Egypt9 Posted May 10, 2007 Share Posted May 10, 2007 Someone please double check my thought process here 1. I get the verticies from the game handle touching my shield, I do a Join Mesh2. make sure its custom named so that it actually puts out the .tga file when i tell it to3. fix the UV map and save it, dont name it anything speical3. check the version of the nif exporter 20.0.0.44. check texture output settings5. apply scale and rotation6. 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. Link to comment Share on other sites More sharing options...
mpuonti Posted May 10, 2007 Share Posted May 10, 2007 Someone please double check my thought process here 1. I get the verticies from the game handle touching my shield, I do a Join Mesh2. make sure its custom named so that it actually puts out the .tga file when i tell it to3. fix the UV map and save it, dont name it anything speical3. check the version of the nif exporter 20.0.0.44. check texture output settings5. apply scale and rotation6. 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. Link to comment Share on other sites More sharing options...
Egypt9 Posted May 10, 2007 Author Share Posted May 10, 2007 Thanks! Link to comment Share on other sites More sharing options...
Vagrant0 Posted May 10, 2007 Share Posted May 10, 2007 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_meshWhen 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. Link to comment Share on other sites More sharing options...
SickleYield Posted May 11, 2007 Share Posted May 11, 2007 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.) Link to comment Share on other sites More sharing options...
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