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Quote:
Originally Posted by Ged
are there any official videos describing how to put art or models into the game?
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I'm wondering this as well. I'm toying with the idea of creating a wizard's tower mod and quest line (LOTR style), but I'd really like to do some tests with my rough model:
I have it exported to NIF and everything looks ok in NIF Scope, but I can't find my model in the Creation Kit.
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, polygon,
663 Posts,
Join Date Apr 2009,
Location Forest, Virginia, USA
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Great idea you have there.
Ive been messing around and im wondering the extents of the engine i dont feel like rendering out 4096 1024 heightmaps atm but im wondering if its possible.
smaller tests resulted in poor results

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, polygon,
732 Posts,
Join Date Mar 2009,
Location Tucson, AZ
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which normalmap solution gives the best results for skyrim? max, xnormal, maya?
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, veteran polycounter,
4,306 Posts,
Join Date Nov 2004,
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For animators, you need Havok 2010.2 -- you can find it here, sign up trial download. Havok Trial Page
HKX -> HK -> KF converter
The read-me prepared by figment explains most of the process for conversion.
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, triangle,
436 Posts,
Join Date Oct 2009,
Location Kentucky
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@GED/3DLee - Getting objects into skyrim works as it did in oblivion, main problem is the new compressed collision format theyre using now. AFAIK you either have to use standard box, sphere etc. collision, or copy coll. from an existing object ingame.
Theres also a "hack" which doesnt use the compressed coll., but its not very precise.
Until this is solved, it seems pointless to work on buildings etc.
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, spline,
212 Posts,
Join Date Jul 2006,
Location cph
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thanks for the info scumworks, I have no idea how it worked in oblivion and I find it wierd that this website http://www.creationkit.com/ has a wealth of tutorials but hardly any at all are aimed at game artists instead of game modders. I just want to import new models and textures into the game nothing more really for example say I want to make a big fat axe that is nothing like any weapon in the game and put it in the game to play with?
Last edited by Ged; 03-10-2012 at 03:57 PM..
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, veteran polycounter,
3,903 Posts,
Join Date Feb 2007,
Location UK cheltenham
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Quote:
Originally Posted by almighty_gir
which normalmap solution gives the best results for skyrim? max, xnormal, maya?
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I'd recommend xnormal, although we haven't yet synced baker to engine, so typical smoothing error potential exists.
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, polycounter,
1,031 Posts,
Join Date Oct 2004,
Location Falls Church, VA
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What are you guys using to open/unpack the .bsa? I have tried a few but every time I try and bring the .dds into photoshop it doesn't work. The plugin is installed correctly I am able to export .dds but can't open the skyrim ones it just creates a new blank document when I do. Thats why I think its the unpacker I'm using.
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, null,
3 Posts,
Join Date Mar 2012,
Location Trabuco Canyon
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iused the " fomm " fallout mod manager
http://fallout3.nexusmods.com/mods/640
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, null,
9 Posts,
Join Date Jun 2009,
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Quote:
Originally Posted by eeb.adm.mod
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Did you use the "old" or "new"
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, null,
3 Posts,
Join Date Mar 2012,
Location Trabuco Canyon
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i belief both working .. but so far as i recall ive loaded the nu one . 0.13.21.0
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, null,
9 Posts,
Join Date Jun 2009,
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does anybody have a skyrim head mesh or URL ?
I've already downloaded something about ten mod packs but
there are meshes only for bodies and for faces only textures (
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, vertex,
32 Posts,
Join Date May 2012,
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Oh yes.. Finally I've gotten a head !
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, vertex,
32 Posts,
Join Date May 2012,
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Hey guys, anyone mind telling me what are some numbers in terms of textures sizes and vertices that will play nice with Skyrim?
For example, the Elements, Giants and Mammoths would be good ballparks for me.
There's a very good chance that I experienced MORE problems, then all the internet put together in the area of 3D. Talk about being original for once...
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, veteran polycounter,
4,501 Posts,
Join Date Apr 2011,
Location Canada
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created Magic FX
on 11-08-2012 08:54 PM
I want to create art for a custom spell. So i'm trying to figure out how the creation kit attaches art to a spell's mesh. For example, the Firebolt projectile:
It's Editor ID is FireBallProjectile01 and it's art file is "Magic/FireballProjectile01.nif". So I've found and extracted that nif file, but I can't find the texture to apply to that nif file. Whereabouts can I find it? The creation kit doesn't seem to make a reference to it, so how on earth does it know which texture to apply to the mesh?
EDIT: From what I understand, the .nif file actually points to the texture.
EDIT: Here is a series I found on working with nifs, could be helpful to anyone looking to something similar: Working with Nifs
Last edited by Samuel; 11-18-2012 at 06:50 AM..
Reason: update
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, null,
10 Posts,
Join Date Sep 2012,
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Hey guys cool to see a thread on this here. I have a weapon mod ya guys can look at, if ya guys have any questions ask away.
http://skyrim.nexusmods.com/mods/26634/
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, line,
65 Posts,
Join Date Apr 2012,
Location USA VA
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Just as an update to my earlier post, it turns out the "Unity" option in Handplane gives a synced result for Skyrim. So, if you want clean normals, do that.
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, polycounter,
1,031 Posts,
Join Date Oct 2004,
Location Falls Church, VA
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