kibblesticks Posted September 2, 2011 Share Posted September 2, 2011 Hey guys, I was wondering if anyone could help me out with a problem I have. I have been following this tutorial in trying to make my gas mask work in-game:http://i1086.photobucket.com/albums/j454/kibblesticks/Random%20Modelling%20Projects/gasmask.jpg Unfortunately, even after following the tut to the letter, when I try to load my nif file in the GECK the GECK crashes. I'm just wondering whether anyone else has any idea what I'm doing wrong or whether anyone has a working tutorial they could possibly link me to? I'm in the middle of a rather large project (Fallout: British Commonwealth) and the ability to create custom armour is pretty much essential so I'd be really really grateful if anybody could help me out. Extra info: I thought the problem may relate to bone-weighting. In the tutorial it says to use the Blender script to copy the bone weights from the vannila head mesh to my custom mesh. However, as you can see from the following pic, the vannila head doesn't have any weight painted on it except for on the neck. Not sure if it's meant to be like that or not? http://i1086.photobucket.com/albums/j454/kibblesticks/Random%20Modelling%20Projects/gasmaskWeightExample.jpg Another thing I thought it might relate to is dismemberment data. On the pictures the tutorial provides (and every working piece of clothing I've seen) the NiTriShape node has a BSDismemberSkinInstance node. Mine, however, do not, and following this tutorial doesn't explain where they come in. Really I'm just shooting in the dark and hoping that somebody can help me out. :facepalm: Link to comment Share on other sites More sharing options...
Quetzlsacatanango Posted September 2, 2011 Share Posted September 2, 2011 (edited) 1 - Select the gas mask object and then go to weight paint mode and see what weights there are. You can also select the armature, ctrl tab to go to pose mode, and move around the head bone to see if it is weighted properly. If that's not the problem... 2 - To use bone weight copy the objects have to be children of the same skeleton. To make sure they are, remove all armatures from the scene. highlight all your meshes. Import the human skeleton.nif and click 'import skeleton only + parent selected meshes' and try bone weight copy again.This will probably also fix your crash issue. To check that.... 3 - Open your mesh in nifskope. In the block list you should only have one ninode that you have to expand before you start seeing the nitrishape stuff. If there is more than one, the game will crash. To fix, do #2 above, or in nifskpe right click on the 2nd one, go to block-> crop to branch. Save and try GECK again. Edited September 2, 2011 by Quetzlsacatanango Link to comment Share on other sites More sharing options...
kibblesticks Posted September 4, 2011 Author Share Posted September 4, 2011 Thanks Quetzlsacatanango! I'll try this out now and let you know how I get on :biggrin: Edit: Well first off thanks for the tip about bone weighting! My head was at least moving with the armature this time and in nifskope the dismemberment node is appearing under each mesh. However, I'm still getting crashes whenever I try to add my object to the geck. I'm unsure what it could be but in the tutorial it says:In each of the NiTriShapeData of the NiTriShape nodes you've copied you can change the value of TSpaceFlag from 240, that is the default value that Blender sets when exporting, to 16 that is the value that the vanilla meshes use in game. Once you've changed the value of this parameter go down a little and you'll see the parameters Binormals and Tangents. Right click on the green round arrows that are beside these two parameters and select Array -> Update. Then select the main node NiNode Sceene Root at the top and from the top menu select Spells -> Batch -> Update All Tangent Spaces and wait until NifSkope finishes the calculations. When I click "Update all tangent spaces" nifskope doesn't appear to do any calculations, it just flashes briefly and the nodes get re-arranged, I don't know if this is normal? Here is what my object looks like in nif-skope:http://i1086.photobucket.com/albums/j454/kibblesticks/GasMaskError05.jpg And here it is in Blender (all the meshes are bright red and move perfectly with the armature now):http://i1086.photobucket.com/albums/j454/kibblesticks/Random%20Modelling%20Projects/GasMaskError02.jpg Link to comment Share on other sites More sharing options...
Quetzlsacatanango Posted September 4, 2011 Share Posted September 4, 2011 You have a nitrishape named scene root. Try naming it something else and see if your crash goes away. Link to comment Share on other sites More sharing options...
Ghogiel Posted September 4, 2011 Share Posted September 4, 2011 And also rename all the other mesh objects named after bones. Link to comment Share on other sites More sharing options...
throttlekitty Posted September 4, 2011 Share Posted September 4, 2011 Shouldn't the root node be a BSFadeNode in fallout? I forget the rules on that. You can check the results of the tangent space by clicking on the normals/binormals/tangents entries in the detail view. It worked if you see the appropriate vectors drawn on the model. Link to comment Share on other sites More sharing options...
Ghogiel Posted September 4, 2011 Share Posted September 4, 2011 Shouldn't the root node be a BSFadeNode in fallout? I forget the rules on that. Not when it's attached to an actor. Rigged and prn attached stuff are NiNode root nodes Link to comment Share on other sites More sharing options...
kibblesticks Posted September 5, 2011 Author Share Posted September 5, 2011 Oh wow thanks so much guys, my heroes! I'm so chuffed right now :tongue: Kudos all round! Edit: Just one last quick quiz before I go, do I need a .egm file to stop my mask clipping (and it is clipping terribly at the moment) and if so does anyone know how to create one for a custom helmet? I heard the Oblivion Conformulator doesn't work for Fallout and I tried using the hockeymask .egm file but it just royally messes up my mesh in GECK. Link to comment Share on other sites More sharing options...
throttlekitty Posted September 5, 2011 Share Posted September 5, 2011 If you're having face clipping issues, then absolutely! Conformulator will work, just not on the .nif directly. For starters, your mask will need to be combined into one model for it to work with an .egm. Conformulator works, you just need to export the final model from NifSkope, and use that instead of the .nif. Link to comment Share on other sites More sharing options...
kibblesticks Posted September 5, 2011 Author Share Posted September 5, 2011 If you're having face clipping issues, then absolutely! Conformulator will work, just not on the .nif directly. For starters, your mask will need to be combined into one model for it to work with an .egm. Conformulator works, you just need to export the final model from NifSkope, and use that instead of the .nif. Okay cool thanks! I'll try it out :thumbsup: Edit: Okay I'm lost again. I can't get the comformulator to work. What did you mean by you just need to export the final model from NifSkope, and use that instead of the .nif.? Thanks for trying to help :turned: Link to comment Share on other sites More sharing options...
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