majistik Posted May 1, 2012 Author Share Posted May 1, 2012 BUMP Link to comment Share on other sites More sharing options...
majistik Posted May 2, 2012 Author Share Posted May 2, 2012 BUMP Link to comment Share on other sites More sharing options...
Artisanix Posted May 2, 2012 Share Posted May 2, 2012 I even cant do a basic thing - I cant take a working bow from skyrim, import to 3ds max including the bones, export to nif and take its mesh unto the same nif orginal file (end result won't load right in the ck\skyrim - the whole mesh is messed up or in some cases not loaded).Do you have problems with any of these steps or just one?Can you import original bow, and see its shape and bones in max?Did you assign weights for all vertices of your bow properly?Do you use proper version of the exporter and proper export settings? Can you post a screenshot of the latter? You need to be more accurate with describing your problems, then we could find the solution quicker... Autodesk 3ds Max 2010 32-bit + NIF plugin.What version of NIF plugin? Link to comment Share on other sites More sharing options...
majistik Posted May 2, 2012 Author Share Posted May 2, 2012 (edited) Thanks for your help. by the way Im new to 3ds max. Do you have problems with any of these steps or just one?Well at first I had problem with making the bones for My model in 3ds max. But then after a lot of tries I somehow did it and managed to follow the steps. everything went well, I exported the file to NIF and managed to see it in nifskope. After merging it with the original bow from skyrim it still looks good on Nifskope but In the CK all i see is this "!" sign of an error. If you ask me what are my main problems:A. Making the bones properly in 3ds max. (telling me exactly what to do step by step with My model)B. Merging the NIFs (mine and an exsiting bow) in Nifscope (which I have done seccessfully in my last mod) Can you import original bow, and see its shape and bones in max?Yes I can, I can also export to nif and see it in nifskope. checking in the CK all i see is this "!" sign of an error.Did you assign weights for all vertices of your bow properly?I really hope so my knowedge in 3ds max is basic And all i know is from tutorials, However I can understand and also made a weapon mod myself.I Juse need a little help. If i manage to do it i will be happy to make a video tutorial for the community. Do you use proper version of the exporter and proper export settings? Can you post a screenshot of the latter?What version of NIF plugin?I use version 3.7.3.df27a94I use the exact same expoting option as the tutorial image. If you still need a screenshot tell me and i will upload. Edited May 2, 2012 by majistik Link to comment Share on other sites More sharing options...
Artisanix Posted May 2, 2012 Share Posted May 2, 2012 I use version 3.7.3.df27a94So, there you have an answer to your problems.Probably I should mention this in that tutorial, but I didn't carry out any proper test by then.The version 3.7.3 of the exporter is quite buggy, and it breaks many things, so you can't have working bows in game from this one.You should definitely revert back to version I use(d) which is 3.7.1. Well at first I had problem with making the bones for My model in 3ds max.You do not need to reinvent the wheel for the second time, so it's enough to just import one of the original bows into the scene with complete skeleton instead of making it from scratch. If you ask me what are my main problems:A. Making the bones properly in 3ds max. (telling me exactly what to do step by step with My model)As above, making your own bones for bows is a waste of time, import is enough. However I can understand and also made a weapon mod myself.Bows actually, have more similarities with armour than with other malee weapons. I use the exact same expoting option as the tutorial image. If you still need a screenshot tell me and i will upload.Well, I updated description of the tutorial's page some time ago, so the export picture in that tutotial is not the most correct, as I had one option switched off when I exported my bows. Here's the quote:"At picture with 3DS MAX export settings in this tutorial there's one option checked when it should not be - Generate Partition Strips in Skin Modifier section - it's better to turn it OFF." I can only hope that with these proposed changes you are one step closer to create a working bow ;]I could only add that you may want to reshape the look of your bow, as it has the string far off the place in which the original string is placed, and this may cause quite noticeable inaccuracies in animations. Link to comment Share on other sites More sharing options...
majistik Posted May 2, 2012 Author Share Posted May 2, 2012 Thanks for all the info! I will try this and tell you how it works :) Link to comment Share on other sites More sharing options...
