loading screen model not loading?

Post » Mon Jun 18, 2012 6:43 pm

Does the "hint" text load, and no model, or is the text missing as well?
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Miragel Ginza
 
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Post » Mon Jun 18, 2012 4:17 pm

no text as well...
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anna ley
 
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Post » Mon Jun 18, 2012 4:47 am

Try making a new one, use a built in image, see if it works? If the text loads?
Then try adding your own image?

Or maybe start with just modifying text on an existing one. See if THAT works.
Or modifying the image on an existing one.
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Alexander Lee
 
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Post » Mon Jun 18, 2012 6:38 pm

custom load screens do work. i did this even before the CK:
http://static.skyrim.nexusmods.com/downloads/images/5696-1-1328385683.jpg


if you are loading a blank page, most likely your nif file is not working correctly.


one way to check for sure if your nif is working is do a placeatme and your STAT form ID. if your loadscreen model places into your room in-game and it looks ok, then it will load in the loading screen.

remember, the loadscreen nif is a STAT with no collision model.
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Becky Cox
 
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Post » Mon Jun 18, 2012 6:43 pm

The problem is I tried even with just using a copy of a working loadscreen , I tried the elven shield wich has the same setting as mine but it doesnt load , maybe I am wronging the stetting or something for testing? I am testing in getincurrentloc skyhaven temple ... may be it doesnt work here? I am out of ideas nw ...
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liz barnes
 
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Post » Mon Jun 18, 2012 8:33 am

custom load screens do work. i did this even before the CK:
http://static.skyrim.nexusmods.com/downloads/images/5696-1-1328385683.jpg


if you are loading a blank page, most likely your nif file is not working correctly.


one way to check for sure if your nif is working is do a placeatme and your STAT form ID. if your loadscreen model places into your room in-game and it looks ok, then it will load in the loading screen.

remember, the loadscreen nif is a STAT with no collision model.
That's awesome. Curiously, how is a static mesh of a character model in pose created?
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Joey Bel
 
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Post » Mon Jun 18, 2012 6:42 pm

custom load screens do work. i did this even before the CK:
http://static.skyrim.nexusmods.com/downloads/images/5696-1-1328385683.jpg


if you are loading a blank page, most likely your nif file is not working correctly.


one way to check for sure if your nif is working is do a placeatme and your STAT form ID. if your loadscreen model places into your room in-game and it looks ok, then it will load in the loading screen.

remember, the loadscreen nif is a STAT with no collision model.

The problem is I tried even with just using a copy of a working loadscreen , I tried the elven shield wich has the same setting as mine but it doesnt load , maybe I am wronging the stetting or something for testing? I am testing in getincurrentloc skyhaven temple ... may be it doesnt work here? I am out of ideas nw ...

also I know my mesh worck couse is a shield I can use ingame ... the problkem lies in soemthing else ...
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jasminε
 
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Post » Mon Jun 18, 2012 7:15 am

I think that the problem may be due to some variable? or may be the location variable I used is not good for that cell or something else is needed?
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Richard
 
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Post » Mon Jun 18, 2012 3:31 am

That's awesome. Curiously, how is a static mesh of a character model in pose created?

you export the skinned model with no bsdismember property. export as a ninode not a bsfadenode. then you do the painstaking task of reassembling everything in nifskope. the above example had about 10 or 11 nitrishapes, all of which had to be rebuilt with their proper shaders.

dont worry about any collision (it should have none)


as for the posing itself, you can import any body parts, armor parts, weapons etc into a 3d editor (i used 3ds max), and pose the skeleton manually. the skinned meshes will deform along the skeleton
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Beth Belcher
 
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Post » Mon Jun 18, 2012 11:52 am

also I know my mesh worck couse is a shield I can use ingame ... the problkem lies in soemthing else ...

that would be the problem, you cant use a functional mesh for a loading screen. it has to be a static object i.e. STAT. a shield is an armor i.e ARMO. you need to convert the shield to a STAT (remove the bsdismember property and export into nifskope. then reassemble it to a working static nif)
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Yvonne
 
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Post » Mon Jun 18, 2012 6:41 pm

I created it as a static object removed all the unneeded stuff copying the same setup of another shield , but as I said I used also the actual elven shield that you know works on loading screens but it doesnt load in that particular cell And I do not get why when I enter skyhaven I get black loading with smoke and notheing else ... how do I do to get it loaded when you enter a cell then?
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Matthew Warren
 
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Post » Mon Jun 18, 2012 3:46 am

Do you know ow a system to test if this is working? I am not able to load anything in the cell of skyhaven ...
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Jason Rice
 
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Post » Mon Jun 18, 2012 6:44 pm

how you did to test your loading screen and be sure it worked?
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Austin Suggs
 
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Post » Mon Jun 18, 2012 3:01 am

first thing i did was assemble my "scene" into a single static mesh file. that included a character and some weapons. this part took a lot of trial and error to see what worked and what didn't.

the next step was to create a new STAT entry that references this mesh file.

i tested to see if the stat works by doing a placeatme console command. if it appears in game properly with physical properties and no collision (just floats in space and you can walk through it), then it will work in the loading screen. if you do a place at me and your object falls to the ground it will not work in a loading screen, as it will fall into space because of havok affecting it with physical "gravity"

the next step is to test it with an easilly repeatable loading screen. i chose one of the existing dark brotherhood loading screens (swapped out the model with mine) and tested it by saving a game near the DB sanctuary. then it's just a matter of reloading your game until it shows up.
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louise fortin
 
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Post » Mon Jun 18, 2012 8:26 am

But this is what i dud apart the db test i tested in skyhaven but nithing loads tgere ..
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Lily
 
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Post » Mon Jun 18, 2012 3:39 pm

when you said you were using the elven shield, are you using the regular shield you equip in game? or are you using the specific LoadScreenElvenShield STAT model? the equippable shield will not load in a loading screen it will fall into infinity because it is affected by havok's physics

also if you take an existing functional armor piece and remove the collision etc. in nifskope this will either crash the game or not load at all. you have to modify this is a 3d editor, preferably 3DS Max since it has a proper exporter (niftools). you might get away with it in blender if you export obj and do the old switcheroo trick, but your target nif file has to have the same number of trishapes as you have obj's. this is fine if the loadscreen object only has 1 trishape and you are only switching out 1 obj, but something complicated like a skinned character mesh or a scene with multiple objects will most likely have to be done in 3DS max. you can legally get 3DS max free directly from autodesk using an edu email.
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Ash
 
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Post » Mon Jun 18, 2012 6:48 am

LoadScreenElvenShield STAT model I just copied the same entry and added to the cell to load ....
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Rik Douglas
 
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