Ragicka Posted October 21, 2012 Share Posted October 21, 2012 Whatever you do to the _1 file, you should do the same to the _0 file. Just move vertices, don't change anything else. As long as the vertices count, skin data and file sizes are the same, I see no reason why it shouldn't weight slide properly. I tried something similar for the UNP skinny body, only I wanted to flatten the nipples to make it easier to fit armor and clothing. All I did was push some vertices and exported. Didn't see any problems in game but then I only changed the body for one armor file, I didn't replace the body universally. Even though I only pushed vertices, the files still lost 10 kb compared to the originals. I suspect something was lost in the niftools import/export. No doubt there's additional nifskope tweaks to make them upload ready. I asked about modding the body in the UNP dl forum but didn't get any answers. So that little project is on temporary hold til I find time to figure it out. Link to comment Share on other sites More sharing options...
power2me Posted October 27, 2012 Share Posted October 27, 2012 Whatever you do to the _1 file, you should do the same to the _0 file. Just move vertices, don't change anything else. As long as the vertices count, skin data and file sizes are the same, I see no reason why it shouldn't weight slide properly. I tried something similar for the UNP skinny body, only I wanted to flatten the nipples to make it easier to fit armor and clothing. All I did was push some vertices and exported. Didn't see any problems in game but then I only changed the body for one armor file, I didn't replace the body universally. Even though I only pushed vertices, the files still lost 10 kb compared to the originals. I suspect something was lost in the niftools import/export. No doubt there's additional nifskope tweaks to make them upload ready. I asked about modding the body in the UNP dl forum but didn't get any answers. So that little project is on temporary hold til I find time to figure it out. Yep same here, 10Kb difference between reference and modified version. I'm not sure if that's posing a problem for me... yet. I'm going to change the _0 file as you advised and see what happens next. Thanks for the advice and response. Link to comment Share on other sites More sharing options...
FyUoCuKhAoSlSe Posted November 6, 2012 Share Posted November 6, 2012 Eveyone is so quick to say good tutorial when in fact there is a lot missing. Rather it was missed or was just to much to go over. I really loved the part where he said its your responsibility to make sure your uv maps are done correctly without telling anything about doing so. Link to comment Share on other sites More sharing options...
porroone Posted January 5, 2013 Share Posted January 5, 2013 This tutorial is one year old. Doesnt exist a better way to get this done than having to link the BSEffectShaderProperty to every NiTriShapeData there is ? Its quite a painful process if you ask me. Link to comment Share on other sites More sharing options...
ThePatriot Posted February 15, 2013 Share Posted February 15, 2013 (edited) Hi all I have learn all the process for create perfects Static Mesh but still one last problem and i can't solve it this time... So i need your help :smile: The problem is little.. The mesh is good, collision perfect.. Its just a detail but i want perfects meshs.. The picture explain better than me: http://img15.hostingpics.net/pics/802395Sanstitre.png My mesh is too smooth... BSA mesh have some details that my mesh don't got (the problem appear only when i toggle lights) I link my nif file mesh and the BSA nif mesh: My mesh: http://www.mediafire.com/download.php?ya74i3my5i704pv BSA mesh: http://www.mediafire.com/download.php?rf2vva5nuxv9dl3I used 3DS Max Hope someone can help meThanks ! SOLVED: http://forums.nexusmods.com/index.php?/topic/915757-static-mesh-problem-shadows-or-i-dont-know/ Edited February 15, 2013 by ThePatriot Link to comment Share on other sites More sharing options...
Deleted5094879User Posted July 24, 2013 Share Posted July 24, 2013 Will the Max Tools plug ins work for new versions of 3DS MAX? Link to comment Share on other sites More sharing options...
Lazarus89 Posted June 15, 2014 Share Posted June 15, 2014 Here's one thing that should be mentioned in post 1: the vanilla nif you copy the shader information from must be a skinned mesh as well. I just spent hours trying to find out why my armor was completely rigid ingame - the shader block came from a sword. Link to comment Share on other sites More sharing options...
TheKraahkan Posted August 17, 2014 Share Posted August 17, 2014 So I tried this tutorial, but at first I didn't copy the texture heirarchy from the old model to the new model because my new model already had one for its two tri shapes. Then when I went to open the model in the Creation Kit, the model showed up but the textures did not. So then I tried copy/pasting the texture branch into both of the trishapes on the new model to replace the ones it originally had, and now the model wont show up at all in the Creation Kit. Why is this not working? Link to comment Share on other sites More sharing options...
Karibdyss Posted December 27, 2014 Share Posted December 27, 2014 So I tried this tutorial, but at first I didn't copy the texture heirarchy from the old model to the new model because my new model already had one for its two tri shapes. Then when I went to open the model in the Creation Kit, the model showed up but the textures did not. So then I tried copy/pasting the texture branch into both of the trishapes on the new model to replace the ones it originally had, and now the model wont show up at all in the Creation Kit. Why is this not working?did do this under BSShaderTextureSet? I went under BSLightingShaderProperty and clicked the BSShaderTextureSet.... opened textures and changed the first one to where my texture was............ I also had to make sure it was in the Data/textures folder.. Link to comment Share on other sites More sharing options...
Karibdyss Posted December 27, 2014 Share Posted December 27, 2014 Im trying to add more creatures to the vampire and werewolf faction but there's something wrong with my creature... When looking at it in CK, it looks fine but u cant preview animations. And in-game the mesh just deforms to a small clumpy mess.......... Does anyone know whats wrong??? I need help Here's my CK ready NIF <Warg> Link to comment Share on other sites More sharing options...
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