astri11 Posted June 26, 2022 Share Posted June 26, 2022 Hello, I am sorry for my poor English. I exported the file using 3ds max 2013 and BGS Exporter. That's where the problem started. When I opened the exported file, all the meshes disappeared and nothing was visible. When I looked at it, all the meshes turned into ninodes with the same name. I used Elrich, but nothing changed. In addition, various export settings and 'export selected' were selected, but nothing changed. I spent a few days trying to fix this problem, but there was no progress. I did everything I could. I desperately need your help. Link to comment Share on other sites More sharing options...
pepperman35 Posted June 26, 2022 Share Posted June 26, 2022 (edited) Two things to check: Dido you ensure that each mesh had a proper texture applied in 3ds max? Do you set up the collision linkages correctly? Edited June 26, 2022 by pepperman35 Link to comment Share on other sites More sharing options...
astri11 Posted June 26, 2022 Author Share Posted June 26, 2022 (edited) thanks to reply . What should I do first before exporting to nif exactly? There seems to be a problem because I didn't complete the works that I had to do before exporting. that mesh does not require a texture in max, i will apply texture after i export. and no collisions have been made (although I think there was a collisions object in the nif file that was called in...)i deleted all material,texture, collisions in .nif, and import it and exported. but it was same. Edited June 26, 2022 by astri11 Link to comment Share on other sites More sharing options...
DieFeM Posted June 26, 2022 Share Posted June 26, 2022 (edited) that mesh does not require a texture in max In fact that's why it doesn't export correctly, you need to apply a bgsm (BSLightingFX) or begm (BSEffectFX) material to each mesh, being bgsm the most common one, in order to get the mesh exported.BSEffectFX is mostly used for transparency.As additional information, if the object contains many separated meshes, all of them must be attached as children of a main object, or to the same dummy node.Or said with other words, it needs to have a unique root, it wouldn't work with multiple root objects. Edited June 26, 2022 by DieFeM Link to comment Share on other sites More sharing options...
astri11 Posted June 26, 2022 Author Share Posted June 26, 2022 Thanks! I tried to apply BSLightningFX In max and export was succesful. but I think I need to learn more about material editors. When you apply and export the material, the mesh appears in black, not purple.Do you have any solution or tutorials to learn how to correct this? I'm sorry if I asked you too much, but I haven't had much experience with this kind of deep modding. Link to comment Share on other sites More sharing options...
DieFeM Posted June 26, 2022 Share Posted June 26, 2022 Probably you have vertex colors enabled. I don't know how to work with vertex colors, so what I do is disable them completely. I don't know if that's the right way, but it works for me: Link to comment Share on other sites More sharing options...
pepperman35 Posted June 26, 2022 Share Posted June 26, 2022 The nif importer for 3ds max doesn't bring in the collisions properly, so you will need to recreate them. You might find these tutorials by kinggath useful Bethesda Mod School: 3ds Max 101 - Setup & Basic Collision Bethesda Mod School: 3ds Max 102 - Simple Collision Method Link to comment Share on other sites More sharing options...
astri11 Posted June 26, 2022 Author Share Posted June 26, 2022 It Works Perfectfully. Thank you so much for sharing your knowledge! Link to comment Share on other sites More sharing options...
astri11 Posted June 26, 2022 Author Share Posted June 26, 2022 Thank you ! I'll check the video! Link to comment Share on other sites More sharing options...
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