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Custom MESH invisible in GECK Render window


comfyseven4

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Im currently working on some pretty in depth mods for my overhaul mod, one issue i am having in particular is im importing an old wooden ammunition crate from OBJ to NIF. So what i have done...

 

I opened the original OBJ file into Bodyslide Studio as per a tutorial i saw online some time ago.

I exported the model from Bodyslide to the updated version of NIF format for F04. Imported it into NifSkope 2.0.0 Pre-Alpha 6.

I copied the 2 TriShape branches to a vanilla MESH file (FootLocker01)

Moved all the items around correctly

NiNode

BSXFlags

NiTriShape

BSLightingShaderProperty

BSShaderTextureSet

NiTriShape

BSLightingShaderProperty

BSShaderTextureSet

 

The MESH displays correctly with the textures applied to it and all in the NifSkope preview window.

 

So i exported the NIF file as WeaponCrate01.nif using NifSkope 2.0.0 Pre-Alpha 6.

Opened GECK

Opened the Footlocker form

Made a new one called WeaponCrate01

Changed the model to WeaponCrate01.nif

In the preview window there is nothing. as if the model does not exist.

 

I have also double checked the Bounding spheres thay are correct

 

Any suggestions?

GECK Screenshot

eiN8zEc.png

 

NifSkope Screenshot

GFFyzhY.png

Edited by comfyseven4
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1. It is skinned.

2. It uses BSSubIndexTriShape instead of BSTriShape.

3. Wrong shader flags

4. Wrong BSX flags

 

Just find a similar vanilla mesh and compare yourself, it is that simple.

xD thats the file tho as u can see in the screens i fixed all of those already. I uploaded the wrong mesh :tongue: that was the broken one the one in the post that loads invisible i will reupload now

 

Vanilla

xDb4Jb7.png

 

Mine

c3gMxy7.png

I have also located the crash when i disable vertex flag VF_Skinned the geck crashes. But with it on the model still invisible

Edited by comfyseven4
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