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How to set what meshes are used by an NPC race in CK?


WorldShaperDragon

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I managed to hack it by specifying the user race as "NONE" in the HeadParts ID editor :D - while hackish, and will eventually lead to long, disorderly listings, it does not have any actual negative impact on the performance of the game.

 

Now if only I could get rid of these phantom verts. They just keep popping up (even if I just do a quick "import/export" job).

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I managed to hack it by specifying the user race as "NONE" in the HeadParts ID editor :D - while hackish, and will eventually lead to long, disorderly listings, it does not have any actual negative impact on the performance of the game.

 

Now if only I could get rid of these phantom verts. They just keep popping up (even if I just do a quick "import/export" job).

If it's any way close to how it was in Oblivion with the matching between TRI/EGM and NIF files for Singular Inversion's FaceGen morphs, you likely destroyed the link already by simply importing or exporting into or from a modelling app. You could not do that with the Blender NIF Scripts back then, as importing from NIF into Blender "resorted" the vertices a.k.a. killed the connection to the morph files. It could be something similar happening here.

 

This then always made my head/teeth/whatever "explode" when animated/morphing, as the wrong vertices reacted to the morphs and went into the wrong directions.

 

But I'm that far out of business already since the last 2 years, I don't even know the latest tools you have and what all you can do with them now!

Edited by DrakeTheDragon
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