GoldenBlossom Posted November 6, 2010 Share Posted November 6, 2010 First of all, before anyone says that there are topics that adress this problem and that it has been solved before, I know. I've been browsing throught the forums like mad trying to find a solution, but in all the posts I've found the solution part is gone (removed images, bad links etc). The problem, as the title suggests, is that the armor mesh I've exported from Blender to .nif format is not visible in the game. It shows up just fine in NifSkope and the GECK, but makes my character's body invisible when I equip it. Since I'm a complete novice when it comes to working with Blender, I'm sure I messed up somewhere on the way or missed an essential step. Any suggestions on what it might be? Alternatively, it would be good if someone could link me to a step-by-step tutorial, if one exists. I may have been a bit vague, but to be honest I'm not really sure what I'm doing myself. I did manage to export a mesh and get it working in Fallout 3 once, but that was a complete fluke. If anyone could help me anyway, it would be deeply appreciated. Link to comment Share on other sites More sharing options...
coralfang Posted November 6, 2010 Share Posted November 6, 2010 If you have bone weight painted it, parented it with the bones, the only part that you could have messed up is the exporting. When exporting you need to select ONLY the skeleton and hit export, since the mesh will be parented with the bones it will get exported together. Link to comment Share on other sites More sharing options...
GoldenBlossom Posted November 6, 2010 Author Share Posted November 6, 2010 Hmm... I guess I'll have to seriously read through the whole Blender tutorial after all, because I must be doing something wrong somewhere. Thanks for the reply, I got some insight out of it at least. Link to comment Share on other sites More sharing options...
Tubal Posted November 8, 2010 Share Posted November 8, 2010 When exporting you need to select ONLY the skeleton and hit export, since the mesh will be parented with the bones it will get exported together.I don't do it that way and still manage to get working meshes, so this is unlikely to be the problem. Try importing the faulty nif into blender, re-export it, then use the Sanitation tools in nifscope. If it still doesn't work, well, then you have a problem. :) Link to comment Share on other sites More sharing options...
coralfang Posted November 8, 2010 Share Posted November 8, 2010 When exporting you need to select ONLY the skeleton and hit export, since the mesh will be parented with the bones it will get exported together.I don't do it that way and still manage to get working meshes, so this is unlikely to be the problem. Try importing the faulty nif into blender, re-export it, then use the Sanitation tools in nifscope. If it still doesn't work, well, then you have a problem. :) Mind sharing how you do? Im still learning blender and modeling, so im just quoting the tutorials that Ive read so if that isnt necessary I wanna know hehe Link to comment Share on other sites More sharing options...
funbob10 Posted November 9, 2010 Share Posted November 9, 2010 i usually mod oblivion, but in oblivion when this happens we make sure that the normal map is nameoftexture_n.dds. that usually solves the problem. Link to comment Share on other sites More sharing options...
Quetzlsacatanango Posted November 9, 2010 Share Posted November 9, 2010 1 - make sure you selected fallout 3 in your export settings2 - make sure you have shadow map selected in your export settings. Link to comment Share on other sites More sharing options...
Tubal Posted November 12, 2010 Share Posted November 12, 2010 Mind sharing how you do? Im still learning blender and modeling, so im just quoting the tutorials that Ive read so if that isnt necessary I wanna know heheI'm just using the default Fallout 3 settings. If I get error its usually because I've messed around too much and gotten 2 Scene Roots (crashes Fo3 instantly), or messed up the materials.In the case of an extra parent root I set the top one's Num Children to 0, press the green arrow to update, and delete the now empty root.If I get invisible mesh parts I just copy a material block from a similar vanilla mesh, and adjust it's texture block back to mine. :) Link to comment Share on other sites More sharing options...
Moraelin Posted November 12, 2010 Share Posted November 12, 2010 First of all, Zeus, did you actually edit the mesh? As in, shape? I wouldn't normally ask this, but it seems to be happening that someone tries to use Blender export just to put a new texture on an existing mesh. In which case you don't have to do that. Link to comment Share on other sites More sharing options...
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