Macadeus Posted December 13, 2010 Share Posted December 13, 2010 I've been trying to add an alien head to the trog creature from the Pitt. I've failed at it to say the least. I've managed to get just the head from the Oblivion AvP mod (the head was a "helmet". So there weren't any vertices or anything removed. I need some epic help here because I can't find a tutorial on how to add .obj to moving NIFs. Any help would be greatly appreciated. Link to comment Share on other sites More sharing options...
Macadeus Posted December 24, 2010 Author Share Posted December 24, 2010 Any ideas on how to do this? I could use a point in the right direction. Link to comment Share on other sites More sharing options...
baduk Posted December 24, 2010 Share Posted December 24, 2010 (edited) Hi! Yea i dont think u can rig the head from niskope. u need to use something like blender. ok so import em into blender and fit the head part on together how u wanted it and you can just use the bone weight copy script to copy the skinning data from the original head to the one u added. the monsters dont have the facegen stuff so you dont have to worry about anything so involved as that. make sure everythings set up just like if your making an armor for fo3. u can refer to tutorials for that when u need the details. Arent trogs the cool ones with the animation and all. and u can shoot off the top of their head and see their brain? Yuck! i like those ones. ok so look at the meatcaps for the head part and make sure they are positioned good in relation to the bp_torsosection head and the bp_head painted vertices that u can see in the weight painting view. if you dont do that then when u blow their head off there might be gaps around the gore part. I always end up testing my stuff before i do that part tho cause im inpatient to see it in action u know. and i can get an idea of what i want to blow off and stuff. when u export it just click on the default for fo3. then check some of the buttons . like u want to strippify it and export dismemberment partitions and dont use bsfadenode. make sure u checked shadowmap in the shader options cause that one doesnt come on with the default fo3 gbutton for some reason. Enjoy playing your game with the new monster for a while and then go back and perfect it! Edit: oh yea i forgot to say. some tutorials u find are outdated and say u have to copy blocks over between nifs and stuff. but with the newer scripts u just have to have the settings right and maybe update tangent spaces once in a while. your exported nif will work directly into the game. Edited December 24, 2010 by baduk Link to comment Share on other sites More sharing options...
Macadeus Posted December 26, 2010 Author Share Posted December 26, 2010 Is there a tutorial on how to get nifscripts to work on windows 7 64-bit? Because I am stuck at the importing nif part. Sucks too because I modeled the alien all nicely in .obj format; all for naught. Damn. Link to comment Share on other sites More sharing options...
baduk Posted December 27, 2010 Share Posted December 27, 2010 Hi! I dono about your problem cause im on 32bit but.. I try to suggest something ok. Maybe you need to install the 32bit version of blender and python and stuff. then you can make em go in compatibility mode for 32 and use the nifscripts with that? I hope it helps u. Link to comment Share on other sites More sharing options...
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