Battle horses Cheydinhal

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katkat

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15 comments

  1. chakaru11
    chakaru11
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    It's a comparision between our two mods.

    The main difference is that katkat uses the Witcher 3 "draft horse" model that NPCs use, while I use the Roach model Gerald uses. The draft horse is heavier, more muscled, has thicker legs and neck. I also work with non shiny normal maps because I don't like them XD

    I am aware that my Roach model is not perfect and has a slight neck problem, since it is more curved and Oblivion kind of doesn't play nice with one piece horse meshes - as opposed to the vanilla Oblivion horse meshes, which seperate head and body into different nif files

    Also I do not use the original Witcher 3 manes and tales because theys are high poly nightmares Oo
    1. katkat
      katkat
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      The screenshots do not draft horse. I already wrote that took a different breed. This is the same Roach model. I just went the other way and the horse wore a skeleton rather than mesh vanilla horse. Do not be afraid of the mane and tail, they are low-poly and do not spoil the FPS.
    2. chakaru11
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      The original mane and tail are nice, but together they have over 30.000 faces, which is a LOT considering the horse model isnt really low poly to begin with. I just didn't want to do that to people who don't own gaming rigs.
    3. katkat
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      750Kb mane with tail and your Roach Tack 2,09Mb. This is negligible for any computer.
    4. SeventhSinner
      SeventhSinner
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      Poly count isn't equal to file size, so you really missed with that one.
    5. chakaru11
      chakaru11
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      Well polycount and nif file size are not really the same thing.
      Also:
      Since hair also has transparency you would have to use mane and tail meshes twice to layer them and not have alpha issues, which would double the poly count.
    6. katkat
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      The size depends on the number of polygons.
      Why do I need two meshs? And everything is fine with transparency and can be seen from all sides as you can make. I was surprised to see your horse has a double set of mane and tail Want me to fix only can be used one?
    7. chakaru11
      chakaru11
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      It is a method that is very useful with wigs. Weaker graphic cards sometimes have a problem with showing alpha map transparency, so I usually put two meshes into one nif file to layer them on top of each other with different alpha settings (4844/50 and 4845/100). They cancel each other out and show the alpha map better. That way you can delete NiStencilProperty, which helps with shadows.
    8. katkat
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      I tried. I do not see the difference. Appearance is still dependent on the alpha channel settings and quality textures. *SCRATCH*
  2. SeventhSinner
    SeventhSinner
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    Could you please write in normal russian language if you don't know english? Russian is my native language and I barely understand what is written here
    1. katkat
      katkat
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      ?????? ??? ?????? ?????? ????????.
      Cool?
    2. SeventhSinner
      SeventhSinner
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      I meant the image description. Its obvious you can write in russian there.
    3. katkat
      katkat
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      ? ???? ?? ?????????? ?????? ?? ???? ????? ?? ??????.
      Do not see Cyrillic.
  3. maczopikczo
    maczopikczo
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    A tough choice indeed! To be perfectly honest I like katkat's texture and mane better, but I prefer chakaru's eyes and bridle. Both saddles are wonderful. Now, it would be perfect if we could mix both models - eg. different models for different colouration.
    1. katkat
      katkat
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      You can take my normal map and use. It is completely suitable for horses from chakaru11.
      With mane fail. I removed the neck bend and it will fall.