TLBTLBTLB Posted July 1, 2007 Share Posted July 1, 2007 I imported an original .nif mesh from oblivion into blender and did some modifications to it. When I try to preview my new item in the CS equiped on an actor in the render window, I get an error message that says my .nif has old skin info on it and needs to be re-exported. Can anyone help me? Am I doing something wrong? The only modifications I made to the .nif were - selected it, went into edit mode and stretched it a little bit. No messing around with any numbers or anything else. I've read tutorials but none seem to relate to that problem. I would really appreciate some help. Thanks. Link to comment Share on other sites More sharing options...
PanzerOfGod Posted July 2, 2007 Share Posted July 2, 2007 I would assume this has to do with the texture. When you import a game mesh into blender, the texture is black, right? I don't have any kind of experience with textures, so I can't really help with this, sorry. I guess you have to make your own texture and put it with the model? Link to comment Share on other sites More sharing options...
TLBTLBTLB Posted July 2, 2007 Author Share Posted July 2, 2007 I would assume this has to do with the texture. When you import a game mesh into blender, the texture is black, right? The texture is actually a silver color when I import it. Link to comment Share on other sites More sharing options...
PanzerOfGod Posted July 2, 2007 Share Posted July 2, 2007 That's not actually what the texture looks like. See the controls beneath the 3D image? There should be a tiny orange cube with even smaller cubes on each face. Click it, and pick the shape that says textured next to it in order to see the 3D image with its texture. Link to comment Share on other sites More sharing options...
TLBTLBTLB Posted July 3, 2007 Author Share Posted July 3, 2007 Yes after I pushed that button it turned black. How do I apply a certain texture to my mesh in blender? Link to comment Share on other sites More sharing options...
SickleYield Posted July 3, 2007 Share Posted July 3, 2007 Old skin info isn't usually about the texture. If you imported a default mesh, it still has a default texture unless you changed that. NifSkope just can't see the texture because it's in a .bsa. You would have to unpack all the .bsas to your Data directory if you wanted to be able to see every texture that's in the game in NifSkope. The error you got generally means you didn't configure your NIF scripts to the latest version, so they're still exporting Morrowind meshes rather than Oblivion. Have you looked at the tutorials on the CS Wiki? They tell you how to do that, as well as how to export models so they will actually work in Oblivion (you can't just export and use, you have to do a workaround). CS Wiki cuirass page: http://cs.elderscrolls.com/constwiki/index..._Blender_Part_1 Link to comment Share on other sites More sharing options...
TLBTLBTLB Posted July 4, 2007 Author Share Posted July 4, 2007 Have you looked at the tutorials on the CS Wiki? They tell you how to do that, as well as how to export models so they will actually work in Oblivion (you can't just export and use, you have to do a workaround). CS Wiki cuirass page: http://cs.elderscrolls.com/constwiki/index..._Blender_Part_1 I took a look at your tutorial, I had actually followed your custom sword tutorial to set up my export scripts a while back. I have exported other objects and they work fine. Im only having the problem with a few meshes. However, I did see some information on this tutorial that I might have missed on your sword tutorial. I will try to do the parent thing to the mesh and the skeleton. Let me tell you exactly what I am having a problem with, maybe you have some sugestions. Well, I will make it even simpler. After I had problems with about 10 different attempts, I decided to try this simple test. I imported the Oblivion original amuletgoldjeweled.nif into Blender.I simply select all of it and export it, and the problem already exists.When I try to view it in the CS, it gives me the error of the old skin files. Maybe I missed a step? I also wanted to say that I apreciate all of your tutorials and help. I also wanted to say thank you to the people that posted on this thread. I apreciate all the help. sickleyield I have another question for you. I tried to import Shivering Isles Amulet and it didnt let me. I looked in Nifscope and couldnt find no BSX flags. Is there another way to import? Link to comment Share on other sites More sharing options...
gergory Posted July 5, 2007 Share Posted July 5, 2007 TLBTLBTLB, i've had that error come up in the CS lots of times while messing around with mods, and I've never actualyy seen an in game problem. Of Course, I haven't tried to publish any of those mods, and I honestly don't know how clean they are. Guess it depends what you want to do. Personally, I've also been having some problems figuring out how to get meshes from Blender to work in game.As such, SickleYield, Yer tutorials are pretty damn useful. They got me a lot further along on a project i dropped a long while ago out of frustration. That being said, I still have some problems. I have some questions about yer tut. 1). If you are working on a mesh that you intend to use already existing Bethesda textures on, do you need to mess with all the UV mapping? At the moment I am tweaking the steel armor mesh to have a female version. I don't want to create a new texture, I want to use the already existing one. My sense is that working from the imported nif, it already has those UV maps. So that question probably makes no sense, basically, I don't want to do work I don't have to. 2) in yer tut you said "You need to do the following for EVERY part on the file that has a nitrishape and a nisourcetexture. Expand the texture node branch to make sure it has the following series of numbers going downwards: 6,1,3,1,1. If it says 5,2, etc., change it. Believe me, you'll thank me later. EDIT for latest NifSkope version: With the newest one you only have to change one number. The very last thing in the texture node is a number 0 that needs to be changed to a 1. " I may be just dumb, but I cannot for the life of me figure out which numbers in Nifscope you are refering to. There's numbers at the beginning of each block. Some of my NiTriShapes have numbers at the end. ?? Some more explixicte instruction for the retarded would be useful here That's it, would be great if you could shed some light. Happy working fire day all! Link to comment Share on other sites More sharing options...
gergory Posted July 6, 2007 Share Posted July 6, 2007 Ok, So I actually answered those questions myself, at least, the mesh works, and I didn't have to create any UV Maps, or change any numbers. Thanks nonetheless for a great tutorial SickleYield, Id have never comnpleted this without it. Pending permission from Axeface, you may soon see a female version of the Ceremonial Blades Armor mod they created. I will also probably release the steel version as well. Cheers Link to comment Share on other sites More sharing options...
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