fext Posted January 22, 2009 Share Posted January 22, 2009 Modelling gurus, would somebody help me, (Arcanum Halfogre/Raised by Trolls quote start) puhleease? (Arcanum Halfogre/Raised by Trolls quote end) So I decided to use a unscoped magnum model and shorten the barrel so it resembles a snubnose gun. I ended with a nice looking model in NifScope but GECK crashes when I try to add it to the mod, reporting some assert error. What I did:1. opened the original magnum nif in nifscope, deleted all branches but the frame (node NiTriStrips), then exported to obj file. 2. opened the obj file in Blender and shortened the barrel.3 saved the file4. opened original unscoped magnum in NifScope, and removed branch with frame (NiTriStrips, name MagnumPistol:0)5. imported the .obj file with modified frame. The first odd thing here: the subnode with mesh opened as NiTriShape, not NiTriStrips6. renamed NiTriShape to MagnumPistol:07. copied branch, pasted it to the Base node. Another odd thing here - the original node number in unscoped magnum is 71, nut in my new nif file it got renumbered to 6 and all other nodes number were increased by 1. I was trying to figure out how to edit the number but no luck so far. Anyone, can you please explain what went wrong, and help me to correct my mistakes? Original file was 44magnumrevolvernoscope.nif. I tried to upload the new nif file here, but for some reason I'm not allowed to do it, so I will try to add it to my mod called 5mm revolver here: http://www.fallout3nexus.com/downloads/file.php?id=3026 Having such a problems with a simple barrel length reduction, I'm beginning to think that planned step 2. ie. shrinking the whole model will be a nightmarish experience. :wallbash: Link to comment Share on other sites More sharing options...
LordNighthawk4 Posted January 22, 2009 Share Posted January 22, 2009 you don´t have to delete everything before you export...just klick on the nitristrip and then export->obj and just the selected nitristrip will be exported. edit the .obj and save it as obj after editing. open nifscope again, click import->obj. after opening click on the ninode, right-click the nitrishape and under mesh click "stripify". then move down to the nitrishapedata, right click, then block, then copy. click on file-> new window. open your original .nsf again. expand the ninode tree you want to exchange the mesh for. then expand the nitristrips and right click on the nitristripsdata. chose block -> paste. there might be an error message, just ignore it. Link to comment Share on other sites More sharing options...
fext Posted January 22, 2009 Author Share Posted January 22, 2009 ur my hero it works! tyvm! Link to comment Share on other sites More sharing options...
fext Posted January 22, 2009 Author Share Posted January 22, 2009 Well one more problem. I modified the model and now it looks OK, but as I reduced the size, the gun sits too low in the hand. So the second question - what exactly defines the hand position and how to modify it? What I tried so far (and what failed) 1. transform in NifSkcope on BSFadeNode (obviously everything moves including the grip point)2. transform on every subnode, ie. frame, trigger, hammer and crane. Now the gun sits OK BUT when the toon reloads, the cylinder position is bad, it's moved to the original position before transformation. There must be some handle which is moved by the reloading animation and the handle returns to the previous position. Anybody knows what exactly to transfer in NifScope? I guess it will be something like the projectile node but can't find it.If it's the 0,0,0 point, what to do to remove the problem with reloading? Link to comment Share on other sites More sharing options...
Deleted979803User Posted January 24, 2009 Share Posted January 24, 2009 Well one more problem. I modified the model and now it looks OK, but as I reduced the size, the gun sits too low in the hand. So the second question - what exactly defines the hand position and how to modify it? What I tried so far (and what failed) 1. transform in NifSkcope on BSFadeNode (obviously everything moves including the grip point)2. transform on every subnode, ie. frame, trigger, hammer and crane. Now the gun sits OK BUT when the toon reloads, the cylinder position is bad, it's moved to the original position before transformation. There must be some handle which is moved by the reloading animation and the handle returns to the previous position. Anybody knows what exactly to transfer in NifScope? I guess it will be something like the projectile node but can't find it.If it's the 0,0,0 point, what to do to remove the problem with reloading? The hand position is 0,0,0. You just have to tweak it with transforms till it sits right in the hand, and hope the model just isn't shaped in such a way that this won't work. The projectile node is what determines the spawning point of the projectile nif when the gun is fired. I am guessing that what you are looking for is buried inside the animation data. As in when the animation activates, it moves the cylinder, right? But its position is as you said relative to the old size. So you may need to progress the animation in nifskope and transform the frames to match? Link to comment Share on other sites More sharing options...
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