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Nif exporting setup Pictorial


SpeedyB64

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GECK crashing is the number one mystery. Basically the only ways to fix it That I know of are play around with nifskope for basically 10 hours until you go half-insane. By then you might randomly change a number value that 'makes it all good'

 

There is no real science why sometimes it works flawlessly and sometimes it doesnt work at all, even when you reproduce everything totally and perfectly fine.

 

Odd time ive found opening your working NIF back in your 3d package, then re-exporting it out, then trying from there to cut and paste pieces of that NIF file on top of a stock (similar) nif file.... that seems to work kinda

 

 

I DO know however to fix that Array error in the last pic.

 

Go into NIFSkope and check the 'name' value for all your items. Whenever you see a blank one (it will say TXT then blank) click the blank space, and you should see a -1 appear highlighted. This is bad, negative numbers can't be stored in the data array.

So we have to push zero (0) and change it to match the root node.

 

once you eliminate all the blank 'name' spaces and replace them with zeros, you should be good

 

 

OH Additionally, I found a new way to fix an error that was bugging me.

 

If you DO import your weapon to the game, you can spawn it, it falls on the ground, but you cant pick it up... (when you hover your cursor over it, it doesnt light up with the items name and value like everything else) thats because of a collision problem.

 

You can have a SEEMINGLY fully functional weapon/object with working havok collision etc, but in game it might not appear to work.

Check in NIFSkope for your Havok collision cage.

If you DO see it there, and you are still having trouble with your mesh not being clickable, open up your 3d package and import your NIF back in

 

Have a look at the root node, called bhkRigidBody

Click it and look at its properties, there should be a box called Collision Meshes. For me, when I had that problem, there was only one listed in there and it was called <deleted>. (im guessing because i had deleted the original Collision mesh when I DID make my own, I just forgot to select mine and add it to that list. So click your collision mesh (that should have a BHKrigidbody modifier applied) and click ADD in t he collision meshes list, so that it lists it.

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I'm just going to throw my 2 cents in here.

 

1st of all the item has to have collision data or you will walk right through it, fall right through it (If it's a floor) and simply not be able to pick it up.

 

and secondly regardless if it's been edited or not, there has never been one mesh that originally came from the games fallout - meshes.bsa that I have not been able to import back into the game.

 

Now it may not work properly, or show up in the game, but the point is, I still managed to get it back into the G.E.C.K. once it had been edited.

The reason is because of the procedure I use.

 

From the topic title, the way all of you are explaining things, and what your going over and giving instructions on how to do it. it looks like your having trouble taking an NIF file out from the game, editing it, then re-importing it back into the game.

 

If that's the case of what you are doing, then you are all making it out to be this real complex procedure for Exporting and importing an NIF FILE into the G.E.C.K., when that's one of the simplest things to do (At least for me it is)

 

Watch part 5 of my advanced tutorial for the exporting/importing an NIF file and after you get it editited and put back in the G.E.C.K. go watch part 8 of my expert lessons on adjusting the X - Y - Z position and rotation co-ordinance.

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I thought you said that you did not cover geting files from 3ds max into the G.E.C.K. That is what this tutorial is for. The things we are doing in here is exporting the mesh frome a 3d program then opening the exported nif next to an original one and copying the data over. We are not just fiddling with original nifs, we are replacing the entire collision block with a custom made one. The reason custom collision is complicated is just replacing the mesh will not work it will be misalligned. Since the original nifs used bhkRigidBodys they can't be moved. Thats why we need to replace the entire bhkRigidbody with the bhkRigidbodyT frome the exported nif, which if the settings in the copied over bhkrigidBodyT are not correct it will not work.

 

BTW have you ever made a mesh in max and then exported and set up the nif then opened it in the G.E.C.K. or have you only messed with original ones?

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GECK crashing is the number one mystery. Basically the only ways to fix it That I know of are play around with nifskope for basically 10 hours until you go half-insane. By then you might randomly change a number value that 'makes it all good'

 

thanks Skree000, i guess ill just keep trying different stuff.

nifskope kinda makes me go insane every time i open it. :wacko:

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The problem here is that I completely understand exactly what it is that your trying to do, Your not understanding what I'm talking about with the meshes and what i'm trying hard to get you to understand. There is too much to get into in text do you have something like ventrillo or xfire so we can verbally talk. Because there are something your not understanding that I have know how on, but I can't seem to get it across to you so you can get what I'm saying

 

As for this part of what you said:

BTW have you ever made a mesh in max and then exported and set up the nif then opened it in the G.E.C.K. or have you only messed with original ones?

 

As much as you do not think so What your not understaning is that exporting a mesh from max into the geck and messing with the original mesh I assure you are the exact same thing you just can't see how.

 

As I said I can't explain this so you can understand

 

I PM'd you.

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....Watch part 5 of my advanced tutorial for the exporting/importing an NIF file and after you get it editited and put back in the G.E.C.K. go watch part 8 of my expert lessons on adjusting the X - Y - Z position and rotation co-ordinance.

 

Can you share the link or PM me the link to those advanced tutorials?

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