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Added part to armor is showing or is messed up


falloutboy127

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Hi guys,

 

there are 2 moded armors i want to merged.

armor A is a dragonic armor greaves

armor B is a rosearmor skirt.

I tried to put the skirt from armor B to armor A.

I selected the skirt from armor B, do copy branche.

Selected the 0NiNode from armor A, do paste branche

save the file and somehow its messed up and iam out of wisdom. Maybe can someone help me find out why.

 

this is armor A the dragonic armor

http://picload.org/image/cpildwo/legsarmor1.jpg

 

and this is armor B the rosearmor

http://picload.org/image/cpildwp/skirt2.jpg

 

and combined

http://picload.org/image/cpildwd/combined3.jpg

 

and messed in game

http://picload.org/image/cpildwc/oblivion2015-02-2515-46-19-56.jpg

 

here are the files http://www77.zippyshare.com/v/dp4GiG4Q/file.html

Edited by falloutboy127
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You see in the bone list for the skirt how there's a Bp01 Spine1 and a Bp01 Spine2? And on the other armor there is only a Bp01 Spine? That skirt is rigged to bones that don't exist in the armor you're copying to. What I would do is open an armor that is full body, such as a robe or something. It will have all the bones you need in it. Delete the robe or whatever then copy all the armor pieces to that mesh. Run the "Remove Bogus nodes" spell when finished to remove any unused bones and save. Should work then.

 

RP

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  • 2 weeks later...

Thanks for replay, RP.

I did what i could understand.

I found a dress with full body bones and it has Bp01 Spine1 and Bp01 Spine2.

I removed all the parts and copy and paste the branche i want into it. Than remove bogus nodes. But the parts arnt showing up in the game ;(

What did i wrong now?

http://picload.org/image/cwdlgrw/oblivion2015-03-0710-56-09-71.png

 

http://picload.org/image/cwdlgdr/fulldress.jpg

 

http://picload.org/image/cwdlgda/fulldress2.jpg

 

http://picload.org/image/cwdlgdc/orcgreaves.jpg

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Let's see if I remember Ike's explanation of the error codes ... invisible is missing normal map.

 

Did I get it right Ike ?

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Nope, buddy. Invisible is:

 

The game engine cannot apply both the diffuse map and the normal map to the mesh, although it knows they're there, because it cannot understand the vertex mapping or something like that. The usual reason for it is A) Incorrectly named NiTriShapes (the game will ignore any mesh with a NiTriShape name matching a body part, that is, your greaves are named Lowerbody but are not a body part -their NiMaterialProperty is not "skin"-, it will not render, but if it's named Lowerbody.01, it will), if this mesh is not a body part) or B) the skeleton used does not match the skeleton the mesh was rigged to.

 

Falloutboy, try this:

 

Start anew. This time, copy and paste your mesh parts into the fullbody mesh BEFORE deleting the unwanted parts of the original. Once only your parts are left, click "Spells - Batch - Update Tangent Spaces", then "Optimize - Remove Bogus Nodes", then "Sanitize - Reorder Link Arrays" and "Reorder Blocks". Then, again, Update Tangent Spaces. Save and test in game. MAKE A BACKUP OF THIS EDITED MESH.

 

If it still doesn't work, right click the mesh part that renders invisible in game, select "Face Normals", Update Tangent Spaces, save, test in game.

 

Does not work? Open the backup, and instead of "Face Normals"; select "Flip Normals".

 

Stil nada, nothing? GIve up and re-build the mesh using Blender.

 

Cheers!

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Nope, buddy. Invisible is:

 

The game engine cannot apply both the diffuse map and the normal map to the mesh, although it knows they're there, because it cannot understand the vertex mapping or something like that. The usual reason for it is A) Incorrectly named NiTriShapes (the game will ignore any mesh with a NiTriShape name matching a body part, that is, your greaves are named Lowerbody but are not a body part -their NiMaterialProperty is not "skin"-, it will not render, but if it's named Lowerbody.01, it will), if this mesh is not a body part) or B) the skeleton used does not match the skeleton the mesh was rigged to.

 

Excuse my interruption, but my own observations have been different so far.

 

A NiTriShape or Strips block using one of the hardcoded body part names but not material "skin" very well is valid and does work.

I changed all "skin" materials to "dragonskin" in the past and thus created "wearable" dragon body parts to equip on my Breton Drake back then.

(They were also set to use dragon skin textures in the NIF instead of the usual placeholder Imperial, else they'd of course been Imperial skin still.)

 

What does not work only is when using material "skin" but not one of the hardcoded body part names for the block.

I figured that is because the game engine's skin shader is told that this is a body part but it isn't told "which" one, thus it can't know the body part texture it's meant to use and bugs out.

(We already know it doesn't matter what texture the body part got assigned in the NIF, as long as said file does exist, as the skin shader will override the material and texture according to the setup in the race records and the CharGen sliders anyways.)

 

In order for a part of a NIF to become invisible I found one of three reasons to be necessary:

1) The normalmap of the skin texture defined in the race record is missing,

2) The normalmap of the placeholder texture setup in the NIF is missing,

3) The NIF structure is bogus.

(Missing diffuse textures "usually" lead to pink meshes only, no matter if the normalmap is missing also or not, but "sometimes" the missing normalmap will win and despite the diffuse map missing also the pitch black or invisible missing normalmap error indicator will show instead. I haven't yet figured out when that happens or if there's a certain reason other than "random" so far though and am still open for all suggestions what the reason could be.)

(There's also the situation when after export from a modeling app the face normals are flipped inside out and/or the tangent spaces are messed up, but this usually won't lead to invisibility as you'll rather look inside through the front faces but your view will be obstructed by seeing the inside of the back faces.)

 

Using material "skin" but not a body part codename usually does "not" lead to disappearance of the mesh ingame and just cause messed up textures instead, but I won't deny the "possibility" of it happening either.

 

Messing up a NIF's structure though is really very easy to achieve in most cases.

A second "Scene Root" pasted into a "Scene Root",

different armature nodes mixed up out of context while merging,

ignoring the warnings NifSkope throws up on pasting a block from one NIF into another NIF without using the "Spells" to fix the issue,

etc., etc.

 

So the several pre-save steps mentioned by Ike definitely aren't just suggestions. In my own experience they've become inevitable by now every time I use the tool.

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Whoa, thank you, Drake, lots of useful information you provided. I was, of course, speaking from my own experience and by memory. I never had (until now) actually understood how this "body part or not body part, that's the question" thing, I only knew what I saw and the fact that all the Update this tangent, remove this bogust that, and flip the table" is mandatory.

 

So now I know one more thing and I am one step further closer to world domin... er...

 

LOOK THERE! SCARLETT JOHANSSON ROPE-JUMPING IN BIKINI!

/me disappears among the ensuing chaos.

 

Cheers!

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