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chambcra

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  1. The middle mouse button moves the whole thing and you can zoom in and then pan around but doesn't get you off the 4 quad chunk. Why didn't i think of 4 blocks of 8x8 cells. That might just jive with the blocks you see in tes4edit which is where i am looking next. For some reason it seems easier to remember things if they make sense. i can try morcroft too. Thanks
  2. I can't figure out how to get the lower part of a world space displayed in the Heightmap edit window. My picture shows Tamriel for an example. You only see the cells from -32,-32 to 31,31 and when you export the greyscale height map images that's all you get (Q1.raw,Q2.raw,Q3.raw,Q4.raw). How do you get the Heightmap edit window to display the lower part of Tamriel so you can export that part. I've been trying to figure this out for years and maybe it's not possible but surely there's a secret hotkey or combination. I've tried pgup pgdn arrows ctrl shift. Thanks Here and Here2 is the best info I've found and the Large World spaces page says you have to create the separate spaces (beyond 4 quads) in separate esp's and then merge them into an esm but there's no mention how to view from the esm anything but this default area centered at 0 0. If you wanted to see Skyrim you can't see that either. The terminology is confusing to me. A 32 by 32 block of cells is called a quad. That's 4 quads in the picture.
  3. I thought it was gospel you have to use Blender 2.49 to export for oblivion. I've done it quite a few times but what you are talking about is greek to me. All I do is add, subtract, and move points and accept all the defaults for both import and export. Mr Siika has a good tutorial.
  4. Maybe shields don't have a shield_gnd.nif. It's the exact same thing equipped or on the ground. If you drop the same shield a guard is carrying on the ground next to him does it look the same, size and everything?
  5. You guys are way ahead of me but this is so similar to something that happened to me, in that new meshes and textures were looking good for a good while and then one day what used to look good was now way too bright and it was just the time of day had always been favorable until now. The problem for me was the alpha channel in the xxx_n.dds was 255 255 255. I changed it to 16 16 16. I know you say you're using vanilla textures but the whole thing is so similar it mignt be worth a quick try to check early morning, evening or a custom texture for a test.
  6. Cool. Thanks a lot. It looks good. Maybe even much better. I just needed to update my bookmark. Sorry I'm slow to get back but it seems my notifications under the bell at the top were delayed or something. I'm checking my old bookmark every day and the bell just showed 3 items today. Since you're so helpful, I'm wondering if you really have to log me off so often like every week or so. I used to stay logged on for six months or more. Thanks
  7. Seems that was removed two days ago. I'd like to see that brought back. That was maybe the most important thing. I don't like anything about the new look that started two days ago.
  8. You can toggle Wireframe which is as good as hide for individual objects in the render window by selecting and pressing 1.
  9. Okay, gotcha. You're way beyond me then. I appreciate your answer but I don't remember asking about face maps. It's possible though, I getting fairly senile. I've never heard of face maps either and don't recall anything about an issue with a file exporter. Thanks
  10. I didn't think the newer versions of blender have the proper scripts to export an Oblivion nif. I think I've read you can use newer versions to do your modeling but then open your .blend file with blender 2.49 to do the exporting.
  11. This looks like what AndalayBay was talking about and this might be the perfect situation where it does the trick: Guest Workshop: UV Mapping in Nifskope : by Lady N - Texturing Workshops - TES Alliance
  12. Thanks for the tutorial link. You can't get too many tutorials on blender. I got your piece. At first I thought I have to login or continue with google but there is a button for download without login. Good job finding that place. My terminology may not be correct but yes the unwrapping is what I mean to get the result I call a UV map. I think I see what you are doing. Comparing the original with the UV editor of nifskope you can see some new points and lines. I've never been able to fix anything with the nifskope UV editor but you can move those points and maybe get an idea what is going on. For me it has been helpful just to see what I'm up against. I can see how maybe the color looks lighter because the way it is mapped is sort of stretching out the texture. I see two areas that should look the same and they are a little stretched and upside down too.
  13. Thanks AndalayBay for the reference to Lady Nerevar. I have it marked. I was thinking vertex colors might get it tweaked close enough too but if it's a single object and a single UV map then I'm not sure. yojeff can you upload the nif and texture someplace so I could look at it. Maybe I could learn something about how you did this. If I ever got a good UV map made with Blender it would be a good day.
  14. Then I'd say it must be the UV mapping. The part you added, I'm guessing is the center, has it's own UV map separate from the left and right. The bricks don't line up either. You might have to remove it and create a single new UV map for the whole thing. I've never been able to figure out the UV mapping. I've spent some time with mr_siika's detailed tutorial and still couldn't do it.
  15. If you expand 0 NiNode to see all the objects is the part you added a different object from the original? I'm not sure of object is the correct term. Maybe block is more correct. That's my guess is it's a separate object with it own texturing properties.
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