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Triver's LH gallery.

Discussion in 'Civ4 - Graphics Modpacks' started by Triver, Jan 2, 2010.

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  1. Nitram15

    Nitram15 Pro Libertate!

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    Really nice, only needs to be shaded. :)
     
  2. The_J

    The_J Say No 2 Net Validations Retired Moderator Supporter

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    Looks overall seen nice :goodjob:.

    But doesn't partially fit the picture.
    in my opinion, the whole face needs to be wider, including the eyes, they should be farer away from each other and a bit lower in the face (or the forehead needs to be bigger) [but i have no idea, if bigger movement of the eyes is even possible :dunno:, i'm not an artist]
     
  3. Triver

    Triver Chieftain

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    Don't worry.

    And when do you give me animation and add_env_and_other_textures tutorials?

    Do you see any LH to look like picture? It needs an animation work!
     
  4. The_J

    The_J Say No 2 Net Validations Retired Moderator Supporter

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    Some look even nearly identical, so yes ;).

    Ah, okay, then it's probably to difficult :/.
     
  5. Nitram15

    Nitram15 Pro Libertate!

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    Not really difficult. Sculpting the face doesn't need any animation editing. I can write you a tutorial but this is not the solution for your (easy) problem... Shading guide by Nitram15, if you read it, you'll learn a longer way how to shader a leaderhead. :)
     
  6. Triver

    Triver Chieftain

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    It doesn't work!:cry:
    Sculpting the eyes needs animation editing.:p
     
  7. Nitram15

    Nitram15 Pro Libertate!

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    Not really. I sculpted eyes on many of my leaderheads.

    btw, what is your problem with shading?
     
  8. Triver

    Triver Chieftain

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    After export from Blender LH hasn't ENV texture.
     
  9. Nitram15

    Nitram15 Pro Libertate!

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    Because you must add it! Go to to the leaderhead's part's base and go to NiTexturingProperty, then Copy Branch, and Paste Branch into your leaderhead's selected part. Then delete the old one, and add TLeaderheadShaderNoSkin_20 to the place where I wrote. That's all.

    Blender can't import environmental textures, so you must add it after export!
     
  10. Triver

    Triver Chieftain

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    But it doesn't work!!!:cry: I read all of you tutorials!!!! ALL!!!!:cry::cry: All!!!:cry::cry::cry:
    It pastes in to the mesh.:cry::cry: Not in to Texturing Property!!!:cry::cry:
     
  11. Ekmek

    Ekmek on steam: ekmek_e

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  12. Triver

    Triver Chieftain

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    Ekmek. My LH has four textures DIFF(or Base texture),Spec(Specular),Norm(Normal),Env_msk. I want to add Env(or ENV_Gold) .
    I didn't find how to add it in your tutorial. I know how to add shaders. But I don't know how to add gold effect.
     
  13. Ekmek

    Ekmek on steam: ekmek_e

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    Yeah, that the thing at the end of page 42 and to page 43 it explains how to add the ENV to your mesh because blender only exports 4. This adds the 5th one. It can be ENV or ENV_gold.

    PS it maybe unclear but you need to add the ENV to nifskope by copying a previous texture pasting it and renaming it.
     
  14. SaibotLieh

    SaibotLieh Chieftain

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    The ENVs files are not a real part of the meshes, but images that are "projected" onto them to produce a shiny effect. You can copy them from any other original leaderhead. I think all of them have a ..._eye_env.dds and all with shiny parts have a ..._gold_env.dds. I think they always look like this:


    (The left one is for the eyes, the right one for the gold parts)

    To get them, just open (for example) the Elizabeth leaderhead folder. There copy the elizabeth_eye_envi.dds and the elizabeth_gold_env.dds file to your leaderhead's folder and rename them to your liking.
     

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  15. Nitram15

    Nitram15 Pro Libertate!

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    Okay, I must tell you the whole thing:

    >NiTriStrips - your mesh
    NiIntegerExtradata >Describes Normal Map Index (NRML)
    NiIntegerExtradata >Describes Specular Intensity Index (SPEC)
    NiIntegerExtradata >Describes Environmental Map Index (ENV_MASK)
    NiIntegerExtradata >Describes Environment Intensity Index (ENV)
    >NiTexturingProperty
    NiSourceTexture DIFF - this is the base texture
    NiSourceTexture ENV - this is the texture for Environment Intensity, so to the place where shader activated
    NiSourceTexture NORMAL - This shows the "normal" intensity, where shader gets its intensity in several parts of the mesh (ex. blue = not really shiny | purple = shiny)
    NiSourceTexture SPEC - Specular intensity shows the places where shader must be different than elsewhere (ex. mouth, face, hair, eyes)
    NiSourceTexture EMSK - Shadow Shaders, and the same as SPEC

    These are which needed to have a good shader.

    How to add an Environmental Intensity Index (ENV):

    First thing is to go to the mesh's base LH, and select the base mesh's NiTexturingProperty, then Copy Branch (Ctrl+C in newest NifSkope) and go to your mesh select NiTriStrips and Paste Branch (Ctrl+V in newest NifSkope)

    And the rest about TLeaderheadShaderNoSkin_20

    That's all about description. Hope you'll understand. :)
     
  16. Triver

    Triver Chieftain

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    It pastes to Scene Root!
     
  17. Triver

    Triver Chieftain

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    :woohoo::woohoo:I know how to add ENV texture! First you need Copy Branch NiTexturing Property from original then remove branch NiTexturing Property from your LH and Paste Branch Ni Texturing property to your LH from original. It works with my LHs!!!
     
  18. Nitram15

    Nitram15 Pro Libertate!

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    At last! You understood it! We wrote this 30 times or so! :lol:
     
  19. Triver

    Triver Chieftain

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    You said copy branch only one texture. And I copied NiTexturing Property.
    But thanks...
     
  20. Nitram15

    Nitram15 Pro Libertate!

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    Oh my god! You always misunderstood me. NO! I said to copy the WHOLE NITEXTURINGPROPERTY AND THIS THING DOES THE SHADER!!!!! And then you copied the NiSOURCETexture, which isn't good!

    I can't believe that you didn't understand that.
     
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