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exporting 3ds max file to fallout new vegas


chibievil

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ok so i edited the texture in photoshop and put it on the mesh model of Tunnelsnake outfit, but when i export i get this message 'you must specify at least one bone node'

 

I really dont understand what that means

 

can some one help please

 

heres pic of the edited mesh

 

http://i981.photobucket.com/albums/ae295/chibievil/My%20Models/1.jpg

 

http://i981.photobucket.com/albums/ae295/chibievil/My%20Models/error.jpg

 

http://i981.photobucket.com/albums/ae295/chibievil/My%20Models/2.jpg

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If you just want to put a new texture on an existing mesh, you don't need to export a new .nif. In fact, I'd advise against it.

 

1. The easiest way, and way that also keeps your mod the smallest for if/when you upload it, is to just define a new texture entry in the geck, then go to the item you're trying to change (or a copy of it, if you make a non-replacer) in the geck, and click on the model button on the "Art and Sound" tab. There you have a list of textures the model uses, and can set your own you just defined.

 

That's how I did my suits mod originally, until I had to fix the sleeve bug for women. And even afterwards, it has only one mesh and half a dozen or so different textures assigned to it in the actual armor entries in the GECK.

 

For items that also have a first person model (e.g., weapons), you'll also need to change the 1stPerson Static entry and set your textures there. It had a button to choose the model and the exact same list of textures you can replace. Or if it's a new outfit, clone the old Static entry and apply the texture there.

 

2. If for some reason you have to apply it directly in the .nif, you can use NifSkope. And just replace the filename of the old texture with the name of yours. Save as; done.

 

Both ways also have less of a risk to create other problems, if you didn't actually edit the mesh.

 

Of course, if you did edit the mesh, well, then you'll have to do that exporting.

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