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Hashmi1
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[WIP\ALPHA] Robes Restored

I am working on retextering Oblivion Robe meshes with Morrowind Textures (and also doing minor mesh editing where necessary - like adding bags, bottles, insects etc.).

The goal is to fix problems like dis-proportional bodies, seams at joints,  missing limbs, holes at the bottom of Ground Meshes, male bodies for females etc. etc. while retaining Morrowind's original looks as much as possible.


Resource Download :

http://www.mediafire.com/?3rjw2837fxgm1

Updated: 21 August 2011
Content: Half of the common robes, All Extravagant Robes, All Expensive Robes and the single Exquisite Robe (Vanilla Morrowind Only) - Male, Female and Ground Models.
Note: For testers only; this currently lacks an esp and so is not a functional mod.

In-Game Screenshots (thanks to HeWhoWatches):

 

https://picasaweb.google.com/114488212305906167035/RobesRest...

Edited by: Hashmi1 on 08/22/2011 - 05:55
Vivec
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Nice!

Good work so far. Now hopefully within the next few months Morrowind clothes won't look completely strange on Oblivion NPCs and on the player.

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Oh hell yeah!
Freaking awesome work Hashmi! With Eloth working on the fugly old Morrowind trees, I believe clothes are the only things that look outdated in Morroblivion. Props to you, and keep up the great work! By the way, how do the new clothes look on NPC's?
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Wonderful! I can't wait to

Wonderful! I can't wait to see the final result!

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 I can't post In-Game

 I can't post In-Game screenshots because I am on vacation and this PC can't run oblivion :p

I guess they should look better ingame because of Normal maps and lighting.

 

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This is great work!  You are

This is great work!  You are amazing hashmi.

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I'm torn between wishing you

I'm torn between wishing you would stop teasing me with pictures and wishing you would hurry and post more.

Hashmi1
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updated

updated

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Awesome. Those robes looks

Awesome. Those robes looks amazing.

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Updated ... soon all of the

Updated ... soon all of the common robes should be done (which is more than half of the total robes -> exquisite+extravagant+expensive).

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Obsolete.

Obsolete.

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Oh Lord

Having done a lot of retexturing myself, I can only imagine how much time this must take. Props to you, you seriously deserve them. Keep up the good work!

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Nice work so far, thanks for

Nice work so far, thanks for doing this!

Done a very quick test as am not up-to-date on all my modding stuff so very quickly cobbled together a test NPC with the clothing on:

Let me know if there's specific testing you want done and I'll do my best to oblige...

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@HeWhoWatches: Thanks I just

@HeWhoWatches: Thanks :)

I just needed to know if it works ... like in do the mesh peices animate roperly with the character ... and it seems that they do.

The texture however does seem a bit off ... can you try again with after setting texture size to "large" in Oblivion's Video settings.

 

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Here we go Picture 1Picture

Here we go ;)

Let me know if you need more... time to go to work...

 

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Looks great now ... thanks
Looks great now ... thanks :)
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Looking gooooood

Loving the work so far, you are indeed legendary! :D Roughly how long does it take to edit one of the meshes? I have a hankering to have a bash at some basic NIF editing but I'd have to use Blender and more to the point, 2.4x blender which is way less sexy than the new 2.5.x version... Ho hum.

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I am using blender 2.49

It varies ... when I started it took 2 days for 1 robe; now it can take upto 4 robes in one day if they are simple enough :p

I am using blender 2.49 myself (started with 3dsmax8 but moved to blender because its much more easier and powerful).

Here are the meshes and textures for the finished common robes (still need to be linked up in the CS) ...

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Video of test done (finally)

Heh, sheepish mode on...

I'm really sorry about the delay... I had promised Hashmi1 I'd do a proper test of the common robes but because of me having to work a couple of overnights (not to mention some wedding planning) it has taken longer than expected. Also, the first attempt a couple of days ago did not go well due to running out of disk space ;)

Excuses aside...

Ok, so I laid out each of the common robes in order of name left to right in the TestingHall. Then tried on each one and checked inventory / 1st person / 3rd person view.

The results are show in the video here.

Please note the video is 169MB in size (as it's around 10 minutes long and shot at 1280x1024). The format is webm, and if you don't have anything that'll play it, I'd suggest vlc.

