TheChan Posted August 8, 2009 Share Posted August 8, 2009 I tried combing the missile projectile with the 762 bullet casing to make a standalone bullet, but when I try to load the mesh into GECK, it crashes. I made sure the BSFadeNode (casing) was the parent of the NiNode (missle), but it didn't work. I might add that I have no idea what I'm doing. :wallbash: Link to comment Share on other sites More sharing options...
mechine Posted August 9, 2009 Share Posted August 9, 2009 WTF? Do you mean you're wanting to make a un fired bullet or a missle that is in a 7.62 case loz can I vote for the second one I think maybe you're trying to make bullets I hope bullets to be placed as props and not a projectile that is a bullet an shell there by making a weapon that fires bullets but it's a bullet with a case on it not like it should be case goes out the slide, bullet goes out the barrel Idk In the case of making a prop that is a bullet to either be places as a static in the world or a version that is a item with havok physics applyed I haven't tried it so it may not even work Pretty much you wana open the 7.62 or projectile mesh which they are all the same mesh I think, just different names so either use Calibrs projectiles which are all different shapes an sizesor extract the assault rifle projectile with FOMM Open the assault rifle projectile .nif (mesh) that you extracted with nifscope find the bullet part in the render window (kind of hard to do) You can also click the tracer , right click it in the render windowgo to block, then remove branch, then find the bullet part more easy left click the bullet in the render window, which will open an highlight the actual 3D shape part, right click that highlighted part, block, copy branch.Don't close nifscope yet. find the bullet case nif (mesh) rename it to whatever bullet731MyNameIsMudd or whatever open it with nifscope right click the top entry in the block list, block, then paste branch Go to view, you wana have block details checked at the bottom of the block list which is at the right side of the screenthe block details is at the bottom of the screen the item you pasted in should show up at the bottom of the block listand the name is messed up, which you select the main partthen down in the block details you right click the top which is the nameedit text string or something changes the name depending on what the shell case is named you probably want to name it just like thatonly a higher number like if it's shellcase:0 then you name your bullet part shellcase:1 also stuff you add in you don't want to be animated like a guns slide or something You pretty much follow the same rules or change the name altogether to just bullet:0, bullet:1, bullet:2, bullet:3 different parts different numbers but the same name After that you move it around an scale it to fit the shell case then save it open geck, and either open up a item that is kind of the same in static or clutter static won't move around or be picked up, some clutter won't be picked up an is static but also a lot of the cluter stuff isn't static an has havok physics applyed so maybe double click one of those to open it up rename it so it will create a new form, an also the ingame name then make it point to the nif (mesh) you created an placed in your own custom folder in the data file something like data\meshes\projectiles\MyModName\bullet731MyNameIsMudd.nif From there you can place the item or write down it's number to additem ingame Link to comment Share on other sites More sharing options...
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