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how to make binking eyes, compressed normal maps, and can scaling a bone be baked into a mesh


tolerance

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Posted

a mixed bag of questions,

 

first, i attempted to make a really cartoony head, its already kinda creepy but, the unblinking eyes is what really haunt my soul, anyway to easily edit the tri file?

 

second, my normal maps  get noticeably pixely whenever i try to use a compressed format and/or with mipmaps, i get around the mipmaps part with re-saving mip-mapless normals in gimp (i use paint.net to make them), is there any software better suited to normalmaps?

 

also, anyone know a way to scale bones and then make the changed model exported changed permanently, without the skinning?

 

and since I'm piling on the questions, has anyone made a heavily modded oblivion in windows 10 that doesn't crash or lose a ton of frames in the wilderness? is there like a dos-box equivalent that like emulates XP to convince the game you're threaded ram is a single core and whatever else it needs to work?

 

Posted

first: don't know

Second: what normal map tools do you use in paint.net ? The two I use are not perfect but ok.

third: Blender stuff,  I totally do not know.

 

Fourth; I use Win10 only a tow weaks, not so many problems now. ( except... CSE51 didn't work anymore , I had to use 81. NifSkope menus are all twitching when I click them.  ENB boost the  wrapper version crashed my game at start, but injector version works. Extended Topic Length does not work. ... )

 

But Gecko still works and the old TES4Edit version ( I hate the new versions )

Stutter remover, 4GB patcher,  All exe set to compatibility mode windows xp service pack 3

I use a tool that let Oblivion use 2 cores. ( Add_Run_with_CPU-1_Affinity_to_Context_Menu )

I found this about Win10 month ago, most things I knew, but a few new things.

Oblivion with Win10.txt  I copied the page.

But like with WIN7 I often get frame drops at different places.

 

And I use my old Win7 Oblivion. I installed  Oblivion and ShiveringIsle and patched it. Then I installed the CS and OBMM. Tested if it works,  And then I copied my old Oblivion in the new folder. Copied the old plugins.txt ( Mod list) in the new one, stared the OBMM and had my old game back. Works fine my old save.

Posted

i completely forgot about the compatibility option. I haven't checked out the stability, but as for the fps inthe wilderness i get 60fps.... if i'm looking backwards, 11 if i'm facing the normal direction

Posted

OK, 11 is really little. Only in Order of the Dragon I have 10 FPS in some areas, world space but with about 50 spiders in the cell and the adjacent.

  • 2 months later...
Guest Shadd Ashborn
Posted

It was a while, I know, but I hope questions are still actual (we are in Oblivion section so 3 months shouldn't be too much right? :sweat_smile: )

On 2/12/2020 at 2:38 AM, tolerance said:

first, i attempted to make a really cartoony head, its already kinda creepy but, the unblinking eyes is what really haunt my soul, anyway to easily edit the tri file?

 

Editing .tri files is technically very easy, 90% of work is to actually make it look good. Just install tri import/export plugin for blender 2.49b (or, which is a LOT better, just use this blender for any nif/tri stuff: https://www.nexusmods.com/oblivion/mods/42755/? it has ALL needed plugins AND all awesome tools like seam mander, pose converter, etc.) and edit needed shape key. Then just export it back and key will work.

 

I assume you generated .tri file with Conformulator (which I always do too even for blank .tri because of vertex order for already exported nif mesh). Blink shape keys are not generated by it, they need to be made manually - just make new shapekey and give it name AND number in square quotes. I assume tri for Vegas and Oblivion are 99% similar so Blink keys should be named something like that (numbers are not so important for game engine, they just need to be unique for every morph):

 

Spoiler

blendertruenormals_J3iWkrvNFC.png.1d112c031e4eda88df92ae282fe203fb.png

 

Making them easy in general, just properly move upper eyelid vertexes for each Right and Left key (or even straight use mirror keys in blender 2.9+, but it's about working in programm itself). 

 

On 2/12/2020 at 2:38 AM, tolerance said:

also, anyone know a way to scale bones and then make the changed model exported changed permanently, without the skinning?

 

Yes, it's easy AF, just apply armature modifier after you scaled needed bone:


 

Spoiler

 

blendertruenormals_KCwrui9r92.png.9cafd394015fd22287efd77fd5fe1279.png

 

blendertruenormals_KADYoIJUF7.png.4724a4fe591bea5898dc884d67f98131.png

 

 

Weights will stay as they are and you can parent skeleton again (so you get mesh with permament topology edit but still weighted). If you need completely remove weights (i.e. make mesh static) - just remove all vertex groups from the mesh and that's all.

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