Search found 41 matches
- Mon Feb 18, 2019 3:47 pm
- Forum: Modding
- Topic: Problem with seams
- Replies: 27
- Views: 16929
Re: Problem with seams
I can provide normal maps for all of the vanilla blue-eyed face variants, too.
- Mon Feb 18, 2019 5:46 am
- Forum: Modding
- Topic: Problem with seams
- Replies: 27
- Views: 16929
Re: Problem with seams
Might I suggest that instead of adding a tail to the .mesh, you make hairstyles that include a tail. That way you don't need to mess with the original mesh and the colour of the tail will change along with the hair? It will be simpler and I think in the end, will look significantly better.
- Mon Feb 18, 2019 5:43 am
- Forum: Modding
- Topic: Problem with seams
- Replies: 27
- Views: 16929
Re: Problem with seams
@Selphadur I created new normals using the procedure descirbed by oi_io for most faces and all the body variants (normal, skinny, and muscular) for both the male and female .mesh's. If you'd like, you can have and use them. Lmk.
- Mon Feb 18, 2019 12:25 am
- Forum: Modding
- Topic: Problem with seams
- Replies: 27
- Views: 16929
Re: Problem with seams
Nonetheless, I appreciate all the effort you put into troubleshooting and coming up w/ a solution for this problem. I followed your directions and your method works, so I'm even more happy w/ that. Now it's a matter of rinse & repeat. Lol. I didn't think you meant that as any sort of insult, jus...
- Sun Feb 17, 2019 6:24 pm
- Forum: Modding
- Topic: Problem with seams
- Replies: 27
- Views: 16929
Re: Problem with seams
This is fantastic, oi__io. Tremendous thanks for debunking and solving the issue. As for the bit about "more experienced modders" - I'm only using the original .mesh because pointed ears are really all I wanted to add to my custom race, since they wouldn't differ incredibly from the races ...
- Sun Feb 17, 2019 5:46 am
- Forum: Modding
- Topic: Problem with seams
- Replies: 27
- Views: 16929
Re: Problem with seams
I ran into this same issue years a go w/ my Islander race when adding pointed ears, using an imported version of the human .mesh from the game files (just as you did). Just today I attempted to tackle the issue and came to the same conclusion - same model, untouched, after being exported fro blender...
- Tue Apr 10, 2018 11:59 pm
- Forum: Modding
- Topic: Diffuse Texture Glossy
- Replies: 2
- Views: 861
Re: Diffuse Texture Glossy
Didn't see this until after I fixed it, but you're right - I didn't need to mess with the RGBA layers. Opacity was being loss during export, because it wasn't saved to the layer, so all I had to do was duplicate the visible layer once I applied the opacity I wanted, and export that using a different...
- Tue Apr 10, 2018 7:18 pm
- Forum: Modding
- Topic: Diffuse Texture Glossy
- Replies: 2
- Views: 861
Diffuse Texture Glossy
I've made a replacement texture for a race using GIMP, but in-game it appears ridiculously glossy. VampireTeddyGram also mentioned experiencing the same issue w/ his Oni Race Mod'. The gloss map is contained within the Alpha Channel of the .dds, so I decomposed the image into RGBA (Red, Green, Blue,...
- Wed Apr 04, 2018 3:27 am
- Forum: Modding
- Topic: FCS, No Duplicate Item option for Dialogue?
- Replies: 1
- Views: 552
FCS, No Duplicate Item option for Dialogue?
Wondering why the option to "Duplicate Item" isn't available for Dialogue or Dialogue Packages in the FCS, and if it can be made available? A lot of the time, when creating items or characters, duplicating an object similar to the object I would like to create has been the most efficient w...
- Tue Jan 09, 2018 12:44 am
- Forum: Modding
- Topic: Islander Race mod' (Lore-friendly)
- Replies: 0
- Views: 621
Islander Race mod' (Lore-friendly)
I have recently updated the Islander Race mod' to include the new race mesh. - the very first to offer full character customization - (standard human with slightly pointed ears) and recruits with original dialogue! Previously, the option to play as an Islander was limited to beginning a new game w/ ...
