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Need help with creating gnd meshes using NifSkope


AbyssmalDepth

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I am working on a project to renovate the shops in the Market District. Currently I'm working on Red Diamond Jewelry; it's 75%done, I just need to put some more custom jewelry on display in the shop. Unfortunately, I don't have much knowledge of Nifskope to modify existing meshes.

 

I really want to include Xiamara's amulets (http://www.tesnexus.com/downloads/file.php?id=13360) in my display of jewelry; however, a jewelry box is used for their ground models. I've personally asked her to create gnd meshes for me; however due to her busy schedule, she was only able to create static ones. I attempted to use a vanilla amulet gnd mesh and copied and pasted her model parts, but didn't have much success. The amulet would suspend in midair once dropped. Later I realized that NiSkinInstance node is needed for each NiTriStrips nodes. However, in the vanilla amulet, there's only one NiTriStrip and I could only copy and paste the same NiSkinInstance to each of the different amulet parts. So that didn't work, even though the amulet drops correctly in the game, there are strange lines radiating outward, blocking the PC's view. So I know that each NiSkinIntance must be different for each part. I still have no idea how to fix it, and don't understand how "Bones" work. If anyone has the expertise and time to do it for me, it would be greatly appreciated. Xiamara gave me permission to modify her work. Thanks.

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Import NIF into Blender.

Delete the skeleton / armature and all vertex groups.

Re-position the model to 0,0,0.

Create a custom collision model.

Export to a NIF file (such as MyAmulet_gnd.nif)

 

LHammonds

 

 

I still lack the skills to do so.. I don't have any experience with Blender. If it doesn't take much time, could you make just one gnd model of a 'teardrop' amulet and/or heart-shape amulet of Xiamara's work with vanilla amulets' gnd model physics. Those are the main ones I want to display, and I know how to apply the different textures for different gems. Thanks!

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See if these samples work. I have not tested them in-game but if you verify that the settings work, the others can be done pretty quick.

 

NOTE: I noticed that a few of the original models have the faces pointed the wrong way which makes it look a bit odd. I will flip them in the correct direction for the GND models.

 

 

  • Mesh Sample #1 has the original mesh shape. (very quick to crank out)
  • Mesh Sample #2 was modified slightly to lay down a bit more flat. (a bit slower to create but "might" be better result in-game)
  • All meshes were joined into a single object (NiTriStrip)
  • All meshes had the Vertex Groups (bones) removed.
  • All meshes were positioned at 0,0,0.
  • All meshes have a simple custom box collision model.

LHammonds

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Thank you so much for helping me out. Both samples worked great in game. It'd be greatly appreciated if could do the others similar to Sample #2.

 

See if these samples work. I have not tested them in-game but if you verify that the settings work, the others can be done pretty quick.

 

NOTE: I noticed that a few of the original models have the faces pointed the wrong way which makes it look a bit odd. I will flip them in the correct direction for the GND models.

 

  • Mesh Sample #1 has the original mesh shape. (very quick to crank out)
  • Mesh Sample #2 was modified slightly to lay down a bit more flat. (a bit slower to create but "might" be better result in-game)
  • All meshes were joined into a single object (NiTriStrip)
  • All meshes had the Vertex Groups (bones) removed.
  • All meshes were positioned at 0,0,0.
  • All meshes have a simple custom box collision model.

LHammonds

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Thank you so much for helping me out. Both samples worked great in game. It'd be greatly appreciated if could do the others similar to Sample #2.
Ok, I will create all the GND meshes.

 

I will make them flat like in Sample #2 but I will use multiple cylinder collision models to give a more accurate collision model rather than just one simple box.

 

LHammonds

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All GND meshes finished. This was a tedious 2-hour project.

 

I hope these work because I sure don't want to look at them anymore!

 

 

LHammonds

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All GND meshes finished. This was a tedious 2-hour project.

 

I hope these work because I sure don't want to look at them anymore!

 

 

LHammonds

Hi LHammonds and AbyssmalDepth,

 

LHammonds, thanks a lot! :biggrin: When I have time, I will certainly add these ground objects to my mod with the full credit to you for your hard work.

 

I just wanted to mention that it was not because I was too busy that I could not make the movable ground objects, but because I lacked the skill. I spent 4 hours working on the static models and then trying to make them movable but I just could not get it to work. I use 3dsMax, not blender. Also, I think I just don't understand nifscope as well as I should.

 

Thanks again to LHammonds for fixing this! Kudos to you. :thanks: :biggrin:

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LHammonds, thanks a lot! :biggrin: When I have time, I will certainly add these ground objects to my mod with the full credit to you for your hard work.
Awesome.

 

I just wanted to mention that it was not because I was too busy that I could not make the movable ground objects, but because I lacked the skill.
Nobody is blaming you. I actually thought the Jewel Box as the ground mesh was an excellent idea.

 

I spent 4 hours working on the static models and then trying to make them movable but I just could not get it to work. I use 3dsMax, not blender. Also, I think I just don't understand nifscope as well as I should.
It is quite simple to create the collision in Blender now that the NIF Scripts seem to work almost flawlessly. The only thing I had to touch inside NifSkope once they were exported was the cylinder's radius value which seems to be hard-coded to 1.4286 (which I set to 0.05). You might want to think about creating the models in 3ds max, export to NIF and then import into Blender for the purpose of creating the collision models and then re-export the finished product.

 

Here is a tutorial I wrote that is very similar to what I did with these GND meshes: Blender - Weapons with Multiple Collision Objects

 

LHammonds

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