Problem with NIF exported from 3DS Max

Post » Fri Nov 16, 2012 11:22 pm

Not crashing the CK and now I realize why, the texture was there in data but never actually applied. The UV Scale of every mesh was set to 0x0. After changing every single piece to 1x1 the texture was applied to the mesh! Although, a few of them are warped because they should be set to .5x.5 or some other value.

Overall this whole ordeal was a major pain in the ass and I appreciate all your assistance. I'm keeping this thread bookmarked for future reference. From the last few days I have learned a lot. For one, try not to make meshes with too many seperate parts. That way changing values in NifSkope wouldn't be as painful. If I had simply combined all of the stockadewall01's into a single part, I would have been able to do everything a lot faster. The exporter is in dire need of further devolopment, safe to say, I will not be using it to make meshes this way, and will most likely only us it with custom meshes or to combine "simple" meshes. I also learned that NifSkope is very powerful and will be able to do a lot of what I need it to.

If anyone has a better way of importing/exporting and editing Nifs then I am all for it. The Max exporter is nearly unusable.

Edit: Also, pretty discouraging after all this work to find a lot of problems with textures being stretched. Even after scaling the uvs correctly there are some sections that are stretched terribly. It's weird because the mesh and texture looks perfect in NifSkope and all of my texture related problems have only been visible within the CS

Edit2: YES!!!!! Scratch the above edit, I changed the value of how the texture was wrapped from Clamp S Clamp T, to Wrap S Wrap T. All the blur is gone, all the UV Scaling is 1x1 (is disjunction with my previous statement) , and the Max exporter can go burn in a hole.
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glot
 
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Post » Sat Nov 17, 2012 3:02 am

Looking good,only need to copy over the collision boxes from the original walls, was able to walk thru the house....

http://www.flickr.com/photos/58887748@N08/7525263228/
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jenny goodwin
 
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Post » Sat Nov 17, 2012 1:01 am

Glad to hear it. :)

At least Max has an exporter. Blender doesn't and won't for a long time. I typically follow the F03 way of exporting as it's closest to Skyrim. Still needs work in Nifskope but that's not difficult. And collision ... well, that's another thorn.

Seems you missed a value when I asked if you compared the values with the original. ;)
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Kayla Keizer
 
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Post » Fri Nov 16, 2012 6:56 pm

Yeah 1 or 2 lol. I went into this as someone who only used nifskope to adjust texture paths. The sheer amount of data there is overwhelming,now that I know what to look for ill try not to make the same mistake twice
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ijohnnny
 
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Post » Fri Nov 16, 2012 6:57 pm

There is a lot of data that is stored in a nif file. Your best bet is to import your object into 3ds max. Do your modifications, create UV maps then export the 3ds max file as a .obj file. Then do your texture work and then open up the original orc hut and replace the shape files and correct the texture paths.

These tutorials helped me a lot.
http://www.youtube.com/watch?src_vid=8hYHj2Dy49s&v=6t_yECNDXNA&annotation_id=annotation_14706&feature=iv

http://www.youtube.com/watch?annotation_id=annotation_216036&src_vid=6t_yECNDXNA&v=CwPIUDFi5_Y&feature=iv
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john palmer
 
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Post » Fri Nov 16, 2012 10:25 pm

If you only have statics, then collision boxes may be the easiest way to do what you want (and relatively low-poly too). But if you have a bunch of overhanging stuff, windows, or strange shapes then you may want to consider splicing in Vanilla collision. I guess it depends a lot on how accurate you want/need your collision to be and how complex the shapes are.

As for the Max exporter; I haven't had any problems with it, aside from the known limitations. These are collision (don't even try, though some types ARE possible - they aren't worth the aggravation), and bsShaderLightingProperties. The latter cannot be properly exported from Max (though it IS, it has certain flags which make it unusable in-game). You need to splice over a working bsShadLightProp from a Vanilla mesh... then tweak the settings for your individual needs.

You can delete that node from the Max-export though, then reassign the bsShaderTextureSet to your spliced nilla bsShadLightProp. Delete the niMaterialProperty node, as that is leftover from the FO format I think.

When exporting from Max, the settings make a LOT of difference. I export using JUST sort nodes, update tangents, collapse/zero transforms, and vertex colors... this works for plain statics (no animations, no skinned/bones). Once it's exported, open it in NifSkope, splice over a working bsShadLightProp and tweak the settings, then reassign the bsShadTexSet. Select the niTriShapeData node and change 'has normals' and 'has vertex colors' to yes (I think one of them is already yes, but it's been a while so I don't remember). Convert the root node to a bsFadeNode and save the NIF.
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Vickey Martinez
 
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