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WOOD RELATED ASSETS [Claimed by Seneral]

Submitted by grumpycat on

All the models in this thread need to be redone for legal and esthetic purposes before we will do a release . If you feel like you can contribute by doing some or all of these models then please leave a comment at the bottom of this thread.

Let us know what 3d modeling program and also what year it is you use, as we need to find out if we need to convert the files for you or get you setup with appropriate importers.

 

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Last edited by grumpycat on 23 Dec 2014 - 13:15.

First try on ao failed, for some reasons I can't get it to work:/ Anyways, got to work quickly relative to what stuff happens actually (renovating...), redr_ladder01 done and most scrapwood, but still without collisions.

Base work will be done tomorrow for quite sure, will do some vertex coloring after though like darkening the open wood rings at the endings, they're to bright I think. 

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First steps of renovating, as well as all models done, some minor tweakings, what a great day:)

https://www.dropbox.com/s/a155pztu3220i07/TESRenewal%20-%20Wood%20Related%20Assets%20V2.rar?dl=0

This includes all my files, including some screens and all .blends. As I said before, I'm not sure how to convert to .nif properly, so I just hope you have Blender:D Else I would appreciate a brief introduction into making models ready for skyrim / skywind :P

The Blends are all ordered the same way, in the first layer is the vanilla mw model, under it its collisions; on the second layer is my reproduction and under it its collisions, as well. 

Question: All Pivots has to be the same, right? Except the collisions, they have parents, so it should work? The vanilla had crazy pivots sometimes and I remained most pivots exept a few... can switch it quick though.

At the current state I did NO vertex coloring at all - I'm not sure which tones for the woods are correct for which models, neither I get to work proper AO.

Tell me so I can work a bit tomorrow on it, else I'll continue working on my own little game I stopped working on for so long xD

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You forgot to pack textures into .blends ;]

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Hey Seneral, that link is now broken. Can you upload and relink please?

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Yes you're right, heres the new one:

https://www.dropbox.com/s/6ws4os4y1sg6unc/TESRenewal%20-%20Wood%20Related%20Assets%20V3.rar?dl=0

I already send it to Ravanna though, and I intended to get these working ingame for you straight away. This should have included a proper .nif and everything seemed to work fine until I imported it into CK where it looses just the diffuse maps - maybe it's just me and CK and nifs are fine, but I'm not sure. If you want to take a  look, this is my skyrim/data folder addition:

https://www.dropbox.com/sh/kwvwj05yjoza8r9/AAAd7R7uq6hamurmRyVuvFo0a?dl=0

However I lost motivation on working with nif files lately;) Probably will do some tests again to look whether it somehow magically works now;)

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There were a few wrong settings with the nif and it was scaled wrong.

I downloaded blender, but when I export and import into 3ds max for exporting again the UVs get messed up. So tired, so, so tired. Everything is always an up hill battle.

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Can you tell me exactly what was wrong? Which settings do I have to manualy adjust after using ehams exporter? 

Regarding Blender, I'll provide all items as .obj or .max, or even .nifs after max exporting if you wish. I had this problem you mentioned, too, but got around it somehow. I'm away for the next four days though... No need to fiddle around with blender right now:)

Regarding scale, I multiplied with 10 after export from Blender which should be alright, and did no further adjustements on any exporting dialogue...

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