jackmix69's Content
There have been 89 items by jackmix69 (Search limited from 14-May 23)
#351234 Crystal Blades
Posted by jackmix69 on 05 October 2007 - 09:32 PM in jackmix69's Mods
http://firingsquad.u..._-_SI#dldetails
Readme...
The Crystal Longswords Mod
By: jackmix69
Version 1.0 - Requires Shivering Isles
Adds a couple of crystal longswords into the Shivering Isles for higher level characters. You first need to find the location of it, and then defeat the guardian who protects the swords.
To install...
Navigate to your Oblivion directory, and drag the Data folder from the .zip into your Oblivion folder. When asked to replace, say yes. Then enable the CrystalLongswords.esp.
You can find the Crystal Area near Camp Hopeful. Good luck!
#349661 Crystal Blades
Posted by jackmix69 on 29 September 2007 - 10:37 AM in jackmix69's Mods
Yeah, there's an idea. Sounds like fun!Those are awesome I would say release it (bet you could have guessed that was coming
As for how to get it I would say try hiding it in the Imperial Palace basement along with all those other oddities they have stored down there
What stats should I have on these? I'm definitely not sure where I'm going with this. >.>
#349568 Crystal Blades
Posted by jackmix69 on 28 September 2007 - 11:22 PM in jackmix69's Mods
Crystal Longsword (the mesh has been tweaked a bit, so it doesn't look like this exactly, it's a bit longer and that gap in the hilt is fixed)
Crystal Broadsword (Only have a shot of 1st person at the moment)
Just a quick model hack, and some swift retexturing...anyone think I should release it? And if so, how should these be obtained?
A side note: I also made a "Red" 2 handed crystal claymore but don't think I can release it as I'm having very strange issues with it, so it might not see the light of day.
#334515 How to: Port models from any DX9 game.
Posted by jackmix69 on 07 August 2007 - 04:37 AM in Oblivion Modding Discussion
Okay.Will do, but that'll be when I'll know how to get custom model ingame I'll probably wait for Two Worlds SDK tooCool If you have any issues, post in here and I'll do my best to help you out. Also, post screenies.Sweet Jackmix Now I'll have fun with Two Worlds
#334471 How to: Port models from any DX9 game.
Posted by jackmix69 on 07 August 2007 - 12:39 AM in Oblivion Modding Discussion
Cool If you have any issues, post in here and I'll do my best to help you out. Also, post screenies.Sweet Jackmix Now I'll have fun with Two Worlds
#334304 How to: Port models from any DX9 game.
Posted by jackmix69 on 06 August 2007 - 05:49 AM in Oblivion Modding Discussion
Before we get started, I want you to note: IT IS ILLEGAL TO RELEASE ANY MODEL YOU PORT!!!! Please, do not release anything you port, or else it will get taken down and legal action may be taken. However, it is perfectly fine for personal use.
For people who don't know what porting is, porting is taking a model from one game (let's say, a sword) and putting it in another (in this case, Oblivion)
Here are the tools we will be using
3D Ripper DX - The program we are using to capture the 3d geometry and textures from said DX9 game. This tool will ONLY work on DX9 games.
Download and read the quick guide to it here: http://www.deep-shad.../3DRipperDX.htm and when you launch the program, tell it to export as .obj as well. Ported models keep their standard UV mapping.
3dsmax (Blender should be fine too)
Adobe Photoshop (or GIMP, anything that can open .dds files)
A note about 3d Ripper DX: The meshes ripped may be incorrectly scaled along a certain axis if you don't set the FoV value correctly. Try to find out the default FoV of the game before you use this program, if the game has a console, I recommend using that. If not, try guessing and checking.
Okay, so find the game you want to rip said model from, and have 3d Ripper DX hooked up to said game's .exe. Launch the game, get whatever model you want to port in your sight, and press F12. The game will pause for anywhere from 10 seconds to 5 minutes, depending on your computer. Once it's done, exit the game, and launch your modeling program of choice. Import the .obj into your modeling program (default path is C:\Documents and Settings\(account name)\My Documents\3DReaperDX\Frames) and remove all the clutter that isn't what you want ported. When the model you want is isolated and is the only thing in your modeling program, position and scale it correctly. Let's say you're porting a weapon, such as a sword, go into nifskope, load up a sword .nif, and export as .obj. Then, get that in your modeling program as well, and position said model to the reference model. Once it's positioned, remove the Oblivion mesh you got into your modeling program, then export as .obj (if you're using max, make sure you give it a standard material! If you don't do this, your normal map will not look correct.)
