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Markus Liberty

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Everything posted by Markus Liberty

  1. Show us what you're working on!

    As suggested by members of the forge, we now have an official Show us what you're working on thread. Sometimes we find ourselves working on stuff that doesn't really belong in a single claim or thread, other times it's just not worth the effort making a new topic. Whatever the reason, if you have something cool going on, this thread deserves your attention. (doesn't even need to be related to Beyond skyrim, if you got something cool, show us!) So here we go, show us what you're working on!
  2. Sign Up Thread and Member List!

    Member List And Sign up thread Welcome to the atronach forge, Beyond skyrim's shared development hub for in game resources and concept artwork. If you're part of Beyond Skyrim as an artist, or wish to join beyond skyrim's arts team, this is the place to get started! The work we create for beyond skyrim is and will always be our own, but when signing up for the atronach forge, you agree that the work produced and uploaded on DC will be for beyond skyrim to use regardless of any future agreements. To keep it simple, once you contribute asset, concept artwork or any other form of content, it cannot be taken back. You are still free to use your work in any way you like, we have no issues seeing it uploaded on the nexus as a standalone resource, in fact we encourage doing just that. We have some coustume logos you may use if you wish to advertise Beyond Skyirm when uploading your work, but to be clear, how you cose to distribute your work is entierly up to you. Below is a handy list of all forge members and their active claims. Members inactive for more than two months without a pre given notification will be removed from the list. Should you find yourself removed from the list but wanting to get back into the team, just notify one of our forge leaders. Current Atronach Forge members Leaders (2) Dargaron Markus Liberty Regular members (32) 1shoedpunk Alois Blitz54 Candall Crackerator Darkstorne doughnuthipster69 ekul Elijah Eyeball88 HumiIiation Joopson Karhu Kettlewitch Leianne1 Lord Hayden Minerman B Percevan pndr Psychedelic Ragna_Rok Red Russius smokex Sonicadam Spectral Dragon sweetroll thrashmash Tosky Varlaisaran viltuska xSycoGoat
  3. BS: Bruma Generic names for Weapons and Armor

    Worth noting that Elder Scrolls online also names all their weapon after material, and not racial style, so there's over 40 different Iron Swords that all have the same name. It's never really been a problem
  4. Weekly updates

    Looks great!
  5. Economics of Skyrim

  6. Important Announcement

    I have no knowledge of any of these disputes, so I can't really comment on that. However, I want you to keep in mind that this is a collaboration made up of over a hundred different people, every single project has at some point been trash talked by a member of a different project. I've been here for five years, I've seen it all, it's unavoidable. It's perfectly fine to say that you dont want to be part of something like that, I understand. But that's how big collaborations work, not everyone is going to be a fan. I've been involved with project drama many times in the past. I've trashed talked, and I've been trash talked. There's been some moments I'm really not proud of, but you know what? It's been worth it. I've made some amazing friends along the way, and learned some valuable lessons on teamwork. In the end we created some fantastic content, and that's good enough for me. It's not always easy, but with a bit of patience and a bit of tolerance you can get a long way. To quote Morcroft, collaborative development depends totally on goodwill and a thick skin. I hope to see you around every now and then, Griffix. You're pretty much the first person I got to know in the Skyrim community, and I'd be sad to see you go
  7. Important Announcement

    I'm not a council member so I don't know what has been said behind the scenes, in fact I've only recently come back into the modding scene after a longer absence. But from what I've observed, the number one complaint about Thras was the lack of communication with the rest of the collaboration, we only saw a Thras member once on the dev server, and when we asked about the project they pretty much told us we weren't having this conversation. There's a reason Thras became known as the mystery province, because in the end no one had any idea what was going on with it. It almost seems like the goal was to make Thras as isolated from the rest of the collaboration as possible, and with a policy to never recruit and never use BSAssets, you went a long way to accomplish that. Anyway, that's my take on it. Good luck with the future of the project
  8. General Signup Thread

    Well if you could post some pictures of your work, that would be great!
  9. General Signup Thread

    What exactly is your skill set, Imic? Are we talking level design? Writing?
  10. Happy New Year everyone!

  11. If you have any issues related to 3D modelling/sculpting, digital arts, or the process of getting assets to work in the Creation Engine and need some quick help, this is the thread for you!
  12. House names

    Yeah, pretty sure all the houses will have names
  13. Discord

    I'll get an admin to send you a link, might take a few hours depending on when they're on And thanks for your understanding
  14. Discord

    Hello! First of all, you were not removed from Beyond Skyrim as a member, just from the public discord. You were removed from the public discord after breaking several rules: 2. Treat other members with the respect they deserve. 5. Insulting, flaming or personal attacks against other members We've been dealing with a lot of trolling, bating and hostility in the past few weeks, so much in fact that we had to close the server for the public. When we see people acting or behaving in a manner that might be concidered trolling or baiting, we remove them. If this was not your intent however, and you wish to return to the public discord, we can provide a link for you to rejoin. In the future, please keep in mind that it can be difficult for our discord staff to tell the difference between actual hostility, and jokes. Especially given the recent events.
  15. The Void Engine

    Why would a bot join just to talk about the Void Engine?
  16. The Void Engine

    Pretty sure you live in an alternate future. Because where I come from, the earth is destroyed, Hilary Clinton is the president of the United States, and there are only 64 known genders
  17. Animated Textures in Nif Files Tutorial

    Thank you for this awesome tutorial, Lord Hayden!
  18. Show us what you're working on!

