Mayfly53 Posted August 23, 2012 Share Posted August 23, 2012 Hi everyone, I've been doing some mesh editing, but I've hit a roadblock. At first I was removing parts from the werewolf mesh, but that wouldn't work, so I simply re-arranged/ rescaled the requisite parts so that it accomplished the same thing. This means the UV map isn't screwed up. I fixed the normals, textures, properties and all in NifSkope (or so I think), and the mesh shows up perfectly in both NifSkope and the Creation Kit, but for some reason it's still invisible in game. Why? Can anyone please have a look at it and see what I left out? The only part tampered with by me in the *.nif is the NiTriShape "WereWolfLow01:1", the rest is from the original *.nif. I use 3ds Max 2012 x64, with the latest NifTools and NifSkope. [Dropbox Link 815KB] Link to comment Share on other sites More sharing options...
Lumenbeing Posted August 29, 2012 Share Posted August 29, 2012 I can't really look at it now since I'm in Mac OS and will probably forget to look when I log into windoze but are you saying you used copy branch to put the new NiTriShape from the nif you exported out of your 3D program into the original mesh, thus keeping the of bsdismember and bslighting nodes? If so then some things to check are the UV num sets property and the has vertex colors property. Compare the working nif to the unworking one. Open them up side by side in two nifscope windows. Link to comment Share on other sites More sharing options...
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