Oblivion
Coming To A Mod Near You 17

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mhahn123

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As mentioned in the previous images, there are a number of small items about
vanilla architecture that have been niggling at the back of my mind for years now.
In keeping with that line of thought, wanted to share just one or two more pics of
what those types of things are.

Here we have the Farm House 02 model which has 3 shuttered windows. Two of
them (left side and front) had shutters open with windows visible. The right side
was shutter closed. 

I've opened up the shutter on the other side. No simple task as I first thought it
would be for several reasons.

1. The shutter was only a front face with no back
2. There were no wood props for it
3. No window mesh inside the hole
4. No wood framing to hide the bad uv maps inside the hole

In any case, all that is sorted out and the house has all three windows visible.

8 comments

  1. LeonidasNerevar
    LeonidasNerevar
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    Very good man. Making improvements and learning all the way.
  2. maczopikczo
    maczopikczo
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    Oh man, just when I thought I'm finished with retexturing/remapping farmhouses exteriors you add a new one, and a nice and useful one, too. Well, let's hope this will be a good cue to investigate copying nodes between nifs properly this time... :D
    1. mhahn123
      mhahn123
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      Glad you like it maczo. I've done some other edits to the farm house models, at least for SOC resources as they fit my personal needs. Ex:

      1. On each farmhouse model consolidated the thatch edging into a single nitristrips block. much easier to deal with editing now
      2. swapped window textures (ext and int) so that all farm houses use the farm glass instead of chorrol glass
      3. fixed uv mapping on the exterior building corners so textures line up properly
      4. on the farm 03 model exterior fixed the thatch roof clipping down into the entryway just outside the door
      5. farm 02 interior made some mesh edits which help facilitate retextures by separating certain pieces that were joined in vanilla model

      I think I've worked out how to jump that hurdle as well. It's a multi step process but seems to work. Once I'm done fixing models, will move on to that portion.
    2. maczopikczo
      maczopikczo
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      Uh-oh, sounds like 1, 3, 4, and 5 overlap my adjustments - I've done pretty similar edits. I wish I knew about yours before messing with them on my own... Well, I guess it will happily offer wider choice for players. :) (Besides your edits are quite universal across all types of retextures while mine will be best suited to only one retex included in the mod.)
      Looks like you've really dived deep into this lake. :D
    3. mhahn123
      mhahn123
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      Ha-Ha...wish I had known as well. Probably could have borrowed yours and saved myself some time :D

      Not sure my versions are any better than yours mac. You are much better at texturing and uv mapping. I'm only going far enough to fix things that hamper my specific purpose.
    4. maczopikczo
      maczopikczo
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      :D That's exactly what most of us do, isn't it? Fixing things for ourselves, and sharing them with everyone who's interested enough.

      Right now I'm trying to wrap my head around "animated" textures. I'm after a bright point of light that travels in a pulsating manner along a short vector from point A to point B on the surface of texture (not in 3D space). And I have no idea what I'm doing. Do you reckon I should look at particles? Or maybe you've come across a tutorial that explains how to make this kind of effect? Or perhaps a model that uses a similar thing?
    5. mhahn123
      mhahn123
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      I did see ..something..about animated textures for Fallout 4 modding. But it's been quite a while back and I can't remember where I ran across that. Didn't think to book mark it at the time unfortunately.
    6. maczopikczo
      maczopikczo
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      I kind of remember a tutorial for FNV, but just as with you, my memories are hazy at best...