Here's the time consuming part...finding the texture the model you ported is! (Default path is C:\Documents and Settings\(account name)\My Documents\3DReaperDX\Textures) look until you find it, and create a normal map for it.
Once you have found it, go into nifskope, and import your model as .obj, and give it its normal texture. I recommend making your normal map for it as well. Update the Tangent space, save your .nif, and use the CS to get it ingame!
I have ported lots of meshes, I put some of them in a thread in my forum, which can be found here: http://www.shsforums...showtopic=27277
If this makes no sense to you, I recommend learning how to get a custom model ingame first, and be sure to be familiar with whatever modeling program you're using. Thank you for reading, and have fun!
Oh, and, this tool can be used for more than just porting. You can make some pretty nice backgrounds with it, here's one I made just for fun. Clicky
#324626 Overlord Background I made
Posted by jackmix69 on 08 July 2007 - 12:34 PM in Layers of Reality
ThanksVery nice, very nice...
Hmm, if I were to use the first one as a BG, I'd rather have it as an "imbalanced" design, with the character and most details on one side, so I can keep my shortcuts cleanly on the other.
EDIT: But that's just my preference of course.
As for the castle thingy, it's quite awesome, only the rock texture seems somehow a bit flat, maybe it could use a rougher surface or something, I'm not sure.
But yeh, really good work.
#324608 A Legion of Works
Posted by jackmix69 on 08 July 2007 - 11:58 AM in Layers of Reality
The first picture on post #10 looks like one of the zerg from starcraft (can't remember the name) but modified by machinery. Awesome stuff
#324605 Overlord Background I made
Posted by jackmix69 on 08 July 2007 - 11:53 AM in Layers of Reality
-3DRipperDX
-3ds Max 9
-Adobe Photoshop CS 2
-The game, overlord
I also made this
What do you think?
#322061 Pictures of Oblivion Characters
Posted by jackmix69 on 01 July 2007 - 02:13 PM in Oblivion Screenshot Archives
<--- Think I'm rich enough?
#321963 Random Ports (Cannot release, legal issues)
Posted by jackmix69 on 01 July 2007 - 08:33 AM in jackmix69's Mods
Sorry for my absence, everyone. My PC has been going through some weird stuff, and hard crashed a couple of days ago. I got it back running, but it still has a booting problem (won't boot unless F12 is held down, no idea why?) but seems okay now.
Anyway, ported some more stuff. This treasure mesh is from Overlord (Great game, by the way, get it if you haven't gotten it yet!)
<--- Think I'm rich enough?
#315153 Comments about PoOC thread #11
Posted by jackmix69 on 13 June 2007 - 05:52 PM in Oblivion Screenshot Archives
Thanks!Right thereKind of off topic, but if someone knows please answer
This thread here for transfering rigging: http://www.shsforums...showtopic=26604
"In essence this does the same as a technique Vagrant put up on CI, but it's for Blender rather than 3ds Max."
Does anyone know where this tutorial is, what CI stands for, and who Vagrant is? I use max, and refuse to use Blender. Colossus must live!
CI: Canadian Ice
Vagrant: The guy who wrote the tutorial
#315149 Comments about PoOC thread #11
Posted by jackmix69 on 13 June 2007 - 05:39 PM in Oblivion Screenshot Archives
This thread here for transfering rigging: http://www.shsforums...showtopic=26604
"In essence this does the same as a technique Vagrant put up on CI, but it's for Blender rather than 3ds Max."
Does anyone know where this tutorial is, what CI stands for, and who Vagrant is? I use max, and refuse to use Blender. Colossus must live!
#315140 Smite of Order - My Best Spell
Posted by jackmix69 on 13 June 2007 - 05:08 PM in jackmix69's Mods
I did, he's in SmiteofOrderFX folder. Maybe I forgot to include it in that downloadHey, I've been using this and only one issue, but it can be easily resolved - you need to make a folder for the skeleteon meshes .
