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Problem converting a weapon over to FNV


mouzerball1000

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Hello,

 

I've run into an issue with converting a weapon model I have over to New Vegas. I've been following this excellent tutorial, and ran into an issue after I export my model. For some reason, whenever I copy my model's NiTriStripsData and paste it over the vanilla model's, my model is completely out of place. I feel like I'm just overlooking something simple, but can anyone tell me what I'm doing wrong?

 

If I copy the entire NiTriStrips that contains my NiTriStripsData and paste it right under the BsFadeNode, it appears in the correct spot, but then it doesn't animate.

 

For reference, I used the .44 Magnum as a base model. Attached is a screenshot of what happens when I paste over my cylinder, for example.

 

CFMRrgp.png

 

Any ideas?

Edited by mouzerball1000
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Yes, and I've read through those sections as you suggested, none of which seem to specifically apply to this problem unfortunately. I should specify that this is a 3D model that was not previously set up for any Bethesda game, so maybe "conversion" wasn't the right word to use. Thanks for the suggestions and links, though.

 

Anyway, for some reason, under the NiNodes of the vanilla mesh, my models are in all different places mainly because the parent nodes already have translation/rotation applied to them. Theoretically, the model should inherit these and be in the right place due to what was done in the video above (importing the vanilla mesh in 3DS Max, scaling and rotating my model pieces to match, deleting the geometry of the vanilla parts while attaching my custom parts).

 

EDIT: Welp, figured it out. It was actually an export setting that messed it up. I had "Zero Transforms" checked which was causing the issue. Lesson learned, write down the proper export settings and keep them handy.

Edited by mouzerball1000
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Just don't use the weapon you exported without copying those strips into a donor mesh, the transforms for the parent nodes are baked into the animation. If you have to fix it later you'll have to reweld/resmooth the mesh and move the verts themselves rather than move the mesh as a whole so the transforms don't change.

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