As far as I can tell, there are issues with three of the robes... one has a pink texture in 3rd person (a thin stripe down the back), one has a black texture in the inventory (also kind of see through), and one has invisible textures in 1st person.

The only other thing I noticed is occasionally there were weird happenings with the models in the inventory... but I'm running Morrobilivon under Linux so it *might* be that, though I haven't seen it with any other clothing. It didn't happen at all in the last video I shot, but it does happen sometimes. Examples would be the robe model looking "spikey" as if someone has taken a point on a 3D mesh and pulled it outward, and on one robe I saw a knapsack / pouch displayed at right angles on the player's hand (the dark green robe). It would be good if other people could test this and see if they can reproduce it...

Aside from that, looking pretty darn impressive... well done Hashmi1, truly excellent work!

The esp I created is here if others want to test (does not include the robes laid out in TestingHall, that would be this file) - of course you will also need the 7z file Hashmi1 provided in the post above.

I think the next time I do one of these videos I won't use the TestingHall... the glow from HDR is just horrible in there, though again how much of that is due to me running under Linux I dunno.

Hope this is of use!

Rob

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Man, I can't wait for this to

Man, I can't wait for this to be added to the esm/ released. The pics look so good! I'm seriously looking forward to see this finished. Keep up the good work!

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Alright, so work is still

Alright, so work is still going on on Clothing restored, although a bit more slowly because I am also now doing female and ground models for all robes.

 

 

 

 

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Good job

Nice work! Thanks for keeping at it, it's great that you're also doing the female and ground meshes.

As always if you want testing done just holler...

Out of interest, the videos I've knocked together to show testing... I never asked but is that actually the optimal way to test or are simple screenshots preferred?

Any thoughts what you may do after completing the robes (apart from perhaps take a well-earned break)...?

 

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Quote: As always if you want

Quote:

As always if you want testing done just holler...

Oh ... I almost forgot, thanks a lot for testing the common robes and reporting the bugs ... I've figured out the cause for those problems and am avoiding it from now on (will also fix the original ones).

I'll definately be needing your help with testing ... and with making an esp for this mod ... hopefully by the end of next week.

 

Quote:

Out of interest, the videos I've knocked together to show testing... I never asked but is that actually the optimal way to test or are simple screenshots preferred?

Well you don't really need to make either of them ... except when there is a bug you can't explain without visual help ... and screenshots will do fine for that.

I realize that making videos and uploading them can be quite time consuming and I'd like to thank you again for doing that.  :)

 

Quote:

Any thoughts what you may do after completing the robes (apart from perhaps take a well-earned break)...?

Shirts and Pants maybe, though I can't really keep to one type of stuff for long ... so, along the way,  I'll also be doing updates for creatures and static collision meshes as well.

 

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You two rock!

You two rock!

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Oh ... I almost forgot,

Oh ... I almost forgot, thanks a lot for testing the common robes and reporting the bugs ... I've figured out the cause for those problems and am avoiding it from now on (will also fix the original ones).

You are totally welcome sir, as I'm not yet ready to do any real modding, it's nice to be able to contribute... What was the problem (just out of interest)?

I'll definately be needing your help with testing ... and with making an esp for this mod ... hopefully by the end of next week.

No probs, happy to help ;)

I realize that making videos and uploading them can be quite time consuming and I'd like to thank you again for doing that.

Actually, now I've done it a few times it takes barely any time at all... the uploading takes the longest time :D

Shirts and Pants maybe, though I can't really keep to one type of stuff for long ... so, along the way,  I'll also be doing updates for creatures and static collision meshes as well.

Sounds like a good way to keep interested, working on the same thing for too long would get boooooring ;)

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Quote: What was the problem

Quote:

What was the problem (just out of interest)?

Common04 had a misnamed Normal map common4_n.dds instead of common04_n.dds ... the engine would recognize that as a missing normal map, and missing NormalMaps can cause all sorts of glitches from stretched-till-infinity vertices to CTD on load (in this particular case the normals got flipped when in Inventory menu ... flipped Normals let you see through objects and may look black.)

