BOND777 Posted November 5, 2011 Share Posted November 5, 2011 (edited) Hi, i am making an sniper mod k? so i just started and i did a few tweaks to the assault rifle http://i40.tinypic.com/1zg703o.png still gonna retexture, and do a few things anyways when i put it in geck (because i wanna see it in the geck) it only shows the blocks that were removed from nifskope not the one that were added, http://i40.tinypic.com/5fr782.png as you can see their is no scope, no silencer, no mag that i put in, so i am asking so kindly if you'd help me solve this problem all i used was nifskope and pleas reply back if i reply to your post thanks so much. :( WHAT I DID TO PUT IT IN GECK: picked the marks carbine renamed it renamed the id etc then i clicked ok then i opened it again and replaced the model. Edited November 5, 2011 by BOND777 Link to comment Share on other sites More sharing options...
Heffy Posted November 5, 2011 Share Posted November 5, 2011 In BSShaderPPLightingProperty (for the NiTriStrips parts you changed) you need to edit the Shader Flags. Double click on the value for this property, expand the options and uncheck everything, except: SF_ZBUFFER_TEST, SF_EMPTY and SF_UNKNOWN_31. That "should" be all you need to do. Link to comment Share on other sites More sharing options...
Werne Posted November 5, 2011 Share Posted November 5, 2011 (edited) @Heffy Nope, that's not necesary. @BOND777 Ok, let's get started. I'm writing this before I have my coffee so if there are any errors, please excuse me. And ignore what Heffy wrote. First, when transfering parts from one weapon to another you need to paste them into the main branch. Afer pasting a part you need (like the silencer I added) rename it to ##Silencer (or whatever you want, but put the ## before it and remember, rename it to something not already used in the model). And when changing the magazine, don't use the same methode. You need to replace the NiTriStripsData of the mag, to make sure it uses the same animation. To replace the magazine mesh, copy NiTriStripsData (copy branch) mesh of the magazine from the weapon and paste it into your edited weapon. Then right click it and select copy (not copy branch). Now find the magazine mesh on your edited weapon, right click it and select Paste over. The normal CAR magazine will then turn into a new one you pasted. Delete the one you copied from the other weapon and keep the one you just replaced. You might need to position it so it fits the magazine holder on the gun. Here's a Chinese Assault Rifle with a Sniper Rifle magazine.And here it is while the animation is playing. After you save it, this is how it will look in the geck (ignore the red part on the rifle, it will look great) And that's it. I just hope you understand all this. Edited November 5, 2011 by Werne Link to comment Share on other sites More sharing options...
Heffy Posted November 5, 2011 Share Posted November 5, 2011 (edited) Somehow skipped the part where only nifskope was used. What I was referring to applies only to freshly imported meshes, so indeed ignore it in this case. The “##” before a NiTriStrips name is unnecessary, however. Only thing that matters is hierarchy, avoiding duplicate names and the original NiNode names and position. For replacing the Mag mesh you don’t need to do all of that either. Just expand the NiTriStrips of the mag you want to use, right-click the NiTriStripsData, select Block > Copy. Then, go back to your edited mesh, expand the NiTriStrips of the mag you want to replace, right-click on its NiTriStripsData and select Block > Paste Over. Don’t forget to do the same for BSShaderTextureSet (or edit the texture paths manually). And, as Werne said, you may need to reposition the mesh (in NiTriStrips > Translation). Edited November 5, 2011 by Heffy Link to comment Share on other sites More sharing options...
BOND777 Posted November 6, 2011 Author Share Posted November 6, 2011 (edited) Well i got the gun into the game one problem the scope lens wont show D: Edited November 6, 2011 by BOND777 Link to comment Share on other sites More sharing options...
Heffy Posted November 6, 2011 Share Posted November 6, 2011 (edited) That depends on what you mean and which scope you used. The trail carbine’s scope has a separate mesh for the lens, thus you need to import both NiTriStrips. Also, for some reason, both the lens and scope meshes are attached to two separate nodes, so if you used this scope and you imported it this way, check that the names are unique. For this scope, the lens NiNode is named “Lens” and its NiTriStrips is named “Lens:0”. Also, make sure everything is under the BSFadeNode (anything outside it won't show). If, on the other hand, you used another scope and you mean the lens is not reflective, maybe you didn’t port the material properties correctly. For the lens to be reflective (well, kind of…), it needs to have SF_MULTIPLE_TEXTURES (in the Shader Flags values) checked in the scope’s BSShaderPPLightingProperty. Also, check you have the correct textures in BSShaderTextureSet. Edited November 6, 2011 by Heffy Link to comment Share on other sites More sharing options...
BOND777 Posted November 7, 2011 Author Share Posted November 7, 2011 thanks guys you were all helpfull i still didn't fix my scope bug though thanks heffy and werene my problem with the scope is the it doesn't actully zoom into the scope just zooms it like any normal sight without a scope so i took out the scope until i get it fixed SCREENSHOTS OF IT INGAME: http://img21.imageshack.us/img21/4148/screenshot29l.png http://img406.imageshack.us/img406/1294/screenshot32l.png http://img822.imageshack.us/img822/5766/screenshot33m.png http://img853.imageshack.us/img853/6005/screenshot37r.png MY FIRST MOD SO NOT THAT GOOD. But do you guys think i should upload it? :/ Link to comment Share on other sites More sharing options...
Werne Posted November 7, 2011 Share Posted November 7, 2011 Looks nice, however adding a bayonet on a weapon with a silencer is practically impossible since the silencer is almost as long as the bayonet. But, your weapon, your choice. As far as I can see, the knife should be aligned with the barrel, aproximately 5-10 degrees clockwise and the magazine needs to be aligned with the magazine holder. Link to comment Share on other sites More sharing options...
Heffy Posted November 8, 2011 Share Posted November 8, 2011 Oh, I thought you were talking about the lens. The problem you’re having is easy to fix – you just need to define the weapon as a scoped one. To do that, you need, in the weapon’s “Art and Sound” tab, to check “has scope” and point the “Target NIF” to “interface\HUD\mildotscope.NIF” (that’s the standard scope). For this last part, unless you’ve extracted the aforementioned nif file, it may be easier to do it in fnvedit, as it needs to find that file. If you want to release it, I’d advise you to fix all the imperfections first. There are too obvious texture issues and mesh location problems. It may be a good idea to add the silencer or the bayonet as mods, since, as stated previously, it’s kinda impossible to have both. If you decide to add the scope as a mod, make sure to fix the ironsight as well. Link to comment Share on other sites More sharing options...
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