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Invisible Mesh ingame (but visible in Nifskope)


palingenesis21

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I have posted this question already but probably not in good section.

 

 

 

I have add a M203 Grenade launcher on a SCAR-L Assault Rifle.

 

Perfectly insertion in Nifskope (by right click -> Block -> copy branch (of another mesh), and right click -> Block -> Past branch on SCAR mesh).

 

Here :

http://img837.imageshack.us/img837/7209/capture1nu.jpg

 

 

 

But ingame, the Grenade launcher don't appears !!!

I have not the red scare even.

http://img205.imageshack.us/img205/4779/sanstitrepih.jpg

 

 

 

Please if someone could tell me what I must do for validate in Nifskope ?

 

Indeed, I think, it must certainly be a manipulation to be done to validate this kind of addition in NifSkope before saving, but what ?

 

Thanks for you answers.

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1. Can you post more ss with the expanded M203 tree in nifskope..

2. Make sure you set the M203 shader. (mostly i use SF_ZBUFFER_TEST | SF_Empty | SF_UNKNOWN_31)

3. Make sure you set the "model","1st Person Model object in geck", and the static.

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1. Can you post more ss with the expanded M203 tree in nifskope..

2. Make sure you set the M203 shader. (mostly i use SF_ZBUFFER_TEST | SF_Empty | SF_UNKNOWN_31)

3. Make sure you set the "model","1st Person Model object in geck", and the static.

 

 

Thanks for your answer.

 

1. Here the snapshot of expanded M203 tree in Nifskope.

 

http://img694.imageshack.us/img694/3959/capture2jt.jpg

 

 

For now I just replaced the original file nif SCAR, with the new file Nif that integrates the grenade launcher.

In the game, this grenade launcher is not yet functional (no specific entry created in the GECK) obviously, but it should be visible on the frame of the gun.

Whether it's for 1st person or 3rd person view (nif file of SCAR rifle is the same for both views)

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Well thats weird, anyway just notes that the M203 Nitristrips are separated from BSFadeNode (header of your weapon/the animation) so i was wandering where exactly you paste branch the M203 Nitristrips ? because it should be paste branch in the BSFadeNode. if its still no luck with that, guess i'm lost with idea :blink: , maybe you should upload your file so i can take a close look.
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Well thats weird, anyway just notes that the M203 Nitristrips are separated from BSFadeNode (header of your weapon/the animation) so i was wandering where exactly you paste branch the M203 Nitristrips ? because it should be paste branch in the BSFadeNode. if its still no luck with that, guess i'm lost with idea :blink: , maybe you should upload your file so i can take a close look.

 

Thanks for your help. Where I can upload the file ? (global upload quota limited to 250 Kb on this board)

Edited by palingenesis21
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In Nifskope, I tried to move up branch "M203", but it doesn't fix the prb . :confused:

 

sorry for the late reply, just upload it with some file hosting (mostly using mediafire) just upload the mesh (nif file) so it should be small.

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In Nifskope, I tried to move up branch "M203", but it doesn't fix the prb . :confused:

 

sorry for the late reply, just upload it with some file hosting (mostly using mediafire) just upload the mesh (nif file) so it should be small.

 

 

Here :

 

http://www.mediafire.com/?f0truwnfaqa9bqv (with silencer)

 

http://www.mediafire.com/?1c69kucnnn9rsb4 (no silencer)

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yup, i was right about that nitristips are separated from the root (BSfadeNode), thats why your M203 not showing up ingame. For any static attachment (i.e scope, frame, barrell, silencer) that you want to add into your weapons you need to paste branch in the header, for your case it will the BSFadeNode : SubMachineGun [3] but for magazine, trigger, hammer, etc you need to paste branch it on the appropriate NiNode, if you want them to animated (##Clip, ##Bolt, ##ChargingHandle).

 

so the fix for your problem is just copy branch your M203 NiTriStrips and right click the BSFadeNode and go paste branch. Delete the previous M203 NitriStrips and test it ingame.

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