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Help with modelling, please :P


Moraelin

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Ok, I'll be the first to admit that when it comes to drawing or 3d modellig, I lack any talent or experience. But I figure there are only so many times one can unscrew a silencer off a 10mm and screw it on some other weapon, before the gimmick gets old, so I figure I'll try something different.

 

So because I know my limits, I start with something simple enough that I can input the coordinates by hand, if all else fails. (And predictably end up having to :P )

 

So I open the chinese sword .nif in the NIFskope, triangulate the lone NiTriStrips, import the .obj over it, stripify, tell it to generate the face normals for me. (Milkshape made it a bit... rounded.) So far, so good. Ok, the bloody thing still lacks a handle, but for experiment sake it will have to do. I save it.

 

When I give a chinese sword to myself in the game and equipt it, it promptly crashes.

 

The weird thing is that I seem to be able to import just the blade without the handguard... sometimes. If I as much as look at the translation coordinates, it dies horribly again. If I even touch the textures, ditto.

 

Am I missing some vital step that also needs to be done? :/

 

Well, here's the uber-simplistic obj, in case someone wants to look at it :/

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first of all, export the Chinese sword from nifskope and load it into your 3d ap to get a berring on scale and location.

 

make sure that you have the handle at 0,0,0 in your scene. you will know where that is by where the handle of the Chinese sword is.

 

export to oblivion nif without animations. load both the Chinese sword and your ninjato.nif in seperate incidences of nifskope.

take the tristripsdata from your ninjato and copy them and paste over the corrisponding tristripsdata in the Chinese sword nif.

 

or is that not the problem you are having? :confused:

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first of all, export the Chinese sword from nifskope and load it into your 3d ap to get a berring on scale and location.

 

make sure that you have the handle at 0,0,0 in your scene. you will know where that is by where the handle of the Chinese sword is.

 

export to oblivion nif without animations. load both the Chinese sword and your ninjato.nif in seperate incidences of nifskope.

take the tristripsdata from your ninjato and copy them and paste over the corrisponding tristripsdata in the Chinese sword nif.

 

or is that not the problem you are having? :confused:

 

Ah, so the final copy-and-paste must be .nif to .nif? Hmm. Would make sense. All my copy and pasting so far has been .nif to .nif, only in this one I tried importing the obj directly over the original one. I guess I should read the tutorials more carefully.

 

Thanks, I'll give that a try.

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Nope, it didn't. I'm really at wit's end :/

 

What I seem to notice though is that the imported mesh has no tangets and binormals. Although it seems to be defined as an array of the same size as the number of vertexes. And if I paste the NiTriStripsData over the one of the chinese sword, it seems to keep the array of the old one, which has entirely too many entries for _my_ model :/

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nitristrips must have tspaceflag set to 16 to be able to edit em without errors BUT efore you go in game you need to set it back to 0 and update the normal array... binormals and tangents will grey out (i figured thats the specular error in vashs DE aswell...btw the dragon misses a mesh and the bullets are casings flying standing up lol)

you HAVE to paste your edited stripsdata on a vanilla item...

 

basicly like this:

make a nif out of your sword as vash suggested (if you need a nishape make an obj)

open it in nifskope

set its tspaceflag to 16 - update arrays

copy the data

paste over the vanilla data

set tspaceflag back to 0 - update arrays // cant go back after this once you close the file

save

this should work

 

but sometimes there are things well... lol

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