Ghogiel Posted December 1, 2011 Share Posted December 1, 2011 probably just s*** texturing. :confused: the tangent space shouldn't be the issue as the UV shells are only overlayed and not mirrored overlayed at a UV seam.. but anything that is will have a lighting error.. another of my tutoirals that got deleted along with the articles section... :rolleyes: Link to comment Share on other sites More sharing options...
Phate3 Posted December 1, 2011 Share Posted December 1, 2011 probably just s*** texturing. :confused: the tangent space shouldn't be the issue as the UV shells are only overlayed and not mirrored overlayed at a UV seam.. but anything that is will have a lighting error.. another of my tutoirals that got deleted along with the articles section... :rolleyes: looking at the mesh i noticed this: http://i.imgur.com/1ZFTi.jpgIt should be this the problem, the sword is diveded in more parts, and every part use that texture, so it gives that effect. I don't know how to fix this, if it's even possible. But i started today, so i'm not competent at all. Link to comment Share on other sites More sharing options...
Ghogiel Posted December 1, 2011 Share Posted December 1, 2011 yeah I know, I could tell that was how the geo is build just from the UV.. same advice as my last post. probably just s*** texturing.. And yeah you probably have lighting errors from the Tspace calculation as well... Link to comment Share on other sites More sharing options...
Phate3 Posted December 1, 2011 Share Posted December 1, 2011 (edited) yeah I know, I could tell that was how the geo is build just from the UV.. same advice as my last post. probably just s*** texturing.. And yeah you probably have lighting errors from the Tspace calculation as well... Oh well, not a problem. I now know how to import weapons thanks to you, that was just a sowrd i choose to try :).EDIT: no ok, i was just being stupid, i did update all tangent spaces and now it works perfectly :) Edited December 1, 2011 by Phate3 Link to comment Share on other sites More sharing options...
Phate3 Posted December 1, 2011 Share Posted December 1, 2011 (edited) So, I'm having the most retarded problem I've been able to find. I'm trying to import a weapon, and the mesh already works nicely in-game and all. This is replacing any two handed sword mesh there is in the game. But then, when I try to import it as a new weapon with an esp, when I equip the new weapon, BAM, crash to desktop. No error messages, no nothing, just a quick CTD. Any ideas? This is annoying me to no end... I'm having the same problem. I can find it by typing "help weaponname 4" in the console, i add it and it shows in the inventory with mesh and textures. Then i equip it and i crash :/. Also, i tried putting it in Eorlond merchant chest and i don't see it anywhere in his sales inventory, i even checked the hidden chest with tcl. This is a screenshot of my TESnip if it helps. http://i.imgur.com/LZZPN.jpgAlso, is there a reason why this sword shows with 35 dmg, while the daedric greatsword shows with 65? Shouldn't it be the same since i used the daedric greatsword as a base?EDIT: solved, it was probably an ID problem. I assigned one startin with 01 and everything fixed itself :) Edited December 1, 2011 by Phate3 Link to comment Share on other sites More sharing options...
AlexScorpion Posted December 1, 2011 Share Posted December 1, 2011 imported new meshes into the skyrim nif and saved it copy/paste over the nitrishapedata in another skyrim nif corrected texture paths and my meshes appear as exclamation marks ingame Link to comment Share on other sites More sharing options...
Ghogiel Posted December 1, 2011 Share Posted December 1, 2011 (edited) imported new meshes into the skyrim nif and saved it copy/paste over the nitrishapedata in another skyrim nif corrected texture paths and my meshes appear as exclamation marks ingameDon't copy paste nitrishapedatas, it'll wipe UVs. if it is a static like a sword, just import obj over a vanilla nitrishape. Then delete the mat and texture that gets imported from the mtl then hook up the shader node from a vanilla. if it is skinned, then you probably should update to the 3.7 niftools and export a skyrim version nif. remember it needs a dismember modifier before export. delete the whole shader block and just take one from a vanilla nif. change the dismsmeber partition body part to one of the numbers, ie 32, instead of bp_torso, Update Tspace, and it should be good to go. Edited December 1, 2011 by Ghogiel Link to comment Share on other sites More sharing options...
Phate3 Posted December 1, 2011 Share Posted December 1, 2011 Now i have another problem, hopefully the last one. Since i used the .nif of the 1stperson daedric greatsword as a base everything works fine. I tried to change the daedric greatsword and it worked. Then i tried adding an entirely new item with TESnip and it worked. Now, if i revert the daedric greatsword to the default meshes, both sword looks like the daedric greatsword. This doesn't make any sense to me, since the new sword now has her own .nif, which is linked with TESnip. Also, when i drop the sword it has the new meshes, but when i equip it it reverts to be a normal daedric greatsword. I know this was a problem when not using the 1stperson version of the .nif, but i used that version. Link to comment Share on other sites More sharing options...
sirxazor Posted December 1, 2011 Share Posted December 1, 2011 Can someone help me? I have Fallout 3 Mod Manager, TESsnip, snifskope, etc... I want to upload my SolitudeProudspireManor (the whole house) into a .esp file... how could I do this? The reason I want to do this is because I have fully customized the house with an extra level (real basement) and changed many of the objects inside also fixed the wall glitch by the fire and mannequin. Link to comment Share on other sites More sharing options...
dungkaka1993 Posted December 2, 2011 Share Posted December 2, 2011 (edited) Finally i done !!! . Thank for the tutorial !! :)) Edited December 2, 2011 by dungkaka1993 Link to comment Share on other sites More sharing options...
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