YesRoyalty Posted March 4, 2012 Share Posted March 4, 2012 So, as you might have guessed from my thread title, I have a custom clothing mesh which crashes the game when I try to put it on and crashes the GECK when I try to view it.I've encountered this problem before, but in the past it's always come back to a BSDismember Skin Modifier not being properly set up.I've been over my mesh with microscopic thoroughness about eight times, and the BSDismember modifiers are all correctly set up - no stray unassigned polygons, no chunks assigned to the wrong bits.For the life of me, I can't figure this one out. I'd very much appreciate any insight that anyone can give me into this matter. - YesRoyalty Link to comment Share on other sites More sharing options...
GrindedStone Posted March 4, 2012 Share Posted March 4, 2012 You can attach files to posts. Zip it or rar it an attach. Sometimes the file is to big to attach. So what I do is keep a uploaded mod already created but hidden. This way I can quickly share files with other members without going off the site. I've seen people using 3rd party file sharing hosts as well. It's really up to you. There used to be a problem with meshes that would crash the geck which basicly boiled down to running the spell update all tangent spaces. This was a result of the begining modder using hacked meshes. As in meshes put together without really having any knowlege about them yet, rather than actually building one. It's not a bad thing, perse, to have created a hacked mesh. However even the basic structure of hacked meshes is important performance wise. On that note it would be most important for us to know what it is that you actually did to the mesh an how you did it? Link to comment Share on other sites More sharing options...
Quetzlsacatanango Posted March 4, 2012 Share Posted March 4, 2012 Look in nifskope and make sure it doesn't have 2 ninodes at the top. Link to comment Share on other sites More sharing options...
YesRoyalty Posted March 5, 2012 Author Share Posted March 5, 2012 You can attach files to posts. Zip it or rar it an attach. Sometimes the file is to big to attach. So what I do is keep a uploaded mod already created but hidden. This way I can quickly share files with other members without going off the site. I've seen people using 3rd party file sharing hosts as well. It's really up to you. There used to be a problem with meshes that would crash the geck which basicly boiled down to running the spell update all tangent spaces. This was a result of the begining modder using hacked meshes. As in meshes put together without really having any knowlege about them yet, rather than actually building one. It's not a bad thing, perse, to have created a hacked mesh. However even the basic structure of hacked meshes is important performance wise. On that note it would be most important for us to know what it is that you actually did to the mesh an how you did it? This mesh has a bit of an unorthodox structure, that much is true. It consists of an UpperBody object - boots, pants, shirt, vest - and an Arms object, which is not just the arms but an entire jacket. Now, I know it's possible to do this because it's how the mesh for the male Ranger outfit #2 is set up - the vest is the Upperbody and the whole shirt is the Arms - and it has the added advantage of closing that annoying seam at the shoulders. This is absolutely killing me; I'm very proud of this mesh and it's frustrating not to be able to get it into the game.If I send you the mesh (would you prefer the .nif or the original 3dsMax file?), what are the odds you would be able to diagnose it? Link to comment Share on other sites More sharing options...
GrindedStone Posted March 5, 2012 Share Posted March 5, 2012 Well someone is going to have to diagnose it, the odds of that are a 100% chance. The issue is with the .nif so let's look at it first. Also how was this created. You say object, do you mean you created it with 3D studio max then exported as object, then imported that into nifscope? Link to comment Share on other sites More sharing options...
YesRoyalty Posted March 6, 2012 Author Share Posted March 6, 2012 (edited) I always export straight to .nif files from 3dsMax. When I say object, I just mean the subcomponents of the mesh.The other thing I think could be wrong is that there are no pipboyon or pipboyoff objects (or subcomponents, whatever) in this mesh. In the mod that will feature this outfit, it's a companion outfit not wearable by the player, and in my own game I have the Pip-boy Readius mod, so there isn't any need for them.Is there some flag that needs to be checked in Nifskope so that the game doesn't go looking for those things? P.S. I would upload the file, but it seems to be over the limit even as a zip. Edited March 6, 2012 by YesRoyalty Link to comment Share on other sites More sharing options...
GrindedStone Posted March 6, 2012 Share Posted March 6, 2012 I keep a bogus file uploaded to Nexus that is set to hidden. When I wana share something I just upload to the bogus file an set it public. Then it's easy for me. It's also fun to watch how many people download it even though you named it "don't download" heh Which you can password protect the .rar before uploading if it bothers you. I would host it somehow. But also post in the 3D Studio nexus forum I've seen something like this before, but I can't remember because I pretend autodesk an graphical tablets don't exist, so look around the 3DS forum. Just guessing. You would have Ninode at the top with a string index of Scene Root. There should only be one of those. Then look at all your BSShader settings for shader type an flags. If it is not skin then Shader_default flagged SF_ZBUFFER_TEST, SF_SHADOW_MAP, SF_EMPTY, SF_UNKNOWN_31. Skin uses the skin shader type, with SF_WINDOW_ENVIRONMENT_MAPPING added. Then highlighting each Nitrishapes or strips data will show you normals, tangents, binormals you can right click these array an update, like binormals then tangents. Then high light the NiNode at the top an update all tangent spaces. Last I can think of would be to combine all the materials using the same textures by matching the settings on them. You can further this by cutting textures an merging them in order to achive higher performance. Then just run the mesh thru your editor, adjust the UV, and export. I say that because you could look at your export settings as a cause for this issue. You could also quit using Autodesk, because it doesn't exist, :D an if it doesn't exist you can't use it, just like graphical tablets don't exist. Somewhere between 700 an 1400 hours using blender you get really fast with it. It's easy as cake to use on this game for armor. Though I can't say how easy autodesk is because it doesn't exist. I can say that it started getting easy around 350 hours, an started getting fun around 700 hours, but I didn't really hammer out a workflow or good speed until around 1400. I'm only saying that because your problem could just be that you need more practice. Link to comment Share on other sites More sharing options...
YesRoyalty Posted March 6, 2012 Author Share Posted March 6, 2012 Could I email you the .nif and .max files?I can't see this being a texture issue - I've never had trouble with textures before (outside of the occasional user malfunction when I was starting out), and this mesh's textures aren't set up any differently.Whatever this is, I'm 99% certain it's something that has to be corrected at the source in 3dsMax.PM me your email address if you're okay with me sending you those files. Link to comment Share on other sites More sharing options...
GrindedStone Posted March 7, 2012 Share Posted March 7, 2012 (edited) I sent you back a email Edited March 7, 2012 by GrindedStone Link to comment Share on other sites More sharing options...
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