AmethystDeceiver Posted December 29, 2011 Share Posted December 29, 2011 I know the engine is capable of supporting nifs that have multiple trishape objects in it, but when i tried to export mine, the game would crash when i equip the item. i searched for tutorials online and none of them cover multiple trishapes. it shows up fine in the nifskope, and i went through and made to sure to match the data from existing nifs in case i made a mistake somewhere, but i'm still stumped on this. any ideas? Link to comment Share on other sites More sharing options...
FavoredSoul Posted December 29, 2011 Share Posted December 29, 2011 (edited) You've a much higher chance of getting your problems solved if you provide more information. You've given barely anything to go on. Are you trying to get a piece of armor or a weapon into the game? (different processes involved)What program are you using to edit your meshes? (Blender users have a significant disadvantage)Screenshots of your *.nif file open in nifskope never hurt (helps us to see what your hierarchy looks like, sometimes you may have just made a mistake which can be readily seen)What kind of modifications have you made to your mesh? Did you add or delete any geometry? Or have you just been pushing vertices around? (again, different process involved, different solution to your problem) Tutorials that cover multiple trishapes don't exist because they aren't needed. Yes, *.nif files can have many more than one NiTriShape branch. When it comes to the nifskoping, you simply repeat the same process for all other NiTriShape branches, EXCEPT when it comes to BSDismemberSkinInstance blocks. Problems with invisible or Crash-to-Desktop meshes are usually a result of bad dismemberment. The kind of editing you make to your mesh affects how you go about creating the dismemberment data. If you've deleted or added new geometry to a mesh file the existing dismemberment data becomes void and must be recreated, which i'm pretty sure cannot be done by copying and pasting BSDismemberSkinInstance from other meshes. Edited December 29, 2011 by FavoredSoul Link to comment Share on other sites More sharing options...
coldarra Posted December 29, 2011 Share Posted December 29, 2011 I think you tried to merge armors and forgot some bones. :-m If you want you could send me your .nif or you could check yourself if there are any missing NiNodes (compare both .nifs) http://i.imgur.com/keCaI.jpg Link to comment Share on other sites More sharing options...
FavoredSoul Posted December 29, 2011 Share Posted December 29, 2011 Actually, Nifskope returns an error if you try to copy paste weighted meshes into files that don't contain the necessary bones. Link to comment Share on other sites More sharing options...
Ghogiel Posted December 29, 2011 Share Posted December 29, 2011 bones are just NiNodes, and they only act as a reference to store skin weights in skinned meshes, so their actual position is irrelevant in the structure of nifs with skinned meshes. (as opposed to bones in a hierarchy that have specific transforms marking joints) And can just be added in nifskope and named appropriately if you ever wanted to add any to a particular nif. Link to comment Share on other sites More sharing options...
AmethystDeceiver Posted December 29, 2011 Author Share Posted December 29, 2011 im trying to make a clothing item (hood) that has part of a hair mesh coming down from the top. the reason why i need 2 trishapes is because i need to assign the hair shader to the hair only, and any other shader to the hood itself. right now i currently have it working as a single trishape (meshes combined) but the problem is that the hair shader applies to everything so the hood changes color to whatever your hair color is. i am using 3ds max 2012 to edit the meshes. yes i did delete a significant amount of geometry from the original hair mesh (the hood mesh is left intact with no geometry edits). i deleted the dismemberskin modifier in max and applied a new one, as well as the original skin modifier on the hair and re-skinned it manually to the head bone with a new skin modifier. http://i42.tinypic.com/149p9h4.jpg Link to comment Share on other sites More sharing options...
Ghogiel Posted December 29, 2011 Share Posted December 29, 2011 are you using a differently set up BSLightingShaderProperty for each shape? ie a hair one on the hair and something else on the hood? Link to comment Share on other sites More sharing options...
AmethystDeceiver Posted December 30, 2011 Author Share Posted December 30, 2011 yeah. the hair shader is for the hair mesh and i copy/pasted the shader for the hood from the original one Link to comment Share on other sites More sharing options...
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