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Need help with making armor


alexdima57

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I have had this happen to me on occasion. It is usually the result of not having the texture path set correctly. You should open your armor in nifskope and make sure you are using a relative path to the textures, The path should start with "textures", not the game name. Then check and make sure you have the .dds files installed in the location shown in nifskope.

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Hi thanks for replying

 

I mashed each mesh part up through outfit studio and then edited and exported through blender 2.49 and then assigned textures through nifskope

 

also yeah it is pretty much a floating head and hands, is there a way to find out whether it's a shader flag or parent issue?

 

I have no experience at all with outfit studio for FNV.

 

I have a fair amount of experience with Blender though. Blender pretty much never exports the shader flags correctly for clothing/skins.

 

Open your nif in nifskope. At the very top should be a NiNode called Scene Root. If you instead have a BSFadeNode Scene Root then you had your export settings wrong in Blender. Basically, on the nif export screen, make sure Fallout 3 is selected, then click on Restore Default Settings for Selected Game (lower left). Then on top center, click on Creature (creature skins and clothing are the same thing as far as the game engine is concerned). Now on the right, under Shader Options, make sure Use BSFadeNode Root is unselected. Now export your nif.

 

Once you have your nif, go into NifSkope. For each mesh part, click on BSShaderPPLightingProperty. Scroll down a bit and you should see Shader Type and Shader Flags. For all clothing/armor parts, the shader type should be set to SHADER_DEFAULT. For human skin parts (i.e. the visible part of your arm if you are wearing a T-shirt, for example) the shader type should be set to SHADER_SKIN.

 

For the shader flags, for clothing/armor parts, make sure SF_Skinned (near the top) and SF_Shadow_Map (near the bottom) are both checked. For human body parts, SF_Skinned and SF_FaceGen need to be checked instead. Blender usually sets the rest of the flags correctly. If you want to double check them, they should be SF_Specular, SF_Remappable_Textures, and SF_ZBuffer_Test.

 

Thanks

 

turns out the shader flags were the issue and now the model is showing in-game

 

Though now I have a new issue being the pouches on the vest are moving by themselves, is there anyway to edit or remove or transfer the bones in nifskope on to different objects so the pouches move with the vest better without going through? Here are some images of what I mean:

 

https://photos.app.goo.gl/P675m4zKt9KigT2y9

 

Also though the arms maybe invisible in-game I've sorted that issue out

 

Thanks again for your help

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I have had this happen to me on occasion. It is usually the result of not having the texture path set correctly. You should open your armor in nifskope and make sure you are using a relative path to the textures, The path should start with "textures", not the game name. Then check and make sure you have the .dds files installed in the location shown in nifskope.

I checked the texture paths and they are ok

 

Turns out the problem was with the shader flags

 

turns out the shader flags were the issue and now the model is showing in-game

Though now I have a new issue being the pouches on the vest are moving by themselves, is there anyway to edit or remove or transfer the bones in nifskope on to different objects so the pouches move with the vest better without going through? Here are some images of what I mean:

https://photos.app.g...75m4zKt9KigT2y9

Also though the arms maybe invisible in-game I've sorted that issue out

Thanks for the help so far :)

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Using blender, you can join the pouches to the vest. Place the pouches where you want them, then holding the shift key, highlight both the vest and pouches. Now use CTRL J to join the two together. Answer "yes" in the pop-up.

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I suspect that joining them won't fix the problem since the vertex weights will still be the same.

 

I don't think you can fix it with NifSkope. You will need to edit the weights in Blender. Look up weight painting in Blender Noob to Pro if you aren't familiar with the process. Basically you just edit the pouch meshes so that their bone weights match the weighting of the vest underneath. You will probably want to go into weight painting mode on the vest and take a look at how the vest is weighted to the different bones. Then you can weight paint the pockets to make them match.

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