Custom Meshes as armor (Progress thus far)

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ironbishop
Posts: 14
Joined: Tue Mar 03, 2015 2:44 am

Fri May 22, 2015 10:03 am

Well half of the bones are still screwed but I managed to make a custom mesh [Without UVs/Texture] to work as a helmet, and therefore I have produced a GIF as proof that this may open new opportunities for the mod community.

I'll release more updates on how I did it when I have the time, for now, here is a gif of a very bad looking helmet working atleast.

Image

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Butta
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Posts: 313
Joined: Tue Apr 02, 2013 9:04 pm
Location: Germany

Sat May 30, 2015 7:31 pm

Really nice!

But I still hope that we get some tools later. Weapons are quite easy to mod in, but those armors are a pain! :?

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ironbishop
Posts: 14
Joined: Tue Mar 03, 2015 2:44 am

Mon Jun 01, 2015 11:41 am

Butta wrote:Really nice!

But I still hope that we get some tools later. Weapons are quite easy to mod in, but those armors are a pain! :?
I hope we do too, but as far as I know to my current knowledge, the only way you can probably get something working is by using a program called ultimate unwrap 3D to do the exporting/importing for you, even though the program is meant to be an UV unwrapper, but you can perfectly import any ogre mesh into that thing without a problem.

what you can experiment on with armor, especially helmets or anything that is somewhat plate-like or solid, you can try to import a vanilla mesh/skeleton on blender, replace the vanilla mesh with a custom one, apply the skin modifier to the newer mesh but with exception of just using the head or a specific part of the bone that your custom mesh will be attached to, then export it out, delete your new .skeleton file and replace it with a vanilla one.

Image

Image

Sadly you cannot use your own exported bone files because apparently while exporting the ogre mesh, the bones tend to screw up massively, I have no idea why it does that. but I truly wish a developer would clarify as to why this is happening, I would also love for them to shed a light on this whole modding armor thing, that would be great.

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philthymcnasty
Posts: 736
Joined: Wed Apr 10, 2013 11:57 pm

Mon Aug 03, 2015 5:11 am

ironbishop wrote:
Butta wrote:Really nice!

But I still hope that we get some tools later. Weapons are quite easy to mod in, but those armors are a pain! :?
I hope we do too, but as far as I know to my current knowledge, the only way you can probably get something working is by using a program called ultimate unwrap 3D to do the exporting/importing for you, even though the program is meant to be an UV unwrapper, but you can perfectly import any ogre mesh into that thing without a problem.

what you can experiment on with armor, especially helmets or anything that is somewhat plate-like or solid, you can try to import a vanilla mesh/skeleton on blender, replace the vanilla mesh with a custom one, apply the skin modifier to the newer mesh but with exception of just using the head or a specific part of the bone that your custom mesh will be attached to, then export it out, delete your new .skeleton file and replace it with a vanilla one.

Image

Image

Sadly you cannot use your own exported bone files because apparently while exporting the ogre mesh, the bones tend to screw up massively, I have no idea why it does that. but I truly wish a developer would clarify as to why this is happening, I would also love for them to shed a light on this whole modding armor thing, that would be great.

What about nifscope? It was a tool that the guys used for oblivion, for modifying stuff in that game.

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