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3DS Max NifTools Export Issue


Bmobius

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Greetings one and all!

 

Ok, Let me jump right in here. I'm currently using 3DS Max 2011 x64. I love it. It's a great app. However, I'm running into a bit of a problem when attempting to export a modified Nif.

 

I have my import settings set up right so that when the Nif is imported, I can click on the Modifiers tab and see the Editable Mesh along with a Skin Modifier and the BSDismemberSkinInstance Modifier. Now if I turn around and export it with changing anything, it exports perfectly. Unfortunately, if I add in an Edit Poly Modifier just above the Editable Mesh object, collapse it, and then make ANY changes to the mesh, I cannot export it without the dreaded crash-to-desktop happening.

 

Here's the workflow thus far for the Fallout: New Vegas mod that I'm attempting.

 

1. Import the Chinese stealth suit outfit.nif into Max: SUCCESS

2. Apply appropriate Modifiers in their proper places in the Modifier stack: SUCCESS

3. Make changes to the model to the desired design: SUCCESS (This part of the process is simply removing polys, welding some verts, and moving some other polys and verts.)

4. Wrap everything up: SUCCESS

5. Export to Nif using NifTools Exporter version 3.5.5.4898: FAIL!!

 

Step 5 is where the export process begins, hangs for 3 seconds, then crashes Max. I'm using the following settings:

http://www.fallout3nexus.com/imageshare/images/209926-1274905546.jpg

 

What might I be doing wrong? If I can only get pass this issue, the world of armor and outfit modding will open before me like a grand feast!

 

Any insights/advise/help/hard-smacks-to-the-back-of-my-head?

 

Thank you in advance!

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These are the setting's I use:

http://img251.imageshack.us/img251/6816/settingsr.png

 

Generally, having all those excess of settings make the export crash. I know particularly that some times the 'remove extra bones' options like to screw with exportation in 2010. So I never use it. Try using the same settings I use, and see if it helps any. I use these settings for both Armors and Objects(i.e. Static Objects, weapons, buildings, etc.), of course those, objects use the bsfadenode root node instead. :thumbsup:

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Thanks for the reply! However, the one thing I can't use about your settings is that it will generate NiTriStrips versus the NiTriShape I need for meshes that are rigged for animation. Since what I'm doing is essentially and armor mod, the armor has to use the same setup as the original mesh upon which it is based.

 

Also, the settings I'm using are based off of other modders who are also using the same Max-to-FNV workflow that I'm doing.

 

Another thing to note is that if I leave the imported nif objects as Editable Meshes and modify them that way, there's no issue with export! Weird, huh?? What's stranger is that if I pop an Edit Poly Modifier above the Edit Mesh object in the Modifier Stack and Collapse To the Editable Mesh (making the Editable Mesh and Editable Poly), I can still export with no issues.

 

The problem occurs IF I make any changes to the newly collapsed editable poly and then attempt to export. Now, I COULD just work on the Editable Mesh object that's created upon Nif import. However, from a Max workflow point of view, it's highly inefficient.

 

This entire issue has me wracking my brain like crazy!

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I have my import settings set up right so that when the Nif is imported, I can click on the Modifiers tab and see the Editable Mesh along with a Skin Modifier and the BSDismemberSkinInstance Modifier. Now if I turn around and export it with changing anything, it exports perfectly. Unfortunately, if I add in an Edit Poly Modifier just above the Editable Mesh object, collapse it, and then make ANY changes to the mesh, I cannot export it without the dreaded crash-to-desktop happening.

 

Here's the workflow thus far for the Fallout: New Vegas mod that I'm attempting.

 

you cannot touch a mesh under a BSDismemberSkinInstance Modifier and expect this modifier to update. If this modifier has any faces not unassigned a partition it will cause a CTD when you atempt to export.

 

The first thing to do is delete it and try for an export. (Its very easy to set up correctly again from scratch)

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OH?

