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The SH0CKER

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  1. I'd untick the 'auto smooth mesh' if that re-applies smoothing. You want to keep the default smoothing such as not to generate shadowing at the mesh boundary.
  2. It doesn't look like there is anything wrong with the nifs, so maybe there is a limit on how many separate rigged trishapes you can have. How many trishapes did you have in your other helmet? If it is less, then try having the same number for yours and re-export.
  3. your model in game has no UV mapping data attached to it. You'll have to UV map it then paint it again and it will work.
  4. Then you'll have to start using the weight painting tool and rig the model to the skeleton. Either that or use the Skin Wrap modifier and copy over the rigging from another model.
  5. Under the Skin Modifier click on Edit Envelopes and click on each of the bones. In the viewport the areas around the bones on the model should have colours ranging from red to orange to blue.
  6. Either select the vertices at the interface between the torso and leggings and break/un-weld them or select the polygons making up the parts and detach them using the polygon tools.
  7. Might be a silly question, but do you have the game skeleton for the Scorpion in 3ds Max, have a Skin modifier on your model and have it weighted to it?
  8. From my experience with this, provided each of your nitrishapes has its skin instance set up correctly and matching with the creation kit, it should work. Invisibility does seem to be entirely down to the skin instance. Having multiple meshes using the same skin instance doesn't seem to be a problem as well. However, things I would check/change in the nif: try using 130 for the body part instead of 131. In your BSlightingshaderproperty, check whether shader flags 1 has sf_skinned ticked. Screenshots of say your nif structure showing skin instance, lightingshaderproperty etc as well as anything from Blender ( export settings etc ) would help - I can't help much with Blender as I'm a Max user.
  9. Model rigged and in game: http://i40.photobucket.com/albums/e214/marvelshocker/2014-07-03_00004.jpg http://i40.photobucket.com/albums/e214/marvelshocker/2014-07-03_00006.jpg http://i40.photobucket.com/albums/e214/marvelshocker/2014-07-03_00007.jpg
  10. As far as I can tell, when you set the collar in your cuirass nif to 30 the whole head is missing when you equip the helm. The only way I think it will work is if you pretend it is hair, such that when the helmet is equipped the hair is recognised to be hidden, assuming it doesn't mess up the hair of the player.
  11. The _m texture is an environment mask used in conjunction with a cube/environment map, whereas the alpha channel of the normal map contains the normal map.
  12. Are you using that in the alpha channel of the normal map?
  13. This has been a constant problem for me ever since I started using rigged meshes, mainly because there was no apparent reason for the mesh breaking on export. Considering how annoying it is, and how you won't find information on this easily, I thought I'd make a topic providing a reason: The engine's requirement of having a maximum of 4 bones per vertex is the cause. If any vertex in your Skin modifier is weighted to more than 4 bones, the face associated with it gets the appearance of flipped normals or perhaps more accurately a major Draw Call error.
  14. The shine is controlled in the BSlightingshaderproperty object in the nif. By default, the specularity glossiness setting is set at one ( completely shiny ). Increasing the value to say 50 will make the specularity more reasonable (larger numbers result in lower specularity).
  15. You have only replaced the inventory model and not the game model, which I think has the suffix "go".
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