skittles' showcase

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skittles
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skittles' showcase

Post by skittles »

i was recently demoted and to be promoted again i need to go through the whole showcase process again.

this is a nicely sized island somewhat similiar to solsthiem, but has its own weather conditions. the island has a fully landscaped landmass and is completed with filler interiors. the city itself (btw the island is called drigh and same with the city) is straight north of Vvardenfell.
i accidently saved this .esp with TR_data and TR_map1 but u people more than likely have those and will forgive me right? yeah whatever.
no quests, sorry dialogue is not my strongpoint.

there was a quest designed for it though, a dragon slayer quest, i decided to stop the modeling for the dragon and stop the constructing of the prize in the quest (an imperial fort next to the only dwemer ruin that is fully operational) when i had to reformat my hardrive for upgrades.

well here ya go.
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Dexter
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Post by Dexter »

Is anyone else having trouble loading this up? When I attempted to open your plugin, it gave me an error saying that it was not a valid TES plugin. Maybe you could try uploading it again?
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Post by Gnomey »

Hm, and you're sure you didn't use Oblivion to open it? I'll check it out.
Harke the Apostle
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Post by Harke the Apostle »

I can open this in the CS. skittles I feel you should just make a small, but good interior. This is huge, but I'm not impressed by what I've seen so far. Maybe if you can make something for TR that is like the interiors by Draggon?
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Joco
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Post by Joco »

The small islands are cool but the slope from the shore and to the ocean foor is a bit too steep.
One of the huts is quite inclined=looks a bit strange.
IMO there should be a bit more plants and so on the island, maybe a fallen tree, some bushes or so.
The idea with the camp on the mushrooms was quite good, indeed. Make a good interior for them, a way to get up to them without the need of levitation.

(Why is this camp existing this far from everything, there got to be some kind of reason?)

This is a really good idea, but as Harke said, it is not very impressive.

/Joco
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skittles
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Post by skittles »

i didnt really give the drop-off alot of attention. it is just a big cliff as far as i was concerned on it.

i did have a couple problems opening them up sometimes, and i couldnt have opened it up in the OB CS because my computer is being uprgraded and before it couldnt play OB. i made 2 or 3 copies of each updated version to insure that the file was valid in at least 2 .esps right now i cant re-upload it but i will tommorow (my network on my PC is off for the night)

the camp was done by a friend
he was a noobie, his idea pretty nice though :) i didnt think he saved it dang. i'll try re-editing it to take it out on a different version pretty soon.
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Post by Nanu »

Two things:
  • One, Quote tags are to be used when quoting things. I've seen you use them wrong more than once and you can't believe how confusing it is when I have to go look through an entire thread for the source.

    Two, we're judging your ability to mod and trying to help you learn. Your friend doing something is fine, as long as we know what it is before hand.
skittles
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Post by skittles »

i didnt know he had saved. thats why im gonna upload an edited version tommorow/on thursday when i can access my PC again.
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Post by skittles »


i have to order a new coolent fan from tigerdirect before my processor explodes
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Post by Nanu »

Skittles, please, PLEASE stop spamming. You don't have to post every thought that comes into your head. Think about what you post before posting it. Furthermore, post in the correct place.

Thank you.
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skittles
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Post by skittles »

Im trying a whack at noobie 3d modeling. i racked this up in like 30 minutes, its just a bare bone of what will become a kewl little dagger with little animated energy balls flying around the 2 elispses :) (highlited red, just so you can see it amongst the grey voids)

[url=http://imageshack.us][img]http://img175.imageshack.us/img175/4955/newbitmapimage2sb2.jpg[/img][/url]

[url=http://imageshack.us][img]http://img501.imageshack.us/img501/9664/newbitmapimage3zz0.jpg[/img][/url]

and then for the people who want a better look ;) :

http://img370.imageshack.us/my.php?image=newbitmapimage2ab3.jpg

http://img243.imageshack.us/img243/4155/newbitmapimage3ws4.th.jpg
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horodnicdragos
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Post by horodnicdragos »

Uhm, a cone with a few other small primitives around? 30 minutes?
skittles
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Post by skittles »

no actually, it was a rectangle, i cut away the handel and brought the blade into a point and placed a base on the end then smoothed the verticles.

