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Importing Meshes With Nifskope?


GenericInternetNameGuy

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Okay, so I've been working at this for awhile now, I've even tried looking up guides and trying to track down my problem to no avail. So I'm just gonna ask, what the heck am I doing wrong? I've got all the mesh objects imported into the nif, they show up fine in Nifskope, but when I boot them into the editor the added meshes no longer appear.

What_Went_Wrong.png

I've uploaded the files if anybody wants to take a look at it. I just can't figure out what I'm doing wrong.

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I'm not the best person to answer this, but at this hour you don't have too many members available. I'm assuming when you say "boot them into the editor" you are referring to the GECK. First question that comes to mind is: have you created an "object" that uses your new mesh & texture files, and how did you place it into the game world?

 

The screenshot indicates the model is for a "clutter" item. Such smaller "detail clutter" items are usually manually placed in a cell or with the "RandomClutter" "Object Palette". If it isn't marked as a "persistent" item you can't get a ref-ID for the item to use in scripts. Such "non-persistent items" dynamically appear only when the cell is entered by the player. (If they are moved in any fashion, they then get stored in the "save game" file with an "FF" mod index, which you still can't reference.) You need to use the "Object Palette" "Preview Window" to see how dynamically placed items will look.

 

-Dubious-

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I'm not the best person to answer this, but at this hour you don't have too many members available. I'm assuming when you say "boot them into the editor" you are referring to the GECK. First question that comes to mind is: have you created an "object" that uses your new mesh & texture files, and how did you place it into the game world?

 

The screenshot indicates the model is for a "clutter" item. Such smaller "detail clutter" items are usually manually placed in a cell or with the "RandomClutter" "Object Palette". If it isn't marked as a "persistent" item you can't get a ref-ID for the item to use in scripts. Such "non-persistent items" dynamically appear only when the cell is entered by the player. (If they are moved in any fashion, they then get stored in the "save game" file with an "FF" mod index, which you still can't reference.) You need to use the "Object Palette" "Preview Window" to see how dynamically placed items will look.

 

-Dubious-

Yes, by editor I do mean the GECK.

And the problem isn't that the object itself doesn't appear in game, but rather that the gore chunks I added to the NIF file don't show up at all when the object is imported into the GECK or game. The edited textures and original unedited meshes show up just fine, but the meshes I add do not. The item appears where I place it, but the gore chunks do not, despite showing up in NifSkope when the file is opened.

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I don't know how you created that nif, but when I load up your bowlofgorewithchunks.nif I get a lot of errors in NifSkope:

 

""array Shader Textures invalid""

""device position incorrect after block number 13 (NiTexturingProperty) at 0x34a9 ended at 0x34cf (expected 0x34cd)""

""array Shader Textures invalid""

""device position incorrect after block number 18 (NiTexturingProperty) at 0x46de ended at 0x4704 (expected 0x4702)""

""array Shader Textures invalid""

""device position incorrect after block number 23 (NiTexturingProperty) at 0x602f ended at 0x6055 (expected 0x6053)""

""array Shader Textures invalid""

""device position incorrect after block number 28 (NiTexturingProperty) at 0x7188 ended at 0x71ae (expected 0x71ac)""

""array Shader Textures invalid""

""device position incorrect after block number 33 (NiTexturingProperty) at 0x81d5 ended at 0x81fb (expected 0x81f9)""

Edit: I can't load the nif into Blender either.

How did you create this nif?

Edited by madmongo
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I

 

I don't know how you created that nif, but when I load up your bowlofgorewithchunks.nif I get a lot of errors in NifSkope:

 

""array Shader Textures invalid""

""device position incorrect after block number 13 (NiTexturingProperty) at 0x34a9 ended at 0x34cf (expected 0x34cd)""

""array Shader Textures invalid""

""device position incorrect after block number 18 (NiTexturingProperty) at 0x46de ended at 0x4704 (expected 0x4702)""

""array Shader Textures invalid""

""device position incorrect after block number 23 (NiTexturingProperty) at 0x602f ended at 0x6055 (expected 0x6053)""

""array Shader Textures invalid""

""device position incorrect after block number 28 (NiTexturingProperty) at 0x7188 ended at 0x71ae (expected 0x71ac)""

""array Shader Textures invalid""

""device position incorrect after block number 33 (NiTexturingProperty) at 0x81d5 ended at 0x81fb (expected 0x81f9)""

 

Edit: I can't load the nif into Blender either.

 

How did you create this nif?

I exported parts of other models as OBJs and reimported them into the bowlofgore NIF as OBJs. All in Nifskope, nothing else used.
And it's weird, because I get no such errors when I open the NIF. Maybe I need to update Nifskope, I dunno.

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I just looked at your .nif and got the same errors. However, I was able to open the .nif (NifSkope 1.1.3) and when I checked line 4:11 to line 4:31, there are no BSShaderPPLightingProperty entries, thus no BSShaderTextureSet.

 

These are necessary to properly display the added items.

 

Also, in your download, there are no textures for the added items.

 

The .nif with chunks would not load into Blender, also.

Edited by M48A5
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I just looked at your .nif and got the same errors. However, I was able to open the .nif (NifSkope 1.1.3) and when I checked line 4:11 to line 4:31, there are no BSShaderPPLightingProperty entries, thus no BSShaderTextureSet.

 

These are necessary to properly display the added items.

 

Also, in your download, there are no textures for the added items.

 

The .nif with chunks would not load into Blender, also.

Exactly how would I import said shader properties? You'd think Nifskope would have some sort of process for that stuff.

 

I may end up deleting Nifskope and just sticking to working with textures from now on if it's gonna end up being an insufferable hassle.

Edited by GenericInternetNameGuy
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When moving parts between .nif files, use the "copy branch" and "Paste Branch" function.

 

I have used NifSkope to only work with .nif files, not .obj files.

 

Afaik, .obj files are for use in Blender and should be exported as .nif files to work in NifSkope.

 

When altering meshes, I only use Blender.

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When moving parts between .nif files, use the "copy branch" and "Paste Branch" function.

 

I have used NifSkope to only work with .nif files, not .obj files.

 

Afaik, .obj files are for use in Blender and should be exported as .nif files to work in NifSkope.

 

When altering meshes, I only use Blender.

THAT DID IT! YES! :dance:

Thank you so much. I knew I was doing something wrong, and now I know what. And with that I'm off to Nifskope to edit the zoggin' 'ell outta everything!

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