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Geck and Nifskope worries


AllanOcelot

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When you say "ALL my textures in game have f`ed up" and they are texture stealing do you mean just the new models your introducing for your mod, or do you mean every weapon in fallout? Which program are you using to create the models?

 

Also if you wouldn't mind, would you upload the current files for your mod (The .nif files and the .dds files), if you do so and if you'd like I can see if I can get it working on my end. I'm no expert but I'm willing to help you out.

 

If worse comes to worse, as much as it may suck, start from square one again (Exporting your model from whatever program into a nif) and redo everything.

Edited by Stonedturtle26
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Thanks for the offer stonedturtle.

I shall open my most recent ( working ish ) file that ive been toying with all night.

along with the textures im using.

 

http://www.fileswap.com/dl/y34wnNXq/mostrecent.zip.html

 

once again thanks for all the help.

 

Also - I have made other models - posters, a sword. and these items all worked fine yesterday. It might be down to archive invalidation, but , heres the thing, other mods are working fine...... if you do belive its down to that, any advice on that would also be great.

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Now I haven't done to much, but immediately upon exploring the contents of the nif file I find two things that worry me. Now I don't know if these concerns are legitimate, or if they are in fact the root of the problem.

 

1) The fact that you have the sword broken up into 3 different parts, because it is a melee weapon I think it would have been better to join all meshes(bottom of the handle, top of the handle, blade).

2) From what I can tell you haven't made proper uvw maps, each mesh's uvw maps are all over the place and just an overall mess.

 

Again what programs are you all using, besides nifskope of course.

 

I'm going to now try and see if I can get the model working in-game for me.

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Hi tutle.

 

Im using blender, the objects parts are not a problem, I have made another sword, working perfectly using the same method.

As for the uv maps, that might be the problem, I did do them propperly but I feel I might have missed a step in doing the materials correctly.

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So I'm not really sure what the issue was but the first try I got the model in game, with all the textures in the correct areas.

 

Picture for proof

 

So I'm going to provide you with a .zip file; it contains the .esp file I made to test it and nif and dds files that were used. One thing I did notice before I edited the nif, is that the textures weren't pointing to "\textures\weapons\what ever category of weapon\texture name.dds" instead it pointed to "steamapps\common\fallout new vegas\data\textures\stasis\texture name.dds", this could of been the problem.

This is exactly what I did.

 

First I placed the .nif file into my "fallout new vegas\data\weapons\1handmelee" folder (I did that by mistake obviously you could easily just place it in 2handmelee).

Then I placed all three .dds files into my "fallout new vegas\data\textures\weapons\1handmelee" folder.

After this I opened up the .nif file that I had placed into the "fallout new vegas\data\weapons\1handmelee" folder.

Then for each part of the model (The bottom handle, the top handle, the blade), I redirected the texture path to where I just placed the .dds files "fallout new vegas\data\textures\weapons\1handmelee" ( Use this Picture As A Reference )

 

Hopefully this helps and you can get it working, if not by theory my files should work if for some reason you still can't get it to work yourself.

 

Sorry for the reference picture, I couldn't figure out how to word the last step properly and I'm exhausted, so I decided a picture would be best.

 

Also, if you do get it working, I wouldn't release the mod yet. I would highly recommend learning and creating uvw maps for it. If you look at the screenshot I took of your weapon in game with the textures, you can see all of those out of place lines. Thats do to the model not being properly uvw mapped.

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Were you talking about the greenish handle thing? That is probably due to the materials not being set properly. You can import the sword into Blender, although the specific file you uploaded wont actually import because it errors which then you can export it from NifSkope as a OBJ, then import that.. Import a regular Chinese sword while you are at it as the OBJ tends to be rotated in a dubious fashion. Anyway, after you fix it's rotation, delete the materials on ALL YOUR MESHES. After having done that, go into Shading using F5 or just click the circular orb in the bottom header, then select the red orb. Select the Chinese Sword object and see what it is linked to, should be like MA: NoName.00 or something, then select a piece of your sword. There should be nothing if you deleted the material and instead of hitting add new, hit the up and down arrows, then select what ever material the Chinese Sword is using. Do it for all the pieces of your sword. It is basically setting up all the necessary material settings you would need without having to manual do it your self thereby saving you some time and what not, although you could just redo them if you wanted to instead of doing it this way. Export everything and do those steps I listed out earlier or something. Hopefully everything works right? Oh and in your BSShaderTextureSet, you don't need it to follow through this way, "steamapps\common\fallout new vegas\data\textures\stasis\stonehandle.dds" you can simply cut it off at "\textures\stasis\stonehandle.dds" and it should find the textures just fine. Another thing to note, what Stoned Turtle said about the UVMaps seems sort of true considering they do seem pretty erratic, not sure if this is intentional though. Good luck?

 

Edit: Took to long to write this wall of text, going to edit after reading what you have achieved already. D;

Edit#2: Do what that Turtle did, unless you want to remove that greenishly odd hue.

Edited by Fumofumo
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The model was not finished yet.

I wanted to get it in game.

So I did the basics of everything I did on the first mod. I think I might have done everything correctly, but my archive invalidation is a load of balls, seeing as mods are screwing up textures. but deactivating that and reactivating that does nothing >.>.

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Take a look at this picture, this is how I can tell you haven't done a proper uv map

 

To the left are the uv maps of the blade of your weapon, to the right are the uv maps of the bumper sword. Do you see the difference, all of the faces of your blade are just jumbled together, as opposed to the bumper sword which are neatly organized. I believe you may have unwrapped the uvw maps, but you haven't actually went through organizing and setting them up. Although its a long process, you'll be a lot more satisfied with the end result.

 

 

Good luck and again I hope I helped you fix your problem!

 

[Edit: You should of uploaded the finished file, even if you had to put a password on it. I would never of tried to steal your work, and even if I did this topic would have been the proof that I stole it...also I don't even use archive invalidation, nor do I know what it is, so I would have no clue]

 

Hopefully we can get someone with more experience to give you a hand at putting your problem to rest

Edited by Stonedturtle26
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