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More 3DS Max to FNV porting issues


MonoAccipiter

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Hey guys, it's me again!

 

This time I'm trying to make a mesh for ADAM which uses the high-poly helmet and accessories (like the tube and upgraded "camera") on the GO version (world model) of the helmet, since the original only uses the original mesh for that. Meaning when you drop the helmet out of your inventory it suddenly loses the tubes and other wires, which looks kinda weird. Now when looking at another helmet that had different parts use different textures, I saw that both parts were named "Helmet:0" so I loaded up 3DS Max, imported the full helmet and the GO mesh already included in ADAM, then I grouped together all of the accessories in one Helmet:0 part and everything else in another Helmet:0, deleting the skin and dismember modifiers as well as the bone node. Then I positioned it on top of the helmet from the GO mesh and deleted that. In 3DS Max it looks like this:

 

http://i.imgur.com/elIcdy4.jpg

Then I exported with these settings:

 

http://i.imgur.com/T9J8gpZ.jpg

 

But when I open up the mesh in NIFSkope it looks like this:

 

http://i.imgur.com/n7w81wZ.jpg

 

As you can see I have several nodes for each individual component instead of two merged nodes, and my scene root is named "Scene Root" instead of "Helmet" which the other meshes have had. Can anyone with some more experience with this help me out and possibly point out what I'm doing wrong? I would be incredibly grateful!

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Don't worry about the Scene Root being called the Scene Root..it often is. :tongue:

 

When you've combined your meshes in 3DS it has turned your material into a multi-material and Nifscripts will break the mesh back up into single material meshes. If you head into your Slate Material Editor you can fix the multi-material from there, or if you head over to Utilities -> More.... and select UVW Remove you can then either wipe out your UVW (Don't) or what you want remove the Material.

 

Be very wary of multi-materials and skinned meshes, if there is a dismemberment modifier in the stack the Nifscripts will still try and pull your skinned meshes apart which it can't so it will CTD.

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Okey, thank you! The nif looks a lot better now, but it has some issues in game. The helmet will just flip and clip underneath the ground. The bhkBoxShape was underneath the helmet (as you can see in the picture) by default, so I just deleted the helmet already there and moved the new one to the same position. Perhaps I should move the box on top of the helmet?

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The box shape is / was the collision body shape, it should be centered on your mesh. ATM your collision looks like it will end up under the ground so I'm not surprised the game will flip the mesh over. The collision of the original model may have had some translation in it that got messed up when it was imported.

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