Search found 288 matches

by odinsballs
Thu Jan 22, 2015 6:09 pm
Forum: Mod Creation
Topic: Wall Sets LOG 1 Ported over to LOG 2
Replies: 80
Views: 27768

Re: Wall Sets LOG 1 Ported over to LOG 2

hey folks ,back from a verry extensive modding break due to accute case of rig kaput :shock: ,as i am setting up me stuf to get going at making new props , this time for log 2 (Obvious), i''d like to know where i can get some example scripts for landscape props, so i can start working at some new g...
by odinsballs
Wed Jan 21, 2015 7:48 pm
Forum: Mod Creation
Topic: Wall Sets LOG 1 Ported over to LOG 2
Replies: 80
Views: 27768

Re: Wall Sets LOG 1 Ported over to LOG 2

hey folks ,back from a verry extensive modding break due to accute case of rig kaput :shock: ,as i am setting up me stuf to get going at making new props , this time for log 2 (Obvious), i''d like to know where i can get some example scripts for landscape props, so i can start working at some new go...
by odinsballs
Fri Mar 07, 2014 1:23 am
Forum: Modding
Topic: lost monster depository
Replies: 2
Views: 1686

Re: lost monster depository

I received the dm skeleton from Leki, but want to change the textures. Badly the UV setup isn´t good for retexturing, so more work is needed. Currently i want to release my new DM resource - therefore i have no time to do it now. I´ll link it here after i changed it. Takes time^^ well maybe i can t...
by odinsballs
Thu Mar 06, 2014 5:15 pm
Forum: Modding
Topic: lost monster depository
Replies: 2
Views: 1686

lost monster depository

this thread is mainly intended as a place where you can find leki's (well known) custom critters, who were lost due to some unpleasant nexus folk, i will be providing a dropbox link so that people can once again make use of leki's hard work to liven up their mods. i am doing this because a lot of ne...
by odinsballs
Tue Jan 28, 2014 6:58 pm
Forum: Modding
Topic: LoG II - What we know
Replies: 8
Views: 2672

Re: LoG II - What we know

looking at the overall picture i wager, they certainly must have addressed the lightning issues from log 1, so various engine overhauls, i'd say ;)
by odinsballs
Tue Jan 28, 2014 4:18 pm
Forum: Modding
Topic: STEAM HULK by Leki [MOD - WIP]
Replies: 74
Views: 31816

Re: STEAM HULK by Leki [MOD - WIP]

Eleven Warrior wrote:Hi guys..

This Demo is awesome good job you two.. :) :)
thank you very much , now onward to the next phase (making more wallsets and creatures and rooting out script stuff)
by odinsballs
Fri Jan 24, 2014 4:41 pm
Forum: Modding
Topic: STEAM HULK by Leki [MOD - WIP]
Replies: 74
Views: 31816

Re: STEAM HULK by Leki [MOD - WIP]

Thank you for the upload, odinsball. I´ve played the demo and a think a few things are improvable. 1. The doors which are open/close by standing in front of them are very frustrating for the longer term. Especially in a fight against the armed guys. They open/close when they are in front of them an...
by odinsballs
Thu Jan 23, 2014 11:27 pm
Forum: Modding
Topic: STEAM HULK by Leki [MOD - WIP]
Replies: 74
Views: 31816

Re: STEAM HULK by Leki [MOD - WIP]

okay folks for those interested in steamhulk there is now a demo available get it from dropbox on the following link https://www.dropbox.com/s/va5okf5savy98ya/steamhulk_demo.rar the demo consists of a showcase level for the assets and creatures so far you basically start outside a neo gothic facilit...
by odinsballs
Thu Jan 23, 2014 4:09 pm
Forum: Modding
Topic: I'm back
Replies: 9
Views: 4025

Re: I'm back

Thx, I'll give that a try, can't be anymore difficult to figure out than that blasted blender program, wayyyyy too much math for someone who was never taught anything beyond basic Algebra, the rest I picked up on my own. >,< oh then you'll definately like niftools, because i'm no mathematical progi...
by odinsballs
Wed Jan 22, 2014 4:22 pm
Forum: Modding
Topic: I'm back
Replies: 9
Views: 4025

Re: I'm back

here is the link for homepage of nifscope (niftools), its freeware and is used by many fallout 3/nv/ skyrim modders http://niftools.sourceforge.net/wiki/NifSkope when using this just make sure the models that are imported are 3ds. format, and when edited export to obj. format it lets you do all kind...