Dionysia222 Posted September 7, 2014 Share Posted September 7, 2014 (edited) I'm messing around with modding for Fallout New Vegas, and as a beginner test I thought I would try to import a premade character mesh (with .dds textures) into Fallout. I used blender 2.49b to import the model w textures, and exported the model using Nif scripts version 2.5.9.77b0815. I just used the default settings for Fallout 3 (no NV option included), as this was just a proof of concept for me, i.e. it is possible for me to do this. I tried looking up tutorials on how to fix the texture issue, but I cannot find the file paths supposedly assigened to the textures. If I can just get the textures correctly associated with the exported .nif version of the model somehow, then I can take the .nif file, make a mod in GECK, and test it out ingame. If I could get some help on this, I would really appreciate it. Model w no textureshttp://imgur.com/8FGu3KE Blender nif scripts settingshttp://imgur.com/RvHlmV0Thanks, Edited September 7, 2014 by Dionysia222 Link to comment Share on other sites More sharing options...
madmongo Posted September 9, 2014 Share Posted September 9, 2014 (edited) Since this is an outfit it will need to be parented to the body skeleton in blender if you haven't done that already. I'm still a bit of a blender noob but the default parenting of blender doesn't work very well. I always need to go in and redo the bone weighting. If the textures aren't uv mapped in the model you got this from, you'll need to do the uv mapping in blender (not trivial). Then export it to nif. The blender scripts I use (probably the same as yours) don't seem to have options for a lot of things. I end up going under the texture properties in nifscope (BSShaderPPLightingProperty then scroll down to shader flags) and checking SF_skinned and SF_shadow_map (SF_Specular, SF_Remappable_Textures, and SF_Zbuffer_Test are already checked by blender). Without those extra entries checked the textures won't show up in game. Then under BSShaderTextureSet under that there are six entries for textures. The first two will be your texture and the normal map, so the first entry will be something like textures\myfolder\mytexturename.dds and the second entry will be something like textures\myfolder\mytexturename_n.dds. You can use a program like GIMP to make the normal map if you don't have one with the dds. Edited September 9, 2014 by madmongo Link to comment Share on other sites More sharing options...
Dionysia222 Posted September 17, 2014 Author Share Posted September 17, 2014 Thank you so much for the help! But I still have a bit of a problem...The model I have has UV mapping, but I haven't been able to figure out how to attach the player body mesh to the outfit. Part of the problem is that it is a premade mesh. As you can see, it's not pretty.For the importing of the player mesh, I used the default settings.If there's anyone who can give me some advice on properly pairing this model with the player mesh, I would appreciate the advice. my first crude attempt at matching the premade model to the nv player mesh.http://imgur.com/jvLOyi8settings for .nif importinghttp://imgur.com/5dwL9ML Again, thank you for the help you've provided so far! Link to comment Share on other sites More sharing options...
Fallout2AM Posted September 17, 2014 Share Posted September 17, 2014 I think the best way would be remove all the exposed body parts from the outfit mesh, if there are, and leave only the outfit.Then adapt the outfit to the Fallout body position and re-weight it properly (copy or do how you prefer)From the picture it seems it only has arms in a different position, so if you manage to do it simply moving vertices and sculpting you won't have to redo the UV Link to comment Share on other sites More sharing options...
madmongo Posted September 17, 2014 Share Posted September 17, 2014 (edited) There are different ways that you can attach it to the player, but however you do it you need to import the player skeleton into blender. What I usually do is import one of the base body meshes, because then it's just the body and you don't have multiple parts like you do with some of the clothing meshes. Then i delete the body mesh and parent my own custom mesh to the skeleton (armature). Blender never seems to get the bone weights right so then I have to go through each one and adjust them so that they work properly. If you don't have experience with it, you might want to leave the original body mesh mixed in with your custom mesh just so that you can examine how the bone weights are set up when you do your own. Then once you've got your own mesh weighted you can delete the body mesh. If you are making clothing that doesn't completely cover the body, but it's still going to fit in the upperbody slot in the geck, then you'll want to leave at least part of the body mesh in there. Edited September 17, 2014 by madmongo Link to comment Share on other sites More sharing options...
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