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can anyone help


chucksteel

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I am new to modding an I have just ben playing around trying to learn how all this works. I was able to extract the mesh and create a new hat using the Chinese commando mesh. the only trouble is I cant get it on top of the head. it sits on the side I cant find anywhere to change the xyz axis.

 

could someone tell me what I am doing wrong?

 

thanks for any help.

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I'm not sure but if you modelled it in Max or Blender then, you could try loading the model back into Max or Blender (which ever you use, import using niftools), and see if its misaligned against the stock model model relative to the scene origin (0, 0, 0).

If it is, just move the created model to where it should be and re-export (after removing the stock model imported data from the scene) with the corrected model x, y, z information?

 

~ Lakie

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thanks for the replies

 

I just don't get it (like i said I am totally new to this) I didn't create the hat I just used the vanilla one and added new stats to it with the GECK . I pulled out the meshes with the bsa extractor in FOMM, then created new headgear with the GECK. In my mind it should have ben plug and play. I know I am just missing something small and stupid, but I can't seem to figure out what.

 

like I said thanks for the advice, I am just trying to learn not make an earth shattering mod.

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In many 3d packages, they use a Z-up axis orientation (X & Y for the other translations)

 

I see this when dealing with Maya sometimes, since maya uses a Y-up axis orientation.

 

Perhaps all you need to do is rotate the model 90 degrees to the left hehe.

 

 

I haven't delved into importing stuff yet, still getting a vast collection of meshes and textures ready for importing!

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I have had the same issue too you can just change the ID of a hat in the GECK and do nothing more to it and this happens. It only seems to be some of the hats though. It's very strange and annoying.

 

I have only tried the chinese commando hat and the combat helmet and it happened to both. I thought I must be doing something wrong. I messed with it with nifscope but it didn't seam to help, or make any difference. I changed the x, y, and z axis and saved each version, it always showed up on my shoulder.

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Hi all

Same problem here and it is not 3D editor related, and i am saying this bcs i didn't used any

 

Here is what i did when i wanted to change/make new item trying to use vanila model:

 

- fired up G.E.C.K

- used already existing item (tried wit helmet, bandana and glasses) by opening FORM

- Changed ID

- saved new item

- placed it in a world

 

tested and it didn't worked

 

tried many combos but seems that trouble starts with changing item ID so whatever item i tried to wear it just sits somewhere at left ear of my character, it seems almost like biped object for item is messed by process (my uneducated guess) tryed to change it also and result is same item sits somwhere on the left shoulder/ear

 

Of course this was kinda Oblivion TES logic process... So does anyone knows are we missing something here ? Is it a some bug? Does anyone knows some viable solution to add item n GECK?

 

Thnx in advance and sry for my bad english

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Ok ppl update on topic and problem mentioned here - SOLVED ( i wish i stumbled upon solution before i wrote previous post)

 

SOLUTION -

 

After changing/duplicating item go to "Characters" tab, then "Update Facegen Model Availability".

 

Save and test. It shows ok

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