Further for any armor\clothing nif ...  a node named "Upper Body" becomes invisible in first person view, whereas anything else (like "Arms") remains visible ... this makes sure that bodies don't create visual obstruction while allowing Arms to remain visible in First Person View. I had not taken this into account for the Common Robes ... so some had missing arms in First Person View (arm nodes were named Upper Body).

The purple strip was simply a wrongly named texture within the nif.

 

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Ah, very enlightening! Many

Ah, very enlightening! Many thanks for explaining the required fixes, always nice to know these things... it all makes sense now!

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Progress:Extravagant

Progress:

Extravagant robes:
All are done except for one piece.

Expensive robes:
All are done except for the female version for one piece (which is undergoing a Cloth-Physics simulation  right now ... don't ask why :p ).

Common Robes:
All male versions had already been done, I've fixed the errors that HeWHoWatches pointed out, and now only the female and Ground versions are left.

Apart from that I still need to generate normal maps for the Extravagant and Expensive robes.

I think I'll make an in-process release sometime today or tomorrow.

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Nice work ;)

Looking good sir! It will be great when the clothing is fully re-done... in particular, the 'pants' (in the UK we call them trousers; to us, pants are underwear.. but I'm sure you knew that) have never looked good, even given the limitations of the original Morrowind engine...

Question: I'm guessing that in order to fix things like the nasty clothing misalignments where you get invisible sections of body due to meshes not fully lining up, is the easiest fix to take an existing mesh from Oblivion and simply re-texture it... do you have to import the mesh in Blender and do some funky UV mapping? If so, do you use the original Morrowind textures and somehow make them fit or create a new one, etc.?

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Quote: ... in particular,

Quote:

... in particular, the 'pants' (in the UK we call them trousers; to us, pants are underwear.. but I'm sure you knew that)

Actually I didn't know that ... but yes, I was referring to trousers.

Quote:

I'm guessing that in order to fix things like the nasty clothing misalignments where you get invisible sections of body due to meshes not fully lining up, is the easiest fix to take an existing mesh from Oblivion and simply re-texture it... do you have to import the mesh in Blender and do some funky UV mapping? If so, do you use the original Morrowind textures and somehow make them fit or create a new one, etc.?


I am making new UV maps for vanilla Oblivion Robe meshes so that they can work with Morrowind textures.

The textures are original Morrowind ones, though I've edited them all to make them look more seamless and sharper\detailed.
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Very interesting, thanks! The

Very interesting, thanks!

The textures are original Morrowind ones, though I've edited them all to make them look more seamless and sharper\detailed.

I wondered if that might be the case, in particular I was looking at the image above of the blue robe with the leather cross over on the upper torso. The new version looks as if it uses the original texture for the leather cross straps but it's been rescaled to be vertically higher. At the same time I could see that the belt appears to be more complex than the original so I guessed at a mix of new and original textures.

Is fitting the texture to a new UV map a massive pain to do? In my imagination, I'm guessing you export the UV map as an image to give you the outline of where everything needs to be, then using the original texture as a base rescale the existing texture and then update certain sections with more highly defined textures of your own devising?

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Quote: Is fitting the texture

Quote:

Is fitting the texture to a new UV map a massive pain to do? In my imagination, I'm guessing you export the UV map as an image to give you the outline of where everything needs to be, then using the original texture as a base rescale the existing texture and then update certain sections with more highly defined textures of your own devising?


No, I do it the other way around. I redo the UV map itself to make it fit the texture.

Kind of like this:

 



My work in an image editor is usually limited to increasing the detail\resolution ... I rarely ever cut\paste the textures to fit anything ... and when I do its usually to remove seams or to merge several small textures (belts, jewels, bags etc) into a single file.

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Wow. That's so impressive. I

Wow. That's so impressive. I wish I understood this better/ hope that I will someday. Truly neat.

I don't remember morrowind textures every being as high res as the ones on your edited clothing. When you say you increase detail and resolution, how do you do that? I didn't think it was possible to make somehting that is low resolution higher resolution. If you scale it to make it bigger, doesn't that just make it blurryer?

Thanks for the pictures by the way!

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I redo the UV map itself to

I redo the UV map itself to make it fit the texture.

Ah, clever - the screenshot really illustrates that well, thanks!

