hornplayer832 Posted May 25, 2012 Share Posted May 25, 2012 (edited) Hello! I have been working relentlessly on a mod where I get a body suit that has a small amount of transparency to the body under it. So far I have followed the various tutorials around the nexus site and the wiki and have gotten to the point where I have:1. Prepared an existing body model in nifskope to be imported to blender2. Imported, duplicated the body (similar to a glove but for a body model), assigned the UV's/textures/materials, and exported when done editing3. Copied the properties (BSLightingShaderProperty/BSShaderTextureSet) from the original body back into the new "armor/clothing" mesh so that all the properties are the same (part of a nexus tutorial).4. Using this tutorial " http://www.creationkit.com/Exporting_meshes_to_Creation_Kit " I have created the "GND" mesh (IDK what this is if i could be enlightened that would be cool all I know is I needed it for the creation kit because it crashes with other mesh) The problem I THINK lies in the GND mesh. The first time I created this mesh the body rotated to a position where it was lying down on the ground when viewed in nifskope or the creation kit but I had to start over from scratch and when I did I was never able to recreate that process. Now when I follow that tutorial and create the gnd mesh it does not skew or alter the position of the mesh at all. And when I view the mesh in game it does not attach itself to the body, in fact when it equips it shows itself as portruding at a 90 degree angle from the head. So, long story short, the suit is not attaching itself to the same location as the body is supposed to be. It also is worth mentioning that the suit seems to appear correctly but the body does not show under it. I'm not sure what the problem is so any help would be amazing! Problemhttp://s12.postimage.org/5j5e110gp/Screen_Shot2.jpg My GND meshhttp://s14.postimage.org/gb1jc7im5/Untitled_1.jpg My _0 mesh pics http://s18.postimage.org/6af2lq1md/Untitled_2.jpg http://s17.postimage.org/7ikkoq7uj/Untitled_3.jpg http://s18.postimage.org/5en6k0hbp/Untitled_4.jpg Could and experienced (in this area) modder please help me out, point me in the right direction, this has been utterly frusturating and I am so close, I just need the armor/suit to display over top the body with its slight transparency. Thanks! Edited May 25, 2012 by hornplayer832 Link to comment Share on other sites More sharing options...
aruless Posted May 25, 2012 Share Posted May 25, 2012 (edited) Did u change the "have vertex color" to true? Edit: Also what 3d software are u using? Edited May 25, 2012 by aruless Link to comment Share on other sites More sharing options...
hornplayer832 Posted May 25, 2012 Author Share Posted May 25, 2012 1. Right now they are set to "no" or "untrue" so I need this to be "yes/true"? 2. I am using blender, gimp, and nifksope. A combination that I know works with fallout 3 as I created a working mod with it. I believe its blender 2.49. (I'm new to modding sorry if half my information is irrelevant lol) Thanks for the speedy response! :D Link to comment Share on other sites More sharing options...
aruless Posted May 25, 2012 Share Posted May 25, 2012 Yea set it to true, when u export the body to work in blender the axis are fine??? Link to comment Share on other sites More sharing options...
hornplayer832 Posted May 25, 2012 Author Share Posted May 25, 2012 (edited) You mean when I import to blender is my body on the right axes? how would I check to see what it should be? I guess I mean how do I know if its wrong lol Also I added some pictures of some of my settings on the _0 mesh! It might help you Thank you! Edited May 25, 2012 by hornplayer832 Link to comment Share on other sites More sharing options...
aruless Posted May 25, 2012 Share Posted May 25, 2012 This is the way max import the body for me. http://static.skyrim.nexusmods.com/imageshare/images/1703089-1334617702.jpg Link to comment Share on other sites More sharing options...
hornplayer832 Posted May 25, 2012 Author Share Posted May 25, 2012 Yeah it looks fine in blender, everything looks as it should and very similar to your picture only without the textures. No weird shift in the axes Link to comment Share on other sites More sharing options...
aruless Posted May 25, 2012 Share Posted May 25, 2012 Pictures dont say a word here xD, so if u could upload the nif to see "what is wrong" it would be better. cheers o/ Link to comment Share on other sites More sharing options...
hornplayer832 Posted May 25, 2012 Author Share Posted May 25, 2012 (edited) How exactly do I upload the nif if the attached file size is too small :( do i just upload as a file on the nexus you mean? so that people could take a look? Edited May 25, 2012 by hornplayer832 Link to comment Share on other sites More sharing options...
Perraine Posted May 25, 2012 Share Posted May 25, 2012 Firstly, to one of your original questions, the *_gnd.nif is the "ground" and/or inventory/merchant model (sometimes called ***_go.nif as well) and is the "folded up" version of your armor. This file is VERY important in game and apparently to the CK as well, it doesn't even have to be the same as your mesh (many armor creators just use one of the vanilla in game meshes for this) but it does need to be there and it does need to be correct.This mesh is not meant to be equipped or useable by your character or NPC's in game, which probably explains why it's positioned sideways I'm assuming you have both _0 and _1 model installed? and that they are both identical apart from the scale/dimensions of certain parts? 5 files total required = **_0 and **_1 armor, 1stperson**_0 and 1stperson**_1 (normally just the arms and a small part of the shoulders/chest) and an **_gnd/**_go model Also when you positioned the 'armor' mesh over the body did you Transform -> Clear -> Transform -> Apply both the NiTriShape AND the BSDismemberSkinInstance for the NiTriShape's of both the 'armor' and the 'body' so that they both line up as 0,0,0 in game? Link to comment Share on other sites More sharing options...
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