- Thu Jan 04, 2018 10:11 pm
- Forum: Modding
- Topic: Body Mesh & Shape Keys
- Replies: 18
- Views: 3292
Re: Body Mesh & Shape Keys
Omf. It worked. By "Apply Armature", I meant apply modifiers. I exported w/o that setting checked, and it worked. So stupid of me to get stuck on something as simple as not using a setting when exporting. Thank you so much. Lol.. Finally, this thread can be concluded.
- Thu Jan 04, 2018 11:40 am
- Forum: Modding
- Topic: Body Mesh & Shape Keys
- Replies: 18
- Views: 3292
Re: Body Mesh & Shape Keys
Are you sure the mesh retained all of the shape keys when you exported it - i.e. the sliders for the eye width, nose curve, etc. ? If so, I don't know how that's possible. After exporting and importing the mesh with the "Apply Armature" setting and without, it donned on me that armature mo...
- Thu Dec 28, 2017 2:53 am
- Forum: Modding
- Topic: Body Mesh & Shape Keys
- Replies: 18
- Views: 3292
Re: Body Mesh & Shape Keys
Having a friend export the mesh. didn't change anything. There must be some setting or such that I need to use and I'm not aware of. :/
- Sat Dec 23, 2017 12:05 am
- Forum: Modding
- Topic: Body Mesh & Shape Keys
- Replies: 18
- Views: 3292
Re: Body Mesh & Shape Keys
That's great news! I'm positive the shape-key option was selected, so it must have something I don't know about. Either way, I can have a friend export the mesh. and that will probably make the difference.
Thanks again.
- Thu Dec 21, 2017 7:46 pm
- Forum: Modding
- Topic: Body Mesh & Shape Keys
- Replies: 18
- Views: 3292
Re: Body Mesh & Shape Keys
I am using Blender version 2.79 (should be the most recent version), and the latest Kenshi plugin. By "fine" do you mean that you had the face morph options were appearing in-game? Or that it had the shape-keys before you exported the mesh. and lost them after?
- Thu Dec 21, 2017 2:09 am
- Forum: Modding
- Topic: Body Mesh & Shape Keys
- Replies: 18
- Views: 3292
Re: Body Mesh & Shape Keys
This makes me think that the editor_data_[race].xml is written to reference only the original mesh. and needs to be re-written to reference the new mesh. which is beyond me. Regardless, it seems that without that knowledge, making a custom mesh. for a race that allows the use of face-morphs is impo...
- Thu Dec 21, 2017 1:33 am
- Forum: Modding
- Topic: Body Mesh & Shape Keys
- Replies: 18
- Views: 3292
Re: Body Mesh & Shape Keys
After some testing, I was able to get the limiters (face-morphs) to work by naming the mesh. file "human_male.mesh", but in-game my mesh is replaced by the original Greenlander mesh. even though it's technically "using" my mesh. If I change the file name back, the ears become poi...
- Wed Dec 20, 2017 7:19 pm
- Forum: Modding
- Topic: Body Mesh & Shape Keys
- Replies: 18
- Views: 3292
Re: Body Mesh & Shape Keys
Nothing I've tried (different settings when exporting, moving relative files to the same directory, combining the mesh.xml. generated when exporting w/ the editor_date_[race].xml, etc.) has worked - so here is the Dropbox link to the mod'. Be aware, it contains a lot of content besides the mesh. and...
- Mon Dec 18, 2017 9:09 pm
- Forum: Modding
- Topic: Body Mesh & Shape Keys
- Replies: 18
- Views: 3292
Re: Body Mesh & Shape Keys
I've exported the mesh. correctly, changed the min' and max' shape key values to match their counterpart values in the editor_data_Islander.xml, and have the mesh. appearing in-game, but still no face sliders. I must be missing something, but have no idea what that would be. Attached are Dropbox lin...
- Mon Dec 18, 2017 7:34 pm
- Forum: Modding
- Topic: Body Mesh & Shape Keys
- Replies: 18
- Views: 3292
Re: Body Mesh & Shape Keys
The shape keys are working in Blender, but don't appear in Character Creation. And the only way to get the mesh to work is by exporting it w/ the Skeleton, but w/o animations, so the character is stiff. :/ What settings do I need to use when exporting?