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Problem with model editing


lorenzoulm

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Hi. today I tried to edit this model http://newvegas.nexusmods.com/mods/images/47076-1-1343943860.jpg . My objective is to remove glasses of the elmet (i know, there is yet a mod that do it, but i want to make it myself so i practice with blender); I imported the .nif in blender, removed the glasses and exported the model. When I open in nifskope it looks normal, but when i open geck the mymodel.nif (the model for "biped model data") doesn't show up, while the mymodel_go.nif (wich is the world object model) is normal. When i load the game and wear the item I only see my head without the helmet (like the problem in geck) and when i take out the helmet from my inventory it goes down, but it is static and i can't take it, i can even walk across it. What's wrong with my .nif? I'll post some screenshot later.

http://www.fileswap.com/dl/wRcFIocX2/ EDITED

http://www.fileswap.com/dl/alXJrpCGdc/ EDITED

http://www.fileswap.com/dl/ier1v3U3Ow/ ORIGINAL

http://www.fileswap.com/dl/GCSDbZg32B/ ORIGINAL

 

Sorry I can't attach images because it says upload failed even if they're under 250kb:

http://www.fileswap.com/dl/tHDSvhEftO/

http://www.fileswap.com/dl/5ruGk1Drvv/

http://www.fileswap.com/dl/mrOTxAhPLp/

Edited by lorenzoulm
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If you're only after removing the goggles, then you don't need to use Blender.

If you open the original file in NifSkope, you will see that there are two NiTriShape branches - one for the helmet, the other for the goggles. Simply remove the goggles branch, save the file and you're done.

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Thanks I resolved with the first model deleting that part from nifskope, but with the model_go.nif I need Blender because its only one block. Every time I import in Blender a model, edit it, export it and place it in game it become unusable or any kind of problems. What is the right procedure to correctly edit in Blender a an armor or weapon without corrupting it?

 

Note: I tick on the "Fallout 3" option when exporting in blender

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I fixed the _go model for you (see attachment). Also attached is a screenie of the settings I use when exporting a model from Blender. Not sure how well these would work when exporting models with bone references.

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Thanks a lot when i return home I'll try it and will check my export settings in blender. Did you use blender to edit the model? When you edit models in blender can you use every funcion of or some of them are bot compatible with nif standards? sorry but i find blender very confusing, i prefer 3ds max. One more question: if i need more help with blender exporting to fallout can i ask your help here? Edited by lorenzoulm
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Did you use blender to edit the model?

Yep.

 

 

 

When you edit models in blender can you use every funcion of or some of them are bot compatible with nif standards?

When you import a NIF file into Blender, it is converted to the Blender working format (and converted back when you export). Every option should be available, as long as it is applicable to the particular model that's being worked on.

 

 

 

One more question: if i need more help with blender exporting to fallout can i ask your help here?

But of course. Though I'm no expert, so don't expect me to have all the answers.

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In most cases, yes, I think you can. Sometimes, however, the imported NIF file may have certain extra properties that, for some reason, are discarded once you export it back from Blender. For this reason, when modifying an existing NIF file, this is what I usually do:

 

1. Import the file to Blender.

2. Make all the modifications to the mesh.

3. Export to NIF format, using the settings in the screenie I provided.

4. Open the modified NIF in NifSkope.

5. Locate the NiTriStrips or NiTriShape branch containing the mesh I modified, right click NiTriStripsData or NiTriShapeData, then Block > Copy.

6. Open the original NIF in NifSkope.

7. Repeat step 5, only this time select Block > Paste Over.

 

As I said, I'm no expert. There may be an easier way to do it.

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