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Need help with custom models in Geck for New Vegas


epion660

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Alright, so I made a mod called "Wasteland kitchen", and I have some help with someone sending me custom models for the items. The mod adds a whole bunch of new food, and they recently sent over the Bacon.nif. I put it in a custom file path, inside the file I use that does indeed work, Data/Meshes/Wastelandkitchenfood, But I also put it in a default location, literally just inside the Meshes folder. I asked someone who's been giving me advice for modding so far, and he wasn't sure what was going wrong, but said it was likely something wrong with the file. If anyone here could please take a look at the file, I'd greatly appreciate it.

 

It's only in a .zip file because the un-compressed file is 285kb, just barely more than the forum allows me to attach. I'm really sorry if this is breaking a forum rule I don't know of.

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The mesh is not really viable in its actual state.

The structure is incomplete (no textureShader), the Scene Root should be a BSFadeNode and mesh should be Stripified. (Unless you plan to make it a weapon)

When opening in Geck Preview it gives the following error: (BSStream Error) NIF version too old then it displays the "!"
(Basically Geck doesn't recognize it as a working FO3-FNV mesh.)

When opening in NifSkope it looks like this:

http://i63.tinypic.com/1z36rt0.jpg




Which, I believe, is not the shape you want....


Care to explain how you end up with that result?

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I didn't make them model, someone sent it to me, Not sure how that happened. I'm asking him now.

 

 

 

 

Ok he said:

 

No texture shader? Well, i'm not sure how that's possible considering Maya gives every new mesh some sort of texture. It has a lambert, which is how I gave it those textures.

I'm also not sure what a BSFadeNode is? Nor stripified?

And I'm not sure why it's like that in NifScope, it's not like that in Maya. Not sure what or how any of these issues are.

Overall, i'm the same, i'm not sure what went wrong either. I mean, everything works on my end in my programs I make the objects in.

Edited by epion660
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okay, open your NIF, right click anywhere in your block list and add a BSAfadenode. Sorry its been a little bit since I've done this.

 

to stripify, look at the bar at the top of you nif when in nifscope, go to spells, optimize, stripify, all trishapes.

Edited by JoKelly
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These are good practice to clean and optimize a working nif. (Better to convert the root NiNode into BSFadeNode instead of adding one, though. Select the NiNode, R-click, convert)

 

In this particular instance there are other things inside the structure that says "this nif won't work" (Header, BSNum, etc.)

 

Import-export trough Blender will be easier and faster.

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Alright, here's the file he made, in obj format. https://www.dropbox.com/s/yvden57s3m3w6io/Bacon.obj?dl=0 Sorry, but even zipping it doesn't take it below 250kb, which is needed to put it in the post. Oh, and Just wondering, what was that about exporting from blender? I tend to tinker in blender a bunch, but I never actually found a .nif export tool for blender, could you please elaborate?

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