Nimrod111 Posted February 6, 2009 Share Posted February 6, 2009 Hi guys, I have been mucking around trying to make clothes etc, and have got the mesh more or less how i want it (see link at bottom), however when i go to drag a texture on from the the material editor, it wont do it, obviously im doing something wrong, and unfortunately i cant use G.E.C.K. as it crashes every time i try to do anything, any help is greatly appreciated (im completely noob in 3d stuff so bare with me) http://s12.photobucket.com/albums/a204/Mr_...urrent=test.jpg Link to comment Share on other sites More sharing options...
Baelkin Posted February 6, 2009 Share Posted February 6, 2009 Hi guys, I have been mucking around trying to make clothes etc, and have got the mesh more or less how i want it (see link at bottom), however when i go to drag a texture on from the the material editor, it wont do it, obviously im doing something wrong, and unfortunately i cant use G.E.C.K. as it crashes every time i try to do anything, any help is greatly appreciated (im completely noob in 3d stuff so bare with me) http://s12.photobucket.com/albums/a204/Mr_...urrent=test.jpg I think your problem is one of two things or maybe both: 1. You have not checked the option "show in viewport" on the material editor, so the texture doesn't show up as applied in the viewport even though the material actually has been applied to the mesh. Additionally, you might have to put a "UVW Map" modifier on the mesh, so that it doesn't stretch the texture when applied. 2. You have not yet correctly laid out the UV wrap of the mesh, which is why it screws up in the GECK. To check this, apply a Unwrap UVW modifier, go to a mesh or poly sublevel and press the "edit" button in the Parameters rollout. If it looks all screwy with flattened polygons going all over the place, you need to make a better UV layout of the model before it's usable in the GECK. I don't have any experience rigging clothing and armour though, so the issue of it crashing the GECK could just as easily be a rigging issue. I'm don't think that incorrect rigging crashes the GECK though, it'd just make the mesh look jumbled when worn by a character. Link to comment Share on other sites More sharing options...
Nimrod111 Posted February 6, 2009 Author Share Posted February 6, 2009 Thank you heaps, looks like i have some work to do :) Link to comment Share on other sites More sharing options...
Nimrod111 Posted February 7, 2009 Author Share Posted February 7, 2009 looks like the uvw was my problem, now one more question, i have the uv map how i want it, how do i "apply" it to the actual mesh or do i not need to, and just save? Link to comment Share on other sites More sharing options...
Nimrod111 Posted February 7, 2009 Author Share Posted February 7, 2009 cancel that. k i think im nearly finished (although i need to fix a few things on the mesh, and the dress will be red and different texture) I want to test it out in game, do i need to do anything from here? or is it redy to go into the respective folders for the mesh and textures? http://i12.photobucket.com/albums/a204/Mr_sparkle/test3.jpg Link to comment Share on other sites More sharing options...
Baelkin Posted February 7, 2009 Share Posted February 7, 2009 cancel that. k i think im nearly finished (although i need to fix a few things on the mesh, and the dress will be red and different texture) I want to test it out in game, do i need to do anything from here? or is it redy to go into the respective folders for the mesh and textures? http://i12.photobucket.com/albums/a204/Mr_sparkle/test3.jpg Well I think for the most part your max troubles are over, at least until you know if it actually works in-game. :) The next step is getting the mesh exported as a .nif file that fits Fallout 3's format using the Nif Plugins for Max. Once you have a proper exported mesh, you'll need to find a suitable vanilla .nif file you can copy and alter to use your own mesh rather than the one in the file. I'd suggest using a vanilla model of one of the regular clothing outfits as they probably have the relative same amount of information you need (ie. only one or few NiTriStrips/Shapes nodes and a BSShaderPPLightingProperty node) that you can overwrite with the corresponding nodes from your exported mesh. Alternately you can try exporting the mesh as a .obj file and import that into an existing vanilla mesh file and overwrite the existing NiTripStrips/Shapes Data node. It sounds a little confusing at first, but if you are a bit savvy you should be able to use the stickied mini-modelling tutorial in the General modding section. The basic process is still the same despite there's a newer version of NifSkope and the Nif Exporter avilable. Link to comment Share on other sites More sharing options...
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