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vampyresix

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  1. As far as mods go this one falls on the simple side, but you will need NifSkope and BSAopt to accomplish it. First open BSAopt and navigate to here in the Skyrim - Meshes.bsa Export any one of the banner models you want, they are prety much all the same with different textures as far as I know Now, you need to open up the file you exported with NifSkope. Find the "BSShaderTextureSet" node for the NITrishape node that the banner is made of Assuming you've already made your textures, place them in the appropriate path then update the "BSShaderTextureSet" with the new textures (IE Replace the stuff below with the relative path of your textures) After that you just need to save the nif in a place you choose in the skyrim data directory. After that, clone an existing banner in the CK, rename it and change it's model to the one you just made and it should work I haven't done this specific thing but have made other more complex mods and am fairly confident this would work for you. EDIT: Also note that any torn banner effects etc, come from manipulating the alpha channel of your diffuse texture, if you dont put any alpha on it, itll be a solid rectangle so you may wnat to put alpha on the edges to "fray" them appropriately if the banner is supposed to look weathered Id recommend extracting an existing banner texture to get an idea how they did it. Cheers
  2. I decided to get into skyrim modding a couple days ago and started hand making an armor mesh to put in game. It has been a learning experience for me as Ive gone along. The pipeline to get from blender to skyrim is, needless to say, the stupidest chain I have ever had to deal with in my life, but that aside, I finally got things exporting. I found several good tutorials about the process and began following them, and then I got to the point where I am trying to export the models from blender to .nif format I have come to find out that all of my work in modeling and texturing may have been utterly and completely wasted because of this kink in the pipeline that, as I can see has been something that has been delt with for years but no one has found any way aroound it and it seems the nif script writers decided not to continue working on the project a long time ago. The problems are happening when I export a model to nif from blender, and there are some pronounced, and very real problems which i have not found mentioned anywhere, in any tutorial or discussion. Ill use the boots for the armor set Im making as the basis for the explanation Firstly, Every file i export to nif, has exactly 5 copies of every mesh i select for the export process. So for example If i have a boots mesh and the boots skeleton (like the default boots do), when I export to nif, I get 5 copies of the mesh or rather, 5 trishape nodes, which I end up deleting the extras of. These dont seem like that big a deal, just kind of annoying. Secondly, I get a property NiSkinInstance, along with my tri shape data, something which no tutorial or screenshot mentions at all, no big deal, since its probably deleteable too...(see figure1) The real problems come when I try to apply the shaders to the object The nif export i recieve from blender is flagged as "Has Normals : No" in the tri shape data. Blender is apparently not exporting any sort of normal information to the nif file, making it impossible to actually texture anything. If i then enable normals, all of them are at 0,0,0 or the origin point, there is not any data reaching the nif file from blender at all The next problem is that the UV map is also not being exported at all, meshes are being flagged as having 0 UV sets(see figure2) Similiar to the normals, if I enable uv mapping.... I get a wonderful face full of 0,0,0 as all the coordinates for uv sections I am using blender 2.49b I am using PyFFI 2.1.5 I have Python 2.6.2 (32-bit) installed I have the latest (2.5.9.77) nifscripts Is there any actual hope of making the hours of time I invested in this project more than a mantle piece? I am to the point where anger and frustration have simply given way to defeat and exhaustive depression. If anyone has ever solved this and is willing to share it, ID appreciate it. I have been seaarching for a long time to get this worked out and nothing is turning up that solves the problem on any of the mod boards or search engines...... EDIT: Apparently nifscope can calculate the normals for you, working on the uv map now. Also wanted to clarify, I have a material with an attached dds image, set ot be UV mapped to the mesh in question, but it still yields 0 uv layouts in nif form
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