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Editing Meshes in 3ds max 2012


liyalai

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I've been trying to edit some clothing meshes in 3ds max, and I've managed to get them exported but upon trying to get ingame to see them I always crash during loading. So I'm guessing at some point i'm doing something wrong. Even if I just open a mesh and don't modify it any way then export it with 3ds max it still crashes. I'm using the import/export settings from this http://www.thenexusforums.com/index.php?/topic/478312-tutorial-3ds-max-skinned-meshes-into-game/. However for my skeleton i'm using skeleton_female.nif as I could not find a skeleton.nif in /character assets/

 

Edit: I just found the skeleton.nif I must have glanced over it. After importing with that skeleton I am still experiencing crashing.

Edited by liyalai
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Is there something I have to do in nifskope besides the BSLightingShaderProperty thing?

 

Yes, you also have to re-name your dismemberment partitions correctly. Failure to rename them correctly will cause the model not to show up in game and faluire to make the dismemberment correctly in max will cause it to crash.

Typical armor would be re-named to: torso - 32, feet - 38, arms - 34.

Also, differences between your mesh_0.nif and mesh_1.nif can also cause crashes but more often just show up as distoted models in game.

Edited by DizzasterJuice
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Ahh okay thank you, do you by chance happen to know of a tutorial that describes the steps to do this?

To make the dismemberment -

In max delete the old dismemberment then add new modifier (I think it's called BSDismemberSkin?), select all polys, then alt-select (de-select) the last 2 rows of polys on the wrists and ankles.

Then hit the "+", it will automatically add the next partition with the ankles and wrists selected. De-select the wrists, hit the "+" again. Close the stack and the dismemberment is done.

In nifskope, select the dismemberment and in block details at the bottom in the partitions drop downs, change the first "torso" to 32, the next one change to 38 then the third change to 34.

 

http://niftools.sourceforge.net/wiki/3ds_Max/Guides/Dismemberment

Edited by DizzasterJuice
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Ahh okay thank you, do you by chance happen to know of a tutorial that describes the steps to do this?

To make the dismemberment -

In max delete the old dismemberment then add new modifier (I think it's called BSDismemberSkin?), select all polys, then alt-select (de-select) the last 2 rows of polys on the wrists and ankles.

Then hit the "+", it will automatically add the next partition with the ankles and wrists selected. De-select the wrists, hit the "+" again. Close the stack and the dismemberment is done.

In nifskope, select the dismemberment and in block details at the bottom in the partitions drop downs, change the first "torso" to 32, the next one change to 38 then the third change to 34.

 

http://niftools.sourceforge.net/wiki/3ds_Max/Guides/Dismemberment

 

 

Alrighty, thanks a bunch :).

 

Edit: After doing that I'm still experiencing crashes. I think I must be messing up with the BSLightingShaderProperty maybe. In nifskope its showing that the mesh has two NiTriShape nodes, and i'm not sure which im suppose to modify. One is robes[2] and the other is robes_skin[1]

Edited by liyalai
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So I managed to make it ingame but I ended up with this http://i41.tinypic.com/3310evd.jpg The robe is completely gone and the body is left like that.

 

Edit: It turns out I've been messing up when fixing the BSLightingShaderProperty I just got it working looks completely fine ingame now. Thanks for everyone's help.

Edited by liyalai
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