vineyard Posted January 14, 2012 Share Posted January 14, 2012 Do you have a skeleton in the scene? is the hair correctly skinned to that skeleton? yep, it has a skeleton but it's been hidden. Of the latter , yep i believe so, as it's pretty simple structure and i have more complex one which exports without any issue, oh, the pop-up error only appears when i edit the HAT part of the fallout hair Link to comment Share on other sites More sharing options...
Ghogiel Posted January 14, 2012 Share Posted January 14, 2012 don't hide the skeleton when you export. Link to comment Share on other sites More sharing options...
skyrim76 Posted January 14, 2012 Share Posted January 14, 2012 (edited) I have the same problem, HEEeeelppp. :wallbash: http://www.dodaj.rs/f/3V/pQ/1qlNPpSE/1/tesv-2012-01-13-12-38-29.jpg I import skeleton as well, but in the Nifskope is problem. http://www.dodaj.rs/f/1/hk/4hdHNHHx/aaaaaaaaaaaaaaaaaaaaaaaa.jpg Edited January 14, 2012 by skyrim76 Link to comment Share on other sites More sharing options...
PrometheusTS Posted January 14, 2012 Share Posted January 14, 2012 YEs thanks the crash was due to 2 materials... You know , it would be usefull if we could compile a list of the classic errors that happen after export so that we won't need to ask all time the samestuff over and over and we just chekc the error in the list and if notmake questions ..... So far the CTDs for the 3dsmax during export I have experienced: 1 dsmeberment modifier is now well setup 2 the export has more than one material Link to comment Share on other sites More sharing options...
skyrim76 Posted January 14, 2012 Share Posted January 14, 2012 (edited) I know that I have to copy/paste something in Nifskope, but what? I agree that it would be nice that somebody make tutorial from Import to 3ds to export in game (all proces, with Nifskope, plugins etc.), that would be nice. I've looked all over the net and its diferent from tutorial to tutorial, nothing helps. This tutorial help me a lot but its not enough for begginers.Btw, vineyard thank you for this tut. Edited January 14, 2012 by skyrim76 Link to comment Share on other sites More sharing options...
PrometheusTS Posted January 14, 2012 Share Posted January 14, 2012 What we would need is an improved importer plugin that fixes all those errors and minimize the work needed in the niftools .... Link to comment Share on other sites More sharing options...
Ghogiel Posted January 14, 2012 Share Posted January 14, 2012 I have the same problem, HEEeeelppp. :wallbash: http://www.dodaj.rs/f/3V/pQ/1qlNPpSE/1/tesv-2012-01-13-12-38-29.jpg I import skeleton as well, but in the Nifskope is problem. http://www.dodaj.rs/f/1/hk/4hdHNHHx/aaaaaaaaaaaaaaaaaaaaaaaa.jpgit has no skinning. Link to comment Share on other sites More sharing options...
huckpie Posted January 14, 2012 Share Posted January 14, 2012 What we would need is an improved importer plugin that fixes all those errors and minimize the work needed in the niftools .... Yeah, since I find editing Gamebryo assets a lot more complicated than what I did in GTA or The Sims 3. Link to comment Share on other sites More sharing options...
PrometheusTS Posted January 14, 2012 Share Posted January 14, 2012 I am having now another issue , I exported the mesh but it looks like part of it has some sort of transparency on occurring different angles of view , there is no alpha property attached and I get this ... any idea why? the mesh looks fine in 3dsmax .... http://img703.imageshack.us/img703/4993/seetrought.jpg Link to comment Share on other sites More sharing options...
Ghogiel Posted January 14, 2012 Share Posted January 14, 2012 (edited) The plugin isn't getting much attention, you'll likely never get a material that you can fully set up in max and export> you still do not have access to a most of the material parameters in the niftools shader that allow setting up a F3 shader how you want. the BSdismemberSkin modifier will probably get additional partitions that translate to skyrims ones, but we'll have to wait for that. Beyond that, fixing the tangent space export from max, which is a age old bug. other than that there isn't anything else that you need to do post export for a working nif. PROM!this looks like a bug in the exporter that I have encountered twice in like 6 years! there is NO EXPLAINATION for this rare bug. And the mesh will work fine in game as well :psyduck: Edited January 14, 2012 by Ghogiel Link to comment Share on other sites More sharing options...
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