AllanOcelot Posted January 27, 2011 Share Posted January 27, 2011 ugh, trust me eh? This is the problem. ive been using nifskope and blender for a week now, importing and exporting and even getting my first wep in game working fully, no worries at all. Today, I come home from work, and try to add the last item onto my mod before release ( modeling a sword - setting it up in nifskope and getting it in the geck.) These are the problems. 1. - while using my mesh in nifskope and click on it causes nifskope to crash. - both copys of it. 2. - if I do get an item in geck - it shows up in the model render window with weird graphical glitches. ( e.g - it steals the background texture, or the last one I had, it turns into a weird ....pointy.....multi-coloured shape thingy.......thing.....) So heres my data, I really hope you guys can pin point it. I myself think it could be something from the exporting into nifskope.... as for textures let me elimnate some problems, my textures all show up fine in nifskope - all of them are the correct paths. I really dont have much info to give...... I mean, I can upload my .nif file if that would help? Link to comment Share on other sites More sharing options...
davidlallen Posted January 27, 2011 Share Posted January 27, 2011 I did not look into the files. But I have had the problem with picking up the background texture in geck. Make sure when you save the dds file for the texture, you select "generate mipmaps". The item will show up fine in nifskope and in game, but geck (a) does not display the texture correctly and (b) does not give any messages that this is the problem. Link to comment Share on other sites More sharing options...
AllanOcelot Posted January 27, 2011 Author Share Posted January 27, 2011 (edited) Thanks for the advice, but still no effect. I cannot belive my luck. My mod just needs this last item adding, and ive done it before, its just going wrong now. If anyone out there can solve this while im at work, Id REALLY appreciate it. edit: while the item is in geck - doing the texture steal thing , it has a big collision box around it.....maybe it has something to do with collision? Edited January 27, 2011 by AllanOcelot Link to comment Share on other sites More sharing options...
Fumofumo Posted January 27, 2011 Share Posted January 27, 2011 (edited) Is the nif you uploaded the one you are trying to use in GECK or something? I would recommend you take a vanilla sword such as the Chinese Officer sword. Here are some steps to make this actually functional.1. Open up the Chinese Officer Sword, then right click on the NiTriStrips of l_chineseetc.. Select block copy branch.2. Paste 2 branches by right clicking on the NiNode and selecting Paste Branch.3. Open up your Sword and open up each of the NiTriStrips.4. Right click on the NiTriStrips data on one of the opened blocks and select copy.5. Move over to the Chinese Officer sword then paste over the NiTriStrips of the copied or preexisting NiTriStripsData.6. Rinse and Repeat for other parts of sword.7. Add your textures, then actually create Normal Maps to go along with said textures so that it does not texture steal, has reflection, and is possibly shiny.8. Add Stencil Properties and what not.9. Select NiNode, Right click in the preview window but not on any mesh, then Batch Update All Tangent Spaces.10. Save, test in GECK, quite possibly some win?11. This doesn't work and and these steps were useless.. D;? Edit?: Oh crap, apply your transformations in NifSkope before attempting any of the above steps. It is more or less an indication that the positioning nodes were moved from the 0,0,0 center which may or may not cause some oddities but will not transfer over with a NiTriStripsData copy. Might want to import and export from Blender after applying because NifSkope is a fickle beast with those transformation thingies. Edited January 27, 2011 by Fumofumo Link to comment Share on other sites More sharing options...
AllanOcelot Posted January 27, 2011 Author Share Posted January 27, 2011 Thanks for the responce Fumo, however, I have done this once before, and the item worked flawlessly in game. So I cannot for the life of me work out what is going wrong. I have been using the chinesesword.nif file as a template as this worked the first time round. I have afeeling It might be something to do with the materials I have used..... in my other model I have none of these ( see pic ) but if I delte them, nothing changes...... Link to comment Share on other sites More sharing options...
Fumofumo Posted January 28, 2011 Share Posted January 28, 2011 (edited) Uhh, yeah, in that picture, your Nif Hierarchy is sort of screwed up. Specular Properties are unnecessary in the world of Fallout usually, as for Stencil Properties, they just make your mesh double sided as in the directions of the normals. If that is the sword mesh you are trying to convert, I might as well do it for you and upload it so you can compare them or something. Edit: Unfortunately, the file size is 100 kb too big to attach. Lol. Anyway. It works just fine following my steps. Just need to adjust glossiness/materials and redirect the textures to whatever you want them to be.Edit2: Okay, I packed it into a rawr file! Edited January 28, 2011 by Fumofumo Link to comment Share on other sites More sharing options...
baduk Posted January 28, 2011 Share Posted January 28, 2011 Hi! Please review the diagram i sent you on pm a couple days ago, you are having the same problem as you had that time. Rename your nitristrip blocks, and remove names from nimaterialpropertys. remove the unparented block at the bottom as well. You can remove the nistencil and specular properties from your nitristrips blocks also. Link to comment Share on other sites More sharing options...
AllanOcelot Posted January 28, 2011 Author Share Posted January 28, 2011 (edited) how odd. Its working, and I must thank you for cleaning up my file Fumo I can learn from my mistakes. but, the sword is showing up as blue in the geck......bright blue. Thats using my texture paths, I left the blade unchanged - and it displays the chinese default textures perfecly fine....but my texture shows up in geck blue? Any ideas. edit: right clicking on the render window and clicking on `texture testing,' or whatever, causes geck to crash.....could this be related to the textures being in use by another model.... I just really want to get this working, ive tried everything I can think off now. edit edit : im going to try creating a normal map for every texture in use. See if that stops the texture stealing. another edit: - even using xxxx_n.dss wont work.....im nearly giving up, this is the last thing on my mod and it just had to go wrong >.> ugh. Im getting the purple texture thing again.... Edited January 28, 2011 by AllanOcelot Link to comment Share on other sites More sharing options...
AllanOcelot Posted January 28, 2011 Author Share Posted January 28, 2011 I THINK I DID IT !!!!!!!!!!111111 It took a while, but instead of complaining I took it into my own hands and solved the problem. The textures were pointing to stasis\filename. by setting up my folders again - and exporting each part individually in blender I have been able to get it working....I hope. Thanks for all the help, after ive made my mod, ill be sure to make a tutorial. Link to comment Share on other sites More sharing options...
AllanOcelot Posted January 28, 2011 Author Share Posted January 28, 2011 Right, im giving up. Im sick of this now, its all gone tits up. Quickly. I made my first sword, it went perfectly, without a flaw, baduk even helped me get it all sorted. but now, this is just impossible. ALL my textures in game have f`ed up ( tryed doing archive validation and everything else) They are all texture stealing. My sword that im making now the handel gos to the side of the blade, even though its well within in collision box ( ive updated and applied many many many times) im just stressed out, and very annoyed at myself for not being able to do this. if anyone feels they could help you have no idea how greatful I would be. Link to comment Share on other sites More sharing options...
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