n8-37-Mis

Old and generally outdated discussions, with the rare hidden gem. Enter at your own risk.

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Fishcake
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Post by Fishcake »

i fisxed the see through-ness and the bleeding and better lined up some vertices in the instrument2 i didnt texture though i uploaded it for anyone who wants to texture it

edit;the upload isnt working
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instruments.zip
instruments in nif format and fixed up
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Fishcake
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Post by Fishcake »

ill try uploading in a new post
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bamman62
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Post by bamman62 »

I improved intstrument 2 some. There were 7 Ntrishapes and I narrowed it down to 2. I also added UV coordinates. I might give texturing a shot later on.
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Instrument 2.zip
Here it is if you find something wrong you always have the post before me to start over with.
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Jelle
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Post by Jelle »

I had a look, it looks ok :). You might want to add some detail to where all the strings meet in the upper part of the instrument, but that's not absolutely necessary. If you also feel like fixing and texturing instrument 2 dont hesitate to press the claim button. If you just want to texture this one(that would be great :P) an admin should split the claim for you.
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Post by Joopson »

Lots of useless polygons in the original, so i edited it a bit.. it was 4079 tris when i added the two, now it is 3113, almost 1000 less with no REAL noticeable difference (except the strings which will be alpha mapped. Mind if i try to texture these too?
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Instrs.rar
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Joopson
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Post by Joopson »

ok, I UV mapped it, If anyone wants it textured, feel free to texture it ;)

I will try to, but I suck at texturing, haha.
-Andy
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Lady Nerevar
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Post by Lady Nerevar »

you wana claim these since youre doing them?
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Joopson
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Post by Joopson »

ok, i textured the smaller one, but its probably crap. Do you think this would be good enough for me to claim it, or what?
Also, is a 1024 by 1024 map too big for this?
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Lady Nerevar
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Post by Lady Nerevar »

im not too fond of the horn texture (i was thinking some kind of decorated metal actually, but you can deviate). otherwise its wonderful. go ahead and claim it :)

512 should be just enough.

[edit] actually, the horn is kinda growing on me (excuse the pun)... lets see what others think about it.
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Post by Joopson »

Claimed.
I wasn't sold with the horn texture either, mainly because it had to be scaled for it to work. I will resize the texture and see how it looks...
Also, in case you were wondering: Yes, the strings are Nicole Richie's hair. :-p
Last edited by Joopson on Tue Jul 08, 2008 10:48 pm, edited 1 time in total.
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Lady Nerevar
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Post by Lady Nerevar »

granting :)
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Post by Jelle »

I like the idea of horns but its like the colour doesn't match. IMO you should replace the golden "ring" with something wooden or metal-looking and make the colour of the horns something around brown or "ivory yellow".
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Post by Joopson »

Yeah, that would look alot better.. I'll update later today!
Thanks
-Andy
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Joopson
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Post by Joopson »

I'm going to have to re UV map the horns, there is just too much stretching, but i got a good ivory texture, and a mock-up normal map.

It looks alot better than the old horns
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Joopson
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Post by Joopson »

Hey guys and gals,
I wanted to see how it looked in-game at this point and ran into some errors. First of all, its VERY dark unless you disable sky. The Ambient is all the way up, though. Also, you can't see the model through the alpha's areas, even though i should be able too. He is a collage of the errors.

Thanks, if you can help
-Andy
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Errors.jpg
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Joopson
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Post by Joopson »

works outside just fine, though...
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harp.jpg
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Joopson
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Post by Joopson »

But this one doesn't, so I don't know what the problem could be...

