Creating Nodes in 3ds Max, and node attachments in NifSkope?

Post » Sat May 28, 2011 12:25 pm

For the 3ds Max part:
Alright, I know that with blender, nodes will appears as 'empties', so you can still view the nodes attached to a model/kf file, i.e. like projectile nodes, and so forth.
Is there a way to do this within 3ds Max, as every time I import a weapon or so on, the nodes never appear, and all I have is the base model and collision.
If there is a way to create nodes or view them within 3ds Max, i'd like to know, and It'd be much appreciated.
I currently use 3ds Max 2010 32 bit, and use the latest version of the 3.5 beta NifScripts.

For the NifSkope part:
When I ever I load up the skeleton and attach a reload kf ( for example, 2hareloada.kf )
I get this error: "The following controlled nodes were not found in the nif:" "##G3Clip" "##G3Lever"
If I could get some light shed on this, I'd be thankful.

The main reason I'm asking is because I've seen there are unused animation slots for reloading weapons, and I'm personally trying to see overall how reloads works, and the proper way to make them, so I could add in custom reloads.
I've seen it done before, as there are scripts and resources lying around for a custom Combat Shotgun reload used in Project Valhalla. So any guidance would be appreciated. Thanks!
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Rodney C
 
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Post » Sat May 28, 2011 8:59 am

For the 3ds Max part:
Alright, I know that with blender, nodes will appears as 'empties', so you can still view the nodes attached to a model/kf file, i.e. like projectile nodes, and so forth.
Is there a way to do this within 3ds Max, as every time I import a weapon or so on, the nodes never appear, and all I have is the base model and collision.
If there is a way to create nodes or view them within 3ds Max, i'd like to know, and It'd be much appreciated.
I currently use 3ds Max 2010 32 bit, and use the latest version of the 3.5 beta NifScripts.


Nodes are Bones -> create Bones.

For the NifSkope part:
When I ever I load up the skeleton and attach a reload kf ( for example, 2hareloada.kf )
I get this error: "The following controlled nodes were not found in the nif:" "##G3Clip" "##G3Lever"
If I could get some light shed on this, I'd be thankful.


Its exactly what it says those nodes do not exist in the Skeleton.nif they are the weapon nodes and only exist in the Weapon.nifs.

The main reason I'm asking is because I've seen there are unused animation slots for reloading weapons, and I'm personally trying to see overall how reloads works, and the proper way to make them, so I could add in custom reloads.
I've seen it done before, as there are scripts and resources lying around for a custom Combat Shotgun reload used in Project Valhalla. So any guidance would be appreciated. Thanks!


The Project Vahalla people claiming to have created a NEW Method (Using PlayIdle SpecialIdle) of doing Reloads that is neither new or truly useful especially for FONV considering that the Reload Index was increased from 11 FO3 to 23 FONV Slots and even going back to FO3 the only Animation Set that was Reload Locked was the 1HP set as every other set had multiple Reload slots open for modders.

Just make the animation and assign it to a Slot not used in Vanilla.
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Natasha Biss
 
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Post » Sat May 28, 2011 11:38 am

Ah, thanks for your reply SaidenStorm(and might I add, I love your custom creatures work).

Thanks for that info, That clears up a lot of stuff. Hopefully I won't skrew anything up, and can get something going ^_^
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Miss K
 
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