The Capo's LH Gallery and Self-Help Thread!

did you go part by part and hide each assigned texture? blender sometimes doesn't show the unweighted stuff. including when they are different objects.

I don't specifically know what you mean by that, but I assume you mean the different parts of the model (head, arms, torso etc.). They are all joined, so when I tried to export it with the biceps unrigged they highlited those parts. What I did was attach those to the forearm bone and export it and it gave me the same error but with nothing highlited. I have been trying to figure out what to do for around two hours now and can't seem to see what it is I am doing wrong. But to answer your question all of the objects are joined.
 
Well, I selected the torso bone and then hit h and it hid those textures (i have a hiding section in my guide). then I did it for the forarms. since I couldn't find a bicep bone I found that both your left and right biceps were not assignedt o something. so assigned them to the torso and the nif exported. Blender doesnt do a good job of telling you whats un assigned. You actually have to go back and find it unfortunately. Maybe the next build will be fixed.
 
Okay good, so I can proceed then. Thanks.

EDIT: I have no idea what I must've done wrong last time, I thought everything was done properly. I guess I must've overlooked something.
 
I honestly hate the new Blender right now and wish I would have just stuck with the old one, especially with all of these WIPs I have on my plate. This sucks. It may take me a while to get this thing down.

ok, so what do you hate about it? I admit it took me a bit to get used to. i especially missed drawing the seams in order to isolate parts but in my guide I've shon that you can do the same with hiding polygons.
 
ok, so what do you hate about it? I admit it took me a bit to get used to. i especially missed drawing the seams in order to isolate parts but in my guide I've shon that you can do the same with hiding polygons.

Its fine, its just going to take me some time to get accustomed to it I guess. Its just really annoying to me right now because I had four half-finished LHs and now they are going to be delayed because I am not familiar enough with the pogram at the moment, and I don't have a whole lot of time to sit down and learn it, especially considering I am working on a mod right now.

Plus my dog is god damn annoying the hell out of me right now! :mad:
 
What's wrong with your dog?
 
Yeah hey,

How's the Salamasina and Kamehameha coming along?

And btw, the Head dress for Salamasina would look nothing like that - that's more of a Tahitian thing.

Salamasina would of most likely had a head dress like this:
samoa_taupou.jpg


- Or something similar, you see - Salamasina was according to Samoan oral tradition; one of the very first (amongst a few others) people to have all major Ancient Samoan titles (those of the Tui Atua/Tui A'ana/Tui Manu'a etc...) "Tui" ltr. - "King of", bestowed upon a single body. A single person.

She also helped in repelling Tongan invaders (pre-Malietoa era I believe) from Samoan shores.
 
Thanks for that information. Salamasina (and Kamehameha for that matter) aren't really my own work though, they are just upgrades on the work of previous LH-makers. So I didn't actually change a lot on the models. I might try to adopt the new head-dress for Salamasina, but that looks extremely complicated and it will probably take a while. I have been extremely busy the past few weeks with real-life stuff, but hopefully I will have some time to dedicate to modding this week. Currently I have to finish the Askia LH, and then try to get the "Polynesian" leaders finished too. I am also working on a mod, so I have a lot to sift through right now and I'm not sure that I am going to change the current models I have much. Perhaps I can do a new version later on.
 
Hey, cut me some slack man, I've been pumping out leaderheads pretty regularly since I started making them. I've been busy in real life and I haven't had much time to master the new Blender just yet. Don't worry, there will be plenty of leaderheads from The Capo, I just have a lot on my plate right now.
 
I know... but The Capo have always been this effective got it done by one day man. What can i say, you made us spoilt. We ain't used to this Capo-man.

LOL, thanks for the kind words, but you should have seen what it was like for me to learn Blender to begin with. My first LH was Gustav Adolph of Sweden and that took me quite a number of attempts before I finally got it, and even then the first version wasn't so great. I'll be back to doing this regularly again, it just isn't a great time for me right now. I'm extremely busy with non-Civ stuff, AND I am trying to make a whole mod right now, and I switched Blenders after my last round of LHs, so its taking me a moment to learn that.
 
Once you relearn Blender, you should start working on turning Jed Bartlett into JFK. It would only be fitting, due to recent events.
 
Capo, I finally found the time to install your Basil/Heraclius. It has a small issue with the beard. Why did you make the beard float in front of his face? I can try and fix this, so it won't look weird, if you want.
 
Capo, I finally found the time to install your Basil/Heraclius. It has a small issue with the beard. Why did you make the beard float in front of his face? I can try and fix this, so it won't look weird, if you want.

I haven't used it in-game yet since I haven't finished my mod. If you want to fix it (and retexture it :mischief: ) that would be awesome of you!

Thanks for pointing it out.
 
I haven't used it in-game yet since I haven't finished my mod. If you want to fix it (and retexture it :mischief: ) that would be awesome of you!

Thanks for pointing it out.

Retexture? Why? What is it that you don't like about it?
 
Capo,

Try this out and let me know how it goes on one of your leaderheads. maybe salaminissa (sp?)

this is how you give shaders to LHs with the new blender. Or atleast I think so, but I want you try it so i can give good instructions in my guide.

1) import a shaded firaxis nif.
2) do your stuff then export it as usual.
3) now the exported nif should have all the stuff like EnvironmentalIntensityIndex and the four texture files.
4)Click on the NiStrips parent of all those things (highlight in blue on screenshot)
5) Scroll to the bottom of the block details until you see the part I boxed in red, the HasShader
6)Set the values to what I have in the 2nd screenshot box circled in red (Only three lines)
thats it you have shaders but you may have to mess with the lighting (the light bulb stuff) to get the coloring you want - it works like material properties.


I also found a way to add these files to a nonshaded LH (like our old stuff). but doing it through nifskope doesnt seem to always work so I copy the shaded one over to my old one and then import it into blender. then I join the two objects and delete the old materials in object mode and that seems to do it. then re-export and nifswap.
 
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