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Converting obj to nif looks broken


LoneWanderer1987

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I get this when using blender to convert to obj then using Nifskope turn it in to a nif which should be normal soild model not with holes in .

 

 

This what is suppose to be like in nifskope in blender

 

 

https://ibb.co/R4jv77p

 

 

 

 

 

 

but it turns like this instead with holes in

 

 

https://ibb.co/x3zHKgH

 

 

 

 

please help what I'm doing wrong

 

 

 

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Using NifSkope to convert the file is what you are doing wrong. Export the file from Blender as a .nif file. Then open it in Nifskope to complete your work.

That is if you are using Blender v2.49. If you aren't, there is nothing you can do.

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Newer versions of Blender can be used to make statics, though from all of the questions and comments that I have seen it is extremely buggy and difficult to get it right.

 

If you want it to be a lot more straightforward and actually have it work most of the time, you need Blender 2.49b. If you don't have this version, there is a complete package on the Oblivion Nexus that has Blender plus all of the tools, all with versions that work properly with each other. As M48A5 said, this is the preferred method to create nifs for FNV.

 

If you are doing anything other than statics, you NEED version 2.49b if you actually want things to work.

 

The second thing that comes to mind is that you have an awful lot of objects all packed into one nif. The nif format is designed for multiple objects, but the nif tools tend to barf if you have a mesh that is too complex. Try to keep the vertex count down as much as possible. Personally, I would split the mesh into a bunch of separate meshes, such as one for the chair, one for the desk, one for the lamp, one for the desk clutter, one for the bed, one for the room itself (walls, floors, windows...), etc. That should keep the vertex count down for each part and will make creation of the collision meshes a lot easier. It will also make things a lot easier to place in the GECK and will allow for easier navmesh creation.

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