Hi, Thanks very much for the model it looks great. Im using the black textures for the normal 'healthy' shalk in game but wanted to use the red variant for the blighted version (I like to play with Rebirth), Im not the best with modding tools but im learning. Question is- Is there a way to change the path for the red albedo materials in Nifskope so its not using the standard black? Any help would be appreciated as Iv googled with no luck so thought Id ask the Creator. Thanks again.
EDIT: So now Im having problems with the normal maps and reflections NOT appearing on both variations. I have all the files in the correct places (meshes, texture and material all in their dedicated folders), mge xe up to date with mcp pbr support, All my other textures/models are showing great with correct bump mapping (Im not running a potato) and Im using loads of other PBR based models with no problems and this is the first instance of textures not wanting to play nice. Ive even redownloaded the files and overwritten what was in my Data Files with the same results. They just looks flat and...vanilla. Any help with this issue would be great. Thankyou
You just have to take the red variant, rename its NIF files to match Rebirth's version, and then drop them in the same folder and let them overwrite. No need to change any texture files.
Thanks for the reply. Thing with that is the nif files have the same paths to the textures and the textures/materials are the same name for both variants, so if i put the red ones in they overwrite the black dds files and both variants would look the same. Its the tx_shalk_albedo.dds in the materials folder- 2 different colours Also, thanks for your mods aswell, Use a couple of them myself
This is very well done. Good f*#@ing job dude! Sadly though all the creatures look dated, then theres this aaa+ 2019 visuals giant beetle walking around and it just looks out of place. We need all the creatures updated to this level. If someones willing to do one and make a tutorial I'm happy to make a few myself, provided a layman with some drawing skill can pick it up fairly quickly.
Haha, thanks! There are many obstacles to overcome when you want to add properly done models into Morrowind, sadly, animated creatures have most of them. On the other hand, the technology, knowledge and tools are slowly improving, so I'm hoping for the brighter future. :-)
Are you using correct MGE XE version with the PBR support? Did you correctly copied the "Materials" folder into your "\\Morrowind\Data Files" folder? Did you correctly copied the "Tx_Shalk.dds" file from the archive into your "\\Morrowind\Data Files\Textures" folder? Do you have any log about it in your "Warnings.txt" file inside your MW directory?
Sadly no, this one was just a proof of concept, I mostly focus on hard-surface objects, but I remember seeing some Forager sculpt on Discord. Maybe you can try asking PeterBitt.
I added de-colorized albedo into the archive, the results will differ slightly between renderers, also they might look slightly different in different weather/lighting conditions. Give it a try.
15 comments
Im using the black textures for the normal 'healthy' shalk in game but wanted to use the red variant for the blighted version (I like to play with Rebirth), Im not the best with modding tools but im learning.
Question is- Is there a way to change the path for the red albedo materials in Nifskope so its not using the standard black?
Any help would be appreciated as Iv googled with no luck so thought Id ask the Creator.
Thanks again.
EDIT: So now Im having problems with the normal maps and reflections NOT appearing on both variations. I have all the files in the correct places (meshes, texture and material all in their dedicated folders), mge xe up to date with mcp pbr support, All my other textures/models are showing great with correct bump mapping (Im not running a potato) and Im using loads of other PBR based models with no problems and this is the first instance of textures not wanting to play nice.
Ive even redownloaded the files and overwritten what was in my Data Files with the same results. They just looks flat and...vanilla.
Any help with this issue would be great. Thankyou
Thing with that is the nif files have the same paths to the textures and the textures/materials are the same name for both variants, so if i put the red ones in they overwrite the black dds files and both variants would look the same.
Its the tx_shalk_albedo.dds in the materials folder- 2 different colours
Also, thanks for your mods aswell, Use a couple of them myself
Glad you enjoy my mods as well. :)
Sadly though all the creatures look dated, then theres this aaa+ 2019 visuals giant beetle walking around and it just looks out of place. We need all the creatures updated to this level.
If someones willing to do one and make a tutorial I'm happy to make a few myself, provided a layman with some drawing skill can pick it up fairly quickly.
There are many obstacles to overcome when you want to add properly done models into Morrowind, sadly, animated creatures have most of them.
On the other hand, the technology, knowledge and tools are slowly improving, so I'm hoping for the brighter future. :-)
Did you correctly copied the "Materials" folder into your "\\Morrowind\Data Files" folder?
Did you correctly copied the "Tx_Shalk.dds" file from the archive into your "\\Morrowind\Data Files\Textures" folder?
Do you have any log about it in your "Warnings.txt" file inside your MW directory?