nicanutz Posted January 12, 2017 Share Posted January 12, 2017 I cannot get an armor that I've made in Blender to show up in game. I'm following this tutorial http://wiki.tesnexus.com/index.php/Creating_an_armour_for_Fallout._Part_2#Export_the_armour and I'm stuck at the "It is important that the Shader flag SF_SHADOW_MAP is selected. If it is not the armour will be invisible in game." part. My armor pieces don't have the sf_shadow_map flags and idk how to add it. Can someone help me out? Something tells me it wont be as simple as right clicking and setting the flag from nifskope. I would have to make the changes in Blender, correct? If you need more info, please lmk Link to comment Share on other sites More sharing options...
dubiousintent Posted January 13, 2017 Share Posted January 13, 2017 Note: I am not a GECK expert, nor a mod creator. I do research. From the wiki article "Creating Armor mashups for Fallout", which is linked in the "Getting started creating mods using GECK" wiki article: Open in nifskope, select the body portion and change the shader to shader_skin. Make sure shader flags shadow_map and sf_window_environment_mapping are checked. To find the shader info, expand the nitrishape/nitristrip, and highilght BSSHaderPPLightingProperty In the block details, you will see shader_type and shader_flags. -Dubious- Link to comment Share on other sites More sharing options...
madmongo Posted January 13, 2017 Share Posted January 13, 2017 (edited) It's not clear from your post what you've done so far, but setting the flags is actually as easy as finding them in nifskope and clicking the check box. For regular armor parts, the type needs to be set to SHADER_DEFAULT and make sure SF_SHADOW_MAP and SF_REMAPABLE_TEXTURES are both checked. For the any visible human skin body parts (arms, legs, etc) the type needs to be set to SHADER_SKIN and make sure SF_SHADOW_MAP and SF_FACEGEN are both checked. Blender usually sets the rest of the flags correctly. I'm assuming that you UV mapped textures onto the armor, and that you parented the armor to the human skeleton, and assigned bone weights to all of the vertices (all of this is in the tutorial you linked to, though some of it is in part 1). Make sure you set the export options correctly in Blender. On the nif export screen, click Creature then Skin under the collision options (top center), and on the right, make sure that Use BSFadeNodeRoot is NOT enabled. See the screen shots in your tutorial. Edited January 13, 2017 by madmongo Link to comment Share on other sites More sharing options...
YanL Posted January 17, 2017 Share Posted January 17, 2017 (edited) http://wiki.tesnexus.com/index.php/File:Armour_17_export_armour.jpg You see that Z Buffer button below Shader Option? Press the button on it side (Shadow Map) and go to town. ;) Dont worry about the others flags that blender dont have. Play your game, see if you have clip issues, test yours custom textures, see the first person with all type of weapons (two hand melee, pistols, rifles etc), look at your piboy and check if there is no part of the armor blocking the view etc. After all that, when your armor is 100% ready, open the nifskope and mark the missing flags like madmongo and dubius said in this topic. Edited January 17, 2017 by YanL Link to comment Share on other sites More sharing options...
uhmattbravo Posted January 18, 2017 Share Posted January 18, 2017 http://wiki.tesnexus.com/index.php/File:Armour_17_export_armour.jpg Thanks. I was looking for something like that a while back and hadn't come across it. Link to comment Share on other sites More sharing options...
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