tolerance Posted February 12, 2020 Posted February 12, 2020 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?
fejeena Posted February 12, 2020 Posted February 12, 2020 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.
tolerance Posted February 13, 2020 Author Posted February 13, 2020 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
fejeena Posted February 13, 2020 Posted February 13, 2020 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.
Guest Shadd Ashborn Posted May 13, 2020 Posted May 13, 2020 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? ) 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 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 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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