PrometheusTS Posted December 22, 2011 Share Posted December 22, 2011 DO you ahve a direct link to avoid me reading throught 20 pages of posts ? :) ... Link to comment Share on other sites More sharing options...
Ghogiel Posted December 22, 2011 Share Posted December 22, 2011 No, but it's definitely after page 10. Link to comment Share on other sites More sharing options...
PrometheusTS Posted December 22, 2011 Share Posted December 22, 2011 I can't find any fix apart a post of yours saying that the meshes need tohave the same vertex order , but since I have just imported _o and _1 of the same type deleted some parts and reexported , I do not see this much helping as I didn't change any vertex order , so what shoudl I actually look into? Link to comment Share on other sites More sharing options...
throttlekitty Posted December 22, 2011 Share Posted December 22, 2011 Deleting parts would change the vertex order, unless you deleted them in the same order in both versions. Link to comment Share on other sites More sharing options...
Ghogiel Posted December 22, 2011 Share Posted December 22, 2011 I think deleting parts must be where you messed it up as well. you can check if they match in max with a morpher modifier. Link to comment Share on other sites More sharing options...
PrometheusTS Posted December 22, 2011 Share Posted December 22, 2011 never used that but , in case I will be able to fix? Link to comment Share on other sites More sharing options...
DizzasterJuice Posted December 23, 2011 Share Posted December 23, 2011 (edited) The easiest way to get your morphs right is this: 1. Open vanilla mesh_0.nif 2. Delete BSDismemberSkin Modifier 3. Add new modifier "Edit Poly" and drag it below Skin and above Editable Mesh 4. Make all your changes on Edit Poly - you can delete polys and/or push/pull 5. Make new BSDismemberSkin Modifier 6. Export modified mesh_0.nif 7. Import/merge vanilla mesh_1.nif 8. Copy Edit Poly from mesh_0 and paste it to mesh_1 9. On mesh_0, add new modifier "Morpher" and drag it below Skin and above Edit Poly. 10. In Channel Parameters click "Pick Object from Scene" and select mesh_1 11. In Channel List set the top setting from 0.0 to 100 11. Make new BSDismemberSkin Modifier for the mesh_0 12. Export modified mesh_0 and save it as mesh_1.nifYou now have 2 meshes that are identical in vert order but one is small and one is large. DO NOT FORGET to DELETE the morpher in nifskope on the mesh_1 or it won't work. Follow the tutorial for cleaning up the mesh in nifskope. I've tried all the other methods in this thread but I could never get them right so I did this instead and it's been working as long as both meshes are the 0 & 1 from the same vanilla file. Edited January 2, 2012 by DizzasterJuice Link to comment Share on other sites More sharing options...
ArmoredThirteen Posted December 23, 2011 Share Posted December 23, 2011 I'm having a couple of issues and I'm pretty sure it's from my export. All the textures look insanely flat. Despite having normal and specular map, my weapon doesn't seem to be displaying them and isn't reactive to light at all. Also when I go to export it with any of the skin options checked it says "you must specify at least one bone node". What is this and how do I fix it? Also for a weapon do I need to actively do anything in the skin or bsdismember skin modifiers or just apply them? Link to comment Share on other sites More sharing options...
Ghogiel Posted December 23, 2011 Share Posted December 23, 2011 in nifskope> block details of NiTriShapeData make sure Has Normals is set to yes, and Num UV sets is 4097, then spells>batch>update tangent space Link to comment Share on other sites More sharing options...
ArmoredThirteen Posted December 23, 2011 Share Posted December 23, 2011 in nifskope> block details of NiTriShapeData make sure Has Normals is set to yes, and Num UV sets is 4097, then spells>batch>update tangent space Thank you so much, this was driving me crazy >.< Link to comment Share on other sites More sharing options...
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