zuluknob Posted December 8, 2011 Share Posted December 8, 2011 (edited) I have exported(as obj), welded(in 3ds max), smoothed(in sculptris) a mountain mesh and imported(as obj) it back into the nif. After some messing about i have got it to work ingame with the texture as i best i can but i can't get the bumpmap to display. Comparing the nif with the original it looks the same(appart for the trishape having a load more verts :)) Have attached the nif so you can have a look and see if i have missed anything. The textures are non vanilla but that shouldn't matter as they work with vanilla mesh's. Any ideas? P.S. this mountain is just on the right after you have left riverwood going towards whiterun. Edited December 8, 2011 by zuluknob Link to comment Share on other sites More sharing options...
zuluknob Posted December 9, 2011 Author Share Posted December 9, 2011 ahhh. bugger. think i have found out why. .obj format and .3ds format only save one set of uv's :( have to wait for someone to make the max 2012 nif plugin. unless someone knows how to duplicate the uv's in nifscope Link to comment Share on other sites More sharing options...
zuluknob Posted December 9, 2011 Author Share Posted December 9, 2011 (edited) :) Sorted it out. I hadn't updated tangent space. I now have a 25,000 triangle mountain slab instead of a 3399 triangle one with no slowdown. I wonder how much the engine can take before it goes boom? Nifskope went boom when i tried to import a 250,000 triangle model. :D Edited December 9, 2011 by zuluknob Link to comment Share on other sites More sharing options...
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