    Looks amazing, guys!
  19. Show us what you're working on!

    That looks amazing, Kelretu! Oh, and page 99!
  20. Show us what you're working on!

    Looks great! Love the details on the knife/fork handle
  21. Show us what you're working on!

    That looks awesome, Robinemen! And it sounds like you need to join up with our ESO group
  22. In this tutorial I will explain the basics of Importing static meshes from 3Dstudio Max to Skyrim. What you will need: latest version of Nif skope Auto-desk 3D studio max 2012 or lower 3D studio max Nif tools plugin Creation kit I also expect that the reader knows how to create 3D objects and properly texture them in 3D studio. _____________________ Part 1: Exporting from 3DsMax On the image below you can see the mesh I will use in this tutorial, its a basic wooden house that I have created myself. Alright, lets start. Assuming you are happy with you object and feel its ready to be imported, click file, export. You will now get a small window asking you how you wish to export the object, assuming you installed the 3Dstudio max Nif tools plug-in you should be able to select Netimmerse/gamebyro ('kf*.Nif) from the list of file types. Give the file a convenient name and save it somewhere on you computer. when you have cliked save an image with export setting will appear, in this tutorial I recommend copying my setting from the image below. when that is done, click Export. the object should now be saved as a NIF file somewhere on your computer. Alright, you have a NIFfile, that’s a start, but it cant be used in Skyrim just yet, the program will reject it as it is now. So in order to make it a propper Skyrim NIF we need to convert it. to do this you need the Nif converter. you can download it here. ___________________________________________ Part 2: Converting the exported Nif to a working Skyrim Nif Install the NIF converter and start the program. You will be confronted with another confusing window, I will now explain how to use it. * In the first box named "in file Morrowind†you are to place the NIF file we just exported from 3Dstudio Max. * the second window called "out file†is the file you want to create, click the box and name the file however you want, overweight the original nif file if you want to. * In the third window you will need a template. A template is a nif file containing information the converter will use in order to create your new converted nif. You can use any vanilla NIF as loon as it shared the same property as the file you want to create, the NIF I usually use as a template is the Barrel01 Nif from the vanilla game. I have uploaded it here for you to use in the tutorial. Barrel01 * In the forth and final box you are asked to locate the Skyeim.exe, this file can be found in your skyrim steam folder. When you have filled all the boxes, click convert Your convert window should look something like this Hopefully, everythingh worked out and you should have a working Skyrim Nif, but we're not entirely done yet. _____________________________ Part 3: Editing the converted Nif Before we do anything else, you need to locate your skyrim data folder, its commonly found by following the path below Steam → steamapps → common → Skyrim → Data In your skyrim data folder I want you to create two new folders, one named Meshes, and one named Textures. In the meshes folder, place the nif file you just converted, and in the Texture folder, place the texture that belongs to the mesh. This part is somewhat tricky and teddies. Now we have a converted Skyrim Nif, but if you were to open it in the Creation kit you would receive a warning telling you that the texture files are missing, this is because the texture paths are leading to the wrong folders. In order to set your textures so that they will appearer correctly on your model, you need to edit the Bslightingshaderproperty, and select the correct paths When you open your nif file, you will see a whole bunch of different NiTriShapes neatly organised underneath the BSFadeNode. The NiTriShapes represents a different part of the mesh and are divided by the texture they are assigned, in my case I have 12 different NiTriShapes, and by that 12 diferent textures used. (be warned that the number of NiTriShapes my be greater than the number of textures used, this can be prevented by attatshing the Objects that shares textures in 3Ds max before converting) Underneath the NiTriShapes you'll find the Bslightingshaderproperty, this block contains the information that decides how the textures are rendered within the game engine. and if you open this block again you'll find the BSShaderTextureSet. This is were you will be setting the texture paths the two first slots are the most essential texture paths you need to assign. Clicking the small flower icon opens up a window that allows you to locate the textures. In slot number 1, you need to locate the assigned texture for this particular NiTriShapes, on my model, that would be BrumaWoodWall01.dds when the texture have been located it should appearer on the model. For the 2 slot, you will need to locate the Normal map, or the n.dds in my case, this would be BrumaWoodWall01.n.dds Reapeat these stepps for all the NiTriShapes. when every NiTriShape have been assigned a texture, save the nif and close nifskope. It's time to try it out in the Creation kit. _____________________ Part 4: Adding the nif to the creation kit Open the creation kit, and load Skyrim ESM in the object window, select static and right click on any of the IDs located on the right side list. select new. a box should appere similar to the one in my picture Give your new object a name/ID and proceed down to the model window. Click edit assuming all the NiTriShapes are assigned a a texture and a normal map, the model should show up in the render window. Click ok and save the new model Locate your model from the list of statc meshes and place it wherever you want on the world map ( sometimes the Creation kit will give you a warning message saying it can render the model when you try to place it on the word map. this is a common but with new models and its advised that you reload the creation kit and attemple placing it again) Hope everything worked out alright for you, enjoy your new static mesh! Of course, we still have to add a proper collision mesh, but will be done in part two of the tutorial.
  23. Show us what you're working on!

    The transparent wings made them look really nice, Kettlewtich!