comfyseven4 Posted September 29, 2017 Share Posted September 29, 2017 (edited) Ive created a simple wooden garage door and replaced a vannila garage door per the numerous tutorials i have watched. I have successfuly imported wepaon meshes fine but when i try to do anything other than weapons when i change the model in the GECK it just crashes. Garage model is linked below, if someone could point out any issues or explain what i have done wrong. I have tried keeping and removing the havok collision object data neither seem to change the output errors. PLS SAVE ME :sad: File : Edited October 5, 2017 by comfyseven4 Link to comment Share on other sites More sharing options...
zilav Posted September 30, 2017 Share Posted September 30, 2017 Why is it skinned but there is no skin instance node and no skinned flag in shader?Why there is vertex colors flag in shader but no vertex colors in shape? Either learn how meshes work and set proper values yourself, or at least find a suitable vanilla mesh and copy exact values. Right now your mesh looks like a mash up of random blocks from various meshes which don't correlate at all. Link to comment Share on other sites More sharing options...
comfyseven4 Posted October 1, 2017 Author Share Posted October 1, 2017 Lol I used a vanilla unanimated load door as my base mesh. I followed the online tutorials of how to import them correctly. As i said i have dome it properly in wepaons but not with these its as if when im using BSNITriShapes instead of SubIndexTriShape it just gives hell But thanks for your words ill look into this stuff Link to comment Share on other sites More sharing options...
deadbeeftffn Posted October 1, 2017 Share Posted October 1, 2017 (edited) The only weird thing is the target of the collision object (2 bhkNPCollisionObject) This should be 0 instead of 6. I changed that and it loads fine in CK.However the collision shape doesn't match the door. In no way.... It's obviously the collision for the ConstructionBarrier. Edith:On top of that, if you want to use the mesh as door, you need propper collision and animations. Without animation you may use the mesh merely for a static object. Edited October 1, 2017 by deadbeeftffn Link to comment Share on other sites More sharing options...
comfyseven4 Posted October 2, 2017 Author Share Posted October 2, 2017 (edited) Im creating a static load door not an animated one. And thanks for the info on the collision object like i said tho i tried with and without collision data in the mesh and neither worked and how could i change the collision data to fit my mesh? Had a look at my file and it looks exactly like what you said Collision is set to 0 as target when i loaded it up. Screenshot: PS: I have created animations in blender but no idea how to get them into the nif file or into the geck or into the game :PI wanted to get the basic model and stuff all figured out before i go snooping around in animations if u know what i mean :P Edited October 2, 2017 by comfyseven4 Link to comment Share on other sites More sharing options...
comfyseven4 Posted October 2, 2017 Author Share Posted October 2, 2017 Ok so i had a look and did some comparisons. The BSLightingShaderProperty had some tags that didn't match the vanilla mesh ones so i copied and redid the texture paths and imported it into geck. The geck now stops responding instead of "GECK Stopped Working" & crash. Doesn't ever recover or crash just says not working. New File: This file doesnt contain any collision data yet as per testing purposes, will add one later when i get 3DS installed Update: The geck after importing the mesh not working for about 5 minutes then stops working compared to before when it stopped working immediatly File Download Link to comment Share on other sites More sharing options...
zilav Posted October 2, 2017 Share Posted October 2, 2017 Invalid Vertex Size https://forums.nexusmods.com/index.php?/topic/5971733-created-sane-nif-ck-crashes-when-asked-to-use-it/ Link to comment Share on other sites More sharing options...
comfyseven4 Posted October 2, 2017 Author Share Posted October 2, 2017 Im not quite sure how he calculated that vertex size. He doesnt explain it very well. Link to comment Share on other sites More sharing options...
zilav Posted October 3, 2017 Share Posted October 3, 2017 He (me) explained it well enough. If you don't understand calculation, then find any vanilla mesh with the same VF flags and copy values from there. Link to comment Share on other sites More sharing options...
comfyseven4 Posted October 3, 2017 Author Share Posted October 3, 2017 He (me) explained it well enough. If you don't understand calculation, then find any vanilla mesh with the same VF flags and copy values from there.xD my bad lol, as i understood it the Vertex size was calculated by the values of the vertex data bite sizes using the equation shown in the image. But im not sure how to get the byte values from the equation data and ill look into getting the right value from a vanilla model. I just want to understand the calculation process for future endeavors. Link to comment Share on other sites More sharing options...
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