EssGeeDee Posted January 14, 2011 Share Posted January 14, 2011 I've been trying to edit armours and clothes in New Vegas wit hBlender, however every time I import the mesh into the game it ends up looking like this : http://i307.photobucket.com/albums/nn291/FullMetalPatriot/Fallout%20New%20Vegas/FalloutNV2011-01-1413-50-39-60.jpg http://i307.photobucket.com/albums/nn291/FullMetalPatriot/Fallout%20New%20Vegas/FalloutNV2011-01-1413-50-35-70.jpg http://i307.photobucket.com/albums/nn291/FullMetalPatriot/Fallout%20New%20Vegas/FalloutNV2011-01-1413-50-33-22.jpg It doesn't do this with weapons, clutter, or anything other than clothing. What'm I doing wrong here? I didn't have this issue with Fallout 3... Link to comment Share on other sites More sharing options...
kungfubellydancer Posted January 14, 2011 Share Posted January 14, 2011 Wow, that is very bizarre indeed. I wish I knew how to help you with this. There are people on this forum more useful than me, but I just wanted to say that I've never seen that error before. It could be that didn't assign the texture properly in UV editing, assuming you made changes to any of the vertices of the mask short of moving them around. I've had an error slightly similar but far less severe, and that had been my problem. Does this happen to all your clothing? What export settings are you using? Link to comment Share on other sites More sharing options...
baduk Posted January 14, 2011 Share Posted January 14, 2011 Hi! That problem is not gonna happen with regular armor. just stuff that goes on your head. Its from the facegen morphing. and u can use conformulator to generate the egm file that the headpiece needs to form itself to the face properly. first step is I think the headgear must be one object per nif file. Hairs have 2 objects but i think it is a special hat and nohat names that is allowing it. To make it one object make sure that there is only one material datablock in your object. U may have to combine textures into one file depending on what you are doing. Get the conformulator http://www.tesnexus.com/downloads/file.php?id=9360 And do what the readme says. then u are all good. Link to comment Share on other sites More sharing options...
EssGeeDee Posted January 14, 2011 Author Share Posted January 14, 2011 (edited) So, you're saying if I use this Conformulator, it will get rid of all the jagged nastiness with the mask? I'm not worried about the hair (It's a custom hair model), just the mask. EDIT: I'm using the default Export settings, and all headgear ends up like that. All I've done is move vertices around, deleting them and having the end result actually work is beyond me. Feh. The Conformulator didn't work at ALL, just gave me continuous errors and shut down on me. So, I'm back to square one. Edited January 14, 2011 by EssGeeDee Link to comment Share on other sites More sharing options...
baduk Posted January 14, 2011 Share Posted January 14, 2011 Hi! I havent had the conformulator make a problem for me. What kind of error did you get? Make sure that you have the tri file for the head your mask is for. I think there is only one tri file for fo3 or nv heads anyway atm.You can get that out of your bsa. Then u get the nif for your mask open in nifskope and select the nitristrips block and export obj. Load both those in conformulator and do nearest face and select the first option, just generate an egm. Make the egm same name as your nif file is and put it in same folder. Link to comment Share on other sites More sharing options...
EssGeeDee Posted January 14, 2011 Author Share Posted January 14, 2011 Well I can conformulate now, but it's still not solving my problem. The mask is still messed up, even in the GECK. The only places it doesn't look stupid are Blender, and Nifskope. It looks completely normal there. But as soon as I preview it in the GECK, it's jagged for no reason whatsoever, even when conformulated. :( Link to comment Share on other sites More sharing options...
baduk Posted January 15, 2011 Share Posted January 15, 2011 (edited) Dunno. Maybe u dont have archive invalidation invalidated working proprly? Cause the reason it was messed up to begin with is cause it was morphing with the old egm file in the bsa. Edited January 15, 2011 by baduk Link to comment Share on other sites More sharing options...
EssGeeDee Posted January 15, 2011 Author Share Posted January 15, 2011 (edited) I give up. Nothing works. Ugh, maybe there's something wrong with Python, Blender, Nifskope, the Blender Nif Scripts, or Pyffi or something. Does anyone have links to all these that are stable, and export those settings and stuff properly? Edited January 15, 2011 by EssGeeDee Link to comment Share on other sites More sharing options...
Recommended Posts