I want to help

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lamart
Posts: 29
Joined: 29 Dec 2014, 22:39

Re: I want to help

Post by lamart »

and How I do if I want that there are colors?
lamart
Posts: 29
Joined: 29 Dec 2014, 22:39

Re: I want to help

Post by lamart »

Do you want my blend file for look were is the mistake?
lamart
Posts: 29
Joined: 29 Dec 2014, 22:39

Re: I want to help

Post by lamart »

I think that the error come of my textures.
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texture.7z
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lamart
Posts: 29
Joined: 29 Dec 2014, 22:39

Re: I want to help

Post by lamart »

Okay so it's only the 1600*1600 resolution who that the error and I put 1024*1024 resoulution and now this good :D
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sword.7z
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sjek
Posts: 442
Joined: 22 Nov 2014, 10:51

Re: I want to help

Post by sjek »

Image
http://s1065.photobucket.com/user/Gnogu ... c.jpg.html (by the note the photo directly updates if i change the photobucket image, made one smaller for upper one, dunno how the server is handling those, 700 pixels wide)

got it working with these ones overnight. the trick is to make the UV map and imagefile same i think althought some other if using multiple textures. tried taking off all other setting than those and it still went trough of nif conversion at least. making that change / + using fields in texture --> image gave the UV map to nifskope. fields somehow links the UV and image. shadows were also disabled for those. engine but it's own afterwards

it saves different trinishape node for every material link and materials in editing buttons.

anyhow it converts all texture and other data directly to nifskope with those settings.

https://www.flickr.com/photos/50822638@ ... 040812871/
tried with only changing between blender uv editor --> image --> realtime texture mapping to uv co-ordinates and reflections. doesn't effect the texture in game so much at least but gives more reflection. when looking at the distance makes bigger difference.

strike a pose godzilla is with snifskope. from nimaterial property propdown get emissive and such colors
there's a color codes
ambient: #172819 diffuse:#6c5c70 specular: #bea3d8 emissive: #020002
https://www.flickr.com/photos/50822638@ ... 0040812871
Image

have http://mw.modhistory.com/download-87-7883 TLM ini settings fot the note of it
havent used the propbox for ages.. password retrieval

saved in arrille's tradehouse and went out photoshooting from the same time in both times. weather was a little bit different but not much taking from generator would guess when loading the cell.

sword is next try ;)
lamart
Posts: 29
Joined: 29 Dec 2014, 22:39

Re: I want to help

Post by lamart »

Sorry but I don't understand that you want to do (I am the worst in english), (import a dinosaur in Morrowind?? WTF^^)...
But, I tested the normal texturation in blender (not UV MAPPING but Generated) and when I export to Nifskope, the textures are visible!! Is so good :D §§§ because the UV MAPPING take a lot of time :(
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sjek
Posts: 442
Joined: 22 Nov 2014, 10:51

Re: I want to help

Post by sjek »

https://www.dropbox.com/s/l2710ykblqz9e ... blend?dl=0 .blend file for previous
something like that maybe althought not with that one as original file by andrea moro was personal use only.

all the bones and vertex groups and materials are deleted but the mesh itself is original.

https://www.flickr.com/photos/50822638@ ... 726217154/ apparently there's some more stuff what openmw records in settings.... all the mods for vanilla has shown working good so there has to be something extra what comes in. something with the UV map as the "only UV" and others shows the same in the game.
(photos taken with saving next to godzilla and changing the model via CS - loading unloading way)
edit: ---> testing normal maps / others and shaders

that previous post was a wrong call. changing between UV ordinates and reflection doesn't effect or maybe a little bit as the color is different but very lightly so might be the game.

http://wiki.blender.org/index.php/Doc:2 ... Unwrapping
http://wiki.blender.org/index.php/Doc:2 ... ying_Image .......

what way did you get the generated show or did you use never version of blender with texture nodes / other than morrowind export ? tried it with CS and gave this.

Image

2.49 has orco and other in it doing that in the same direction but there's i'm bit of stuck. how can you link the textures and UV map together that both shows in the render window ?
lamart
Posts: 29
Joined: 29 Dec 2014, 22:39

Re: I want to help

Post by lamart »

This error is caused by the nif version advanced compared to the auther nif version in Construct Set Morrowind.
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lamart
Posts: 29
Joined: 29 Dec 2014, 22:39

Re: I want to help

Post by lamart »

Look at that :mrgreen:
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épée améliorer.7z
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sjek
Posts: 442
Joined: 22 Nov 2014, 10:51

Re: I want to help

Post by sjek »

nice broadsword .p
i got it showing
http://s1065.photobucket.com/user/Gnogu ... 5.jpg.html
(placed new textures to transport empty plots)

Image
did you uses the settings something like this .? if you had oblivion it should go to morrowind
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