132885 Posted June 2, 2012 Share Posted June 2, 2012 So I got permission from Jbvw to use the meshes he made for his great mod Vaernlor Manor for use in Skyrim.... but I have no idea how to convert them to be useable now. Mesh converting and all that is far from my forte, so how would I do it? Link to comment Share on other sites More sharing options...
dfac364 Posted June 2, 2012 Share Posted June 2, 2012 convert them from what? Link to comment Share on other sites More sharing options...
132885 Posted June 2, 2012 Author Share Posted June 2, 2012 Sorry, I guess I should have said that. Basically, they are set to .Nifs that I can't get the CK to recognize as meshes/textures. When I load them up I just get the <!>. Link to comment Share on other sites More sharing options...
132885 Posted June 4, 2012 Author Share Posted June 4, 2012 Anyone know how to do this? :) Link to comment Share on other sites More sharing options...
steve40 Posted June 4, 2012 Share Posted June 4, 2012 Do the meshes load up properly in Nifskope? Link to comment Share on other sites More sharing options...
ResolveThatChord Posted June 4, 2012 Share Posted June 4, 2012 (edited) Okay, if you're talking about meshes made for Oblivion or FO3, then they will not work and will not be recognised by Skyrim. If they are static meshes, then you have a bit of work cut out for you fixing them, if they are wieghted meshes like armour or creatures, then you have a LOT of work cut out for you. One of the easiest ways to get a static .nif together and working is to graft the data you have into a similar vanilla mesh, so you don't have to bother fiddling with the more fiddly data. You'll have to study and try to understand, at least vaguely, how Skyrim .nifs work. You'll find it has a root node, and then several "branches" of data- things like "NitTriShape"s, or "BSLightingShaderProperty"s. All these things and what they do are documented in the niftools wiki. To convert a mesh from Oblivion and Skyrim (Never actually done this, so I may miss some details- look around for some Tutes or posts on the niftools sites) you'll have to copy only the NiTriShape branches of the mesh, and paste them over the NiTriShapes of a similar vanilla mesh. Within the Oblivion NiTriShape are a few sub-branches. Delete all of them except for the NiTriShapeData branch- this is the mesh itself. Then you'll have to link a BSLightingShaderProperty to your NiTriShape. This is the Data branch that has all the material/shader data. The BSLightingShaderProperty of the mesh you deleted should be floating around outside the root node. Take note of it's number (every data block has a number before its name). Select the NiTriShape, and at the bottom of it's Block Details (bottom panel of nifskope), expand the "Properties" section by pressing the little arrow. Click where it says "none", and type in the number of the BSLightingShaderProperty. You'll notice the BSLightingShaderPropery moves from outside the root node to inside the NiTriShape. Finally, to assign it the proper textures, expand the BSLightingShaderProperty, and then select the BSShaderTetureSet. In the Block Details panel, epxand the "textures" section. You'll notice a bunch of filepaths. Click on them and direct them to the filepaths of your textures (within Skyrim\Data). As you do this, the textures should appear on the mesh in the viewport. All a bit much to take in? Nifskope can be quite confusing. I can only recommend experimenting to get familiar with it. I suspect there may be more to converting the mesh than I have described. Give what I've described a try, and when you run into errors, your problems will be specific enough to ask for specific advice. Good luck, I hope this helped, and didn't just confuse you! Edited June 4, 2012 by ResolveThatChord Link to comment Share on other sites More sharing options...
132885 Posted June 6, 2012 Author Share Posted June 6, 2012 Dang, I'm completely lost now! :wacko: It sounds like it'd just be easier to not bother at all. Oh well. :confused: Link to comment Share on other sites More sharing options...
jessebarbier Posted June 7, 2012 Share Posted June 7, 2012 Sorry to bump a potentially dead thread, to the OP, what he described is not that hard. I am also in the process of making meshes for skyrim, but not ones from previous titles.The main problem I had was getting it to open in the CK all i get is some weird <!> box or something, and when I copy NiTriShapeData blocks to the vanilla meshes everything is not pieced together, but does show up in ck Link to comment Share on other sites More sharing options...
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