ViolentSkyliner Posted November 28, 2012 Share Posted November 28, 2012 Okay, the other day i made a helmet in Blender that looks like a iron med helm (i was bored at the time). Anyways, i fancied trying to import it into game. So i exported the helmet as a DAE and then re-opened it using an older version of blender (so NIF import/export were supported). After that i followed this tutorial -http://wiki.tesnexus.com/index.php/Blender_custom_helmets_for_OblivionI did everything it said and eventually ended up with just the helmet and the skeleton of the Male body i had imported (came with the tutorial).Now here's were i started hitting problems, after exporting the file as a NIF i opened it up in NIFSkope to discover that the helmet model had lost all it's materials (grey and red colours) and was now a simply plain white helmet held up by strings. This didn't bother me at the time so i opened up the NIF file in the construction set, after changing the *Iron Helmet* model to the model i created i then placed it in the testing hall. I hit play and go into the testinghall to discovered that the iron helmet is there so i pick it up. However upon wearing it, they is nothing there and the character is simply bald..Any ideas? Link to comment Share on other sites More sharing options...
Nephenee13 Posted November 28, 2012 Share Posted November 28, 2012 You have to set the material properties and texture paths in NIFSkope. Link to comment Share on other sites More sharing options...
Euripedus Posted December 2, 2012 Share Posted December 2, 2012 I've done that. Many helms were tossed upon the slag heap before I figured out how to make them work in NifSkope. I'm getting better at Blender, but I prefer to model in Lightwave as I've used that program for decades (yes, decades. I'm that old). Just make sure you add the textures and material in Blender, make the meshes double sided, then import into NifSkope and be sure to have all the nodes added. Use a separate NifSkope window with a vanilla helm if you need to and add the perrtinent nodes and their respective data to your new helm. I discovered that a BSX flag makes no diff to a helm that is worn. It HAS to be there for a _gnd world model (the one you see on the shelf or laying on the ground) but doesn't interfere with the one you wear. Blender Specularity is a no-go so remove it or ignore it after Blender adds it. The Stencil property is the Double Sided mesh node and can be removed in NifSkope as the Blender data somehow makes the meshes double sided but NifSkope imports the data but ignores the Stencil. Weird. And yes, you need a Texture and Material property node before the model will actually be visible. You can find my mistakes AND success in my mod "Skingrad Armory- The Secret Forge". I used that mod to learn all this stuff. New version coming, as I've made serious headway into modelling for Oblivion. Hope some of this helps. Euri Link to comment Share on other sites More sharing options...
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