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Combining Meshes (GECK crashing)


TheChan

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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:

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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 sizes

or 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 window

go 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 screen

the block details is at the bottom of the screen

 

 

the item you pasted in should show up at the bottom of the block list

and the name is messed up, which you select the main part

then down in the block details you right click the top which is the name

edit text string or something changes the name

 

 

depending on what the shell case is named you probably want to name it just like that

only 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

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