I needed a structure to act as an Orc hut but I am very inexperienced at modeling anything outside of weapons and prop type objects. Using 3DS Max I came up with a solution, import the fullOrcAwning mesh and the stockadefreewall1 mesh and arrange them to create a single nif. Now I've created the structure and it is textured correctly within the viewport. I export as a NIF and volia, I think i've got something ready to be brought into the game. I even double checked to make sure the texture paths were correct via NifSkope. I've done everything that I have learned and feel that it is now a game ready mesh, matched with a game ready texture.
I open up the CS and right click to create a new object. When I go to select the bash mesh about a dozen error messages pop up. It tells me that each stockade wall (which i imported into Max, scaled, ((I combined two of them together to make a panel of sorts)) cloned and arranged around the awning) is missing a diffuse map and is marked for eye-reflection but missing the required texture. After all of these error messages are cleared the CS crashes.
I'm really lost here, I can't seem to find any instanse of a diffuse map within NifSkope and I (stupidly I might add) figured that if the mesh was being textured correctly within Max then all the correct data had been imported, thus would be exported cleanly.
The only plausible thing that I can think of is that combining meshes in 3DS max is simply a no-no, but honestly I have no idea where I would start within NifSkope to scale, combine, and arrange the seperate meshes the way I had done in Max.
I would greatly appreciate some assistance as this was basically my only plan for making unique architecture to fit within the style of the orc longhouses.