majistik Posted May 2, 2012 Author Share Posted May 2, 2012 (edited) Hi,I downgraded the plugin and retried to recreate the "wooden bow" from skyrim and failed :( My steps: Download my files and screenshot if you can please 1. Imported the the original bow file "woodenbow.nif" named in my zip file as "1woodenbowORIGINAL.nif" which is a working file and can be seen in the CK2. Use the Import options as written in the "IEOPTIONS.JPG" screenshot to import the file to 3ds-max. it is showen in 3ds-max.3. Export to nif with the options as written in the "IEOPTIONS.JPG" screenshot.4. Open the original and the exported file in 2 different Nifskope windows.5. Replace the original "Nitrishapedata" branch with the exported branch.6. Replace the original "Niskininstance" branch with the exported branch.7. everything looks good on nifskope. save the file.8. open in the CK. cant see the model. Thanks for your time and help :D I could only add that you may want to reshape the look of your bow, as it has the string far off the place in which the original string is placed, and this may cause quite noticeable inaccuracies in animations. I know its just a draft :)BDW the link in your signeture doesnt work.Thanks :D Edited May 2, 2012 by majistik Link to comment Share on other sites More sharing options...
Artisanix Posted May 2, 2012 Share Posted May 2, 2012 (edited) 5. Replace the original "Nitrishapedata" branch with the exported branch.6. Replace the original "Niskininstance" branch with the exported branch.You replaced those two branches but you left BSLightingShaderProperty intact from the exported nif, and that's broken.The point is that MAX exports NiTriShape, NiTriShapeData, and NiSkinInstance branches correctly. Though it does export BSLightingShaderProperty branch INCORRECTLY. So your problems are because you left this branch alone.What you should do is to DELETE this BSLightingShaderProperty branch from your exported bow and paste and link such branch from any original nif then eventually change texture paths there. Just do it exactly as it is described in the tutorial: ✔ Open any original file with the bow from Skyrim in NifSkope then select and delete only the branch(es) with its mesh. This will be your final file. ✔ Open exported file with your bow, then select the branch with its mesh and copy it to that final file from where you deleted that original mesh. Close this exported file. ✔ In your final file expand NiTriShape branch with your bow and delete BSLightingShaderProperty sub-branch from there. Then open one of the stock bows temporarily, expand NiTriShape branch with its mesh and copy/paste original BSLightingShaderProperty and assign it to NiTriShape branch of your bow in final file. Close this temp file. ✔ Before you save and close your final file you may want to change textures in BSShaderTextureSet block (sub-branch of BSLightingShaderProperty). You may also want to play with other settings in NifSkope like BSInvMarker (positions your bow in inventory). And do not forget to turn off Auto sanitize option before save! BDW the link in your signeture doesnt work.Well, it worked for me ;] But thanks for pointing that out. Edited May 2, 2012 by Artisanix Link to comment Share on other sites More sharing options...
majistik Posted May 2, 2012 Author Share Posted May 2, 2012 (edited) Are you sure i did wrong?Thats what i did: 5. Replace the original "Nitrishapedata" branch with the exported branch.6. Replace the original "Niskininstance" branch with the exported branch. I didnt replace BSLightingShaderProperty because i know 3ds-max cant exprt them well.I replaced the Nitrishapedata and Niskininstance in the original bow (leaving the original woodenbow.nif BSLightingShaderProperty untoched) with the data from the exported bow. I used the original bow file from skyrim with all of its data and only changed Nitrishapedata and Niskininstance from my exported model. The file i then saved is the original untoched file from skyrim with the exported Nitrishapedata and Niskininstance. Thanks. Edited May 2, 2012 by majistik Link to comment Share on other sites More sharing options...
Artisanix Posted May 2, 2012 Share Posted May 2, 2012 I don't know exactly what you did there, but I downloaded and extracted the archive you posted.And the last file there - 3woodenbowNIFSKOPE.nif, which I presume is "the final" file has that BSLightingShaderProperty branch broken in exactly the same way as exported does :) Link to comment Share on other sites More sharing options...
Recommended Posts