Slitherjack Posted July 9, 2013 Share Posted July 9, 2013 So, to start off, I copied and pasted a Gambler's hat onto a Lakelurk. It looks fine in NifSkope, and the hat appears in the GECK. However, the hat clips through the Lakelurk's head, and the brim of the hat is going through the Lakelurk's eyes. Any ideas? Link to comment Share on other sites More sharing options...
DaemonGrin Posted July 9, 2013 Share Posted July 9, 2013 Adjust the Z axis of the hat in nifskope to raise it up. Is the hat angled? if so adjust the rotation of the correct axis as well. Hope it helps,Geoff Link to comment Share on other sites More sharing options...
Slitherjack Posted July 9, 2013 Author Share Posted July 9, 2013 I already did that, which is why I said it looks fine in NifSkope. Link to comment Share on other sites More sharing options...
DaemonGrin Posted July 9, 2013 Share Posted July 9, 2013 I was suggesting raising it higher in nifskope (so it looks wrong) and see how it works ingame. Link to comment Share on other sites More sharing options...
luthienanarion Posted July 10, 2013 Share Posted July 10, 2013 Make sure that you hit Transform->Apply to zero out your transformations after you make them. The game engine disregards translation data in NIFs. Link to comment Share on other sites More sharing options...
jazzisparis Posted July 10, 2013 Share Posted July 10, 2013 Make sure that you hit Transform->Apply to zero out your transformations after you make them. The game engine disregards translation data in NIFs.Are you sure? Or does this only apply to NIFs with references to biped nodes? I'm curious, because I've used translations countless times with weapon NIFs, and it always worked as intended. Link to comment Share on other sites More sharing options...
Slitherjack Posted July 10, 2013 Author Share Posted July 10, 2013 Thanks! That worked, I just needed to move it around a bit like Daemon said because it moved down and backwards when I applied it. Link to comment Share on other sites More sharing options...
luthienanarion Posted July 10, 2013 Share Posted July 10, 2013 Make sure that you hit Transform->Apply to zero out your transformations after you make them. The game engine disregards translation data in NIFs.Are you sure? Or does this only apply to NIFs with references to biped nodes? I'm curious, because I've used translations countless times with weapon NIFs, and it always worked as intended. That could be the case. I deal with armor and not weapons, so I've never examined a weapon NIF. Link to comment Share on other sites More sharing options...
Slitherjack Posted July 11, 2013 Author Share Posted July 11, 2013 Alright, though I got the hat fixed, I added a Skull to the hand of the Lakelurk, and it appears and looks fine in NifSkope and the GECK .nif preview, but when I select it from the ModelList it disappears. Link to comment Share on other sites More sharing options...
devinpatterson Posted July 11, 2013 Share Posted July 11, 2013 Alright, though I got the hat fixed, I added a Skull to the hand of the Lakelurk, and it appears and looks fine in NifSkope and the GECK .nif preview, but when I select it from the ModelList it disappears. I'v had that happen with items that are statics (as opposed to something like a hat, which is rigged to a actor). Although I havn't found an easy way to fix it through nifskope (and hopefully someone here has and can give you some advice), I find that it's not a problem to do in blender. Maybe something with the export process like shadowmapping fixes it. If no one has a solution PM and I'll rig it for you in blender. I'd also recommend learning blender simply because of the way you'll have to work with items like that in nifskope. As you'v already seen they don't translate the same way in game as they do in nifskope. They may not show up or they'r position may be off. Working with nifskope is sometimes the only way to do some things. But it's also a little bit like knowing where you are, and where you have to go, but having to drive blind to get there. A lot of trial and error sometimes. With blender you set it up and that's the way it stays in game. You can also rig it to a single bone, erase everything else and it becomes a model that you can select/check in that models tab to add separately/discreet from the base model. So in your example, you could do as I just explained and drop the skull.nif into the Lakelurk directory. then you could add that skull to any lakelurk model, by selecting it. Link to comment Share on other sites More sharing options...
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