I'll fix it later, I want to experiment with the colossus for a bit
#315138 Comments about PoOC thread #11
Posted by jackmix69 on 13 June 2007 - 05:06 PM in Oblivion Screenshot Archives
He's actually a golem, sorta like the gatekeeper but made from metal rather than flesh. I want to rig him (or try to) to the gatekeeper's skeleton and maybe make him a companion or something for my zombie.@ jackmix69 - nice character Are you going to be putting him in game? He looks like he'd fit right in, and while there are many pretty, scantily clad females now running around Tamriel, there aren't very many scantily sclad males yet. Females like ogling too ya' know...
#314832 Pictures of Oblivion Characters
Posted by jackmix69 on 12 June 2007 - 09:34 PM in Oblivion Screenshot Archives
NOTE: Not really ingame. A random port of mine I just finished.
#314310 Transfer Rigging/Bone Weights in Blender
Posted by jackmix69 on 11 June 2007 - 02:06 PM in Oblivion Modding Discussion
Where is this tutorial Vagrant put up? I have max, and need to read it
#313317 Pictures of Oblivion Characters
Posted by jackmix69 on 08 June 2007 - 02:20 PM in Oblivion Screenshot Archives
#313085 Comments about PoOC thread #10
Posted by jackmix69 on 08 June 2007 - 04:04 AM in Oblivion Screenshot Archives
Happy Birthday Floyd!
#313037 Smite of Order - My Best Spell
Posted by jackmix69 on 08 June 2007 - 01:24 AM in jackmix69's Mods
http://files.filefro...;/fileinfo.html
It is hostile. Just load your game with the .esp enabled and you'll get the spell seconds later.
I'm currently working on the actual mod, I'm setting up the dungeon and playtesting it. I've yet to create the Palace of Jyggalag.
#313036 Random Ports (Cannot release, legal issues)
Posted by jackmix69 on 08 June 2007 - 01:19 AM in jackmix69's Mods
Here I will post pictures of random ports I have done. Will update regularly.
MONSTERS
Popcorn Man - Half Man, Half Popcorn. I'm researching if it would be possible to rig this guy to one of Beth's skeletons and make him a full fledged creature. He'd be a perfect monster for SI's dementia area. Light Bright is on in the photo because his normal map is screwed up at the moment. (From the great FPS game Painkiller.)
While on MSN, Kaelis pointed out that he looks more like he has Corprus. I agree with that. There were never any fully mutated enemies with Corprus in Morrowind, and this is what one would look like.
Demented Colossi - Giant golems. From Heroes V
Thor (Statue) - A statue of the boss Thor from Painkiller. I know the stone texture on him looks like vomit, I'll change it later. Can't use his actual one without butchering him since he's really in like 5 pieces in max. I don't feel like butchering him (From the great FPS game Painkiller.)
Thor in Painkiller
Necrogiant (Statue) - Statue of Painkiller's First Boss, Necrogiant. Stone texture is much better than Thor's. (Has some problems, have to redo)
WEAPONS
Thor's Hammer - The Big Dude's Hammer. Had to edit the mesh a bit though (make the handle thinner)
That's all I've ported so far. Will keep updating though
MISC
Demented Teddy (No normal map yet) - The Museum of Oddities has a new, unique bear for their collection. Was this bear an actual organic creature that died from being cut open, or was it created like this?
#310881 Smite of Order - My Best Spell
Posted by jackmix69 on 02 June 2007 - 08:28 PM in jackmix69's Mods
Oh, and that lighting effect has been fixed on that mesh.
#310767 Comments about PoOC thread #9
Posted by jackmix69 on 02 June 2007 - 12:14 PM in Oblivion Screenshot Archives
#310491 Pictures of Oblivion Characters
Posted by jackmix69 on 01 June 2007 - 03:22 PM in Oblivion Screenshot Archives
100 points to whoever knows where they've seen the hammer
#310203 [WIP] MM8 Artifacts in Cyrodil
Posted by jackmix69 on 31 May 2007 - 06:43 PM in jackmix69's Mods
This project is currently on hold, will resume once I finish my Smite of Order spell\house mod
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