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Posted

As topic; but there's one particular Oblivion mesh I want to convert. Located here: http://www.nexusmods.com/oblivion/mods/14267/?

 

I extracted the Meshes and Textures directories into my NV directory. I then import the mesh into Blender, and everything seems fine so far; skeleton and texture both appear without issue. (at least, once I switch Blender to display the mesh textured) I then export the mesh, using the Fallout 3 presets. The exported mesh shows up fine in NifSkope, with no apparent issues. However, when I try and load the model in the GECK, it either shows up as a green/blue streak of splooge, or the model shows up fine but the texture... not so much. I've got no idea where to go from here; can anyone point me in the right direction?

Posted

hmm.. try nifskope. that dog looks like it's missing a texture. and the other....thing has obviously invalid or missing tris that you might need to re export from 3dsmax/blender

Posted

 

  On 2/4/2015 at 10:38 AM, VileTouch said:

hmm.. try nifskope. that dog looks like it's missing a texture.

As I already said, the meshes look fine in NifSkope, no errors at all. It's only when I load them into GECK that they screw up.
  Quote

and the other....thing has obviously invalid or missing tris that you might need to re export from 3dsmax/blender

I've tried re-exporting several times, but I can't seem to nail the right settings to actually get both the mesh and the texture in without issue.
Posted

Pretty sure Oblivion uses different skeleton type then FO3/FNV/any other game, which means it will not work by just putting it in FNV. You need to rerig the fox to the FNV dog skeleton.

Posted
  On 2/4/2015 at 9:45 PM, nivea said:

Pretty sure Oblivion uses different skeleton type then FO3/FNV/any other game, which means it will not work by just putting it in FNV. You need to rerig the fox to the FNV dog skeleton.

I really hope you're wrong, because if you're not I'm totally screwed - I have no idea how I'd do such a thing.

Posted (edited)

I thought that, but the black fox picture seems just too much perfect to be a wrong rigged beast. Well I guess you can easily check it, preview your black fox inside the GECK like in your screenshot, but go inside the animation tab and pick a random animation, see if it moves correctly

 

EDIT: Nivea's right.

The bright side of this is that their structure is very similar, it shouldn't be a big pain to port it over a NV dog skeleton

Edited by Fallout2AM
Posted
  On 2/5/2015 at 12:07 AM, Fallout2AM said:

I thought that, but the black fox picture seems just too much perfect to be a wrong rigged beast. Well I guess you can easily check it, preview your black fox inside the GECK like in your screenshot, but go inside the animation tab and pick a random animation, see if it moves correctly

 

EDIT: Nivea's right.

The bright side of this is that their structure is very similar, it shouldn't be a big pain to port it over a NV dog skeleton

I have no idea how to do such a thing though... are there any idiot's guides on the subject?
Posted
  On 2/5/2015 at 12:27 AM, Fallout2AM said:

Sorry but I don't really know about guides to do that.

Unrelated note maybe, but I'm serious: I don't know if you really want specifically a fox for your playthrough, but if you can use another beast there's RJ Helms' cat and other retextures / companions of that.

 

Here's one: http://www.nexusmods.com/newvegas/mods/47416/?

Unfortunately, I DO specifically need a fox for what I'm doing.
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