Strofkocz Posted August 18, 2009 Share Posted August 18, 2009 Whenever I open a .nif file with GECK, GECK crashes really quite frusterating, as I spent quite a while figuring out how to get a mesh into fallout only to have it crash like this I used this tutorial:http://geck.bethsoft.com/index.php/Basic_G...ram_to_the_GECK and I used Method 2, which is selecting the already exsisting mesh and importing your new mesh over top of it Link to comment Share on other sites More sharing options...
TheChan Posted August 18, 2009 Share Posted August 18, 2009 Whenever I open a .nif file with GECK, GECK crashes really quite frusterating, as I spent quite a while figuring out how to get a mesh into fallout only to have it crash like this I used this tutorial:http://geck.bethsoft.com/index.php/Basic_G...ram_to_the_GECK and I used Method 2, which is selecting the already exsisting mesh and importing your new mesh over top of itUnder NiTriStripsData, you must change the TSpace Flag to 16, and then click on all of the green arrows. Link to comment Share on other sites More sharing options...
Strofkocz Posted August 18, 2009 Author Share Posted August 18, 2009 I changed the TSpace flag to 16 because I found that in one of the searches, and made no differemce, can I ask what Tspace is and why it needs to have a value of 16? and why the basic tutorials dont cover this? I'll try the green arrows now, wish me luck lol. and it has to be a nitristrip instead of a nitrishape? because the tutorials never rly covered that. what are the green arrows supposed to do? when I click on them I get no feedback in any form. http://i148.photobucket.com/albums/s34/Nethoras/nifshotI.png theres what nitristripsdata looks like, hopefully that reveals my problem. Link to comment Share on other sites More sharing options...
neunen Posted August 18, 2009 Share Posted August 18, 2009 the tspace flag is for tangent spaces. a value of 16 allows binormals.. but 240 is also used sometimes, im not sure if it has a difference. the green arrows, update the tangent spaces (unless im mistaken) you can acheive the same effect by clicking on the spells menu and selecting "update all tangent spaces" you can use either strips or shapes, but you cant use both in the same nif. i think i read somewhere that strips are more streamlined than shapes (for processing) i could easily be wrong about some of this stuff though, im no expert what program are you creating the mesh in? are you exporting it as an .obj?can you view the nif with the geck preview? (just double clicking the nif) or does it crash there too? Link to comment Share on other sites More sharing options...
Strofkocz Posted August 18, 2009 Author Share Posted August 18, 2009 Im creating the mesh in wings3d, and yes Im exporting as an .obj could it perhaps be the failt of Wings3d's .obj exporter? and I cant view the mesh in GECK, if the .nif is put into a module it crashes instantly, and it also crashes instantly when I open up the .nif directly with GECK. Link to comment Share on other sites More sharing options...
neunen Posted August 18, 2009 Share Posted August 18, 2009 hmmm does the mesh show up fine when you paste the shape into nifskope? ive never used wings3d, but i would imagine all .obj exporters are reasonably the same, and if it plugs into nifskope fine... im assuming youre making a melee weapon, since it looked like you were pasting over the kitchen knife mesh. are these the steps youve followed? (just so were on the same page) -export .obj from 3d prog -open kitchen knife nif in nifskope-click on main bsfadenode and select file>import .obj-select your new .obj-expand the newly added ninode in nifskope, right click on nitrishape, and select mesh>stripify-select the nitristripdata, locate its tspace flag and set it to 16-click on spells>batch>update all tangent spaces-right click on nitristripsdata and select copy branch-right click on ninode of new object and select delete branch-expand main bsfadenode and find the kitchen knifes nitristripdata-right click the nitristripdata and select paste over-resize if necessary-set the correct texture paths-save as your new weapon.nif-double click the nif to open it in the geck preview i hope im not missing anything there, but if there is a step there you havent done, or a step you have that i havent listed, let me know and maybe thats where the error is coming from ill google around and see if anyone mentions wings3d obj working or not Link to comment Share on other sites More sharing options...
Strofkocz Posted August 18, 2009 Author Share Posted August 18, 2009 -click on spells>batch>update all tangent spaces-right click on nitristripsdata and select copy branch-right click on ninode of new object and select delete branch-expand main bsfadenode and find the kitchen knifes nitristripdata-right click the nitristripdata and select paste over-resize if necessary-set the correct texture paths didnt do any of that, I just selected the old mesh and pasted over it, I thought that was all that needed to be done, I have to go visit reletives for 3 days like right now sadly, so I wont be able to see if any of this fixxes my mesh D: Link to comment Share on other sites More sharing options...
Strofkocz Posted August 25, 2009 Author Share Posted August 25, 2009 I cant paste over the old mesh, how do I do that? Link to comment Share on other sites More sharing options...
neunen Posted August 25, 2009 Share Posted August 25, 2009 does it give you an error when you try to? if so you may have not changed the Tspace flag/updated the tangent space before pasting. but otherwise just make sure when you select the new mesh that you are selecting the nitristripsdata - selecting copy branch- then selecting the old meshes nitristripsdata and selecting paste over hopefully that helps Link to comment Share on other sites More sharing options...
Strofkocz Posted August 25, 2009 Author Share Posted August 25, 2009 I figured out what I was doing wrong with the paste over, seems you can only use paste over if you use Block>copy, not block>copy branch and I got my mesh to work in game by following your steps directly, however I attempted to make a musket, meaning seperate parts, and its doing the crashing to, -might leaving parts of the old mesh in the file make things crash?-might moving parts around ( a lot) cause a crash?-is there any way to make a NIF off a weapon, and completly delete certain old parts? Link to comment Share on other sites More sharing options...
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