That's an untextured Oblivion Nif. Not one for Skyrim.
I've converted it to Skyrim: http://mods.jo-ge.net/sk/dl/newbin.nif
It uses a random texture (I used the treasure chest as template) so you still need to edit the Nif using http://niftools.sourceforge.net/wiki/NifSkope to pick your texture of choice.
What is the differece between the two, and what is the actual process for this. Like I was saying, I have nothing to do with the modeling process. That model was actually a model my brother made when we were trying to get models into the Unreal Engine for our main game project. He just converted it to .nif, and did a bunch of stuff in NifScope that I don't know of.
What I'm looking for is to see if anyone can help me with a list a steps for him to try, in order to produce .nifs that I can actually get into the CK.
EDIT: Also, JOG. The newbin.nif you linked appears to do the same thing upon entering the CK as my brother's Shiny Exclamation Point : |
EDIT EDIT: Wait... You're saying "so you still need to edit the Nif using http://niftools.sourceforge.net/wiki/NifSkope to pick your texture of choice." does that mean that my brother is failing to texture something properly using Nifscope?
EDITEDITEDIT: Just downloaded Nifscope on my PC. It apparently ""failed to load file header (version 14020007, 20.2.0.7)""
"failed to load nif from 'C:/Program Files (x86)/Steam/steamapps/common/skyrim/Data/Meshes/meshes/clutter/"(MODELNAME) *I use Model Name because i tried to load both newbin.nif (yours) and Waste Bin.nif (my brother's).