mesh-1-a/ (B) http://www.afkmods.com/index.php?/gallery/image/1515-palace-of-the-kings-wall-mesh-1-b/ (2) Mesh2: This is the overlay with the alpha property. In (A), note another gap and that the colour still doesn't match that of the wall on the lower left. In (B) note the same issues as with mesh 1: (A) http://www.afkmods.com/index.php?/gallery/image/1516-palace-of-the-kings-wall-mesh-2-a/ (B) http://www.afkmods.com/index.php?/gallery/image/1517-palace-of-the-kings-wall-mesh-2-b/ Since I don't really fancy correcting two horribly defect meshes, I propose to delete mesh 1, remove the alpha property from mesh 2 and adjust the vertex colours so that they finally match. Any objections ?
  12. This is a quickie, but useful. When making a load screen mesh, testing it is normally a pain in the ass. Who wants to have to repeatedly fast travel for however long it takes before it shows up, only to get a fleeting glance at it when it does? The solution is relatively simple, and maybe slightly clever, who knows. Simply make a copy of the mesh in meshes\interface\logo\ and once it's in there, rename the actual file to logo.nif. Then all you need to do is load the game. Your mesh will be on the initial menu as the background image. You won't get the benefit of the camera path behavior this way, or be able to spin it like a real load screen, but you can at least use it to adjust the size and rotation of your mesh in Nifskope until you get it where you want it. The changes to orientation need to be made on the very top node, which is likely a BSFadeNode node. The translation, rotation, and scale values should be adjusted. You then have to right click on the top node and select "Transform -> Apply" before the changes will be detected by the game.

Support us on Patreon!

×
×
  • Create New...