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Skybroom

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Listen, I can't edit MaxNifTools.ini. Not allowed to save changes. Sorry, I can.

 

BTW I am using MO. May it cause those issues with textures? Though... I've told I seem to have been trying every variant possible, droping meshes and textures folders into Skyrim Data as well. This is the way I work with CK.

 

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here is my MaxNifTools.ini

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Edited by Skybroom
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First, I guess I need to thank all the enthusiasts who gave - or tried to give - me a hand.

 

Time for resuming. Alas, the result is not that inspiring. As I do not consider myself to be an idiot, and after a hard toiling I couldn't get a success, I tend to think there's no application allowing an amateur user to work on Skyrim meshes, apart from NifSkope, currently exists. If it does, it's not Blender, nor it is a 3Ds Max. Every one who would object and give a reference to their positive experience seems to either operate with outdated versions, which is highly problematic to download and install properly, or they are professional IT-technicians who can easily adapt any software to any task. I am aware of neither Blender nor 3Ds Max to be designed for Skyrim meshes editing exceptionally, from one hand. And from the other, they are no "noob-orientated" software - I am aware of it. Just if some person want to work on Skyrim nif files by the means of 3d-editors mentioned above, this one should be ready to struggle through the thicket of obstacles, conditions, and incompatibilities. No guarantee he will win. It's as much difficult, as there seem to be no new and actual guide or any updated tutorial on this kind of stuff.

 

Meanwhile I never say die. I will be knocking on this locked door from time to time. And for now I'm gonna keep editing meshes via NifSkope, searching every single verticle from the long list of verticles, correcting it's position by editing five-digit numbers for each of three axes.

 

Au revoir!

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  On 8/30/2016 at 6:27 AM, Skybroom said:

First, I guess I need to thank all the enthusiasts who gave - or tried to give - me a hand.

 

Time for resuming. Alas, the result is not that inspiring. As I do not consider myself to be an idiot, and after a hard toiling I couldn't get a success, I tend to think there's no application allowing an amateur user to work on Skyrim meshes, apart from NifSkope, currently exists. If it does, it's not Blender, nor it is a 3Ds Max. Every one who would object and give a reference to their positive experience seems to either operate with outdated versions, which is highly problematic to download and install properly, or they are professional IT-technicians who can easily adapt any software to any task. I am aware of neither Blender nor 3Ds Max to be designed for Skyrim meshes editing exceptionally, from one hand. And from the other, they are no "noob-orientated" software - I am aware of it. Just if some person want to work on Skyrim nif files by the means of 3d-editors mentioned above, this one should be ready to struggle through the thicket of obstacles, conditions, and incompatibilities. No guarantee he will win. It's as much difficult, as there seem to be no new and actual guide or any updated tutorial on this kind of stuff.

 

Meanwhile I never say die. I will be knocking on this locked door from time to time. And for now I'm gonna keep editing meshes via NifSkope, searching every single verticle from the long list of verticles, correcting it's position by editing five-digit numbers for each of three axes.

 

Au revoir!

Use take ownership and your problem will be solved

http://www.howtogeek.com/howto/windows-vista/add-take-ownership-to-explorer-right-click-menu-in-vista/

Have a nice day

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@redrakiton - that is a handy little tool. Thanks for that. Could have done with that a few months ago.

 

@skybroom

Yes, Mod Organiser will cause you some issues, not so much with the creating of what you are doing but maybe with it's implementation. I am finding issues right now and I am still working through the extent of how it interacts with the original skyrim ...data/meshes or textures directories. My thought was that these directories in the skyrim system would take priority over Mod Organiser but it does not seem to be totally correct. Still working on this one. I am running out of time as I have another project I need to finish so will make another post on this subject, you may wish to follow it.

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I have just run a few tests and got some advice from the mods forum. If Max is anything like Blender, it will be looking for the texture as defined by the Nif file in the BSlightingShaderProperty(s). I know Blender will not open those textures when you use the import utility, you need to go find them manually and make that the "material" that is imaged onto the UV layout "unless" the textures already reside in the correct game path as required by the nif file.

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  On 8/31/2016 at 11:14 PM, freddagg said:

@redrakiton - that is a handy little tool. Thanks for that. Could have done with that a few months ago.

 

@skybroom

Yes, Mod Organiser will cause you some issues, not so much with the creating of what you are doing but maybe with it's implementation. I am finding issues right now and I am still working through the extent of how it interacts with the original skyrim ...data/meshes or textures directories. My thought was that these directories in the skyrim system would take priority over Mod Organiser but it does not seem to be totally correct. Still working on this one. I am running out of time as I have another project I need to finish so will make another post on this subject, you may wish to follow it.

