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Help with putting armour ingame


PrometheusTS

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HI I made the mesh the textures and the nif .... now how the heck I put alll this ingame? all niftool tutorial I read here is simply not working and some of the referenced steps arent present in the niftool or simply do not work , may be its me having vista or some other weird problem but all my efforts didnt work , can someone kind enough explain me what exactly step by step do to put this ingame?

 

http://img227.imageshack.us/img227/6374/78864404.jpg

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Step one: open the grey fox nif and whatever nif you’re going to paste into. (note) make sure that the helmet nif you’re pasting to has the skininstance and that the ninnodes match the (power armor) helmet for example. The order that nodes are in does not matter.

 

Step 2: Right click on the Nitrishape (not the Nitrishapedata) of the greyfox helmet nif then scroll down to block, then copy branch. Then past the grey fox Nitrishape into the block list of the power armor helmet. (NOTE) paste it into the white space in the block list. Don’t paste into the Ninode. You should see that your Nitrishape is outside the tree and your mesh should not show up on the display.

Step3: click on the Ninode at the top. Go to the Block details and scroll down to Children, click on the plus sign. Look at the children listed there and find the one for the power helmet Nitrishape. It’s called PAhelmet. For me it’s #1. Double click on it and replace the number 1 with the number of your grey fox Nitrishape. For me it’s #22. When you do that you will see your mesh appear in the display window and the power helmet disappear. If your texture is not loaded, load it. Click BSShadeTextureSet. Go to the textures in block details and load the tex and then the normal map, then glow map.

The Nitrishape for the pwhelmet is still there but it’s outside the tree. Erase it (Block remove branch.

 

Step 3: now comes the important part. Right click on your Nitrishape (Nitrishape not Nitrishapedata ok) scroll down to mesh then scroll to Make skin Partition and click that. A window will pop up saying stuff like Number of bones per vertex bla bla b… make sure that the box next to stripify triangles is checked then press ok.

Now right click your Nitrishape again and update the tangent space. The mesh should now be ready to go into the game, but there are some things that you should do to it first. Click the pallet next to the NimatirialsProperty, erase whatever name is at the top leave it blank. If you want the glow map to work, you have to move the Emissive color slider to the right towards the white part of the triangle. You can play with the gloss slider depending on your taste. When you’re done press accept. Get rid of the Nitrishape for the MeatCapneckhead. You don’t need it.

 

Step: 4 change the TSpace flag on your NitrishapeData to 0 in the Block details. Click on BSShaderpplaitingproperty , in the Block details go to shader flags double click on the part that sais Sf buffer, Sf shadow map, … and click on the arrow scroll down and tick SF multiple textures. Now Save.

Now go test in game

 

I got stopped at the first step since in the nif I exported I have nitristrips and not nitrishape ... why that?

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Is this the tutorial you were trying to use originally PRO?

http://www.fallout3nexus.com/articles/article.php?id=26

 

Stupid Nifskope is doing my head in too (just trying to replace a single shoulder pad and it creates weird artifacts on the screen...).

No the above one quoted and the one sticked here in the forum about the armour making export , bbut nothing fits the descriptions , I do not get nitrishape I get nitristrips instead and I cant go beond , I am using all the latest tools and plugins and scripts ...

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-----------------------------------------------------------------------------------------------------------------------

Step one: open the grey fox nif and whatever nif you’re going to paste into. (note) make sure that the helmet nif you’re pasting to has the skininstance and that the ninnodes match the (power armor) helmet for example. The order that nodes are in does not matter.

 

Step 2: Right click on the Nitrishape (not the Nitrishapedata) of the greyfox helmet nif then scroll down to block, then copy branch. Then past the grey fox Nitrishape into the block list of the power armor helmet. (NOTE) paste it into the white space in the block list. Don’t paste into the Ninode. You should see that your Nitrishape is outside the tree and your mesh should not show up on the display.

Step3: click on the Ninode at the top. Go to the Block details and scroll down to Children, click on the plus sign. Look at the children listed there and find the one for the power helmet Nitrishape. It’s called PAhelmet. For me it’s #1. Double click on it and replace the number 1 with the number of your grey fox Nitrishape. For me it’s #22. When you do that you will see your mesh appear in the display window and the power helmet disappear. If your texture is not loaded, load it. Click BSShadeTextureSet. Go to the textures in block details and load the tex and then the normal map, then glow map.

The Nitrishape for the pwhelmet is still there but it’s outside the tree. Erase it (Block remove branch.

 

Step 3: now comes the important part. Right click on your Nitrishape (Nitrishape not Nitrishapedata ok) scroll down to mesh then scroll to Make skin Partition and click that. A window will pop up saying stuff like Number of bones per vertex bla bla b… make sure that the box next to stripify triangles is checked then press ok.

Now right click your Nitrishape again and update the tangent space. The mesh should now be ready to go into the game, but there are some things that you should do to it first. Click the pallet next to the NimatirialsProperty, erase whatever name is at the top leave it blank. If you want the glow map to work, you have to move the Emissive color slider to the right towards the white part of the triangle. You can play with the gloss slider depending on your taste. When you’re done press accept. Get rid of the Nitrishape for the MeatCapneckhead. You don’t need it.

 

Step: 4 change the TSpace flag on your NitrishapeData to 0 in the Block details. Click on BSShaderpplaitingproperty , in the Block details go to shader flags double click on the part that sais Sf buffer, Sf shadow map, … and click on the arrow scroll down and tick SF multiple textures. Now Save.

Now go test in game

 

I got stopped at the first step since in the nif I exported I have nitristrips and not nitrishape ... why that?

 

I haven't touched Nifskope in a while but I'll try to help ( I hope you can help me out later when forget about it. lol)

Right click the Nitristrips choose and click mesh, then click Triangulate. That should turn it into NiTriShape. Hope that helped or something.

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