SirSmokeALot Posted December 8, 2008 Share Posted December 8, 2008 I believe I read in the Modding-Mini-Tut that the object has to be pasted over directly from .nif to .nif, would seem right or not? I haven't worked with armor yet. But when I tried modding Oblivion I had similar problems with armor I belive it had something to do with the skin partion or something I only was able to make working armor with the Oblivion-nif-export function of Blender. EDIT: I just exported the helmet as .obj opened it with blender and exported it as .nif and pasted over a powerhelmets shapedata with it. But in game I just end up with a player without head Sorry, but at the moment I don't know how to help you with this SirSmokeALot Link to comment Share on other sites More sharing options...
SpeedyB64 Posted December 8, 2008 Share Posted December 8, 2008 If your model has a skin modifier than it might be that the skin modifier that is in the nif will not work with your helmet. I tried replacing the eyebot helmet with a model of my own that I exported from 3ds max to nif. The model crashed the game so I think it was the skin property. It is currentely very dificult to use a skin modifier in fallout. You could try making it a normal hat by replacing a baseball cap or something similar. (some hats have no rigging) Check your nif and see if it has a skin instance, if it does than that is probably your problem. Link to comment Share on other sites More sharing options...
jaysus Posted December 8, 2008 Share Posted December 8, 2008 skinning: the binding of a surface- or skinmodel to the movement and location of a characters skeletal bones(that polygon madness explosion clusterfork is a #1 sign for bad/broken skinning) actually there shouldnt be the need for a skin for helmets at all tho... those i checked were all skinless (hats, basecaps)to be sure:open the nif and if there is a dismembermentskinproperty or somin similiar then you have a slight problem and should take a walk fom the modelling mini tutorial to one of the two skinning tutorials specified in the appendix of the mini tutorial, tho none of these is for lightwave... but you could still get blender, import your LW obj and skin it there) and for max users always remember (at least till new relases of niftools):niftools 3.0 for export from max -or crash ingameniftools 3.1 for import into max -or error in max Link to comment Share on other sites More sharing options...
LordNapalm Posted December 8, 2008 Author Share Posted December 8, 2008 Thanks for the suggestions guys.Ill try starting back from square one. See if I can figure this mess out. Link to comment Share on other sites More sharing options...
Skree000 Posted December 8, 2008 Share Posted December 8, 2008 I dont know the import pipline 100%, but I can pretty much guarantee its a skinning/rigging problem. Link to comment Share on other sites More sharing options...
LordNapalm Posted December 8, 2008 Author Share Posted December 8, 2008 I pretty sure what I did was import the OBJs into NifSkope.. then I copied and pasted over the nifstrips in the power armour helmet.That's how I finally got it to load the game without crashing anyway. I had to rename the node back to the original, etc.. just like in the tutorial. ANyhoo.. like I said.. I'll try starting over. I might have just botched something along the way. Wish me luck :P Link to comment Share on other sites More sharing options...
katix117 Posted December 8, 2008 Share Posted December 8, 2008 skinning: the binding of a surface- or skinmodel to the movement and location of a characters skeletal bones(that polygon madness explosion clusterfork is a #1 sign for bad/broken skinning) actually there shouldnt be the need for a skin for helmets at all tho... those i checked were all skinless (hats, basecaps)to be sure:open the nif and if there is a dismembermentskinproperty or somin similiar then you have a slight problem and should take a walk fom the modelling mini tutorial to one of the two skinning tutorials specified in the appendix of the mini tutorial, tho none of these is for lightwave... but you could still get blender, import your LW obj and skin it there) and for max users always remember (at least till new relases of niftools):niftools 3.0 for export from max -or crash ingameniftools 3.1 for import into max -or error in max since were on the topic here, i tried importing an obj into nifskope, immidiatr crash ingame, any tutorials out or shoudl i jsut keep messing with properties? Link to comment Share on other sites More sharing options...
LordNapalm Posted December 9, 2008 Author Share Posted December 9, 2008 Well I haven't had any luck with OBJs either. I find the best way to go so far is just to find pieces from the in game models and use them as primitives to build a new model.less likely to crash.. nifscope always likes the mesh, then just re texture and save. It's a pain in the ass to model with x y z numbers.. but haveing it not work in the game is even worse. Link to comment Share on other sites More sharing options...
mazakala Posted December 9, 2008 Share Posted December 9, 2008 I have the same kind of problem... Maybe we'll just have to wait for a Nifskope update. :( Link to comment Share on other sites More sharing options...
jaysus Posted December 9, 2008 Share Posted December 9, 2008 which program do you guys use to create 3d models? which exporter do you use and what are their settings?what are you trying to do? what custom model and what vanilla one?if you have trouble with skinning explain that... try exporting as nifs not objs if possible... you can swap between shape and strip in nifskope if you need to... nifs offer more options than obj... always update normal, tangent and binormal arrays update tangent spaces nifskope crashes dont matter... you just can go on editing but they often work ingame just fine and can also be imported into max - to prevent that just dont close the niskope file until youre done... Link to comment Share on other sites More sharing options...
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