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Need help with Fade Nodes, bones, collision boxes, and Textures


ZeroCore

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open the nif. go into the BSShaderPPLightingProperty block details, shader flags, and untick SF_ShadowMap, and SF_shadow_frustum.

 

Okay, that made it show up in the preview screen, but it still doesn't show up in the game or on NPC's.

 

On top of that, my mesh is... squashed, sort of, in Nifskope and in Geck, and it doesn't show the texture, just a black color.

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You probably have transforms in the objects transform matrix which get applied to the mesh when you export, You must rest xform and collapse the modifier stack to clear/ zero the transform matrix.

 

not sure about the black, could be goofy tangents, vertex color, normal map/texture issue. and not sure why it doesn't show up in game if it shows in the preview window. :unsure:

Edited by Ghogiel
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You probably have transforms in the objects transform matrix which get applied to the mesh when you export, You must rest xform and collapse the modifier stack to clear/ zero the transform matrix.

 

not sure about the black, could be goofy tangents, vertex color, normal map/texture issue. and not sure why it doesn't show up in game if it shows in the preview window. :unsure:

 

 

Can I get a step-by-step on fixing the object transform matrix please (It's in GMax, right?)?

 

 

 

 

 

 

 

 

EDIT:

 

Ignore that last comment; I found out how to reset the Xform; it didn't do any good at all; the object is still a wreck, and now the bones are the wrong sizes.

 

I just don't get what's going on. I'll try starting over with a new mesh and see if it happens again, but at this point, I'm in such a panic about this that I'm starting to consider abandoning modeling forever. D:

Edited by ZeroCore
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and now the bones are the wrong sizes.

 

 

There isn't a right size for bones. At least not in this context, and you shouldn't even scale your bones with the transform gizmo and never reset their transforms, there are special tools for modifying them. Just create them and move them to the right place and rotate them accordingly.

 

You should unlink everything, then reset the xforms on the mesh objects, collapse the stack, then link everything up. If you have done anything like scale your bones or mirrored them, just delete them and drop a new one back into the scene.

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and now the bones are the wrong sizes.

 

 

There isn't a right size for bones. At least not in this context, and you shouldn't even scale your bones with the transform gizmo and never reset their transforms, there are special tools for modifying them. Just create them and move them to the right place and rotate them accordingly.

 

You should unlink everything, then reset the xforms on the mesh objects, collapse the stack, then link everything up. If you have done anything like scale your bones or mirrored them, just delete them and drop a new one back into the scene.

 

 

....

 

 

 

Alright, I have another idea.

 

Unfortunately, I've tried everything you've told me so far, and yet I keep coming up with more and more errors instead of results. I don't know what I'm doing wrong, and I just think I need to start over.

 

That said, could you please tell me, step by step, how you made your weapons, in GMax (or blender, I have both of them) for Fallout 3?

 

I'm sorry, but I'm very, very confused now, and I'm even worse off than when I started. I don't know what settings to have checked when I go to export the .Nif from GMax, I don't know if I'm getting the bone architecture right, I don't know if I'm texturing it right, and all the tutorials that I've seen on the internet haven't helped at all; the people who made all of them either sped through it and made no sense, spoke a different language, or didn't make a tutorial on what I want to make (that said, what I'm out to make is a 1-handed pistol for Fallout 3).

 

I know it's asking much, but right now I'm desperate and all the tutorials out there make no sense to me. So if it's possible, could you please tell me how you would do it, step by step?

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