Also, because I use Maya, I am unable to export the collision mesh for them, So at this point they can't fall over or be picked up. And you can walk right through them.
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Jelle
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Post by Jelle »

did you add a normalmap? Without it the mesh looks messed up and dark in interior cells.
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Joopson
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Post by Joopson »

I have a normal map, but I am not sure if its working. I have it so its HandHarp.dds for the color and HandHarp_n.dds for the normal map on the small one, and largeharp.dds and largeharp_n.dds

Do i need to do anything more than assign the color? I heard that it auto detects the normal map.
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Joopson
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Post by Joopson »

turns out the normal map wouldn't load because of the DDS settings i used... I got it working, but i still get the problem with the alpha on the strings
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Post by Joopson »

No Ideas on that Alpha problem? I am not having it with the smaller one, but I did. It seems to have cured itself, but the big harp still has that problem.
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Post by Jelle »

I don't know just now, but I would like to have a look at the mesh + textures so that I can try to find out what's wrong. I think it's something with the dds format you used or the alpha property which can be added in nifskope. Please upload the mesh and textures here.
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Joopson
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Post by Joopson »

ok, i added it to the top of the claim. You may have to reassign the textures because they aren't in their original folders.
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Joopson
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Post by Joopson »

Anyone checked this out.
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Post by Haplo »

Not yet, Jelle is away and Aro has stepped down. Someone will look at it as soon as possible, though.
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Joopson
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Post by Joopson »

ok, cool
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Post by Jelle »

I can't have a look at this right now since I dont have oblivion here, and I will only have acces to my pc with it in 4 weeks or so since I will go on vacation to Scandinavia first. Someone might be able to have a look at it earlier though, and you can try to google which .dds compression you should use for the textures to make sure it works properly.
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Joopson
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Post by Joopson »

I looked around a bit, but I can't find which .dds compression would eliminate this problem. I used the same compression on both, but I only get the problem on the big one...
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PoHa!
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Post by PoHa! »

An alpha property problem, I think. I fixed it, AFAIK.

Also, I changed the texture file location to one that I think should be closer to what it'll be in OoT, but might be wrong, I've noticed they've been changing the filepaths recently:

Textures\TR\Clutter\LargeHarp.dds

[url=http://i5.photobucket.com/albums/y171/PoHaEiFor/Harpfix.jpg]Clicky[/url]
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Joopson
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Post by Joopson »

thanks alot!
Just wondering, how did you manage to fix the problem, so I can fix it if it ever happens again?
Last edited by Joopson on Mon Jul 28, 2008 11:19 pm, edited 2 times in total.
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PoHa!
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Post by PoHa! »

Ah, of course.

[url=http://i5.photobucket.com/albums/y171/PoHaEiFor/NifHarp.jpg]Relevant Pic[/url]

I played with the flags in the alpha property. To be honest, I wasn't getting anywhere (unless you wanted the harp to be some strange form of transparent, or completely transparent?). So I started looking around in vanilla meshes for something transparent that doesn't hide things behind it. I opened up one of the grass cover .nifs, checked the flags on it, and copied them directly. Presto, and pasta!

:D
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Joopson
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Post by Joopson »

ok, thanks!
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Lady Nerevar
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Post by Lady Nerevar »

great, thanks PoHa :) is this claim done now?
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Joopson
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Post by Joopson »

sure, just let me upload it with the textures and stuffs.
Done.
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Joopson
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Post by Joopson »

Just remembered that they will need a collision mesh, because Maya can't export collision stuff.
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Thrignar Fraxix
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Post by Thrignar Fraxix »

could someone please add a collision mesh?
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Lady Nerevar
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Post by Lady Nerevar »

technically its havok, does blender export that? ill see if it does, if not ill give this regular collision sometime this week.
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Gez
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Post by Gez »

Lady Nerevar wrote:technically its havok, does blender export that? ill see if it does, if not ill give this regular collision sometime this week.
It did last time I checked, and that was way back with Blender 2.45 (I think we're in 2.47 now?)...
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Lady Nerevar
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Post by Lady Nerevar »

thanks, i wasnt sure. ill try to do that then.
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Thrignar Fraxix
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Post by Thrignar Fraxix »

Did you ever get around to doing that?
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