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UV Map Hell


WyrdOh

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I'm currently attempting to convert the default eye meshes for Fallout: NV so that they support hetero-chromatic eye colors, but the only experience I have with Nifskope is setting texture paths and mashing armors together from parts in Tailor Maid and other mods. I've been exporting the original mesh as an .OBJ, importing it into Blender, adjusting the position and scale of the UV map, exporting it again as an .OBJ, then importing into Nifskope. That seems to be where I hit the snag, because the mesh imports as NiTriShapes rather than NiTriStrips.

 

All the tutorials I can find are either out-dated or incredibly unhelpful to someone who's new to this, especially since I'm running Blender 2.5 and most tutorials are for an older version. Can anyone give me a quick play-by-play of what needs to be done?

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I would say to use 2.49b so you can use nifscripts, skip the obj stuff, and use tutorials you find.

btw nitrishapes vs strips probably doesn't matter, but if it does you can covert by right clicking in nifskope -> mesh ->stripify/triangulate as the case may be.

 

You can also edit the uv map directly in nifskope by right click->textures->edit uv.

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Thanks for the help, Nifscripts certainly makes the process a little less overwhelming, though I still can't seem to get it to work. I can get it to export with the UV changes intact and it looks like it should work, but I still have exclamation points for eyes in-game. As far as I can tell, it's because the NiTriStrips in my custom eyes has 257 triangles, where the default has 116. I have no idea whatsoever how to fix it -_-
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It's fine, I'm giving up on it, there aren't any relevant tutorials on modifying just UV maps and there are too many options in that export script for me to be arsed working through with trial and error. Managed to export it as a TriShape and it still wouldn't work, only thing I can think of is that I'm importing it wrong, but there's a whole 'nother lot of options for me to have to screw around with. Thanks anyway.
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