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2 Nifshapes when exporting


Egypt9

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Someone please double check my thought process here

 

1. I get the verticies from the game handle touching my shield, I do a Join Mesh

2. make sure its custom named so that it actually puts out the .tga file when i tell it to

3. fix the UV map and save it, dont name it anything speical

3. check the version of the nif exporter 20.0.0.4

4. check texture output settings

5. apply scale and rotation

6. Export to nif

 

 

I guess you could say that, right now, load up your nif and wonder why the hell you can still delect your handle separate from your shield...as in it says Node....Node...and then 2 NifShape branches, is step 7. I have no idea what is going on. On the upside, i *DID* get a custom mesh in the game so i've proved I can do this...i just have no idea why its not joining the meshes.

 

When i select things in object mode now, they are green outlined instead of purple if that makes a difference.

 

 

I can supply screenshots/more explaination later. Right now im exausted.

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Someone please double check my thought process here

 

1. I get the verticies from the game handle touching my shield, I do a Join Mesh

2. make sure its custom named so that it actually puts out the .tga file when i tell it to

3. fix the UV map and save it, dont name it anything speical

3. check the version of the nif exporter 20.0.0.4

4. check texture output settings

5. apply scale and rotation

6. Export to nif

 

 

I guess you could say that, right now, load up your nif and wonder why the hell you can still delect your handle separate from your shield...as in it says Node....Node...and then 2 NifShape branches, is step 7. I have no idea what is going on. On the upside, i *DID* get a custom mesh in the game so i've proved I can do this...i just have no idea why its not joining the meshes.

 

When i select things in object mode now, they are green outlined instead of purple if that makes a difference.

 

 

I can supply screenshots/more explaination later. Right now im exausted.

Make sure that you are using only one material in your mesh.

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You shouldn't be copying the whole ninode over, just the nitristrips branch. Check your tutorial again.

http://cs.elderscrolls.com/constwiki/index...tom_shield_mesh

When you bring in the second nitristrips, just attach it to the first's ninode (under children) change the count and update the array if there isn't a blank child or one you're replacing. Then within the tristrips change the children for the material to point to the one already in use for that same thing. Can do this with textures too if they're the same texture. Then you can remove the excess material and texture properties to make the filesize smaller and load better.

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You don't actually have to specifically make it a child any more; NifSkope now does that automatically when you copy over a nitristrips or nitrishape. (And boy, do I love it - considering the number of screwups I made with parenting before.)
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