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3ds max armor problem, Images show the problem


jet4571

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I am following this guide:

 

http://wiki.tesnexus.com/index.php/3ds_Max_armor_to_Fallout_New_Vegas

 

Here are my results:

 

In 3DS max, vertices are correctly weighted to bones(Skin Wrap modifier tried both vertice and face deformation all vertices weighted to the correct bone and looks the same as the original). BSDismember is torso, left leg, and right leg.

http://i49.photobucket.com/albums/f257/JET-WTF/yyClothes01_zps08697b8b.jpg

 

Opened in Nifskope, WTF is this?

http://i49.photobucket.com/albums/f257/JET-WTF/yyClothes02_zpscf08a12e.jpg

 

Copied over to an original mesh, removed exported BSShaderPPLightingProperty and used the original mesh's. fixed the names. removed original clothing mesh.

http://i49.photobucket.com/albums/f257/JET-WTF/yyClothes03_zps091fbc7c.jpg

 

Changed model in GECK to the new one.

http://i49.photobucket.com/albums/f257/JET-WTF/yyClothes04_zpsc2e8ab87.jpg

 

I have no clue what's going on with this, I have successfully created Skyrim armor, created a glowing sign with "lights" in FNV, made bows for Skyrim and Oblivion but cannot for the life of me get a modified vanilla clothing item to work in FNV.

 

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Also working on a couple more for a mod and really do need these models in the game.

 

http://i49.photobucket.com/albums/f257/JET-WTF/yyClothes05_zps2fb6ab61.jpg

http://i49.photobucket.com/albums/f257/JET-WTF/yyClothes06_zps03ccc1c4.jpg

 

Textures are all vanilla and I am modifying vanilla mesh so the last one in T-pose instead of half T is not my doing. I really need help here.

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Hmm, the tutorial doesn't seem to mention that under BSShaderPPLightingProperty, in "Shader Flags" you have to make sure that "SF_Shadow_Map" is selected. Without that, armour stays invisible in game, and perhaps shows up that way in GECK previews too.

 

Sorry, but I'm not entirely familiar with 3DSMax, so that's all I can spot as a potential error at the moment.

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You're doing it the hard way. You can just copy and paste the skin modifier from any other armor, then build the skin dismember then export. Open in nifskope and copy and paste all the BSShaderPPLightingProperty from any vanilla armor then change the texture paths and you're done. Max doesn't export texture settings correctly - if you don't replace it won't show. Maybe like what Teratoid said, a flag setting. It takes just a few minutes to rig any armor this way.

Edited by DizzasterJuice
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DizzasterJuice, on 07 Aug 2014 - 06:02 AM, said:

You're doing it the hard way. You can just copy and paste the skin modifier from any other armor, then build the skin dismember then export. Open in nifskope and copy and paste all the BSShaderPPLightingProperty from any vanilla armor then change the texture paths and you're done. Max doesn't export texture settings correctly - if you don't replace it won't show. Maybe like what Teratoid said, a flag setting. It takes just a few minutes to rig any armor this way.

 

I did copy and paste the BSShaderPPLightingProperty. I guess I should've said removed instead of exported and honestly don't know why I used exported.

 

I don't understand what you mean about "You can just copy and paste the skin modifier from any other armor". the vertices count has been changed since I removed parts. I used a Skin Wrap modifier to copy over vertices weighting from another mesh then went over every bone looking for vertices that shouldn't be weighted to it and compared to the original. it takes less than a couple minutes to skin that way and is what Calientes armor conversion tool does in Skyrim. I most certainly didn't paint the skin by hand which is the hard way.

Are you saying that I can export from Max without doing the skin, copy the skin from the original mesh then paste into the new, import into max and do the dismember?

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Yay more fun, I jut imported a vanilla mesh in max. exported without changing anything. removed all the BSShaderPPLightingProperty from the parts. removed the name for the NiMaterialProperty. copied the BSShaderPPLightingProperty from the original nif and pasted into the exported. Then deleted the mesh from the original and copied over the exported. changed the names from sceneroot or whatever bone Nifskope picks to name it as and named as the original was. updated tangent space. Saved as TEST.nif, opened GECK and changed one of the outfits to that nif and it does exactly the same as the model shown in the picture above from GECK.

 

I am using Max 2012 and Nifskope 1.1.3 (revision 36ebfdd), I am unsure of the max plugin version info I am using, it was the latest version last year. Same tools I used for making a sign with glow map lights and sunglasses for FNV, a bow/quiver/arrows set for Oblivion, tons of stuff for Skyrim including an outfit for an NPC for someone elses mod(_0 and _1 versions for weight slider). Everything works except making outfits for FNV.

 

http://i49.photobucket.com/albums/f257/JET-WTF/yyclothes07_zps42d4c259.jpg

 

The only thing I am seeing besides the reordering of the Nitrishapes after pasting them is the NiMaterialProperty is above the BSShaderPPLightingProperty in the NiTriShapes but that's how they are coming out from the export.

 

*Edit

After looking at that It looks like the mesh is trying to go from the bone to the scene root like they show in Nifskope. So I took a look at the exported structure compared to a vanilla and noticed this:

http://i49.photobucket.com/albums/f257/JET-WTF/yyclothes08_zps855c96da.jpg

 

The tutorial shows everything in NiNodes but none were expanded, could it be my bones are being renamed in max?

 

*Edit

Unchecked Add accum nodes when exporting and same thing.

Edited by jet4571
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