Trandoshan Posted March 10, 2009 Share Posted March 10, 2009 I have a small problem with .nif files, and I don't really understand why... This is my third sword that I have attempted to bring into Oblivion, and although I have other failed swords, I feel that this one is gold... I have a single problem, and I think I may have found the problem but I can't find the solution. When I open up Nifskope, I use Bhk Capsules that come with the Original meshes provided by the game, and replace the the Original sword with a sword that I made. This is where the Problem Begins. When I Paste the Branch of My self made mesh onto the Bhk Capsules of the original mesh I get a message that reads. *****Nif versions differ! Current File Version: 20.0.0.4Clipboard Data Version 20.0.0.5 The results will be unpredictable... ***** I know for a fact that this does not mean the Version of Nifskope, as I have 1.0.16, a number that is not even close to the numbers provided in the error message... What does this error message mean? How can I remedy this? Link to comment Share on other sites More sharing options...
jonesjoshuar Posted March 10, 2009 Share Posted March 10, 2009 I have a small problem with .nif files, and I don't really understand why... This is my third sword that I have attempted to bring into Oblivion, and although I have other failed swords, I feel that this one is gold... I have a single problem, and I think I may have found the problem but I can't find the solution. When I open up Nifskope, I use Bhk Capsules that come with the Original meshes provided by the game, and replace the the Original sword with a sword that I made. This is where the Problem Begins. When I Paste the Branch of My self made mesh onto the Bhk Capsules of the original mesh I get a message that reads. *****Nif versions differ! Current File Version: 20.0.0.4Clipboard Data Version 20.0.0.5 The results will be unpredictable... ***** I know for a fact that this does not mean the Version of Nifskope, as I have 1.0.16, a number that is not even close to the numbers provided in the error message... What does this error message mean? How can I remedy this? what exporter are you using? Link to comment Share on other sites More sharing options...
worm82075 Posted March 10, 2009 Share Posted March 10, 2009 *****Nif versions differ! Current File Version: 20.0.0.4Clipboard Data Version 20.0.0.5 The results will be unpredictable... ***** I know for a fact that this does not mean the Version of Nifskope, as I have 1.0.16, a number that is not even close to the numbers provided in the error message... What does this error message mean? How can I remedy this? That is the version of the mesh you are working with. Oblivion has vanilla meshes that are both .4 and .5. I have personally copy pasted branches both ways from .4 to .5 and vice versa with no ill effects. Say ok , it's just NIFscope warning you in the event that you are using a game engine that only accepts .4 or lower. Link to comment Share on other sites More sharing options...
Trandoshan Posted March 10, 2009 Author Share Posted March 10, 2009 The DDS I'm Using is @Jones DDS_converter 2, Blender(Most Recent Version, and I have the scripts for exporting Gamebryo), and Nifskope are the tools used... Did you want the Exporter Script in Blender? @ worm Is that so? I guess the root of the problem is elsewhere... I still don't understand why my collision box doesn't line up with my Object in NIfskope, that in itself is odd enough to cause problems I think. I have tried moving the sword around in blender to attempt to perfectly align the Bhk Collision Capsules, and my object but to no Avail... I just understand why the mesh won't appear in game. I can draw the sword, and it makes a sound, and it even hits it's target, but the mesh does not appear in-game. Happens with half of my armors too(The lower half :3). Thanks for your time! I will be working on it too! Link to comment Share on other sites More sharing options...
worm82075 Posted March 10, 2009 Share Posted March 10, 2009 are you adding the new node to the list of children in the root node? Does your .dds have a _n.dds(normal map)? if you want you could email me the mesh and i can take a look at it. I'm not a modeler but i can do some serious mesh manipulation with Nifscope. If not the best i can offer in alternative advice is to open a vanilla weapon and compare node for node to find the problem which is often a mis set flag or missing reference. Here is a sample of something i've done. http://i39.tinypic.com/k39fg6.jpg I turned the smaller shark into the larger one using nothing but Nifscope. the problem with some triangles not appearing in game was solved by fixing some normals that were inward facing. Link to comment Share on other sites More sharing options...
Trandoshan Posted March 10, 2009 Author Share Posted March 10, 2009 Well worm... let me break it down. Wtf is the top one? as for the _N.dds, I do have one made although i'm not sure if it's completely correct. I'm not to sure where it goes, because the CS/Nifskope does not have a place to put the _N.dds. If it's the Normal map, then problem solved. I just need to research where it goes. as for the nodes, I get the basic concept of what each node is...However, I am pathetically new...I have not dived into the more complexities of Nifskope, and it's terminology. I appreciate the help though! I feel like I'm getting somewhere. Link to comment Share on other sites More sharing options...
worm82075 Posted March 10, 2009 Share Posted March 10, 2009 the normal map goes in the same location as the texture and it is assumed by the mesh that it will be there, you don't have to tell it to use it. as far as nodes are concerned 0 NiNode is the root node and if you expand it you will find a list of children containing all of the movment nodes and nitrishapes of the mesh. i learned just about everything i know from examining the structure of existing meshes. one thing that you should know is that collision comes in two and three parts, three in the case of weapons. expand nodes in Nifscope and see what other nodes are referenced ther to see what other nodes that node depends on Link to comment Share on other sites More sharing options...
Trandoshan Posted March 10, 2009 Author Share Posted March 10, 2009 Ive Ruled out Normal Mapping, and I tried a few things back at Blender (Removing Any Bhk capsules originally with my mesh). None of those seemed to work, so i am going to try fiddling with Nifskope till I fall asleep. I appreciate the help, but I'm going to set this out on the table and see if there is anyone else out there with suggestions. Ah, a quick question before I log... Will overlapping Textures cause a Mesh to dissapear? I thought that overlapping textures would make the mesh clippy. My purpose was to make the blade look like it was crackling with lightning without any scripts.... Edit* Looks like some good news.... It seems when exporting from Blender to Nifskope, a new Ninode(Scene Root) was added on top of the already present Ninode(Scene Root). This solves some problems with some of my armors not appearing as they should, but it didn't solve my main problem... that damned Sword... I'm about to take the mesh, and pitch it. Start from scratch again. If you still want to see it worm, I'll send it to you, but I think I should just start over again! Link to comment Share on other sites More sharing options...
Palpenious Posted March 10, 2009 Share Posted March 10, 2009 I may be reading that wrong, or just reading too much into it but you say when you paste your weapon branch into the Bhk capsule, are you pasting the branch actually as children of the collision? That may cause the sword to act normal, but not show up, I'm not really sure. If that is the case, you want to move the mesh up in the list and parent it to the collision object, not the other way around. If not, just keep comparing to a Bethesda model, something will probably eventually jump out at you. Also, modelling/texturing can be a long process, so make sure to take a break and when you come back you may realize something you would never have noticed if you stared at the screen for hours straight. Link to comment Share on other sites More sharing options...
TotallyNotToastyFresh Posted March 10, 2009 Share Posted March 10, 2009 I never copy/paste branch with my custom weaps, when I'm modeling in blender I just open an existing sowrd, delete the mesh (minus the collision caps) and then build my mesh from there. Link to comment Share on other sites More sharing options...
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