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Could I get a precise tutorial for editing a mesh file in Blender?


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I was told to delete mesh triangles in a precise manner, I wouldn't be able to use Nifskope, but instead had to grapple with Blender. I've been grappling for a couple hours now and juggling a series of tutorials that haven't been particularly helpful. Basically, all I want to do is delete the sections of a vanilla wall static reference that compose the floor and ceiling portions so that only the true wall portion remains. So far I've been successful in importing nifs with the NifTools addon (save for a concerning warning about missing textures that I haven't been able to find any answers for). I've also figured out how to delete the triangles I don't want... I think. But when I try to use my edited mesh, it just crashes GECK. That's if I can even get it to export without throwing a weird error message I, again, haven't been able to find any relevant discussion about.

 

I have never dealt in mesh editing besides some extremely basic block deletions in Nifskope, so I'm totally stuck here. Virtually no tutorials seem precise enough for me - a complete and hopeless noob - to understand. Is there anyone willing to invest some time into teaching me what I imagine must be an incredibly simple process?

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Using Blender 2.49 to edit meshes for FO3/FNV is fairly simple. Open blender and press the "A" key twice. This will highlight the cube, light and camera. Press the "M" (move)key and a grid will open. Left Mouse click (LMC) on one of the squares then LMC "OK". Import the .nif file into blender. Press the "1" key to move the object to the verticle. Using the arrow keys on the number keypad, rotate the object so you are facing the front. At the bottom of the screen is a box showing "Object Mode" with up/down triangles to the right. In "Object Mode" LMC the section you want to edit, LMC on the triangles and choose "Edit Mode" This will display the vertices on the section to be edited. RMC one of the yellow dots where some vertices intersect. This will change to vertices to pink. You can now start to edit the mesh. You RMC on the pink dot where the vertices intersect and then press "Delete". An ERASE menu will appear with various options. LMC on "Vertices". Do this until you have finished removing what you want. If you make a mistake, press "Ctrl" + "Z". This will undo the last edit. You can undo for about 10 times. You must be very careful what you edit since you can see through all the surfaces and could delete something on a back surface you wanted to keep. You can do wholesale highlighting of the meshes by pressing "Ctrl" + "B". A circle will appear that can be used to highlight multiple vertices. When you have finished highlighting what you want removed, RMC outside the area to be edited. This remove the circle and you will be able to have control of the other movement keys. If you have to remove vertices on different surfaces, rotate the object then press "Ctrl" + "B" again. This will allow you to edit large areas all at once. If you make a mistake, just remember you can always undo using the "Ctrl" + "Z" keys.

When you have finished editing the mesh, return to "Object Mode", press the "A" key twice (this will highlight the entire object). You can now export your work. When exporting it is a good idea to give the new object a unique name so that you do not overwrite the original work. I usually add a number after the object name, before ".nif". For example, the exported .nif file will be named "armor2.nif" Make sure you set the export path correctly so you can find the object after you close Blender.

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Thank you for your help so far. Though a lot of this was stuff I thought I had already figured out, this is what ultimately made me realize I'd need to get the older software to export successfully without errors. And given the clunkiness of the old UI, your directions were indispensable.

 

That said, I've hit another wall. I really thought I got so close this time. I deleted all the triangles I wanted to, exported successfully, and the file even opens in Nifskope with the exact shape I want. But when I try to load it into the GECK, while I don't get a crash like last time, the mesh is just that Godforsaken red diamond. Do you think there's some step I may be missing here or something I may have screwed up? Let me know if you need me to provide specific info.

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I haven't done much in the GECK, only edited one face, but I think the mesh and textures have to be installed in the game.

 

Make sure the path to the mesh is correct when you load it into GECK.

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After exporting the .nif from Blender, did you open it in NifSkope and set the shader flags. When a .nif file is exported, the flags that are set on the last export page (where you click "OK" are the only ones that will appear in the .nif. You have to open the .nif file and manually set the rest of the flags.

 

You LMC the triangle to the left of "0 NiNode". Then for each piece you LMC "NiTriStrips", then LMC the word, not the triangle "BSShaderPPLightingProperties".

In the bottom screen "Block Details", make sure that "Shader_Type" is default (there are exceptions that will be displayed if you double LMC on the words and use the dropdown menu). You go to the line "Shader Flags" and double LMC on the words to the right and open the menu. The flags Specular, Skinned, Window_Environment_Mapping, Remappable_Textures, Shadow_Map and ZBuffer_Test need to be set.

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I appreciate the further assistance for the record. Unfortunately, none of the dropdowns for any of the NiTriStrips have "BSShaderPPLightingProperties" listed.

 

E: They do appear for the vanilla mesh though. Is there anyway I can somehow copy that property into the edited mesh?

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First, a question. What version of Blender are you using? If it is not 2.49, you need to install it and use it for Fallout: New Vegas.

 

Open the .nif file from which you are going to copy. LMC on the NiTriStrip you are going to copy. RMC on BSShaderPPLightingProperty. In the menu, LMC "Block" and choose "Copy Branch" Go to the .nif file you are copying to and RMC "Scene Root". In the menu, choose "Block" and then "Copy Branch". Do this for all the parts of the .nif file.

 

You can also copy (Ctrl + C) and paste (Ctrl + V). I stopped using the shortcut when it quit working when I was using Vista. Now I just continue using it.

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Looks like simply copy/pasting the branchs does do anything as far as amending the diamond error. To answer your question, I am indeed using Blender 2.49 like your early instructions indicated. That said, I'm unsure what you mean by "use it for Fallout: New Vegas" if you mean that as a literal instruction. Is there some kind of box you can tick in blender to make it specially work for FNV?

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First, as others have already said, make sure you are using Blender 2.49b and the nif tools for that version. Later versions of Blender and the nif tools are buggy as all heck, though technically some folks have been able to make static nifs with them. Your texture errors and the possible lack of a UV map are typical symptoms of using the wrong version of Blender. If you are using the right tools you shouldn't have to edit textures or fix the UV map.

 

There are actually two meshes that you need to work with. One is the mesh of the wall (plus the floor and ceiling) and the other is the collision mesh. If you are using a later version of Blender it might not have imported the collision mesh. You want to delete your floor and ceiling from both the wall mesh and the collision mesh. If you don't do the collision mesh then the player, NPCs, etc. will still collide with the missing bits even though they are no longer present in the object.

 

Follow the instructions already given to edit both meshes. When you are done, make sure to select all objects (A key twice, as was already posted). Blender only exports what you have selected so this is important. On the export screen, make sure Fallout 3 is selected on the lower left. If you have been playing around with any of the settings, you might want to click on Restore Default Settings For Selected Game now. Now look for Collision Options on the top in the center. Click on Static, then click on either Stone or Wood, whichever is closest to the type of wall that you are editing. Make sure Use BFFadeNodeRoot is selected on the upper right. Now export your nif.

 

Blender usually exports a working set of shader flags for statics, so you shouldn't need to go into NifSkope and fix those.

 

FYI - If you aren't making a static, you select the different collision options at the top. For clutter items, leave Use BSFadeNodeRoot selected. For armor and clothing, you'll have to deselect Use BSFadeNodeRoot and you will also have to go into NifSkope to fix the shader flags. But that's for future stuff. For now, just exporting the nif should be enough to make it a usable static.

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