jimhsu Posted December 10, 2011 Share Posted December 10, 2011 (edited) OK, that worked apparently. 1. Verified mesh has skinning, UV, BSDismember. Made sure BSDismember actually corresponds to the selected mesh.2. Export from max w/o update tangent space checked.3. Deleted BsLightingShaderProperty blocks first (not sure if that makes a difference)4. Pasted BsLightingShaderProperty blocks from other NIF5. Set BS Num UV Sets to 40976. Set Vertex Colors to yes7. Update all tangent spaces8. Fixed the BsDismember Partitions entry9. Save Think some Skin problem. Each time the export didn't work, importing to Max gives either a "premature end of file" error or screws up the Skin modifier. Don't know what causes that. Additionally the mesh does show up fine in inventory or on ground, which further suggests a Skin problem. (I'm assuming the "mesh" generated in inventory derives its data from the actual model). Strange thing is though that the Bethesda model (dumped straight from the BSA) does not have vertex colors, and some parts of the model have Num UV Sets = 1 and no normals, binormals, or tangents. I am working on meshes\armor\nightingale\f\gauntlets_0.nif if you need to check it out. Edited December 10, 2011 by jimhsu Link to comment Share on other sites More sharing options...
akifai Posted December 10, 2011 Share Posted December 10, 2011 Can someone here help me out please? I'm having a glow map issue. I edited the daedric armor with 3ds max 2012 and finished off the editing with nifskope. When I copy the NiAlphaProperty of the original daedric mesh into mine, i get the issue below. If I don't add that line, the armor looks fine, but is won't have the glowing parts. http://img844.imageshack.us/img844/7326/frontwh.th.jpg Uploaded with ImageShack.us http://img249.imageshack.us/img249/9882/backtup.th.jpg Uploaded with ImageShack.us How can I make the glow look like how it should? If anyone knows, I would really appreciate the help. Link to comment Share on other sites More sharing options...
greywaste Posted December 10, 2011 Share Posted December 10, 2011 Think some Skin problem. Each time the export didn't work, importing to Max gives either a "premature end of file" error or screws up the Skin modifier. Yeah, think you might be right, model I was working on was getting crashing in game and giving the same import error when I tried to take it back into max to check it out, a fresh export after fixing the weights seemed to fix it. Link to comment Share on other sites More sharing options...
Ghogiel Posted December 10, 2011 Share Posted December 10, 2011 (edited) Random question: is there any reason why the Skin modifier loses its effect after doing the "Put Edit Mesh modifier In between BsDismember and Skin" > "Make edits" > "Drag Skin modifier above Edit Mesh modifier" > "Collapse to Edit Mesh modifier" trick? In max 2012, the skin info is lost this way, but is preserved when using Edit Poly instead. Skin is programmed to work with edit poly, it will update with changes made under skin. It will probably break with edit mesh, use edit poly only. Strange thing is though that the Bethesda model (dumped straight from the BSA) does not have vertex colors, and some parts of the model have Num UV Sets = 1 and no normals, binormals, or tangents. I am working on meshes\armor\nightingale\f\gauntlets_0.nif if you need to check it out.those are parts with no tangent space vectors... are parts that don't use tangent space normal maps. the body meshes all use object space normal maps, and as such have no use for that information. P.S. Just out of curiosity though, why can't we use the BSLightingShader property of the exported mesh, especially since it seems to have all the same properties as the one from the original mesh (when viewed from Nifskope Block detail) ?The one exported is basically blanked. Also the NitextureSet only has 6 slots and not 9... Edited December 10, 2011 by Ghogiel Link to comment Share on other sites More sharing options...
Almazi Posted December 11, 2011 Share Posted December 11, 2011 Hi all. Thank you for this wonderful theme. It helped me very much. I ran into a strange problem for me. I created my model of the body. If I wear boots, there are holes in the body. If I remove everything - correct. (I did two models to morph). Thank you. Link to comment Share on other sites More sharing options...
Ghogiel Posted December 11, 2011 Share Posted December 11, 2011 (edited) sounds like dismember partitions, they are used to disable parts of the mesh from rendering to avoid clipping when wearing outfit parts, like boots. Edited December 11, 2011 by Ghogiel Link to comment Share on other sites More sharing options...
Almazi Posted December 11, 2011 Share Posted December 11, 2011 (edited) Yes, I copied dismember partitions of the original model and obtained similar results in NifSkope. Have any ideas how to fix it. Or something I'm doing wrong? Edited December 11, 2011 by Almazi Link to comment Share on other sites More sharing options...
Ghogiel Posted December 11, 2011 Share Posted December 11, 2011 My best guess is you assigned the wrong numbers to the partitions. Instead of the feet being disabled like what would happen if you wear boots, you have that one assigned to the main body partition. Link to comment Share on other sites More sharing options...
Almazi Posted December 12, 2011 Share Posted December 12, 2011 all right! it BSDismemberSkin Modifier in 3ds max. Thanks for the instructions on the right path. :biggrin: Link to comment Share on other sites More sharing options...
Skree000 Posted December 12, 2011 Share Posted December 12, 2011 Big Kudos to you Vannus, this worked perfectly. thanks! Going to make some uber meshes now lol Link to comment Share on other sites More sharing options...
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