FrikysKiller Posted March 8, 2011 Share Posted March 8, 2011 I need some help with this problem.I`m trying to make a new weapon,a g3a3 with parts from differents nif`s,I`ve deleted all I don`t need in the weapon and added the pieces I want,made all "nitrishapes" into "nitristrips",made every added piece use the same "name" "G3Rifle:0",made the "TSflag" to 16 in every piece.The thing is,when in GECK I select the nif to be used for a weapon,it crashes,and I don`t find any helpfull tips on the internet :geek: .This is what I`ve done so far:http://i348.photobucket.com/albums/q350/FrikysKiller/Otras/G3nifskope.jpg Link to comment Share on other sites More sharing options...
Kaya47 Posted March 8, 2011 Share Posted March 8, 2011 Did you try loading a working weapon -for example marksman carabine- into nifskope then copy/pate all the NiTriStrips from your weapon to marksman carabine? This way you`ll have functional animations without any other errors. If you want you can email me your nif and take a look at it: [email protected] . Link to comment Share on other sites More sharing options...
FrikysKiller Posted March 8, 2011 Author Share Posted March 8, 2011 I`ll try that.Thanks for the answer. Link to comment Share on other sites More sharing options...
10RatsTheEpicBattle Posted March 8, 2011 Share Posted March 8, 2011 (edited) FrikysKiller check BSShaderPPLightingProperty. you need only zbuffer_test , shadow_frustrum , empty and unknown_31 flags. maybe you need also multiple_textures, so choose it too. i had similar problem and it was in that case (but i can't remember what exactly flag affected it, i've just removed unusual flafs from BSShaderPPLightingProperty). Edited March 8, 2011 by 10RatsTheEpicBattle Link to comment Share on other sites More sharing options...
Kaya47 Posted March 8, 2011 Share Posted March 8, 2011 Sorry, i made a mistake. It`s NiTriStripsData not NiTriStrips. Open two nifskopes, one with marksman carabine and the other with your weapon. Go to your weapon and lets say you`ll make the clip first. Go to your Clip and expand branches until you`ll see NiTriStripsData, right click on NiTriStripsData, block -> copy (not copy branch). Now go to marksman carabine to the ##Clip - ##Clip:0 - NiTriStripsData. Right click on NiTriStripsData, block -> paste over (not paste). Do the same for the rest of the parts. After this all you have to do is select your textures. One more thing: sometimes you`ll see that after you paste over your NiTriStripsData, the part will have a different position than the original one. If the part is non-animated (example Marksman:0), click on it and take a look at the Block Details. Make sure that the Translation, Rotation and Scale corespond with your original NiTriStrips. Translation usually is set to 0 for all axis and Scale is 1. If the part is animated (##Clip), expand it`s branches and check the NiTriStrips. Translation, Rotation and Scale should have same (but inverted) values as the one from NiNode (if NiTriStrips will have Translation X -10 then NiNode will have Translation X 10. This way you`ll avoid some positioning errors when reloading. Hope this will solve your problem.. your rifle looks nice Link to comment Share on other sites More sharing options...
Kaya47 Posted March 8, 2011 Share Posted March 8, 2011 @10RatsTheEpicBattle I don`t know what shadow_frustrum does but multiple_textures affects the object`s shining. I usually use multiple_textures for glass and other transparent parts (like scope lens). I had once a problem with multiple_textures and disableing it was the single solution. Link to comment Share on other sites More sharing options...
10RatsTheEpicBattle Posted March 8, 2011 Share Posted March 8, 2011 Kaya47 shadow_frustrum means player can see object shadow, when he look at it. multiple_textures good for shiny metall too btw. it's even better then only just bright specular map. modder must just tune _proper_ parametres between specular map and environment mask. Link to comment Share on other sites More sharing options...
Kaya47 Posted March 8, 2011 Share Posted March 8, 2011 heheh thanks for clearing that shadow_frustrum thing up.. kudos to you. Can you also tell me how to proper tune specular map and environment mask? All i know about multiple_textures is that if i set the Flags from NiAlphaProperty to 4845 instead of 237, the shining will be less brighter. PM me instead of reply here, it`s a bit off topic thanks :D Link to comment Share on other sites More sharing options...
FrikysKiller Posted March 8, 2011 Author Share Posted March 8, 2011 (edited) Ok,I`ve tried loading a nif without the handguard,the rear sight and the front sight,and the GECK didn`t crash,I think all 3 pieces can cause the crash,not just 1 of them.I think the problems are the nodes somehow attached to every static mesh.Look at this:http://i348.photobucket.com/albums/q350/FrikysKiller/Otras/G3nifskope2.jpgAs you can see,with the front sight selected,a node (The yellow one) is also selected,but no node is in the list,if I click on the node the front sight is selected too.The other parts(Rearsight and handguard) also have this nodes,so maybe I need to somehow remove the nodes,how I do that?Edit:I had a "non crashing" nif,I edited "material" information and then it crashed the GECK :wacko: . Edited March 8, 2011 by FrikysKiller Link to comment Share on other sites More sharing options...
FrikysKiller Posted March 8, 2011 Author Share Posted March 8, 2011 Yeah!I solved it!The problem were the material properties,they were in "-1" and I had to put them on "0",it was that simple and I had to spent half my evening in this :wallbash: .P.S:Thanks for the replies. Link to comment Share on other sites More sharing options...
Recommended Posts