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Armors from 3DS Max to FNV


MonoAccipiter

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I've been trying to make a female mesh for the Prototype Riot Gear included in ADAM, since the original mod only had a male variant of the edited ranger armor mesh it uses in addition to a combat armor mesh (as a armor addon) with custom textures. Now I've successfully managed to edit the mesh itself, but seeing as this is my first time editing armor, I've been having trouble with the skin modifiers and exporting to the NIF format.

 

I used skin wrap with the male mesh as a reference to make the skin modifiers in 3DS Max itself, as suggested by this guide, but when exporting it my branches are the wrong types when compared to the mesh already in ADAM (NiTriShape as opposed to NiTriStrips) , and all my skeleton entries have NonAccum added as a postfix, and I'm seriously at all loss as to what to do in order to fix it. When I open the mesh up in the G.E.C.K. I see nothing at all (as was to be expected I supposed).

 

Here is the NIF file I exported, and here is what I was trying to achieve.

 

Can anyone more familiar with the process help a poor soul out?

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Thank you!

The nif looks a lot better now, but it still won't show up in the G.E.C.K. I ticked generate strips and generate partition strips in addition to the non-optional settings.

 

If I move the camera to a specific angle I can see a thin stripe of something in the G.E.C.K. modelviewer, but it doesn't change size when I zoom in or out.

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Looks like your having some of the standard 3DS nifscript export issues (happens to everyone). You need to head into the block details of your BSShaderPPLightingProperty and correct the Shader Type flags. You'll want specular, skinned, re-mappable, ZBuffer, if you have any intended alpha in the mesh then you will want Alpha texture checked also.

 

Do you intend to have meat caps on the arms?

 

Oh and ditch the BSX flag since this mesh gets attached to the skeleton (in the geck / game) and the skeleton already has one.

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I did as you suggested and it seems to be working now. I deleted the arm gorecaps as they were linked to the ones on the legs, and I noticed the other mesh didn't have any either. Thought it wouldn't be too much of an issue since it's only intended to be a player worn armor in any case, and I wasn't too keen on fixing the other mesh too...

 

Thank you for all your help.

 

Also, did I do right with the skinwrap modifier (importing the other mesh and using it as a reference)? I have no idea how to paint weights, but it might prove to be useful knowledge eventually.

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Good to hear you have it working now. I can't comment on the skinwrap modifier, I actually haven't used it before, lol. Most of the time I use envelops to do the skin weights, then paint to touch up where needed. You might want to keep in mind that imported meshes have their skin weights baked so if you want to ever redo you can clear them under "advanced" in the skin modifier.

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