I didn't think it was possible to make somehting that is low resolution higher resolution.

No you can't, you're right! :) Assuming the image is lossy (which DDS is) and you're increasing the image size. However, Hashmi may be doing something else here that either isn't a direct re-scale or mitigates it in some way...

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I add some noise to the

I add some noise to the textures (Texturize in Photoshop and Clothify in Gimp) and sharpen a few things etc.  Its far from perfect but I think it looks better than the original textures ...

Anyways, I almost forgot about the Exquisite Robe:

 

 

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No offence but this robe

No offence but this robe looks horrible:

The texture is really strechted when put on to the Oblivion mesh. Maybe we could just make a new texture for Oblivion for just this robe because all the other ones are fine? I think that could make it look less stretched.

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The Exquisite Robe looks

The Exquisite Robe looks exquisite.

I think your method of upping the texture quality makes sense. I'm untrained in these ways, but I do play a lot of oblivion, and using that as my authority I say that it DOES look nearly perfect. 

:D

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Fun with textures

I add some noise to the textures (Texturize in Photoshop and Clothify in Gimp) and sharpen a few things etc.  Its far from perfect but I think it looks better than the original textures ...

Heh, sneaky... I like it!

The texture is really strechted when put on to the Oblivion mesh. Maybe we could just make a new texture for Oblivion for just this robe because all the other ones are fine? I think that could make it look less stretched.

Hmmm... maybe it does look a bit stretched but personally I can live with it. The problem with creating brand new textures is that you have to be an artist. Question is, do we know anyone who could/would take that challenge on?..

Creating a finer texture is pretty easy, using GIMP in this example I have done the following:

  • Render clouds > Plasma x3 (all in separate layers, change seed each time, full turbulence)
  • Desaturate all three layers
  • Set opacity of layers so that they bleed through each other to the bottom layer
  • Merge layers
  • Colourise layers
  • Apply clothify filter
  • Apply canvas filter (with depth set to 1)
  • Copied the belt texture from the original and pasted it in as a new layer

However, it's not really possible to improve the appearance of the leather cross-belt (I've tried rescaling it and adding as a new layer). It would need to be drawn from scratch which I don't have the skill to do...

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Wow, that is sooo cool. I

Wow, that is sooo cool. I followed 90% + of what you said. That is the coolest thing. Did you start with the origional texture or did you just render the clouds from new blank layers?

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Did you start with the

Did you start with the origional texture or did you just render the clouds from new blank layers?

Blank layers sir... It's a quick and dirty technique for generating very fine cloth textures, there will be many other ways...

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I dig it. It's quite clever.

I dig it. It's quite clever. :)

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Time to test 

Time to test  ;)

<<< File is still being Uploaded >>>

This file includes the resources for a few Common Robes, all Extravagant Robes (except for one piece Extravagant01b), all Expensive Robes and the only Exquisite Robe  (male, female and Ground) from vanilla Morrowind.
The remaining Common Robes and the single remaining Extravagant Robe are still being worked on ...  the Bloodmoon and Tribunal robes are not currently on the to-do list.

Please test and report any issues like crashes, seams, stretched\overly-ugly Textures etc. etc. A single screenshot per robe would also be nice ... if you can find the time.

Also, since now all the Female Robes have also been done ... it would be easier if we can get a second tester to do one gender (HeWhoWatches plays with a female character (apparently) .. so a male character should be nice).

PS: I've changed the folder structure from the old upload ... so its probably best to discard the old files and start fresh.

@Vivec:  It doesn't look unaturally stretched to me ... though I guess it could look that way when you compare it with the original in a screenshot.  Anyways, I'll try to update the robe.

@HeWhoWatches: Nice texture :) ... How did you get the colour to match the original texture so closely? My problem with doing a texture from scratch like that is that I can never get the colour to match ...


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Woohoo! Nearly testing time

Woohoo! Nearly testing time :D

HeWhoWatches plays with a female character (apparently) .. so a male character should be nice

She's modelled after my missus ;)

How did you get the colour to match the original texture so closely? My problem with doing a texture from scratch like that is that I can never get the colour to match ...

