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model editing: meatcaps


MBile

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Ive been playing around with an armor and ive figured out a lot through trial and error since blender is new to me and i havent done any modelling in a long time.

 

So my problem:

 

the meat caps are showing up as a normal part of the mesh on living character. what do I need to know about getting them to work properly ingame? ie what do i need to do in nifscope? assuming i dont have to go back into blender at this point.

 

nifscope is an interesting yet annoying creature i have yet to tame.

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It's easier to go back to blender, delete the meatcaps, and import some new ones that have the right properties already.

When you export, make sure your settings match the ones in the screenshot here:

http://wiki.tesnexus.com/index.php/Creating_armor_mashups_for_fallout

 

But you can do it from nifskope.

Short answer is to open 2 windows and compare working and nonworking meatcaps. Make them match. Can't tell you offhand exactly where the fields are but you have to drill down a ways, I recall.

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  On 5/7/2012 at 2:24 AM, Quetzlsacatanango said:

It's easier to go back to blender, delete the meatcaps, and import some new ones that have the right properties already.

When you export, make sure your settings match the ones in the screenshot here:

http://wiki.tesnexus.com/index.php/Creating_armor_mashups_for_fallout

 

But you can do it from nifskope.

Short answer is to open 2 windows and compare working and nonworking meatcaps. Make them match. Can't tell you offhand exactly where the fields are but you have to drill down a ways, I recall.

 

ah ok. ive been having trouble importing stuff into existing models. i havent done much research into it yet, but i will now. thanks for the tips.

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