Skybroom Posted November 2, 2017 Share Posted November 2, 2017 (edited) I really thought it would be easy to do.What I wanted to do is to replace this: with this: This is a TundraDriftWood02 replased with one of vurt's pinetrees. Unfortunately, all the replaced objects accured to be flying over the ground: It's an approximately 200 points offset by the axis Z. Question: how can I do the translation for all these trees (they are statics btw) at once? So that not to work with each of them separately.While waiting for an answer I'm gonna try translation on nif mesh. Edited November 2, 2017 by Skybroom Link to comment Share on other sites More sharing options...
Thandal Posted November 2, 2017 Share Posted November 2, 2017 Which game? Link to comment Share on other sites More sharing options...
Skybroom Posted November 2, 2017 Author Share Posted November 2, 2017 This is TES V Skyrim Legendary Edition. Link to comment Share on other sites More sharing options...
spookymunky Posted November 2, 2017 Share Posted November 2, 2017 You could try just moving the mesh (nitrishape) down in nifskope ? Link to comment Share on other sites More sharing options...
Di0nysys Posted November 2, 2017 Share Posted November 2, 2017 (edited) This is what i did when i had to replace a number of assets in my project. Translate the Nitrishapes of the tree by a z value (in nifskope), and it should apply to all trees. If u have any billboards, you'll need to adjust them accordingly. Edited November 2, 2017 by Di0nysys Link to comment Share on other sites More sharing options...
Skybroom Posted November 3, 2017 Author Share Posted November 3, 2017 Yes, it helps. Thanks. It looks like this model won't make a good replacer any way. It has no root part beneath: .Besides, I have no idea why does the trunk's lower part look burnt: It's strange, because the texture has no burnt areas. Link to comment Share on other sites More sharing options...
Di0nysys Posted November 3, 2017 Share Posted November 3, 2017 Vertex coloring most likely. You can disable that flag in the BSLightingShader properties. Link to comment Share on other sites More sharing options...
steve40 Posted November 4, 2017 Share Posted November 4, 2017 (edited) Vertex coloring most likely. You can disable that flag in the BSLightingShader properties. Or perhaps try facing the normals. Edited November 4, 2017 by steve40 Link to comment Share on other sites More sharing options...
steve40 Posted November 4, 2017 Share Posted November 4, 2017 Yes, it helps. Thanks. It looks like this model won't make a good replacer any way. It has no root part beneath: . You could add more triangles to cover that hole in the base, or maybe transplant another mesh part to cover it up. Link to comment Share on other sites More sharing options...
Skybroom Posted November 4, 2017 Author Share Posted November 4, 2017 Vertex coloring most likely. You can disable that flag in the BSLightingShader properties.I'll make sure to check it, thanks. Vertex coloring most likely. You can disable that flag in the BSLightingShader properties. Or perhaps try facing the normals. I'll try this, thanks. Yes, it helps. Thanks. It looks like this model won't make a good replacer any way. It has no root part beneath: .You could add more triangles to cover that hole in the base, or maybe transplant another mesh part to cover it up. Good ideas, thank you. I'll take a breake first. This tree have got me bored. Link to comment Share on other sites More sharing options...
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