Having just had another quick check I didn't do an especially good job at matching the colour, it was only a quick experiment - I could definitely do better. My method was simply to have both images side by side, and after desaturating the plasma effect, using the Colours > Colourise tool to match the two as closely as possible. Using GIMP of course...

Another good technique (especially for merging two different photos together, i.e. someone's head on someone else's body :D) is to have two layers, and using Colours > Curves or (preferably) Colours > Levels to match one against the other. After getting the right degree of lightness / darkness, I would then use Colours > Hue - Saturation or Colours > Colour Balance to adjust the colouring to match.

I was also experimenting with making a vector image in Inkscape, importing it as a png into a new layer in GIMP and using the select tools to first select the empty (transparent) regions, then invert the selection and render clouds. Then adjusting the colour after desaturating the clouds, etc. etc. It kind've works but doesn't really look right in game. I'm just not an artist... but the theory is there.

Still, from that I worked out that if you select the transparent regions again (don't invert this time) and use the Select > Grow command (to say, grow the selection by 5 pixels) you can then use one of the blur effects to soften the edges of the object you are pasting in as a new layer. Otherwise you'll get a very defined line between the object pasted on top and the item below which looks a bit unnatural to me... If you're interested, here is the result of my weird little test...

I just compiled the DDS plugin for GIMP too... now I can load in DDS files instead of using ImageMagick to convert them to PNG first... ;)

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@LinuxMan Will that DDS
@LinuxMan Will that DDS plugin work for Gimp no matter what OS you're in?
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In Linux, you have to build

In Linux, you have to build from source as per the install text file. While you can build from source on Windows, there's a precompiled executable in a zip file here which is easier to install. From the readme in the zip file:

To install, extract these files to your GIMP plugins directory.
This directory is usually located at:
C:\Program Files\GIMP-2.0\lib\gimp\2.0\plug-ins

Though I'd imagine it's 2.6 instead of 2.0 these days ;)

Edit: I've seen a Windows 64 bit build here (treat with caution as is not official). Not sure about MacOS... it looks like maybe the Mac build here comes with DDS but I have no way to test this.

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File Uploaded

 Sorry for the delay ... I was having problems with my internet.

http://www.mediafire.com/?3rjw2837fxgm1

This is a Mediafire folder that currently contains all expensive, extravagant and exquisite robes. Common RObes will be added soon.

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Test esps

Ok, still working on the test screenshots, but here's a test esp for the robes. There's also an esp here to add a chest with the robes in it, which you can find in Balmora. Take an immediate left after going through the gate with the silt strider next to it. The chest will be to the left of the other containers outside Dralasa Nithryon's Pawnbroker shop (it's number 12 on the image here).

HeWhoWatches
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Here we go, male and female

Here we go, male and female tests (front/rear view of each):

Expensive01.jpg
Expensive02.jpg
Expensive03.jpg
Expensive04.jpg
Exquisite.jpg
Extravagant01.jpg
Extravagant02.jpg
Extravagant03.jpg
Extravagant04.jpg
Extravagant05.jpg
Extravagant05_Problem_Male.jpg
Extravagant06.jpg
Extravagant07.jpg
Extravagant08.jpg

I could only find one obvious problem, see the screenshot above - looks to affect male version of extravagant robe in 1st person view only. But otherwise, totally awesome work Hashmi, thanks! :D

Edit: If anyone wants to do future testing using both male/female version of clothing, may I suggest the following:

  1. Do a manual save of your current character (in my case, starting off as female), and turn off autosaving.
  2. In the console, use the command: sexchange
  3. In my case, I then have an invisible head. Open the console again, and type: showracemenu
  4. Do not close the console, leave it open and ignore it!
  5. Change the face / hair / eye colour / whatever you like, but do not click on Done
  6. Press escape and do another manual save
  7. Load your new save - this should retain your changes without resetting all of your skills / attributes.

Works equally well for making adjustments to your current character (but don't use sexchange, obviously). Method above adapted from here, but I found that loading the new save straight away worked fine for me.

Edit #2: Also useful to get proper light levels for screenshots, the console command for changing weather: fw 38EEE

Clint
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Hashmi, I'm really stoked

Hashmi, I'm really stoked seeing these! They look legit! Thank you, and keep up the good work!

HeWhoWatches, thanks for those pics!

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