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3D Custom Model Question


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Hello guys!

I have almost no 3D model skills but a friend of mine makes sometimes models for a mod from me. His actual models are a bunch of cranes and/or part for cranes but I can't make them work as by the models before (they are planned to be static objects so no moving parts).

I tried everything to make it happen but always when I import the obj files into Outfit Studio and then look at them in Nifskope I see only what you see on the example screenshot.

Can someone please tell me what is wrong with those models? If I go over them later with Chuckmerge, the CK crashes after I trie to put them in the world (or alternativly I can put them in the world but I can't pick them up and turn them, or make them bigger etc.).

Also if I am honest, so desperate what I am I would be more as grateful if someone could do this for me. You would also be named in the credits of my upcoming mod (dlc size) Azeroth Reborn.

3dmodelexample.jpg

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First of all, that is what Outfit Studio will give you, a basic .nif file. You'll need to correct/fill in the rest.

The first line 0 NiNode needs to be a 0 BSFadeNode for static objects. Right click on the NiNode line and go to Block > Convert > BSFadeNode. You should now have a basic working .nif. I highly suggest you change the name from Scene Root to something else, like the nif name for example.

If you haven't already in Outfit Studio, you'll need to add your textures in the BSShaderTextureSet block.

As for ChunkMerge and adding collision, it only works on LE format .nifs. You'll need to convert your .nif from SE to LE (yes, there's a difference) format to create the collision for it then convert it back. Or use the LE version Outfit Studio to make the basic nif LE format at the start, fix it up, make collision, then convert to SE when you're finished.

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2 hours ago, Hanaisse said:

First of all, that is what Outfit Studio will give you, a basic .nif file. You'll need to correct/fill in the rest.

The first line 0 NiNode needs to be a 0 BSFadeNode for static objects. Right click on the NiNode line and go to Block > Convert > BSFadeNode. You should now have a basic working .nif. I highly suggest you change the name from Scene Root to something else, like the nif name for example.

If you haven't already in Outfit Studio, you'll need to add your textures in the BSShaderTextureSet block.

As for ChunkMerge and adding collision, it only works on LE format .nifs. You'll need to convert your .nif from SE to LE (yes, there's a difference) format to create the collision for it then convert it back. Or use the LE version Outfit Studio to make the basic nif LE format at the start, fix it up, make collision, then convert to SE when you're finished.

Many thanks for your answer. The last part did I already know but I hope the chane to a FadeNode will change everything. If it does than all praise to you!!! Hopefully it works then.

Edit: It has worked. Woohoo! You need a second solution badge, how ever someone can get them!

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Rejoiced too soon. The models work now so far and I can see them in the game and in the ck without CTD's but the collisions doesn't work for whatever reason. It is already late where I live but if someone would know what could it be, I would be happy. The only bug (maybe) I see is that there is no "1bhkCompressedMeshShapeData".

I made it like Hanaisse said.

question01.jpg

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The collision looks fine. The 1 bhkcompressedmeshshapedata would be under the 2 bhkcompressedmeshshape if you expand it.

What you need is a BSXFlags block. Right-click on the 0 BSFadeNode and go to Block > Insert > find BSXFlags in the list. Once you have your BSXFlags, open the options by clicking on the Integer Data flag. Tick the Havok and Articulated flags.

If that doesn't change things then you'll need to be more specific about what doesn't work about the collision.

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As you can see do the collisions not work in the game. I should not be able to stand inside the crane and I should be able to jump on those tree trunks.

I could have shown more screenshots but the forum allows only 5 per posting. Would you or anyone here like to see something specific? I could maybe show it to you.

20240322101447_1.jpg

20240322101456_1.jpg

NifskopeScreenshot01.jpg

NifskopeScreenshot02.jpg

NifskopeScreenshot03.jpg

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Right, so definitely not working. It looks like your BSXFlags isn't actually attached to your BSFadeNode. In the block details of the BSFadeNode change Num Extra Data to 1 then click on the green arrows just below it. Expand the Extra Data List and input 1 so that it attaches the BSXFlags you added.

What version of ChunkMerge are you using? Is it from the complete NifUtilsSuite?

 

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Why not just extract some vanilla meshes from Skyrim .bsa files of comparably sized objects and copy-paste?   I generally do it all the time when creating 'ground object' meshes for  armors/weapons.

 

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56 minutes ago, Hanaisse said:

Right, so definitely not working. It looks like your BSXFlags isn't actually attached to your BSFadeNode. In the block details of the BSFadeNode change Num Extra Data to 1 then click on the green arrows just below it. Expand the Extra Data List and input 1 so that it attaches the BSXFlags you added.

What version of ChunkMerge are you using? Is it from the complete NifUtilsSuite?

Many thanks. That worked! I am so happy now! With my mod I try to rebuild parts of World of Warcraft and those cranes are thought for the dwarf district of Stormwind and the Deadmines! (hope you know the game so that I don't talk gibberish here xD)

My Chunkmerge version is v.0.155.0595. I usually work with nif optimizer before and after I worked with Chunkmerge to have files ready for the CK.

29 minutes ago, scorrp10 said:

Why not just extract some vanilla meshes from Skyrim .bsa files of comparably sized objects and copy-paste?   I generally do it all the time when creating 'ground object' meshes for  armors/weapons.

It works now but usually I go the way from Hanaisse. That said, the 3d modeler seems sometimes made his 3d models with different tools, options, whatever, because usually I run not in problems like this with the method froom Hanaisse (aka. Outfit Studio import obj, export nif, chunkmerge everything and then choose the .dds paths and then put the models in the ck^^.). Anyways. Thanks for your answer^^.

And here is a screenshot of everything working as intended with a testchar from me:

20240322155641_1.jpg

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