BrokenSwords Posted April 26, 2010 Share Posted April 26, 2010 Hello. After hours of figuring out how to use blender (on my own), hours of painstakingly modifying the enclave controller and re-arranging it, I finally did it! I finally put an Enclave DeathClaw Controller on a RadRoach :laugh:. I was so pleased because it's been my very first 3D modeling experience :wub:. I lovingly brought up the G.E.C.K ready to peice together my very first creature, going through all the files in order to find a home for my new Roach, I clicked the model option chose my new .nif...... and then..... THE BLADDY THING CRASHED!!!! :mad: I was furious. It came up with a message saying: Assertion C:\_fallout3\platforms\common\codegamebryo2.2\corelibs\nimaim\NiTArray.inI Line:144 .... I've added a screen shot. What does this mean? I have never come across this error before, throughout my experience of using the G.E.C.K Can I still add my little Jerry to the game? (the RadRoach pic), Can I still go on creating?. Hopefully someone will be kind enough to help me....hopefully. Yours sincerely Darryl.A.K.A FallingShells. Link to comment Share on other sites More sharing options...
ecksile Posted April 26, 2010 Share Posted April 26, 2010 Its a nif problem rename the text that looks like "txt" (they will be towards the far right of your block data rows).You need to open all the branches in your nif and double click each of these it will give you a number -1 put a 0 instead of a -1 for each of these "unnamed blocks" and it should fix the problem. If you had a screenshot of the nif block with the branches open i could show you. Link to comment Share on other sites More sharing options...
BrokenSwords Posted April 27, 2010 Author Share Posted April 27, 2010 Its a nif problem rename the text that looks like "txt" (they will be towards the far right of your block data rows).You need to open all the branches in your nif and double click each of these it will give you a number -1 put a 0 instead of a -1 for each of these "unnamed blocks" and it should fix the problem. If you had a screenshot of the nif block with the branches open i could show you. A Nif problem eh?, no wonder I haven't come across it before, interesting. Thank for replying I was scared that I couldn't get my Roach into the game. Any way you asked for a screen shot and you've got a screenshot. I've colummed it because there was alot of branches so it goes like: [1] [3][2] [4] you know, hopefully you can get some headway on it. p.s thanks for helping me I'm a complete newbie at this (well NIFfing any way). Link to comment Share on other sites More sharing options...
ecksile Posted April 27, 2010 Share Posted April 27, 2010 Ok well Ive outlined various problems that i see with your nif.First, the things i circled red should be the culprits of your 144 error. You need to double click each txt, when you do it will open like a little slot with a -1. Change the -1 to 0, you can do this by just hitting the 0 key and hitting enter. Do it for every unnamed txt (i circled them all i think). That should eliminate the error. But Ive also noticed a few other problems that will or may give you trouble down the road..Things i circled in blue are double skeleton references that happened in blender (I'm assuming you used blender). You basically had 2 skeletons in your project at one time so in order for blender to work it renamed 1 so it had a unique reference id. This mesh should work in game but it might look a little funny because that second skeleton (I'm assuming for the deathclaw controller) shouldn't have any bone refreneces so i don't believe it will be animated or weighted. AFAIK you will have to do a lot more work because your going to have to weight the deathclaw controller to a bone on the radroach as well as remove the duplicate skeleton entries. It shouldn't be that difficult as i think you should be able to weight the whole thing to a single bone. I cant help you much in this area i haven't done any rigging of creatures only armors and body's so im not sure where the 2 skeletons differ and what they look like, but i think it should be the same principals. Lastly the things i have circled in green are also duplicates but in your materials not sure if any problems might arise here but there's a possibility so be weary when debugging your model later if you choose to do so. You should be able to just rename the material blocks and you'll be ok but idk Ive never seen duplicate materials before. If you have any questions ill try to answer to the best of my knowledge. http://i115.photobucket.com/albums/n298/outlaw_027/kusunagi/geckerror2.jpg Link to comment Share on other sites More sharing options...
fallingshells Posted May 2, 2010 Share Posted May 2, 2010 Ok I'm back from my brief relapse this is what I have done with Jerry: ¬ Put all the -1's to 0¬ Went into blender re-worked the two Enclave controller so they don't have a bone attached (what I'm hopeing was the bone) and put them down to the 'floor' instead of way up high¬ sorted out all the files so it's easier to work with And that's it, this may be a long shot but I don't suppose I can send you the folder with them all in via my google mail? It seems you have alot more experiece with blender and 3D moddeling than I. so what do you say? P.s this is also BrokenSwords I have two accounts on nexus...[sorry didn't realise I was logged in as this one] Link to comment Share on other sites More sharing options...
ecksile Posted May 2, 2010 Share Posted May 2, 2010 PM me. Link to comment Share on other sites More sharing options...
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