ub3rman123 Posted March 14, 2012 Author Share Posted March 14, 2012 On trying either I get the message, " "array Extra Data List much too large. 1851878480 bytes requested" " Edit: Wait.. The import worked even after I got the message. How do I go about texturing it? The flower icon to replace textures is still there, would it be safe to use that? Link to comment Share on other sites More sharing options...
LittleBaron Posted March 15, 2012 Share Posted March 15, 2012 In the images below you'll notice the structure. Usually when you import an .obj over an existing SKYRIM .nif, the BSLightingShaderProperty gets displaced to the bottom of the list in the top box. (It's block #7) http://i125.photobucket.com/albums/p76/lesfleursmal/NifSkope.jpg Here I have restored the BSLightingShaderProperty as a 'property' of #5 NiTriShape. http://i125.photobucket.com/albums/p76/lesfleursmal/NifSkope2.jpg And below you can see where you could then add the textures you need. http://i125.photobucket.com/albums/p76/lesfleursmal/NifSkope3.jpg Hope that helps a bit. Link to comment Share on other sites More sharing options...
ub3rman123 Posted March 16, 2012 Author Share Posted March 16, 2012 Doesn't seem to be working for me, I suppose the import messed up. Here's exactly what I'm doing. Open both the house mesh I want in Skyrim and a vanilla Skyrim mesh with a single NiTriShape (Using MarkarthHouseTemp01 here). Left clicked on the Oblivion mesh's NiNode, then went to Export and exported it as a .obj. Left clicked on the NiTriShape of the Skyrim Mesh, which is a child of the BSFadeNode, then went to Import and imported the .obj file. When it's imported, the UV maps are very jumbled. It looks like this, and when added to Skyrim is simply an error marker. After that, I can't figure out how to fix the BSLighterShadingProperty. My NifSkope is version 1.10-RC6, at least it says so in the About. Link to comment Share on other sites More sharing options...
LittleBaron Posted March 16, 2012 Share Posted March 16, 2012 Please take a screen shot of your 'skyrim' nif opened up in .nifskope, with all the nodes expanded/shown as much as possible. I don't think the UV map is jumbled, I suspect there's a problem with the BSShader set up and it also sounds like you left a texture and/or material node in the .nif which can cause it to error out (missing model) in game and in the CK. Or, if you can upload the .nif somewhere I would be happy to look at it first hand. You can PM me for that. Or, point me at the oblivion mod/meshes you are trying to import and I will experiment from my end. Link to comment Share on other sites More sharing options...
ub3rman123 Posted March 16, 2012 Author Share Posted March 16, 2012 Sent you a PM with both the mesh prior to attempting to convert it and after converting it. Link to comment Share on other sites More sharing options...
LittleBaron Posted March 16, 2012 Share Posted March 16, 2012 OK! I see lots of problems. The mesh you want to convert has TONS of parts, btw... you did not pick an easy mesh to convert as your first! In the picture below you will see a whole string of NiMaterialProperty Nodes that got bumped out during the import.Delete every single one of 'em. (The second pic shows how to do that) http://i125.photobucket.com/albums/p76/lesfleursmal/Tutorial1.jpg http://i125.photobucket.com/albums/p76/lesfleursmal/Tutorial2.jpg In this next picture I am showing you the NiTexturingProperty attached to #8 NiTriShape. Every NiTriShape in your file has a NiTexturingProperty attached to it. Delete every single one of them the same way you deleted the NiMaterialProperty nodes. http://i125.photobucket.com/albums/p76/lesfleursmal/Tutorial4.jpg OK, now that we've gotten rid of all the things SKYRIM doesn't like in a .nif, notice that node #50 all the way at the bottom of the list is the BSShaderProperty that got displaced during the import. Also notice the texture paths I have open at the bottom in the Block Details. Here, I have already changed them so they are looking for the original texture (raggedroof01.dds) and normal map (raggedroof01_n.dds). You will need to do the same AND you will need to make sure these textures are in the SKYRIM data folder. You can pick whatever directory inside of Data/Textures/ you want, just make sure that the .nif is looking for them in the right place. http://i125.photobucket.com/albums/p76/lesfleursmal/Tutorial6.jpg In the picture below I am assigning the #50 BSShaderProperty to the mesh that uses that texture. Below that is the picture of what it should look like after beeing assigned. http://i125.photobucket.com/albums/p76/lesfleursmal/Tutorial7.jpg http://i125.photobucket.com/albums/p76/lesfleursmal/Tutorial9.jpg I don't have the textures here, so nothing much has happened on my end, but if you have them and they are in the right place, the part of the roof that the texture was assigned to will look like it should in game. Here's what sucks: You need to copy and paste that BSShader node over and over again until you have enough for every NiTriShape that the house is made of, and you'll have to figure out what textures they need, assign them to each BSShader node seperately and place them in the SKYRIM/Data/Textures/... folder. Each NiTrishape will need its very own BSShader node, they cannot be shared even if some of the textures are shared among more than one NiTriShape. Hope that helps!! Good Luck!LB Link to comment Share on other sites More sharing options...
ub3rman123 Posted March 17, 2012 Author Share Posted March 17, 2012 When I try to copy and paste the BSShader node, I get the error ""infinite recursive link construct detected 50 -> 50"" Unknown property: "NiTriShape" , and the node appears at the bottom of the list, rather than as a child of the NiTriShape. Link to comment Share on other sites More sharing options...
LittleBaron Posted March 17, 2012 Share Posted March 17, 2012 Right. You have to add it as a property of the Node, it will not attach automatically. Always just paste them onto the BSFade node 0 first, then go into the block details of your NiTrIShape and add it as a property. I took a screenshot of myself adding #50 as a property in the mini tutorial above. Second from last screenshot, text entry box at the bottom of the screen shot... Link to comment Share on other sites More sharing options...
ub3rman123 Posted March 17, 2012 Author Share Posted March 17, 2012 I think I've gotten that all done correctly now, and I've assigned Skyrim textures to each part of the mesh. However, when I add it to the CK as a new object, I get an error message followed by a crash. Here's how my object is right now. http://www.mediafire.com/?zh1qea4qkm7xwe7 Thanks for all the help so far! Sorry if I'm a bit slow on this, but NifSkope's definitely not my forte. Link to comment Share on other sites More sharing options...
LittleBaron Posted March 17, 2012 Share Posted March 17, 2012 It's looking good! At first glance, everything seemed to be set up correctly... but then I noticed that #68 NiTrishape and #72 NiTrishape both have #70 BSLightingShaderProperty assigned to them. Fix that and I *think* you should be in business. Link to comment Share on other sites More sharing options...
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