March 29, 2024, 13:59:32

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - USSCrazybat

Pages: [1]
1
Game Assets / Problems with Luminescence maps/lamp maps
« on: March 01, 2017, 16:14:05 »
I've been tinkering with the textures in the Star Trek EAC mod in order to get a feel for how Nexus accepts textures, and have been working on two ships - the Prometheus and the Saber. When the mod was first installed, both ships seemed be covered in one singular white glow as opposed to only the engines, spotlights and impulse engines. I have managed to fix the Saber class by inverting the alpha channels on its main textures, however the method does not seem to work for the Prometheus. Furthermore, in my experimentation with the Galaxy class, I attempted to add glows to another part of the ship by modifying the alpha channel, but there was limited change.

Are the lamps/lum maps tied to the mesh in any way, or can I still fix this using a texture editor? I'm having some trouble working out meshes atm, so focusing on texture editing would be preferable. 

2
Game Assets / Working with NIF Models (UPDATE)
« on: March 01, 2017, 01:17:59 »
Hello,

I'm looking to create a more up-to-date Star Trek mod than the two currently in circulation, and I intend to use several ships that have been modded into Bridge Commander as .nif meshes. As I don't know where else to find these meshes, I'll need to make do with a lengthy conversion process. However, the recommended conversion process of importing into Milkshape, exporting into .lwo, then putting it through the game's converter returns an error. It doesn't help that I have very little experience working with meshes in general - scripting is no issue for me, at least.

If anyone has experience with .NIF files and Nexus, I'd appreciate any help you could offer.

Pages: [1]