uruku7 Posted November 26, 2011 Author Share Posted November 26, 2011 http://i46.servimg.com/u/f46/17/06/18/20/tesv_211.jpg That's how it is so-far, the texture is of course not done, but that's the easy part. I feel like it's too bulky-looking with the pauldrons and armplates. Link to comment Share on other sites More sharing options...
GileadMaerlyn Posted November 27, 2011 Share Posted November 27, 2011 (edited) Select the NiTriShape again, go to the last lane of the block details and in Properties, replace None with the number of the NiAlphaProperty. That's what I did to remove parts for my mods, since there's no full support for blender. Thanks! I'm with you up until this part. Last lane(line?) in block details is "Effects", I do not see "Properties" unless you meant that in a general sense. Anyway, I've tried a few things and nothing works. I've replaced "blank" in "Effects" with the NiAlphaProperty number, tried in several different places in the line. Am I just editing the wrong part, or not seeing something? If you could, please clarify that last bit? I either no effect at all, or the game doesn't load.A picture is worth a thousand words, so here you go (that's a screen of my capeless nightingale .nif): Edited November 27, 2011 by Gilead Maerlyn Link to comment Share on other sites More sharing options...
nivea Posted November 27, 2011 Share Posted November 27, 2011 The only program currently able to open Skyrim nifs is 3DS Max, but the plugin is still far from perfect.Blender can, you just have to slightly edit the nif> remove the shader block and change the user version 1&2 to 11 and 34 Where exactly can user version 1&2 be found? Link to comment Share on other sites More sharing options...
Ghogiel Posted November 27, 2011 Share Posted November 27, 2011 in the niheader Link to comment Share on other sites More sharing options...
Nalim666 Posted November 27, 2011 Share Posted November 27, 2011 (edited) Cool thread helped me a lot in getting started however I have a related problem. I'm trying to improve on the glass armor trough making the glass pieces partially invisible, I'm thinking what I need to do is add an alpha in the NIF and do some airbrushing in the alpha chan in the texture. I cant really get it to work properly though, either I get a ghost armor a la "Nocturnal Ghost Clothes" by zuluknob (using 0 treshold) or I get just holes in the armor where i brushed the alpha (When using 128 treshold). Do I need to tweak the treshold or the brushing? Also what whould be the best destination blend mode? PS. I'm entirely new to this :)PPS. I hope this isnt hijacking the thread if so I can make a new one. Edited November 27, 2011 by Nalim666 Link to comment Share on other sites More sharing options...
Aikospacerogue Posted November 27, 2011 Share Posted November 27, 2011 Interesting to know, I think I'll wait for the final version tho, knowing me I'll probably mess up things xD Link to comment Share on other sites More sharing options...
nivea Posted November 27, 2011 Share Posted November 27, 2011 in the niheader I should prolly sleep more, because I totally forgot about that branch.... durrrdurrr XP Link to comment Share on other sites More sharing options...
Werne Posted November 27, 2011 Share Posted November 27, 2011 @Ghogiel You deserved a milion kudos, but unfortunately, I can only give you one. I manged to import the mesh into blender by opening it with NifSkope and exporting it as .obj, rigged it to a FO3 skeleton and exported it. It worked. I'm porting Skyrim models into FO3 cause there are still no mods for Skyrim I like, and Iron armor is going to become my new FO3 armor. I ported the helmet so far, I'm still working on the rest. Link to comment Share on other sites More sharing options...
Ghogiel Posted November 27, 2011 Share Posted November 27, 2011 @Ghogiel You deserved a milion kudos, but unfortunately, I can only give you one. I manged to import the mesh into blender by opening it with NifSkope and exporting it as .obj, rigged it to a FO3 skeleton and exported it. It worked. I'm porting Skyrim models into FO3 cause there are still no mods for Skyrim I like, and Iron armor is going to become my new FO3 armor. I ported the helmet so far, I'm still working on the rest.If you do it the other way around... Don't rig it to a F3 skeleton. the skyrim one is completely different. It's proportions, bone lengths and positions are different, And all the bone names are as well. If you do that then the rigging won't work. But you probably know that/ What I did I actually renamed all the bones in an oblivion skeleton, make a new bind pose, instead of the oblivion T, more like the A frame for the Skyrim one, and then extracted the bone weights, then resized my mesh to fit the new skeleton, then copied the bone weights back onto a new skin. Worked really well from a rigging stand point actually. Though I will have to fix some rigging to add in and make use of these new twist bones, but the rigging was mostly intact. I'd do it again like that. Can be boring to rig the same thing you already spend several hours tweaking... Copy pasta FTW. Link to comment Share on other sites More sharing options...
GileadMaerlyn Posted November 27, 2011 Share Posted November 27, 2011 (edited) Cool thread helped me a lot in getting started however I have a related problem. I'm trying to improve on the glass armor trough making the glass pieces partially invisible, I'm thinking what I need to do is add an alpha in the NIF and do some airbrushing in the alpha chan in the texture. I cant really get it to work properly though, either I get a ghost armor a la "Nocturnal Ghost Clothes" by zuluknob (using 0 treshold) or I get just holes in the armor where i brushed the alpha (When using 128 treshold). Do I need to tweak the treshold or the brushing? Also what whould be the best destination blend mode? PS. I'm entirely new to this :)PPS. I hope this isnt hijacking the thread if so I can make a new one.There's hole cause there's no body. You can add one by opening the body mesh (femalebodyastrid_#.nif for a complete female body, malebody_#.nif for the male one, but there's holes under the underwear area) and the armor one in nifskope, renaming the root node of the body mesh with the name of the root node of the armor (normally the name of the file), and then, copy/paste branch of the body from one nif to another. Edited November 27, 2011 by Gilead Maerlyn Link to comment Share on other sites More sharing options...
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