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Blender 2,49 Crashs at NIF Export


cracksoldier

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Hi, Today I tried to make a Model for Oblivion but when I try to export the model the application crashs without any warning.

 

I used this settings for export:

 

http://img263.imageshack.us/i/oblivion1m.png/

 

and then it crashs:

 

http://img193.imageshack.us/i/oblivion2f.png/

 

This the Model I try to export:

 

https://rapidshare.com/files/460959893/Model.7z

 

Hope Anybody can help me.

 

Edit:// Now I got the error that some vertices are "unweihted".

How can I change this in blender 2.57.

 

Best Regards

Cracksoldier

Edited by cracksoldier
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Well, when I opened the "femalelowerbody5.blend" file in Blender 2.49b, I got the following message:

 

"You have opened a 250 file, key information will get lost, like animation data. Continue?

 

That right there immediately tells me you last saved that model in blender 2.5x which is completely incompatible with 2.4x as far as anything to do with animation and rigging is concerned. And since this file is a body/armor model, it has a LOT to do with rigging and animation...unlike a simple sword or shield.

 

I also noticed the skeleton is all wrong. It make me thing you imported this NIF but did not delete the skeleton that came with it and re-import a fresh skeleton suitable for rigging and export (especially key is the correct import of the skeleton).

 

You cannot (at this time) import or export NIF files using the Blender 2.5x branch and switching between 2.4x and 2.5x can ruin rigging so I recommend that if you intend on making models for export to Bethesda games, stick with 2.49b for now and do not use the 2.5x branch for anything other than simply learning the interface or making models for other purposes.

 

Now with all that out of the way, have a look here:

 

Importing and exporting armor for Oblivion

Rigging / Skinning tutorials

 

EDIT: Oh, your archive also needlessly included 2 Blender backups of your Blender file (.blend1 and .blend2). The archive would have been much smaller if it only contained the one .blend file and .png image.

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But it worked with a lot of other Models including a modified Version of the Rogue armor.

I modelled it in Blender 2.5 and exported it in Blender 2.49. I will try to delete the skeleton

an reimport it in 2.49.

Edit:// Ok now I have made in 2.49 and now it exports it but in the game it doesnt show up

but in NifSkope I can See it.

 

Here is my new Mesh with the right Skeleton

 

https://rapidshare.com/files/461059703/sexy_rogue_armor_1.blend

 

And here are my settings that I used for export:

 

http://img12.imageshack.us/i/oblivion1.png/

 

NifSkope:

 

http://img196.imageshack.us/i/oblivion2.png/

 

In-Game Screenshot:

 

http://img854.imageshack.us/i/oblivion3.png/

 

Greetz Cracksoldier

Edited by cracksoldier
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Please attach the texture files too. I suspect you did not include a normal map file.

 

Oh, if you can, use MediaFire.com instead of RapidShare. I hate their "please wait" philosophy.

 

EDIT:

 

After examining the model, I quickly noticed that the strap parts are not rigged (not weight-painted). Therefore, it is not ready to be exported and I'm surprised the NIF export did not balk about verts not being weight-painted. I also noticed the mesh is not parented to the skeleton.

 

When correctly parented, you should be able to select the skeleton, press G and move it around and see that all mesh objects follow it (be sure to press ESC to cancel the move when done checking)

 

I found the weight-painting problem by selecting the skeleton, going into "Pose Mode", selecting a thigh bone and pressing R, R to begin free rotating and observing if the model moves with the bone correctly. (be sure to press ESC when done observing to avoid actual modifications to the skeleton).

 

LHammonds

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THX for Help I used Growlfs automatic Weightpainting Script and then I switched to pose and tried

any bones and it worked but in the game it looks like this:

 

http://imageshack.us/photo/my-images/62/oblivion201105071927248.png/

 

This is the new Version:

 

http://www.mediafire.com/?8o1xgf1mtdwuegu

 

I included the .nif, .blend and the .dds file.

 

I used this Tutorial:

 

http://www.tesnexus.com/downloads/file.php?id=14325

 

Edit:// New Version with Weigth Paint and Normal Map but

the Pant doesnt show up in game:

 

http://www.mediafire.com/?3qe1exng973zzgs

 

Best Regards

Cracksoldier

Edited by cracksoldier
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These are the files you included in the archive:

 

sexy_rogue_armor_1.blend

sexy_rogue_bottom.nif

sexy_rogue_bottom.dds

 

As I mentioned in my prior post, I suspected a missing normal map causing your invisibility issue.

 

The files you sent do NOT contain a normal map and I am guessing you don't have one.

 

It should be called "sexy_rogue_bottom_n.dds"

 

The rigging and parenting issues I mentioned are problems but I doubt they are related to the invisibility problem.

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Did you make this model or did you get this from Daz3D / Poser or something similar?

 

The reason I ask is that the poly count is extreme and contains many polys on the opposite side that will never be seen. That and the fact it looks like it was designed for renders, not games.

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I made this model with blender the base mesh was femalelowerbody.nif.

 

Edit:// Is it possible that it is only a rigging problem because when I walk

in the game it looks that way:

 

http://img94.imageshack.us/i/oblivion201105081654012.png/

 

http://img156.imageshack.us/i/oblivion201105081654090.png/

 

Edit 2:// Now I have tried to use Growlf Total Machine but

it also dont work.

 

Best Regards

Cracksoldier

Edited by cracksoldier
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