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[Updated/Completed] Dwemer Ghosts
11-28-2008, 11:03 AM,
#21
 
Quote:Originally posted by InsanitySorrow
Upload your esp, or jus attach it to a post and I will set up a new spell and shader, though you will need to adjust the shader becuase I will make a copy of the original, I will also change the scripts to include the new spell.

sure thing, ill attach the .esp that contains my latest Ghosts. You can make the new spell and shader to it send them to me and ill start "experimenting" on the shaders.
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11-28-2008, 06:58 PM,
#22
 
Ok so I sorted out the esp for you.

Changes I Made:

Made a duplicate of the ghost spell, its starts with STCU then continues with the rest of the name [forgotten it]

I made a duplicate of the effect shader, the one you need to modify now is STCUghosteffect. This is the custom shader for the ghosts.

I also made the change to the script within the spell to accomodate the new shader, it was a simple name change.

Here is ya new esp:
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11-28-2008, 07:07 PM,
#23
 
Thank you InsanitySorrow, ill start working on more detailed ghost effect.
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11-28-2008, 09:12 PM,
#24
 
great, post some screenies when youre done Smile
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11-29-2008, 01:07 AM,
#25
 
Hate to come back with some bad news but i cant seem to get the details to improve, i tried changing various settings in the shader but the details around the face's and beard just wont seem to improve. I just cant get my finger around it.

Perhaps someone with more expierience on these could point me to the right direction or give it a try?
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11-29-2008, 10:58 AM,
#26
 
1) I made a little mistake in the esp which I will correct, instead of creating a new script for the new spell I edited the original which means the other ghosts in the game will be using your new shader. This is easy to correct and will do so. [FIXED, See Attached esp]

I have no clue what to edit to change the shader and add more detail. It seems abit complicated.
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11-29-2008, 02:03 PM,
#27
 
I figured how to make more details show up, apparently if when making the normal maps if i change the alpha layers height it add details better. in otherwords how much details show in the ghosts is directly linked to the alpha layers.

Ill post some screens as soon as i finish testing this on the skin and beard.

EDIT: ok this is the most detail i could squeeze out of the ghosts.

Male Ghost
Female Ghost
Both full body shot
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11-29-2008, 04:40 PM,
#28
 
Looks better, I like the added detail. Did you use the fixed esp? if not please use that or send me your esp so I can make the changes. If the changes are not made then the other ghosts in OB will be using ur shader.

Looking god, just remember use the fixed esp Smile
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11-29-2008, 06:08 PM,
#29
 
no worries, i reverted back to my old .esp, the details in the ghosts were increased via editing of the normal maps the ghosts use. So no changes to the original ghosts of Cyrodiil occur. But thanks for the .esp's anyway.
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11-29-2008, 09:53 PM,
#30
 
Quote:Originally posted by captain-ultima
no worries, I reverted back to my old .esp, the details in the ghosts were increased via editing of the normal maps the ghosts use. So no changes to the original ghosts of Cyrodiil occur. But thanks for the .esp's anyway.

I'm glad you got them sorted out, dont worry about the esp's,Glad to help.
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