cumbrianlad Posted June 12, 2020 Share Posted June 12, 2020 Hi. I have mash-ups with several items, such as iron ingots. At present each tri-shape has its own BSlightingShaderProperty. Since these properties all have the same value, I wanted to just use one to cut the nif down. However, pointing all the ingot tri-shapes to one shader property and removing the redundant properties doesn't work. In game, the game freezes when loading the cell with the nif in. It all looks OK in Nifskope. Is there a way to do this? There is no problem with pointing all the shader properties to a single BSShaderTextureSet. Link to comment Share on other sites More sharing options...
maxarturo Posted June 12, 2020 Share Posted June 12, 2020 Every "tri-shape" = object, each object is an independent entity in your nif, so each object must have its own "BSlightingShaderProperty". To have only one "BSlightingShaderProperty" you need to make all of those "independent entity in your nif" a single nif = one model. * You can do this in 3ds max, i don't know about 'Blender' i've never used it. If you do this, then you must also create "One Single Common Texture d, n, m, e..." for you whole mesh/model. I hope it helps. Link to comment Share on other sites More sharing options...
cumbrianlad Posted June 12, 2020 Author Share Posted June 12, 2020 Looks like I'll have to get around to learning a 3d program at long last. Link to comment Share on other sites More sharing options...
Hanaisse Posted June 12, 2020 Share Posted June 12, 2020 No they cannot, as you've already found out. What they can do is share the same TextureSet if you're looking to optimize. Even better solution, if you have multiple objects of the same thing, is what Max suggested and combine them into one object. Outfit Studio has a new feature that can do just that (import nif, select an object, rightclick > copy geometry for each object, export nif when done) and you won't have to mess with 3D programs. Link to comment Share on other sites More sharing options...
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