gotenwarrior61 Posted August 4, 2011 Share Posted August 4, 2011 I was just trying to do a little messing around with some Armors, but whenever I try to put this one ingame and I look at it in an NPC's render window, the construction set jsut crashes. Does anyone have any sort of idea of what the problem could be? I linked to mediafile where I uploaded the Data/ archive containing the mesh and it's corresponding textures just in case of actually looking at it might help. Any help is much appreciated. Link. Link to comment Share on other sites More sharing options...
Quetzlsacatanango Posted August 4, 2011 Share Posted August 4, 2011 You should only have one ninode at the top of your tree. If you have more, it will crash. Select the 2nd one and do a crop to branch to get rid of it. Link to comment Share on other sites More sharing options...
gotenwarrior61 Posted August 4, 2011 Author Share Posted August 4, 2011 You should only have one ninode at the top of your tree. If you have more, it will crash. Select the 2nd one and do a crop to branch to get rid of it. I don't think I am understanding what you are saying. I am still just trying to learn all this, so I probably all wrong, but isn't there a NiNode for every NiAVObject which I thought act like the skeleton, so shouldn't there be a lot of them at the bottom?And if I do minimize everything in the tree, I only see one NiNode there. Maybe you could take a SS or something to try and make me understand. I apologize if I am bothering you, but I am just trying to wrap my head around all of this stuff. And thanks for the quick response. :biggrin: Link to comment Share on other sites More sharing options...
Quetzlsacatanango Posted August 4, 2011 Share Posted August 4, 2011 (edited) Expand the first ninode.If you see another level of ninode that you need to expand before you see all the nitristrips or whatever, then that's your problem. Edited August 4, 2011 by Quetzlsacatanango Link to comment Share on other sites More sharing options...
gotenwarrior61 Posted August 4, 2011 Author Share Posted August 4, 2011 Expand the first ninode.If you see another level of ninode that you need to expand before you see all the nitristrips or whatever, then that's your problem. This is what I am looking at. I see nitriShapes, not strips if it makes any difference. Link to comment Share on other sites More sharing options...
DrakeTheDragon Posted August 4, 2011 Share Posted August 4, 2011 (edited) The NIF structure of your file is a little erroneous it appears. There are NiNodes which don't start with "Bip01" and thus are not part of the armature. They serve no purpose.Also there's a NiTextKeyExtraData, which usually only appears in animations. But when I move the slider nothing happens, so I doubt this file contains an animation to begin with.The respective NiSkinInstance properties of every NiTriShape seem to be in order though. Most of these issues you can simply fix in NifSkope by going "spells" -> "optimize" -> "remove bogus nodes" from the menu bar. I see only 1 NiNode "Scene Root", it has number "0" and there's no additional "Scene Root" inside of it or anywhere else, which is among the most common issues after export, so this part is also fine. Your texture pathes may be hardcoded to your program files folder, so nobody else than you likely will be able to use this NIF, but for now this is neglectable, and it's easily fixed anyways, by removing everything in front up to "textures/", which is what proper texture pathes start with. You will have to remove this NiTextKeyExtraData yourself by right-clicking it and choosing "block" -> "remove branch". Just to play safe in the end also go to "spells" -> "batch" -> "update all tangent spaces", then "spells" -> "optimize" -> "combine properties" (to save on file size and complexity by joining all properties which are the same, can speed things up significantly ingame), and last but not least all 4 of the "spells" -> "sanitize" sub menu. Then your file should be good to go again. At least the NIF structure inside it will then be valid. I hope it helps. Edited August 4, 2011 by DrakeTheDragon Link to comment Share on other sites More sharing options...
gotenwarrior61 Posted August 4, 2011 Author Share Posted August 4, 2011 The NIF structure of your file is a little erroneous it appears. There are NiNodes which don't start with "Bip01" and thus are not part of the armature. They serve no purpose.Also there's a NiTextKeyExtraData, which usually only appears in animations. But when I move the slider nothing happens, so I doubt this file contains an animation to begin with.The respective NiSkinInstance properties of every NiTriShape seem to be in order though. Most of these issues you can simply fix in NifSkope by going "spells" -> "optimize" -> "remove bogus nodes" from the menu bar. I see only 1 NiNode "Scene Root", it has number "0" and there's no additional "Scene Root" inside of it or anywhere else, which is among the most common issues after export, so this part is also fine. Your texture pathes may be hardcoded to your program files folder, so nobody else than you likely will be able to use this NIF, but for now this is neglectable, and it's easily fixed anyways, by removing everything in front up to "textures/", which is what proper texture pathes start with. You will have to remove this NiTextKeyExtraData yourself by right-clicking it and choosing "block" -> "remove branch". Just to play safe in the end also go to "spells" -> "batch" -> "update all tangent spaces", then "spells" -> "optimize" -> "combine properties" (to save on file size and complexity by joining all properties which are the same, can speed things up significantly ingame), and last but not least all 4 of the "spells" -> "sanitize" sub menu. Then your file should be good to go again. At least the NIF structure inside it will then be valid. I hope it helps. Well that didn't seem to fix the problem of the CS crashing when I put the armor on a test NPC. After I did all that you said, I really thought it would work, but I am just left with this. Here. I didn't include textures this time because you said it didn't work. Do you have any more possible ideas of what might be wrong with it?I know there might not be much you can do to fix it, but I'll stay optimistic. Link to comment Share on other sites More sharing options...
DrakeTheDragon Posted August 5, 2011 Share Posted August 5, 2011 Ok, it's crashing for me, too. Let's see why that is... Link to comment Share on other sites More sharing options...
DrakeTheDragon Posted August 5, 2011 Share Posted August 5, 2011 Hmm, don't know if it's causing the crashes, but there are some unweighted vertices in one of the bracers, making it stay in place while the actor is moving away when playing an animation in NifSkope, stretching polygones over half the screen.Those have to be properly weighted to the same bones as the other side was, just on the other side. (wow, that was expressed horribly :wacko: ) Link to comment Share on other sites More sharing options...
gotenwarrior61 Posted August 5, 2011 Author Share Posted August 5, 2011 Hmm, don't know if it's causing the crashes, but there are some unweighted vertices in one of the bracers, making it stay in place while the actor is moving away when playing an animation in NifSkope, stretching polygones over half the screen.Those have to be properly weighted to the same bones as the other side was, just on the other side. (wow, that was expressed horribly :wacko: ) So how would one fix a problem like that? Weighing the bracers that is. Link to comment Share on other sites More sharing options...
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