Importing mesh fail

Post » Wed Jun 20, 2012 4:52 am

Hi,
I have taken the robe mesh, redid it using 3ds max - I wanted to do akatski robe, i didnt do any texture yet, but when I imported it into CK, at first there was nothing, but then the preview made a red triangle with a white exclamation mark. Does anyone have any clue what is the problem? Thanks
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Skrapp Stephens
 
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Post » Wed Jun 20, 2012 1:27 pm

There are some intermediate steps you have to go through involving NifSkope. More than that I can't really tell you, I've never gotten into the whole "creating new objects" side of things.
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kelly thomson
 
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Post » Wed Jun 20, 2012 5:35 am

Well, I opend up the original file of the robe .nif in nifskope, deleted the mesh, imported the new one, but it still doesn't work. I hopw that someone will eventually post something that would help me.

But anyway thanks :)
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carley moss
 
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Post » Wed Jun 20, 2012 8:08 pm

I use 3ds Max for my mods. I'm not an expert or anything, but I've successfuly edited a few vanilla meshes, so I think I can help. However, I need more info though on your steps and settings.

What did you do to the mesh? (delete vertices, move, or add)
Are you using parts of different meshes?
Did you make a 0 and 1 mesh? (I find it good to make just the 0 mesh first, then copy twice into the target folder and change one to "_1" and test, before moving on to the 1 mesh)

In nifskope, the texture property must have 9 slots in the array. 3ds max exports only 6. You have to delete out the texture property and copy/paste from the old nif. Have you done this?

One thing that might help, when I use nifskope, I always open a fresh nifskope program instance (not by just opening straight from the nif I want to edit). Then I load the nif. If I need to look at other nifs, I open a new nifskope window and open the file from there. I kept on getting errors the other way. Not sure why.
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roxanna matoorah
 
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