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Floating Hair


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2 réponses à ce sujet

#1
supervin

supervin
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I've got a problem with floating hair<_<  I'm using this mod http://social.biowar.../7905/#comments. when camera pulls away far enough the hair mesh jumps away from the scalp. when you are standing right in front of the character it looks like it should.

screenshot
http://img171.images...12061619241.jpg

Modifié par supervin, 16 juin 2012 - 05:37 .


#2
RaenImrahl

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Unfortunately, that's the trouble with mods to the game. Unpredictable results. You may want to try it on a lower graphics resolution.

#3
supervin

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true. but after some research i solved the problem. it's all about this LOD change. this hair mod misses the LOD_2 files. you must substitute them. this entry http://social.biowar...index/4433263/1 helped me although it deals with armour you can transfer it on hair. it's like tmp says:

Something simple you can try as last-ditch workaround:

* extract a
.mmh and .phy files for any of the "level 2" default light armours
(doesn't have to be light armour, i just use it as example. Let's say
it's hf_arm_lgta_2.mmh and hf_arm_lgta_2.phy  The files are stored in
archive "modelhierarchies.erf" in game's main packages/core/data folder.

*
rename these files to match the name scheme of custom armour. From
reading DarthParametric's post, it seems the names should be like:
hf_arm_lgtz_2.mmh and .phy

* open the renamed files with the
Toolset, locate the "old" filenames in the content (located near the
very top of each file) and change these "old" filenames to the "new"
ones. Save your changes.

having these files in
packages/core/override/toolsetexport (to ensure they get the highest
priority) should give you the armour switching its appearance to vanilla
armour at distance, rather than show distorted custom "level 0" model.