SirSquidly Posted April 30, 2017 Share Posted April 30, 2017 As of recently, I have been having trouble porting a custom mesh to the geck. In nifskope there is a lack of properties on my mesh, so i'm not totally sure what might be the problem, and i'm not sure how to add the missing properties. http://i.imgur.com/RUFjnbQ.png I'm not sure if there is something I was supposed to do in Blender before I moved it into nifskope, as this is all new territory to me. If someone could try explaining this in the way you would explain how to use a computer to your grandmother, I would be grateful! Link to comment Share on other sites More sharing options...
SirSquidly Posted May 5, 2017 Author Share Posted May 5, 2017 Anyone have any idea on this stuff? Link to comment Share on other sites More sharing options...
madmongo Posted May 5, 2017 Share Posted May 5, 2017 (edited) At the very least, you didn't set the export options properly. I assume that this is a static or a misc (clutter) item. When you export, click on either Static or Clutter in the top, center part of the screen, under Collision Options. Also, make sure you have Use BSFadeNode Root selected (it's over on the right side). Based on what it looks like in NifSkope, I don't think you have it selected. Statics and clutter items need Use BSFadeNode Root selected. Armor and creature skins need it to be not selected. I don't see a collision mesh in there either. Did you make one? The basic steps for making a static or clutter object is to create the mesh, UV map it and apply a texture to it, then create a collision mesh. You can have more than one object mesh and more than one collision mesh. When all of that is done, make sure you are in object mode in Blender and make sure you select all objects (press the A button to toggle all) because Blender will only export what you have selected. Then export as NIF, select a file name, and choose your export options. Edited May 5, 2017 by madmongo Link to comment Share on other sites More sharing options...
SirSquidly Posted May 6, 2017 Author Share Posted May 6, 2017 (edited) tldr Ya messed up kid. I am trying to export this as a creature part, so I'm not totally sure which parts I need here. I did export it the what it was said at the bottom, minus the creating a collision mesh part, cause this is a creature part, so I figured that isn't needed. Sorry for the long response, I've been working all day on unrelated stuff, and if I could get some help on porting this for creature use, that would be wonderful. Extra information: It's an eye for the robobrain. I might later on need help on getting the eye into an item, but I just need help getting the model ready for New Vegas use. Edit: Also, I think I need the same values the normal mesh has, like the material and texture setting stuff, I'm also completely ignorant on how to get that on the new mesh. Edited May 6, 2017 by SirSquidly Link to comment Share on other sites More sharing options...
Deleted1205226User Posted May 6, 2017 Share Posted May 6, 2017 The best way to understand a nif structure is to study something similar in Vanilla. Ex. a creature part will need some flags active (the skin one) in the BSShader in order to show up in game. Here's how to add material and texture: Link to comment Share on other sites More sharing options...
madmongo Posted May 6, 2017 Share Posted May 6, 2017 If you are making a creature part, then you need to create the mesh, UV map it and assign a texture to it, and you are correct in that you do not need a collision mesh for it. You do need to parent the mesh to an armature (skeleton) and assign bone weights to it. After you export it, you will also need to load your mesh into NifSkope and set the shader flags properly. If there is a way to get them set properly in Blender for creature parts and clothing/armor bits, I haven't figured it out yet. The video that pixelhate posted is pretty thorough. There are two different basic approaches that I take to UV mapping, either starting with the mesh and editing the texture to fit the mesh, or starting with the texture and editing the mesh to fit the texture. Or you can do a combination of both of them, editing the texture to match roughly how the mesh unwrapped, then tweaking the mesh to match your final texture more exactly. I found this video, which explains bone weighting. Overall, the basic procedure is the same whether you are making creature bits or armor/clothing meshes. Obviously, if you are making robobrain bits you will need to parent your mesh to the robobrain skeleton instead of the human body skeleton, but the basic procedure is the same. You may want to look at some videos on clothing and armor creation as that will show you the same steps that you will need to do. After you've exported your mesh, go into NifSkope and set the shader flags. If you are making clothing or armor, for the human skin bits, you will want to set the shader type to SHADER_SKIN and make sure SF_SHADOW_MAP and SF_FACEGEN are both checked. For armor parts, the type needs to be set to SHADER_DEFAULT and make sure SF_SHADOW_MAP and SF_REMAPABLE_TEXTURES are both checked. Creature skins and parts will use the same shader settings as armor parts (SHADER_DEFAULT and check SF_SHADOW_MAP and SF_REMAPABLE_TEXTURES). Blender generally sets all of the other flags correctly. If you forget to set these flags, your mesh will usually be invisible in-game. Link to comment Share on other sites More sharing options...
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