Glad you liked it.

 

Have a nice day

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  On 8/15/2016 at 7:36 AM, Skybroom said:

 

  On 8/13/2016 at 7:37 PM, baduk said:

 

If outfit go ahead and use bodyslide to make the skinny version. for weight slider. male nifs u will need to convert a male body into bodyslide if there is none.

Now, they say 2.72 is good )) 2.49; 2.72; 2.77... I am dizzy. Btw when I tried installing different versions they seemed to "overwrite" one another. Shortly I have not found the way to install two Blender versions simultaneously (hope you understand me).

Besides, tho the Blender software is "free", there's a geat mess with (of - correct me, please) download links. e.g. Blender 2.49b: Download Link - I really couldn't download from this link. So I am frustrated, I am afraid to loose what I have.

 

Well, about the quote, do you mean the CBBE Bodyslide (BS)?

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Is it diificult to convert a male body into bodyslide ? That would be great, tho I have not used BS at all yet.

 

You can have all the Blender versions you want running at the same time. Simply download the .zip files instead of the installers. Extract the zips to wherever you want on your system and run the blender.exe. it will run as a standalone.

All Blender versions are available here:

https://www.blender.org/features/past-releases/

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  • 2 weeks later...

Ok, I am back. Sorry for leaving this thread for a while. It's such a headache! Feel rested a bit, hope my skills will grow up faster :smile:

If there is someone person ready to go ahead (if there were merely a slightest progress since we started), you are wellcome.

 

So, I am at Blender 2.49, trying to refit a simple t-shirt mesh for (to) a simple body mesh.

The preliminary act is to edit properties in NifSkope.

 

Question 1: Guys, honestly, I CAN NOT open nifs with NifSkope 1.1.0, cuz I get the error message like this one: ""failed to load file header (version 14020007, 20.2.0.7)"" "failed to load nif from 'C:/Users/User/Desktop/Blender/_T-shirt/meshes/Shirt_0.nif'".

 

That's why I am preparing my nifs in NifSkope1.2.0 alpha 2. Here I have another question.

 

Question 2: What should I do with BSDecalPlacementVectorExtraData (right below the 0 NiNode in Block List of the body mesh), and with BSInvMarker (the armor mesh contains), should I delete them as well?

 

Alright. Let's suppose I am done with it. The Blendering stage. Here are my acts in general:

 

1. Import body_0, import armor_0;

2. delete all the skeleton bones;

3. clear the parent (for both the body and the armor);

4. make some shape editing to fit the armor to the body;

5. add a material (to both);

6. add a texture (to both);

7. add UV maps (to both);

8. delete vertex groups (armor only);

9. copy weights;

10.import skeleton (body_0 again with "Import skeleton only+Parent selected" on);

11."Scale & rotation to ObData";

12.export body+armor_0 mesh.

 

Then I repeat all these manipulations to _1 mesh. And I have two new nifs.

 

When I open these two new nif files in NifSkope... By the way (that's interesting a lot!!!), at this point I am able to open them with NifSkope 1.1.0

 

Question 3: Why???

 

I start editing new nifs. My actions are:

 

1.change back the NiHeader values;

2.to me there's no need in deleting the BSShaderPPLightingProperty, NiMaterialProperty, & NiSpecularProperty, cuz There's no such (I might install some plugin, really don't remember);

3.Baduk wrote: "you edit scene root to have 0 children and then delete scene root." Sorry, I've lost the instuctions on how to do that, so I just skip this point;

4.copy&paste BSLightingShaderProperties from the original nifs to the new ones;

5.convert BSDismemberSkinInstance to NiSkinInsatance;

6.save files.

 

When working in NifSkope I notice one particularity, which may have an importance:

Question 4: Why do I have NiTriStrips instead of NiTriShapes in my new nifs exported from Blender, and is it "safe" (I've found no way to edit these headers)?

 

Well, time to resume: In NifSkope both new shirt_0 and shirt_1 are looking pretty good to me, but in game... well, in game my T-shirt is good for nothing :whistling: When put on PC it looks bitterly ugly:

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When I tried to put it on NPC, I got a nice CTD.

 

Again, I still hope, somebody will read my troublelog, somebody skilled in such a magic, who really care on making this utterly complicated algorithm of nif import/export to Blender a bit more understandable for those who still want to edit Skyrim armor meshes on their own.

 

P.S. Someday he'll come along...

Edited by Skybroom
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