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Model parts "missing" in-game and in GECK


dogdaysunrise

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Right...

 

I've been making a few mods recently for my own enjoyment- some based off existing mods, some from standard NV models. It's only recently I've really started getting the hang of Blender and how it works, but I've come across a rather bizarre problem. Take this as an example-

 

How it looks in blender

http://i.imgur.com/qHdaD.jpg

 

How it looks in Nifskope

http://i.imgur.com/nrHiG.jpg

 

How it looks in game

http://i.imgur.com/n88zo.jpg

http://i.imgur.com/PPXgg.jpg

 

Does anyone have any idea how this could have happened? The parts of the weapon aren't missing per se, but are floating around in space miles above the PC's head.

 

Any help/advice would be greatly appreciated!

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You probably screwed up in NifSkope, most likely you connected those parts of the rifle to one of the animation nodes, try starting the animation in NifSkope, that might show you what's wrong.
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You probably screwed up in NifSkope, most likely you connected those parts of the rifle to one of the animation nodes, try starting the animation in NifSkope, that might show you what's wrong.

 

Animation doesn't run in Nifskope, not quite sure why but nor does the animation of the original model I used as a template for it. I'll try reassembling the model from scratch and report back. Could it have something to do with the settings I used to import it into Blender? I've changed them around a lot recently as I was toying with making armour.

 

Thanks for the help

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Could be, but it's more likely the export settings. Also, you should join the barrel and the butt end with the rest of the rifle if they are using the same texture. As I said before, it's most likely a problem with nodes, I had the same problem when I tried making scoped weapons in NifSkope, they would automatically connect to the bolt and would float in mid air above the character. Check are the parts connected to the Bolt or Clip node.
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Anim nodes are signified by the # symbol, right? The scope is attached to one, but the rest are body parts for the rifle. It's made from lots of chopped up bits of vanilla weapons, so it's a different texture.

 

-EDIT- tried re-importing the model on a different base- some extra parts showed up (grip and stock) but the rest is still absent.

Edited by dog_day_sunrise
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Let me show you an example of what I mean

bezimena.PNG

 

As you can see, there are a lot of nodes here(projectile, shell, clip, bolt, trigger, sights), but the body parts must not be connected to them, they all must be connected to the body, on the Varmint rifle it's VarmintRifle:0, I think it's Marksman:0 on your rifle, I might be mistaken. Also, the body must not be located inside one of the nodes. By "connected" I mean the text in Block Details/Name and location in the main branch (which I can't see on your pics, don't know why).

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I'm not quite sure I follow you- here's a screenshot with the block list in tree (as it is in yours) and the nodes visible-

 

http://i.imgur.com/d3K5j.jpg

 

Are you saying that the nodes cant touch the physical model?

Edited by dog_day_sunrise
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You've got a problem, there are no animations, the nodes are there but there's nothing in them. To make a part of the mesh animated you need to place that part inside the node, like this for example:

bezimena2.jpg

Inside the NiNode there needs to be a NiTransformController, which is the animation itself, and NitTriStrips which is the mesh that should move (example: trigger mesh) and you have none. Either remove the animated nodes (except the Sighting, ShellCasing and Projectile nodes) or add and connect your mesh to an already animated model (service rifle for example).

 

EDIT: Also, it seems you messed up when importing/exporting the mesh in blender, always import/export weapons without animations and later connect them to an animated model.

Edited by Werne
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Okay, I've fixed the first of those issues- now I'll try importing/exporting the models without animations to see if that solves it.

 

-EDIT- No, that's not done it. Re-made the stock and foregrip in Blender without importing the animations, exported without animations, still distorted and floating around in the air.

 

Here's another image

 

http://i.imgur.com/dpmRf.jpg

 

Thanks for the help so far

 

-EDIT 2-

 

I've put the .nif file in a RAR archive, and hosted it here. Obviously, it's sans textures, but if anyone could have a look at it and figure out what the problem seems to be then I'd be infinitely grateful.

Edited by dog_day_sunrise
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