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My First Model, why is it huge?


Pelgar

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well i'll ease your mind a bit and say that i dont help for the kudos,

primarily i did it because i sortof had an answer that posibly could help you out

and that i remember how much hair i wanted to pull out when i first got started with this

stuff back in the day and had to find out most of the stuff i know today through trial and error and

really bad tutorials that didnt cover half the stuff they should and some that was just wrong,

so basicaly im just glad i could help someone else not gain unintended hairloss.

 

and about the crotch kicking i must admit that i was probably lying a bit on that part, since

even though im pretty flexible, i dont realy think id be able to bend my leg enough to actualy hit myself there :P

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I was waiting until I finished the old Oblivion Tutor before responding but that ship seem to have sailed without me. I got to the point of exporting the model and the Nif Exporter choked on me. It seems I'm going to have to convert Envelope Skinning to Vertex Weights. So I have yet more research to do.

 

Quacko, I think I'll move on to your video tutor now, Hopefully it will be a bit more up to date. For what it's worth you never have to worry about me losing hair, that ship has also sailed!

 

 

 

Hey! If there are any Vulcan modders out there I could use a mind meld!

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There are several problems that I can see. The tutorial you're using is outdated I think, I never copy+paste anything in nifscope when I export.

 

I use these Blender installation files and instructions: http://fallout3.nexusmods.com/mods/30

 

If I understand correctly you want to make a helmet, and you have already made the model?

 

If it's a simple helmet:

  1. (Remove any old weight painting you've done by deleting all the Vertex Groups)
  2. Import the headhuman.nif into your model.
  3. Delete the BSBound box.
  4. Join the helmet model with the head (seems counter-intuitive, but it's the easiest way to get all the vertex groups in your model). Select the helmet first, then the head. The order is important since you want the helmet joined to the head, not the other way around.
  5. (You can also manually parent the helmet to the skeleton and add the vertex groups "Bip01 Head" and "BP_HEAD")
  6. Delete the head vertices.
  7. Either weight paint the helmet with the "Bip01 Head" and "BP_HEAD" Vertex Groups or Assign the same groups to all the pixels (whatever way you know/feel comfortable with). (Bip01 Head is for animation, BP_HEAD is for dismemberment)
  8. Watch this guys exporting tutorials for how to set up materials etc: http://www.youtube.com/user/MobMessenjah/videos
    A lot of what he's talking about, like collision etc is irrelevant for clothing/armour, but you'll use it for the "ground object" (the *_go.nif model), later.
  9. When you export, make sure you select "Shadow Map" and un-select "BSFadeNode Root" (that's for statics).

 

Unless I've forgotten something that's all you should have to do. Model>Weight Paint>Materials>export>profit.

 

For more advanced stuff like transparencies, complex weight painting etc there's more to do, but if you don't get it ingame with the above list, well post here again and I'll try to help I guess. :)

 

Edit: About sideways helmets, it's a knows bug in the GECK, check this topic and read the first 10 posts: http://forums.nexusmods.com/index.php?/topic/250193-converting-fo3-hats-to-nv/

Also, not entirely relevant, but this guy also has some nice tutorials. I've used his "Collision creation in Blender" to good effect.

Edited by Tubal
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Tubal, Thank you for the very informative reply. I'm working on a headset(communication) actually but seems like it should be very similar to a helmet. I'll post the outcome as soon as I've finished working my way through your instructions and links. Kudos!
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All outfits are basically the same. What you might run into with a headset is that odd player head shapes could clip into it. Bethesda has a method of adjusting headgear to heads, but I don't think modders have been able to do that since Oblivion.
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Tubal, if you're still around I could really use some help. I've been through this about ten times now, trying to make sure nothing was missed.

I have not been able to watch the videos you gave me links to, really bad internet connection the last few days. I left my browser on one of them all afternoon yesterday but was never able to get past about the first five min. The same thing again this morning. Hopefully this will get cleared up soon, the ISP is working on it, they say anyway.

 

I have detailed the steps I've been taking in a .rtf doc, tried to be thorough about what I'm doing. My guess is that I'm missing something in the Import or Export settings, the rtf details my settings.

I'll post it as a tutor if we can work out what's wrong.

 

You can grab it at My Mess

 

Thanks once again!

 

Edit: I never said what the problem is! I can get it in game fine, I can pick it up with my invisible game arm, I can add it to inventory, I can equip it. I just can't see it anywhere once it's equipped. I've even stripped down to wearing nothing but the headset and it's nowhere to be seen.

The _go version I'm using is from a NifSkope Copy/Paste job. It's not good, odd actually, has sort of a chameleon thing going with the texture. Might actually be cool on the right object sometime, if I can figure out how to reproduce it.

Edited by Pelgar
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The camouflage thing is a missing or misnamed texture. The game can't find it and just grabs something random from memory.

 

There are a few things that differ between our exports. Try clicking Restore Defaults (and re-enable Shadow Maps). No idea if that's what's causing it though.

 

http://img.photobucket.com/albums/v483/Tubal/F3/th_blender2012-05-0100-28-11-58.png

 

If you still have problems you can send the models, both obj and nif, if you want me to take a look. It's sometimes easier to see the result rather than a description.

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I finally got to watch the video tutors you recommended and have made some progress. I now have a functional _go.nif with a Triangle Mesh for collision instead of the Convex Mesh and I can actually see the headset when equipped in game. It's floating around the feet instead of the head but still a huge leap forward. My first attempt at getting the headset positioned properly caused a CTD when equipped. I think I know what's up with that, I didn't follow Quako's advice, above, and adjusted the headset object, instead of the mesh, to the head. I'm going to give that another go now. If the offer to take a look still stands I'll package up the .obj and .nif(s) for you once I've redone again.
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Seems to work as intended now, both the worn model and the ground object work fine, so what's the problem? :)

Looks like you're done! :thumbsup:

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