mikeandike Posted January 15, 2012 Share Posted January 15, 2012 (edited) Hey folks, I'm editing the masque of clavicus vile to make it look like the ones from Oblivion and Morrowind but everytime I test it I get errors. I import the NIF's using 3dsmax 2012 as well as the proper skeleton. Make my changes, unwrap the UV map, export w/o animations, apply the textures in the NifSkope and when I run the game the head is totally black! Also one of the horns seems to be bending as the character breathes in his idle animation. Im guessing this has something to do with the skeleton? I followed this tutorial Any help would be greatly appreciated, as I'm sure people would love this mod! Edited January 15, 2012 by mikeandike Link to comment Share on other sites More sharing options...
mikeandike Posted January 15, 2012 Author Share Posted January 15, 2012 I want to apologize for bumping this thread. I just feel like I can do a lot of great things that people would want if someone could just help me out. Thanks again, and I apologize for bumping this. -Mike Link to comment Share on other sites More sharing options...
Derrax Posted January 15, 2012 Share Posted January 15, 2012 Might help if you'd put your broken *.nif somewhere - like mediafire, dropbox or so - and link to it so others can take a look :pirate: Link to comment Share on other sites More sharing options...
mikeandike Posted January 15, 2012 Author Share Posted January 15, 2012 (edited) Might help if you'd put your broken *.nif somewhere - like mediafire, dropbox or so - and link to it so others can take a look :pirate: Heres a media fire link to it : http://www.mediafire.com/?8ugc7fj4672suua I really hope someone is able to help me with this as I plan to mod the meshes of many other things with more detail. :) Edited January 15, 2012 by mikeandike Link to comment Share on other sites More sharing options...
Derrax Posted January 16, 2012 Share Posted January 16, 2012 The original mask doesn't use or need vertex colors; yours has them checked on. So toggle 'em off. Second and more important thing: This mask uses tangent space normal maps (easy to see since they're blueish). Unlike the rainbow-colored object space normal maps you'll find on player bodies, these require the mesh to have the property "Has Normals" to be set to YES.Export it out of 3dsmax with normals. Or you tick the property to YES in nifscope and then update the tangent spaces from within there, though no guarantee it'll look nice. Also check your skinning, seems like you skinned part of one horn to the clavicle or so. Link to comment Share on other sites More sharing options...
mikeandike Posted January 16, 2012 Author Share Posted January 16, 2012 (edited) The original mask doesn't use or need vertex colors; yours has them checked on. So toggle 'em off. Second and more important thing: This mask uses tangent space normal maps (easy to see since they're blueish). Unlike the rainbow-colored object space normal maps you'll find on player bodies, these require the mesh to have the property "Has Normals" to be set to YES.Export it out of 3dsmax with normals. Or you tick the property to YES in nifscope and then update the tangent spaces from within there, though no guarantee it'll look nice. Also check your skinning, seems like you skinned part of one horn to the clavicle or so. Bizarre..The linked tutorial I mentioned in the OP tells me to do the complete opposite. Is this just an isolated case? Or should I always be ticking OFF the vertex colors and turning ON the has normals? EDIT: I just tried your settings and the head appeared to be invisible. In regards to the skinning? How does it work? Can I do it in 3dsmax? I know I saw a skin modifier Edited January 16, 2012 by mikeandike Link to comment Share on other sites More sharing options...
anb2004 Posted January 16, 2012 Share Posted January 16, 2012 cant really helpfull enough, but after seeing your file , did you reworked and relocated the texture files ? because it supposed to begin with textures\clavicusvilemask\clavicus_vile_mask_d.dds and so on with normal and cubemaps in nifskope...or your mesh will fail to get the texture...and mostly outfit or gear in skyrim will go with two file, xxx_0 and xxx_1, so make sure you work both of it. my suggestion that if you just altered the mesh and want to using the existed texture (which will save you more time) open your altered clavicus mask nif and delete "BSShaderLightningProperty" than open second nif file which is the original/vanilla clavicus mask nif, in the original/vanilla clavicus mask you go copy branch the "BSShaderLightningProperty" paste it into your altered clavicus mask, link it up and voilla ! you dont need to hassle with texture path or set any shader settings coz it using vanilla BSShaderLightningProperty, and before you use it make sure you number the skin partition correctly and yes, as Derrax mention, you need to rework the horn again, kinda weird for one of the horn bent forward and the other bent backward, dont know with 3d max, but with blender simply do mirror and recalculate normal of one ot the horn... Link to comment Share on other sites More sharing options...
mikeandike Posted January 17, 2012 Author Share Posted January 17, 2012 (edited) my suggestion that if you just altered the mesh and want to using the existed texture (which will save you more time) open your altered clavicus mask nif and delete "BSShaderLightningProperty" than open second nif file which is the original/vanilla clavicus mask nif, in the original/vanilla clavicus mask you go copy branch the "BSShaderLightningProperty" paste it into your altered clavicus mask, link it up and voilla ! you dont need to hassle with texture path or set any shader settings coz it using vanilla BSShaderLightningProperty, and before you use it make sure you number the skin partition correctly and yes, as Derrax mention, you need to rework the horn again, kinda weird for one of the horn bent forward and the other bent backward, dont know with 3d max, but with blender simply do mirror and recalculate normal of one ot the horn... Its funny that you mention copying the BSShaderLightingProperty Branch from the original file as I would do that but then would proceed to update the textures manually as they weren't showing up in the NifSkope renderbox. I guess I was doing too much. Another thing is what is the difference between _XX1 and _xx0 ? Is it a gender thing? Which ones which? Thanks a bunch :) Edited January 17, 2012 by mikeandike Link to comment Share on other sites More sharing options...
anb2004 Posted January 18, 2012 Share Posted January 18, 2012 Its funny that you mention copying the BSShaderLightingProperty Branch from the original file as I would do that but then would proceed to update the textures manually as they weren't showing up in the NifSkope renderbox. I guess I was doing too much. Another thing is what is the difference between _XX1 and _xx0 ? Is it a gender thing? Which ones which? Thanks a bunch :) you dont need to worry about the textures will were'nt showing in nifskope render, bcoz vanilla textures are packed within .bsa and afaik thats why nifskope cant get it to show in render. but ingame the textures will still show up normally as long you did'nt alter the texture path in nifskope _0 and _1 is needed for weight slider, _0 is for smaller body and _1 is for the muscular one, does'nt quite relevant tho coz this clavicus mask is actually worked a full helmet, and if the clavicus mask does come with _0 and _1. Link to comment Share on other sites More sharing options...
Ghogiel Posted January 18, 2012 Share Posted January 18, 2012 you dont need to worry about the textures will were'nt showing in nifskope render, bcoz vanilla textures are packed within .bsa and afaik thats why nifskope cant get it to show in render. add bsa to File>resource files Link to comment Share on other sites More sharing options...
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