KITH6Projects Posted Saturday at 11:02 AM Share Posted Saturday at 11:02 AM (edited) Hello all, this problem his been very hard to search for, yet it seems an easy thing to fix. I'm doing simple texture work on some old clutter assets to use for new misc objects. The problem is the default orientation of the object doesn't show the texture differences in the players inventory, leading all the new assets to look identical at a glace. I need to show the TOP of the object by default, instead of the side as it is now. Any tips on changing this would really help quickly identifying one from another and I'd be very thankful for the help. Edit: Solved using "View Face" and "Transform" in NifSkope. View face in nifskope displays the object as the player will see it in their inventory. If your doing this make sure to also orient the object so the texture shows the way you want it, you'll probably need to reference the UV. Edited Saturday at 01:24 PM by KITH6Projects Link to comment Share on other sites More sharing options...
scorrp10 Posted Saturday at 06:08 PM Share Posted Saturday at 06:08 PM When you open a mesh in NifScope, the default orientation is X axis (red) going horizontally to the right, Y axis (green) going horizontally towards viewer, and Z axis going vertically up. That is the same default presentation of an item in inventory. If you want a mesh rotated in your inventory, you don't really need to mess with its translation - you just need to set rotation angles in the BSInvMarker 'INV' block. The rotations are expressed in radians x 1000. As 180 degrees is 3.14(pi) radians, 90 degrees is 1.57 radians, so if you want them rotated 90 degrees on the X axis (view from top, essentially), you set 'rotation X' to 1570. If you want a nice 'isometric' perspective, you want about 45 degrees on X and Z axis, so you set both Rotation X and Z to 785 Link to comment Share on other sites More sharing options...
KITH6Projects Posted Saturday at 08:56 PM Author Share Posted Saturday at 08:56 PM Ahh, thank you for clearing those things up, since I used an old clutter object it had no BSInvMarker branch, I didn't even know to look into that. However, I've actually found my change to be ideal for these items (I think, and by luck) since I also wanted to change how the object rested on tables and such for display purposes. With its current orientation and collision the objects automatically stand upright and display the texture correctly (or upside down) when you set them down. I have several other items that have similar inventory display issues so I'll be going back and setting those up the way you suggest. Thanks again, NifSkope is abit of a madhouse at first but tips like this are really helping me grasp it. Link to comment Share on other sites More sharing options...
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