 

Ok, Ghogiel, so if I'm exporting, I should remove the BSDismemberSkinInstance and leave the standard Skin Modifier intact?

 

And if that's the case, how would I go about setting up BSDismemberSkinInstance in Nifskope? Or is there a better method?

 

I feel like I'm so close to getting this done!

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Actually, the rigs will still work with NiTriStrips. All my custom armors are in NiTriStrips, and they work perfectly fine in game.

 

I've changed a lot of meshes, turn them into editable, re-rig, etc. So, speaking from experience, NiTriStrips work just like shapes, and the armor will remain 'animatible' :P

 

One other thing though(if you don't already know, I'm just making sure ;) ) is that when you export from Max, and nifscope, the BSShaderPPLightingProperty will have a shader flags block in the Block Details list. You'll need to remove the SF_SHADOW_MAP and SF_SHADOW_FRUSTUM flags.

 

edit: oh I see what your doing now. xD Yeah, what Ghogiel said is right.

 

BSDismemberSkinModifier can be done in 3ds Max. Essentially, if you go to edit a mesh, delete the modifier, and then when your done, re-apply the modifier. That's generally how I do it. Though, Ghogiel is more experienced than I, so if he does it a different way, it might be best to listen to him :P

Edited by jhardingame
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That's sweet!

 

So I can reapply the modifier directly in Max?! If so, that's one less thing I'll have to mess with in Nifskope. The only real question about the BSDismemberSkinInstance Modifier is what settings to use? I can apply modifiers like a fish can swin, but I want to make sure that everything is happy and shiny when it comes time to export.

 

Ghogiel, any input?

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well couple things, i'm in a rush so didn't read the posts ahead of me (sorry) but i did a quick page search and noticed no one said to uncheck flatten hierarchy. that basically disables the entire bone hierarchy, i would leave that one off for clothing models.

 

secondly, the bsdismemberment modifier's actually insanely easy to use although tutorial's are scarce. basically you apply it after the skin modifier, then use the poly or element select tool on the area you want to designate as a body part. it starts with "torso" as you can see. once you've selected the area you want to be the torso (or whatever bodypart you changed in the dropdown box to start with first) you just press the plus sign and change the body part in the drop down and select the next one. basically what you're doing is setting all the areas to be affected when you get shot there. if you select the head of your mesh and name it "left leg" when you get shot in the head in game, it will say your leg is crippled and potentially make you leg fly off on death, haha. it's a fun modifier.

 

if you did it correctly, you should be able to use the arrows to scroll through each body part, it should highlight them in red and the dropdown box will change to its name. use the minus sign to remove one.

 

also, how thorough you are doesn't matter. i usually assign the entire model as "torso" until i'm done testing the whole thing in game, to avoid doing the modifier a hundred times, haha.

 

from looking at beth's models, it appears they use the torso and left and right, thigh (which are "Body : Left Leg") or something to that affect in the drop down. then left and right leg are the calves. then arms are the same way, the body : arm is the upper arm, the arm by itself in the dropdown is the forearm. they sometimes do hands also but most of their models have seperate hands, so they have that set individually, same with the head, but you can set it however you like, the game's surprisingly not picky about it. you can even select nothing and i THINK it doesn't register body part hits in game, haha.

Edited by TallgeeseIV
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yeah, just add a fresh BSDismemberSkinInstance Modifier in max. Look on the niftools website for a little wlkthrough of that modifier and how to use it. < esssentially you just make face selections for each partition you make, make sure you end up assigning every face on the mesh a partition, exporter doesn't like that. :)
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yeah, just add a fresh BSDismemberSkinInstance Modifier in max. Look on the niftools website for a little wlkthrough of that modifier and how to use it. < esssentially you just make face selections for each partition you make, make sure you end up assigning every face on the mesh a partition, exporter doesn't like that. :)

 

Ah, maybe the max 2011 has a problem with it but things export just fine for me without selecting any faces, just as long as the modifier is there. maybe a different option in the export screws that up?

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