ZippyDSMlee Posted July 28, 2015 Author Share Posted July 28, 2015 Ah, right, I was thinking of the FO3 laser projectile, which was a lot shorter and more bolt shaped. That said, there is an easy way to change mesh lengths in NifSkope (better make a copy, though). Just right-click the NiTriShape or NiTriStrip, Transform, and then enter your scaling factors. Or you can just grab the projectiles from my blasters. They're already a beam cut down to size, and you even get a choice of colours, and matching muzzle flashes. So for example a green blaster flashes green at the muzzle.To change length on a nif you need to grab vertices and push them till its shorter, 3D max dose not like animated files that much so I can not do it in 3Dmax and nifscope only dose uniform scale, rotation, and placement easily. I'm quite happy with my bolt, its not like it's seen alot LOLUnlike something like this which needs more attention to ... SQUIRREL! Link to comment Share on other sites More sharing options...
Moraelin Posted July 28, 2015 Share Posted July 28, 2015 I still say try the transform option in NifSkope. You CAN scale by a different factor on Y than on X or Z. Mind you, it's not the solution for most problems, but making a beam shorter is easier that way than manipulating all the vertexes. That said, hmm, I also see how a recoloured tracer trail would look pretty good as a blaster bolt. Link to comment Share on other sites More sharing options...
ZippyDSMlee Posted July 28, 2015 Author Share Posted July 28, 2015 I still say try the transform option in NifSkope. You CAN scale by a different factor on Y than on X or Z. Mind you, it's not the solution for most problems, but making a beam shorter is easier that way than manipulating all the vertexes. That said, hmm, I also see how a recoloured tracer trail would look pretty good as a blaster bolt.Scale by vertices dose not seem to work and yes I forgot about it LOL, I tend to do specific scaling in 3Dmax 2012, I know how to change the overall size and location in nifscope, its odd that the beam end node and the beam geometry is on different axis's 0-o Link to comment Share on other sites More sharing options...
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