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Modified Hat Mesh Crashes the Game Upon Equiping the Item


eurolite

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I redid the UV Map for the Pre-war Baseball Cap. I needed to do this because the old UV Map was too small and the seams were in such a way that it wouldn't allow me to add a logo to the front of the cap. I remade the UV Map in 3DS Max, textured it in Photoshop using the original textures, and exported the NIF through 3DS Max. I edited the NIF with NifSkope and renamed things to what they were in the original mesh as well as added the texture paths. I exported the textures as 8.8.8.8 ARGB 1024x1024. The files consist of a single mesh, a diffuse, and a normal.

 

I loaded up GECK and it looks fine in there (no crashes). However, if I try to equip it in-game, it crashes right away. Both male and female characters. What went wrong? My guess is I missed a step in NifSkope. Here are the files so that you all can inspect them for yourselves.

 

Side question: the hat looks really shiny in Geck (goes away with the specular shader disabled.) I turned down the glossiness in NiMaterialPropery but that didn't help. Did I overdo the normal map, or is because of a lack of a specular map despite the specular map flag being checked? I saw a block in NifSkope for a specular shader specifically I think. Is this easily fixable, or should I make a specular map. Is it even worth making a specular map or having the specular shader enabled for a hat? I just copied what the original mesh had.

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Hey there. I would've responded earlier but I don't come around to the FO3 section of the forums much. I got your mesh working and you can see a picture below (I didn't put the textures into my game). I can't really tell you what you did wrong - but to make it work I copy/pasted the branch from your mesh into the pre-war hat and did some fiddling with Nifskope to get the position right, and that was all.

 

http://i.imgur.com/kOnDojym.png?1

 

You can download it here. By the way, this is a great idea - I had wanted a hat like this for one of my New Vegas mods. Would you allow me to use it in a mod at some point, with credits of course? If not, I definitely understand.

 

I didn't get to check for glossiness but perhaps it's because of the normal map. You could try giving it a random vanilla one and see if it remains glossy. Not sure what could be causing that issue for you, though.

 

Anyhoo, good luck with the rest!

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Hey there. I would've responded earlier but I don't come around to the FO3 section of the forums much. I got your mesh working and you can see a picture below (I didn't put the textures into my game). I can't really tell you what you did wrong - but to make it work I copy/pasted the branch from your mesh into the pre-war hat and did some fiddling with Nifskope to get the position right, and that was all.

 

http://i.imgur.com/kOnDojym.png?1

 

You can download it here. By the way, this is a great idea - I had wanted a hat like this for one of my New Vegas mods. Would you allow me to use it in a mod at some point, with credits of course? If not, I definitely understand.

 

I didn't get to check for glossiness but perhaps it's because of the normal map. You could try giving it a random vanilla one and see if it remains glossy. Not sure what could be causing that issue for you, though.

 

Anyhoo, good luck with the rest!

 

This is great! I'd really really like to know exactly what you did to fix this. I know you said you don't know where I went wrong, but can you specify what you did in Nifskope? First, I had no idea that it's possible to interact between different instances of Nifskope. The only change I made to the model was the UV map coordinates/points (I can't recall the exact name right now, but I saw a section for it in Nifskope under one of the mesh branches.) If it's possible to just copy those new values over, that's all I'd need to do aside from changing the texture paths.'

 

Also, what do you mean by changing the positioning? Do you mean the order of the branches, or you changed the origin of the mesh, etc.? I didn't think the latter would be necessary since, like I said, no changes to the model were made.

 

You can use this for anything you'd like. However, this was made as request from someone on Reddit, and it'd be cool to give him/her credit for the idea. I can provide a psd for my (poorly made) diffuse/texture so you can change the logo to your favourite sports team/whatever. However, I do want to redo this because I think the way I did the UV Map seams was bad because there are visible seams for the texture on the sides of the hat. I just took the vanilla texture and stretched it. I couldn't figure out a good way to fix the seams; the stamp tool wasn't enough. I'd also like to fix the glossiness or make a proper specular. Maybe it wont be glossy in-game, but in GECK it was pretty shiny.

 

After I fix all these things it'd be cool to release it on the Nexus and include a modder's resource with the PSD and whatever else so people can change the diffuse completely, change the cloth colour, or just change the logo.

 

Edit: Since you didn't put the textures into the game, could it be that the game doesn't support 8.8.8.8 ARGB? I figured I'd make the texture high-quality since it's not really impactful on performance and DX1 looks awful. The textures do work in that format.

 

Edit 2: I tried it out in a vanilla game on a new save and the game still crashes. I even tried changing the textures to DX1. I did rename your file, removing the 2 at the end because otherwise it won't replace anything. Was I supposed to keep the 2? How did you get it to work? Did you make a new plugin and change the model path for the hat in GECK?

 

Edit 3: I remade everything. This time I imported the NIF directly into 3DS Max rather than exporting to OBJ via Nifskope. I then copied over the entire mesh branch to the original NIF, moved the shader and material properties over to the new branch, and deleted the old branch. The I gave things the right string names and sorted the branches the same way as the original NIF. I loaded it up and it doesn't crash! I just need to redo the diffuse since I redid the UV like I said I would. It's also shiny in-game like it was in GECK, so I'll be trying to fix that too.

Edited by eurolite
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Sorry I didn't reply earlier but I was asleep. Glad to hear it's working now! And yeah, it would be awesome to have this available as a resource. Hope you can get the shine to work. As I said, it may be normal map related. If you send me the stuff again (mesh and textures) I could mess with the normal a bit and see if maybe I can fix it. Some screenshots of the problem in-game would help, too.

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Sorry I didn't reply earlier but I was asleep. Glad to hear it's working now! And yeah, it would be awesome to have this available as a resource. Hope you can get the shine to work. As I said, it may be normal map related. If you send me the stuff again (mesh and textures) I could mess with the normal a bit and see if maybe I can fix it. Some screenshots of the problem in-game would help, too.

 

Yeah, once I redo the texture I'll send it over. I was trying to do it but got annoyed at how bad it was turning out and annoyed at my lack of skill to make my own texture; it's difficult stretching a texture made for one UV map so that it can fit another.

 

Edit: You can download it here. Included the 3DS Max, UVM, and diffuse PSD files in a folder named "mod resources". I fixed the glossiness by making a specular map. It probably isn't very great and I didn't really know what I was doing with it, but it fixed it.

Edited by eurolite
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So you fixed everything then? Awesome, I guess you didn't even need my help in the end after all :laugh: Nicely done!

No, you definitely helped! You said you just copied the mesh branch over to the original. I did that too and I think that is what fixed it.

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