i textured it today and i am currently working on animation.
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skittles
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Post by skittles »

fishstix i reformated my hardrive so scratch that. i have stuff that wouldnt help TR in any way but would display some of my modeling skeelz.

like hers an AK-47:

http://img167.imageshack.us/img167/6681/ak47xf9.jpg

a FAMAS:

[url=http://img174.imageshack.us/my.php?image=famas4mt.jpg][img]http://img174.imageshack.us/img174/8218/famas4mt.th.jpg[/img][/url]

ill post other sceenies later.
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NEENJA
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Post by NEENJA »

Hey skittles! Good to see you around here again. Nice models. I myself am trying to follow the path of El 3D Modelerro. As you can see by my sig, I am currently on a quest for 3DS Max. What do you use? Anyways, nice guns, and good luck with more modeling! :D

--the NEENJA
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Post by Tyrion »

Could you make us something that would help TR in some way? ^_^

but that gun does look nice

I await your future works.
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skittles
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Post by skittles »

yeah sure.. uh how bout a dagger. ill start today but i need someone to give me the direct link to the blender NIF scripts for OB. the ones i have arent working.
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Post by Kikaimegami »

skittles wrote:yeah sure.. uh how bout a dagger. ill start today but i need someone to give me the direct link to the blender NIF scripts for OB. the ones i have arent working.
They will never work. The latest Blender NIF scripts can only export up to 20.0.0.4, Oblivion uses 20.0.0.5 There is a way to get your Blender-created NIF's working in Oblivion, though! That's how I made my sword and Flame Atronach meshes.

1. In Blender, create a new window (or use an existing window, if you like) and change it to Scripts Window. Make sure to access the Export dialogue for NetImmerse/Gamebryo at least once. Under Scripts->System->Scripts Config Editor, select Netimmerse/Gamebryo under Export. Make sure force dds is selected and change the nif version to 20.0.0.4 Apply the changes, then export your NIF.

2. In Nifskope, open an Oblivion NIF like the mesh you're adding. If you're adding a sword, open an existing sword mesh; if you're adding armor, open an armor mesh, etc. Now, Go to File, New Window. In the new window, open up your exported NIF.

3. In your NIF's Nifskope window, select an object (NiTriShape) and right-click it. Block->Copy Branch. Go to the window with the existing Oblivion mesh and do Block->Paste Branch. Do this for every object in your NIF, copying them one-by-one to the existing NIF.

4. You'll need to attach your new pieces to Scene Root by parenting them to that NiNode and delete the objects that were in the original file.

4.a. Under the NiNode Scene Root (It should be numbered 0 and if it is not an armor piece, may be called something else, so from now on we'll refer to it as 0 NiNode)), in the window you've copied all your pieces to, select and delete the NiTriShape and NiTriStrips (if any) that were in the file originally by selecting them and right-clicking, then doing Block->Delete Branch. Do this for each one you delete and keep track of how many you've deleted.

4.b. In the Block Details pane, while 0 NiNode is selected, look for a variable called Num Children. Take this number, minus the objects you deleted, plus the objects you added, and change that number to your new number, then hit enter. Now, right-click the array named Children and go to Array->Update.

4.c. Expand Children by clicking the +. Scroll down until you see the entry or entries titled "None". Input the numbers for your new objects into each entry (the numbers will be at the front of the NiTriShape block names, just how the root of the entire mesh is called 0 NiNode). This should parent all of your new mesh to the root NiNode of the mesh.

5. In 0 NiNode, check to make sure all your NiTriShapes are there. Right-click each of them and do Mesh->Update Tangent Space. If they are armor pieces, also do Make Skin Partition.

6. Last minute checks: Check to see if all of your texture paths are setup correctly. If you have to use Transform to change a weapon or static size, and if the object is not rigged, you may want to export OBJ and import OBJ the object real quick, or you may have problems with it offscreen culling in game.
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skittles
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Post by skittles »

sorry i havent posted recently... i have been distracted with other stuff. right now i havent had time to make a dagger but i WILL. i modeled the blade yesterday and today i guess ill model the handel. ill post screenies as soon as im done.
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