nicmas Posted April 23, 2008 Share Posted April 23, 2008 I use to blender I is would like to know how to make new architecture for oblivion for example a staircase . But when I put the staircase which I modelled in the TES construction set Is here the problem in games the character crosses him as if was a ghost I ' have the Blender NIF Scripts_2_3_1_Experimentalet version. before exporting the meshes I mark Static but he change nothing >:( If somebody can help me Tanks you :thanks: nicmas Link to comment Share on other sites More sharing options...
LHammonds Posted April 24, 2008 Share Posted April 24, 2008 You need to first add collision to your mesh before NIF Scripts can export it. Collision in BlenderHow To Make Static Collisions in Oblivion LHammonds Link to comment Share on other sites More sharing options...
nicmas Posted April 26, 2008 Author Share Posted April 26, 2008 Thank LHammonds for your help :thumbsup: if you can also help me on the question concerning the TES Construction here http://thenexusforums.com/index.php?showto...mp;#entry413034 I have one second question on blender How we can put one texture on one new meshes Thank you Link to comment Share on other sites More sharing options...
nelvahin Posted April 26, 2008 Share Posted April 26, 2008 it's to complicate to explain easily. So clik here! http://wiki.blender.org/index.php/Manual/Y..._Minutes_Part_I Link to comment Share on other sites More sharing options...
nicmas Posted April 26, 2008 Author Share Posted April 26, 2008 Yes but he explain how to put a colors on the meshes not import a texture DDS :wallbash: create with gimp and photoshop Nicmas Link to comment Share on other sites More sharing options...
LHammonds Posted April 28, 2008 Share Posted April 28, 2008 At what point are you talking about in the process of adding a texture to your model? Do you have the model created?Do you have a UV map created for the model?Do you have an image based on that UV Map...such as a .psd source image?Do you have that source image converted to a DDS file? Let me know the answers to these questions and I'll see about stepping you through the process of attaching the images to your model. LHammonds EDIT: Here are the steps I use to attach a PSD image (when I export, the type is automatically changed to a .DDS extension so if I have both in the directory, I'm all set) NOTE: Using Blender 2.45 1. Press F5 for the Shading panel.2. Add a new material and click the "TexFace" toggle on the Material tab.3. On the Map Input tab, change the selection from Orco to UV.4. Press F6 for the Texture Buttons panel5. Change the Texture Type from None to Image6. On the Image tab, click the Load button and select your PSD source image7. Split your 3D window and set the 2nd window to "UV/Image Editor"8. In your 3D window, change your mode from Object Mode to UV Face Select9. Make sure all faces are selected in the 3D window which shows your UV Map in the other window.10. Click the menu button in the UV/Image Editor that is just to the right of "UVs" which will display the image list...select the image you just loaded and it should then show up on your 3D model.11. When you export to NIF, be sure to force the DDS extension to help speed things along and you will now have a texture property in your NIF file and can change the texture path as necessary. Hopefully, I didn't leave out any crucial steps. ;) LHammonds Link to comment Share on other sites More sharing options...
nicmas Posted April 28, 2008 Author Share Posted April 28, 2008 :thanks: Thank LHammonds my Meshes has one Texture :thumbsup: Link to comment Share on other sites More sharing options...
nicmas Posted May 2, 2008 Author Share Posted May 2, 2008 :( No the texture deforms me Meshes :down: here the example http://www.tesnexus.com/imageshare/image.php?id=6307 Link to comment Share on other sites More sharing options...
LHammonds Posted May 2, 2008 Share Posted May 2, 2008 It's fairly hard to tell what's going on with that picture but you might have normals facing the wrong way. To make it easier to see if your normals are facing the correct way, do the following:Press F9 for Editing modePress CTRL + TAB + 3 for face select modeOn the "Mesh Tools 1" panel, depress the toggle button down for "Draw Normals" and increase the value of NSize so that you can easily see the little blue line that comes out of each face.Look for faces where the blue line does not show (because it is pointing the wrong way), then select that face and press W + 0 to flip the normal. This will ensure the texture is displayed on the correct side.This also assumes that you already used the CTRL + N to recalculate all normals outside but some faces tend to be troublesome and require manual flipping. The other potential problem is your UV Map and how well it was created. LHammonds Link to comment Share on other sites More sharing options...
nicmas Posted May 4, 2008 Author Share Posted May 4, 2008 :dry: That changes nothing .if you please you can download the meshes is see what what does not go Here http://www.tesnexus.com/downloads/file.php?id=16978 Link to comment Share on other sites More sharing options...
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