Search Results
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Thread: Why does this game stutter so dang much...
Post: Personally I don't think you need Streamline with ...
Personally I don't think you need Streamline with your specs, at least not if you don't use a combination of killer mods like RAEVWD, Qarls3 and others. I have similar specs (e8400, 4890 and 4 gigs OC... |
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Phitt |
Oblivion General
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11 |
4,355 |
10-21-2009, 07:08 PM |
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Thread: Razorwing's Modelling Thread
Post: [quote]
Interesting. Perhaps it could be solved wi...
Quote:
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Interesting. Perhaps it could be solved with several bits of collision for the platform spaced slightly apart, so that if the collision does skip a frame, the player may still be caught ra... |
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Phitt |
Visual Development
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188 |
46,277 |
10-14-2008, 11:40 AM |
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Thread: Razorwing's Modelling Thread
Post: I feel bad for saying this, but animated platforms...
I feel bad for saying this, but animated platforms like yours can cause problems. I have an elevator similar to yours in my Sea Domes mod and tested it quite a bit. Tried to get the Dwemer train worki... |
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Phitt |
Visual Development
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188 |
46,277 |
10-13-2008, 10:52 PM |
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Thread: The Great Battle of Collision Shapes
Post: Great! Not only does it fix the MOPP float, it als...
Great! Not only does it fix the MOPP float, it also has working havok export for mobile objects (and animation support, but I don't use that part often)! Some of the defaults could be set to Beth defa... |
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Phitt |
Models and textures
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21 |
5,699 |
09-12-2008, 01:12 PM |
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Thread: The Exterior of Dumac
Post: I will let you redistribute the models and what yo...
I will let you redistribute the models and what you did with them as soon as I have a beta out. Other people will have to wait for the full version of my mod before they can use them.
I feel a bit b... |
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Phitt |
Dumac City Discussion
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98 |
25,631 |
09-12-2008, 11:35 AM |
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Thread: The Great Battle of Collision Shapes
Post: No, I always fix that unknown float by hand. There...
No, I always fix that unknown float by hand. There was another unkown float wrong (not set to 1), but that was fixed in the latest version as well as the wrong material in subshapes. I didn't even kno... |
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Phitt |
Models and textures
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21 |
5,699 |
09-11-2008, 11:48 PM |
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Thread: The Great Battle of Collision Shapes
Post: [quote][i]Originally posted by nick_op[/i]
Thanks ...
Quote:
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Originally posted by nick_op
Thanks for the info, it's handy to know the performance differences between the collision types.
Did Bethsofts use packed/non packed triStripShapes? From your ... |
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Phitt |
Models and textures
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21 |
5,699 |
09-11-2008, 11:35 AM |
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Thread: The Great Battle of Collision Shapes
Post: The Great Battle of Collision Shapes
Once upon a time there were two races of collision shapes living in the land of Nif. The TriStripsShapes, huge, twenty feet tall creatures. They could survive almost anywhere without problems, but unf... |
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Phitt |
Models and textures
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21 |
5,699 |
09-10-2008, 10:56 AM |
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Thread: Confused about LOD & VWD (again)
Post: Are you sure it's the _far nif you're actually see...
Are you sure it's the _far nif you're actually seeing? Could be that the roof fades out due to object slider settings before the rest of the shack does (since it's a different mesh) and that's why you... |
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Phitt |
Modding in general.
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5 |
2,998 |
09-04-2008, 04:14 PM |
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Thread: Confused about LOD & VWD (again)
Post: Not sure I understand the problem completely. You ...
Not sure I understand the problem completely. You have a _far nif for the shack that looks like the regular shack (with maybe a few polys less). The _far nif gets displayed like it should, but the tha... |
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Phitt |
Modding in general.
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5 |
2,998 |
09-03-2008, 12:25 PM |
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Thread: New test build: Max NifTools Plugin (many versions)
Post: [quote][i]Originally posted by Razorwing[/i]
Thank...
Quote:
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Originally posted by Razorwing
Thanks for sharing the future update with us, phitt :) I'll make a note of updating the moldcave pieces shortly after the MOPP-enabled exporter is released a... |
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Phitt |
Visual Development
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11 |
3,023 |
08-22-2008, 12:09 AM |
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Thread: New test build: Max NifTools Plugin (many versions)
Post: Indeed, indeed. :D
To get MOPP working with the ...
Indeed, indeed. :D
To get MOPP working with the exporter you need to set two unknown floats to 1, details can be found in the Niftools thread. The havok material in subshapes is also wrong after exp... |
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Phitt |
Visual Development
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11 |
3,023 |
08-21-2008, 12:02 PM |
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Thread: Dumac [Finished]
Post: Just read this thread and would like to make a few...
Just read this thread and would like to make a few notes regarding Speedtrees vs 'modeled' trees. There are many disadvantages when you don't use Speedtrees like I experienced in my Sheogorad mod (whe... |
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Phitt |
Archived Regions Claims
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106 |
23,784 |
07-18-2008, 10:30 PM |
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Thread: Kilgorin sword and its owner
Post: RE: Are you an expert on weapon modelling?
Bringing weapons in the game is quite easy once you know how. All you need is a Beth weapon of about the same size and copy your weapon to that nif. Then adjust the box/capsule collision shapes and yo... |
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Phitt |
Visual Development
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13 |
4,372 |
02-12-2008, 09:47 PM |
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Thread: Are you an expert on armor modelling?
Post: Then I learned something new. Would have went comp...
Then I learned something new. Would have went completely the wrong way in this case. |
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Phitt |
Visual Development
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16 |
5,470 |
02-01-2008, 03:08 PM |
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Thread: Are you an expert on armor modelling?
Post: I'd be surprised if it was the texture. Did you tr...
I'd be surprised if it was the texture. Did you try the fix in game, captain-ultima? Never seen the game/CS crash or a mesh get stretched because of a missing texture. The mesh turns purple, that's al... |
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Phitt |
Visual Development
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16 |
5,470 |
02-01-2008, 02:57 PM |
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Thread: Are you an expert on armor modelling?
Post: You can safely delete those properties. The helmet...
You can safely delete those properties. The helmet doesn't have any vertex colors and the zbuffer and pixeldata (never seen that property used in a nif) properties don't make sense to me either. It ha... |
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Phitt |
Visual Development
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16 |
5,470 |
01-31-2008, 05:01 PM |
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Thread: Dwemer Progress Thread (2)
Post: I (like most people) won't have much time for modd...
I (like most people) won't have much time for modding during the next two weeks, but since I have more than a dozen tiles done already that only need some minor fixing I can send them early next year ... |
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Phitt |
Visual Development
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162 |
39,192 |
12-19-2007, 10:26 PM |
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Thread: Dwemer Progress Thread (2)
Post: Sounds good. Do you want me to send you the finish...
Sounds good. Do you want me to send you the finished exteriors first and interiors later or all at once when I'm done (thought you need the meshes to go on, but I don't mind)? Also, I'm not petty when... |
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Phitt |
Visual Development
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162 |
39,192 |
12-17-2007, 02:24 PM |
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Thread: NifSkope Question
Post: Afaik the center/radius in the TriStripsData defin...
Afaik the center/radius in the TriStripsData defines when an object is affected by culling. I'm not sure if it works for meshes up-/downscaled in Nifskope, but you could try to use 'mesh>update center... |
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Phitt |
Visual Development
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5 |
2,108 |
12-15-2007, 11:18 PM |