Hannes821
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Post by Hannes821 on Jan 1, 2016 14:23:44 GMT 1
it was a nifskope edit, in the properties of a mesh.... we will find out again if necessary you can set the shader properties on every branch so it can be changed from a rocky absorbing surface to ice, but still using the graphic tools (adope photo shop, paint.net, gimp) and then doin normal maps with crazy bump or others (like MM does) works best... this is more of a effort-cutting solution
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Hannes821
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Post by Hannes821 on Apr 11, 2016 9:05:01 GMT 1
nice. With Nifskope you can scale x,y and z proportions of meshes; so you could "smurf/shrink/flatten" the cycles there easily without moddeling new assets and such. you would right-click and go on edit and then there must be the option...
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Hannes821
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Post by Hannes821 on Apr 12, 2016 0:06:32 GMT 1
a pity he deleted it. On request a little nifskope guide: if you just replace stuff, go to 1:25 and open the BSshader (or so menu) and simply change the path of the texture; be aware you cannot use ctrl+Z to reverse the process, so always use on copied MESHES never on original .Nif. files!
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Hannes821
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Post by Hannes821 on Apr 15, 2016 20:03:58 GMT 1
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Hannes821
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Post by Hannes821 on Apr 27, 2016 22:02:44 GMT 1
minute 6:28 for editing ...
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Hannes821
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Post by Hannes821 on Apr 27, 2016 22:21:27 GMT 1
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Hannes821
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Post by Hannes821 on May 21, 2016 19:47:55 GMT 1
ANIMATION (BURNING DESTRUCTION)
MULT LAYER PARALAX
SOFT RIM AND BACK LIGHTING
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Hannes821
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Post by Hannes821 on May 21, 2016 19:50:25 GMT 1
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Hannes821
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Post by Hannes821 on May 21, 2016 20:01:57 GMT 1
FOR THE GLOWING RUNE INSCRIPTIONS / INCARVINGS i was hunting the glowing effect from some Skyrim vanilla elements like this mesh: "Dungeons/Nordic/Doors/Tempportstone01 " ingame textureset: "Tempportstone01:2" and "Tempportstone01:0" in nifskope it uses dungeons/ridgedstone01.dds and ..._n.dds, which i did not expect (expected an additional _g.dds or so, like with ghosts) but it seems all the emission is done by "emissive colour"
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Hannes821
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Post by Hannes821 on May 21, 2016 20:05:58 GMT 1
UV MAP EDITING IN NIFSKOPE BY ELIONORA
looks easy ;-)
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Hannes821
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Post by Hannes821 on Aug 14, 2016 23:36:49 GMT 1
OMG how could i oversee! its so easy! export the nitrishape as .obj file, edit it with one of many programs,
and insert it back in nifskope! done ;-) SO EASY damit i should have seen this earlier
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Hannes821
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Post by Hannes821 on Aug 20, 2016 2:18:35 GMT 1
exporting the Nitrishape as OBJ and importing it in SCULPTRIS, BLENDER and MESHLAB without problems confirmed.
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Hannes821
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Post by Hannes821 on Aug 28, 2016 2:49:46 GMT 1
i can confirm, you can load in OBJ as nitrishapes (replacing). the trick is, it only works with "NIFSCOPE NIGHTLY" Nifskope 2.0 alpha 5 somehow doesnt have import option... this means, in theory, i can munch easily with statics (loadscreen scenery, structures ect)
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Hannes821
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Post by Hannes821 on Aug 28, 2016 2:50:31 GMT 1
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Post by Hannes821 on Aug 28, 2016 3:02:20 GMT 1
i can load in existing meshes as OBJ. however, my (scultris) altered snowbear was not accepted yet; i may have to fit in some options (material ect)
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Hannes821
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Post by Hannes821 on Sept 1, 2016 21:10:27 GMT 1
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